My email is
alpnorman@hotmail.com
Here are some magic items I'd like Luhal to start with:
Luhal's Manclaw
A +1 Scimitar fashioned by another Druid for Luhal. It has the druidic symbol for 'sharp' etched on the blade in Sungold. The enchantment is keyed to the Green - only a Druid or Ranger can be certain the enchantment will work for him. All other characters are judged on how in-tune they are with nature.
Luhal's name is written on the hilt.
An example of a pretty traditional weapon for Syrael Druids - a young Druid performs a useful task for an elder Druid, and is allowed to help enchant his own sword. (The young Druid provides the xp.) Luhal is expected to hang on to this weapon and develop it throughout his life - it will be buried with him if possible.
Luhal's Greensong Mocassins
These soft shoes are made of Darkskin leather. Like Boots of Striding and Springing, they provide a +10 to the base speed of the wearer. However, they don't provide an additional boost to jumping, and they only work in areas of Strong Green - natural surroundings, camps, farmland, and tiny villages count, but towns and most dungeons do not.
Traditional Syrael Druid shoes. Luhal is expected to upgrade them during his lifetime - normal boosts include adding an additonal +10 to movement, retaining the movement bonus while wildshaped, and allowing a +10 to movement in areas of weaker Green, such as cities and non-necropoli dungeons.
(Given the limitations, these shouldn't cost nearly as much as Boots of Striding and Springing.)
In addition, I have a number of odd items that I want Luhal to start out with.
Luhal's Healing Jar
This small jar is made of Greenwood, with runes of healing written in Moonpearl Ink on the lid.
When an appropriate mixture of herbs, loam, and water is placed within (Knowledge: Nature check of 15 to find a set of plants that will work together, maybe higher in less lush places) and the jar closed, the magic of the jar will activate. Over the course of 24 hours, the mixture will slowly turn into a green paste.
This paste can be placed on living beings who are hurt, rubbed on the bruised, cut, or broken area. A normal dose will heal the creature 1 hit point per round for 10 rounds. A small dose will heal the creature 1 hit point every other round for 10 rounds. A tiny dose will stabalize a dying creature immediately and heal it 1 hp after 10 rounds.
Attempting to put paste on a wound while the wounded individual is in active melee combat may charitably be described as "frustrating".
Each batch of paste has enough for 10 normal doses, 20 small doses, or 100 tiny doses. If the paste is removed from the jar for more than a minute without being applied to a wound, it loses its healing properties. The jar must be emptied out if new paste is to be prepared.
Luhal's Gryphonclaw Fetish
This is a small loop of Darkskin leather, from which a Gryphon's claw hangs. If a Druid or Ranger casts Magic Fang while holding this fetish, the spell duration increases by one category, from 1 hour/level to 1 day/level.
Luhal's Barkskin Fetish
This fetish is a small amount of Sungold worked into leaf shape, set with a tiny Moonpearl. If a Druid or Ranger casts Barkskin while holding this fetish, the spell duration increases by two categories, from 10 minutes/level to 1 day/level.
Luhal's Davidian Pouch
This small pouch is made of Darkskin leather with runes of preservation written in Moonpearl. If pebbles with the Magic Stone spell on them are placed in this pouch, the remaining duration on the pebbles is increased to 1 day for every 10 minutes left. However, this preservation effect only lasts as long as the pebbles are kept in the pouch. When removed, any remaining duration runs out normally.
The pouch can hold up to 100 pebbles. Luhal is thinking about enhancing the enchantment so that the pouch can preserve the Magic Stone effect for as many as 30 days instead of 3.
Depending on if I have any "item credit" left, I may come up with a few more ideas.
-Albert