Rewards are always tricky to suggest, especially for another person's game. Some of the one's that I've dealt out/received in higher level games:
The Mark of the Archons (from Twilight Calling): After assisting the guardian of a demi-plane the PCs are rewarded by two Archons by having tattoos burn into their left/right hands. Their souls now burn with the power of the divine, allowing them to summon forth a burning archon sword (type and size their choice, once selected though it cannot be changed). The sword cannot be sundered or the wielder disarmed for it is made from pure fire (the wielder is immune to the damage of his/her own sword only). The sword is unlike usuing conventional blades, and though the PC does not need a Weapon Proficency to wield it (it is a part of his soul), Weapon Focus and Specialization feats do not apply to it (unless they are specifically bought for the blade). For bypassing damage reduction it is not considered a magic weapon, making it and excellent secondary weapon. The weapon (not matter what size of form it takes) deals 4d8 points of damage which cannot be altered by strength bonuses to hit or damage (made from pure fire, brute force has little effect on the weapon's utility) but a character with Weapon Finesse may use the weightless blade (always considered light) with his/her Dex bonus to hit. The sword can be dispelled, and quenched (using a frost brand, etc) but can be recalled next round as a free action. The sword always appears in the character's primary attack hand and springs forth from the tattoo, making it impossible to pass to another person or even switch hands.
The Crown of Kings (remember the old FF games?): This ancient golden crown is decorated with soaring eagles that stretch from the base skywards, creating six spyres that tower above the wearer's head. The crown resonates great power, but for some reason it only responds to a wearer of sufficent leadership ability (the wearer must make a Charisma check DC 15 when first worn or the Crown will forever refuse to manifest powers for him/her). The crown grants its wearer many powers, and the ancient kings of old used to pass the crown from kingdom to kingdom so that all could share in its prosperity.
Personal effects: Wearer is granted Low-light Vision, Alertness (as the feat), Spell Resistance 25, damage reduction 5/evil or good (wearers choice but their alignment must oppose, neutral wearers always select evil), detect magic, and a +4 bonus to Charisma.
Invoked Powers: The wearer of the Crown of Kings may invoke the following powers all at 20th level - Dimensional Lock (1/month), Repulsion (1/week), Tongues (1/day), Prayer (3/day), Misdirection (1/day), Shield (7/day), Heroism (5/day), and Dispel Magic (5/day).
Continual Powers: The Crown of Kings allows the wearer to radiate the effect of a Rod of Rulership except that the limit of 500 minutes are recharged at the rate of 1 minute per week. If the soverign of a nation wears it for more than a week, all natural productivity of the lands increase by 10% (farms grow 10% more, mines produce 10% more, quality of animal meat 10% greater, etc) as the land prospers under the rule. If any natural disaster or affliction (plague, earthquake, etc) should strike the land, the Crown has a 40% chance of preventing it. Though this power is extremely special, it comes with a drawback. Should the Crown be stolen (not given away) or lost, the kingdom suffers as all production decreases by 20% and disasters effect the kingdom 60% worse than predicted. This affliction lasts for 5 years, but should the kingdom retain the Crown it will prematurely cease. Once the 5 year curse is over, the kingdom suffers a 10% drop in productivity for a decade and the kingdom's morale is poor (though not nearly as bad as during the previous 5 years).
When I have more time I'll post more, that's if you like them.