Alignment: Lawful Good
Communication: Empathy
Languages Understood: Common

Appearance:

Mandekir usually appears as a longsword, but this may not always be true (see Powers below). Whatever its form, Mandekir always has a starburst motif on opposing sides at some point on the weapon (i.e. etched on the blade, decorating the hilt, etc.) One side has an eye in the center of the starburst (the symbol of Kir Harsoth) and the other has a hand in the center (the symbol of Kir Ailoth). These symbols may be used as holy symbols for the purpose of Turning undead. When an undead of 5 hit dice or greater comes within 20' of Mandekir, the sword will burst into brilliant white light, brightly illuminating a 75' radius.

Powers:

Heal its wielder once per week
+2 sword
When wielded by a paladin, Mandekir becomes a +5 sword, and will sense which weapon its wielder is most skilled with and change its form to match. It has all the standard holy avenger abilities: 50% magic resistance, dispels magic in a 5' radius at a level equal to the paladin's, and inflicts 10 bonus points of damage per successful hit on a chaotic evil or undead creature.

Special Purpose:

The slaying of powerful undead. When wielded by a paladin and facing an undead of 5 hit dice or more, Mandekir will confer a +2 saving throw bonus (in addition to any bonuses already present for the wielder) and all damage done to the paladin will suffer a -1 penalty per die inflicted.

Additional Notes:

When wielded by a sentient being of nongood or chaotic alignment, Mandekir will inflict 12 points of damage per round to that individual.
Mandekir will not allow its wielder to use it with another weapon. If its wielder attempts to do so, Mandekir will attempt to possess its wielder to make him/her stop.
While Mandekir will allow itself to be wielded by any lawful good or neutral good individual of any faith, it will attempt to sway its wielder to the worship of Kir Harsoth and Kir Ailoth.
A paladin can sense the holy nature of Mandekir whenever the blade is drawn or otherwise laid bare. A paladin will see the sword encircled by a soft, white nimbus.
Due to its intelligence, Mandekir saves as an artifact versus disjunction spells and effects.

History:

Mandekir was created on Lyrras in the year 96 DN by Kulanoth priests of Kir Harsoth and Kir Ailoth to combat the undead raised by demon priests of Lohalra during the Demonwar. Mandekir was given to the paladin Farrem Valanain and sent into Harkone to battle demon- raised undead directly. Valanain died while destroying the demon lich Falknost Jythlak, the principal member of the demons' undead force. With the "death" of Jythlak, many demonic undead literally crumbled as their motivating force was obliterated. When Kulanoth and Sarlak forces invaded later, Mandekir was taken as a prize by a Kulanoth foot soldier and handed down through his family until the final heir died of plague. An arms merchant eventually acquired the weapon and sold it to a half-elven adventurer. The adventurer departed Menthaas on a spelljamming vessel, taking Mandekir with her, still unaware of its latent powers. The half-elf died while battling pirates in Realmspace, and Mandekir was taken with the rest of the adventurer's belongings. The weapon was placed in a locked chest when it killed a pirate attempting to wield it, and was sold to a merchant on Bral. The merchant in turn sold Mandekir to a lieutenant of the Elven Imperial Navy. The lieutanent died while visiting Toril when bandits attacked his party. Mandekir was taken once again, and is now presumed to be somewhere in Faerun, most likely near Waterdeep.



Powers:

The Gloves of Iandor allow the wearer to cast an invisibility spell on himself once per week, one knock per week, dispel magic once per week at the same level as the wearer, and to cast one magic missile per day at the same level as the wearer. Finally, the Gloves of Iandor have access to a small "pocket dimension" within which the wearer can place enough material components for five spells. The wearer must know the command word to place materials within this "pocket dimension." To retrieve materials from the pocket dimension, the wearer simply has to concentrate for one combat round, and the desired components will appear in the wearer's hands. Only the conponents for one spell may be summoned at a time.

Appearance:

The Gloves of Iandor are very modest in appearance. They are obviously not of substandard construction, but they are not of high quality, either. They are dark brown in color, and are made of thin, supple leather. The leather is thin enough to allow ease of spellcasting, but are magically reinforced to resist virtually any rough treatment short of exposure to fire or acid.

Additional Notes:

The Gloves of Iandor were crafted by the late wizard Karolth Iandor of Thesalys in Greatspace. An adventurer, he created the gloves to ensure his safety in the event of his capture. The knock ability is intended to unfasten any hand restraints and/or gags, the dispel ability counters any magical silence or other effect, the "pocket dimension" provides enough material components to cast any necessary spells. The invisibility effect provides an escape route, and the magic missile is a decent contingency. In short, the gloves are intended to enable the wearer to use verbal, somatic, and material components even when captured. The modest appearance of the gloves is intended to be uninteresting to any treasure-hungry captor.

The Gloves of Iandor may only be used by a wizard.

If a wizard attempts to put on the gloves, they will magically alter their size and shape to fit the wizard's hands.



Powers:

The Bands of Dagon allow a ranger to achieve a unique bond with on of his animal retainers. When both ranger and animal are wearing the bands, the ranger becomes clairsentient with the animal, being able to telepathically "see" through the animal's primary sense (vision for eagles, smell for wolves, etc.), as well as establishing an empathic link with the animal. In addition to this, the animal acquires the ranger's saving throws and its armor class drops by 2. Finally, the Bands of Dagon allow the ranger to transfer any amount of his own hit points to the animal, so long as the ranger remains conscious. If the ranger loses consciousness, all "lended" hit points are returned to the ranger. The linked animal cannot be reduced to below 0 hit points in this manner.

Appearance:

The Bands of Dagon appear as two silver bracelets, one large and the other small. When donned simultaneously by a ranger and a small animal that the ranger has befriended (followers count as befriended), the bands fade from sight, appearing to meld into the flesh of the individuals wearing them. The Bands of Dagon cannot be removed unless the ranger wishes them to be.

Additional Notes:

The Bands of Dagon can only be used for their intended purpose by a ranger. If a nonranger manages to somehow wear both bands, they will act as a ring of protection +1 if the wearer makes a saving throw vs. spells. Otherwise, the bands will have no effect.

The Bands of Dagon were created by the elven wizard Selastor Goldray in return for several favors rendered by the Harper Dagon. They were lost when Dagon died in combat with a dragon in Realmspace. Their current whereabouts are unknown.



Powers:

The Rod of Jeran is an incredibly useful device for the adventurer. Basically, it can alter its form into any item the weilder desires, as small as wished or as large as a size M weapon. If turned into a weapon, it will give a +1 magical bonus to the weapon; otherwise, the Rod of Jeran cannot duplicate any magical item. The Rod is typically used in lieu of rope, shovels, pry bars, weapons, shields, and even lockpicks. Its power is limited only by its size and magical constraints, and the creativity of its wielder. When acquired, the Rod of Jeran will bond to its wielder, operating for only that individual until that person's death. If the wielder wishes, he may give the Rod of Jeran to another person, and the Rod will bond to the recipient.

Appearance:

The Rod of Jeran is a slim, steel rod about one foot in length. On one end, there is an emerald set into the rod, and engraved just below it is the name "Jeran" in the High Elven language. When it acquires a new wielder, the name will change to match its new owner. If the owner dies without giving the Rod away, the name will revert back to "Jeran." No matter what shape the Rod of Jeran is in, there will always be a small area of steel that bears the name of its owner (the quillions of a sword or a metal sleeve on a rope, for instance).

Additional Notes:

The Rod of Jeran was created by Tals Jeran, an adventurer priest of Mystra. He was an exceptionally creative man, and he desired to create an item that would only be as useful as the creativity of the person wielding it. Mystra approved, and Tals created his rod. Tals Jeran, unlike many in his profession, lived to be an old man and died among friends and family.



Appearance:

The Minotaur Rune Sword is a long sword, but is larger and heavier than standard longswords, and the hilt is oddly curved by human standards, but fits the minotaur hand perfectly. The blade itself has no blood groove or other adornment, but is totally flat and featureless except for the four runes that ascend from the hilt. The first rune depicts a blade, the second depicts a flame, the third resembles and eye, and the last depicts an incomplete pentagram.

Powers:

The Minotaur Rune Sword is itself nonmagical, its powers coming directly from the runes it carries on its blade. The blade rune gives the sword a generic +3 bonus, the flame rune imbues the rune sword with the powers of a flame tongue, and the eye rune allows the wielder to detect invisibility once per day. The fourth rune, that of an incomplete pentagram, creates an antimagic pulse that extends an antimagic shell to a 10' radius, then decreases this radius by one foot per round until the shell is gone.

These powers are not always active. The sword defaults to the +3 enhancement, but if the user calls forth the flame tongue ability, the +3 power is suppressed for the duration of the flame tongue. The detect invisibility power may be activated at anytime. Finally, the antimagic pulse suppresses all other powers and may not be reversed or cancelled once called forth.

The powers of a Minotaur Rune Sword may be expanded upon by the addition of more runes. Runes may be transscribed by a high-level wizard or priest, or may be found with inherent magic that allows the rune to be applied directly to the blade. A blade may hold a total of ten runes, five on each side.

Additional Notes:

The Minotaur Rune Swords are created by the minotaurs of the Imperial League of Minotaurs on Taladas, on Krynn. While these swords are not common by any means, they are popular with the upper classes of Imperial minotaurs. The style of enchantment is attractive to League minotaurs because it does not require any magical ability or knowledge of the smith during the forging of the blade; any magic present is added later -- a definite advantage in a primarily atheistic society that also views wizardly magic with suspicion.