Do you give magic items a history? If so, I could use help

Orius said:
I've been thinking of giving histories to the more powerful weapons in my campaign. The idea is that +1 or 2 weapons that have at most 1 special ability have no special history to recount. These weapons will be rolled more often than anything else, and it makes things easier for me as a DM. More powerful stuff, like +3 and above or weapons with several abilities on them get histories. I'll randomly roll something, and then make up a history based on the weapon's abilities. Here's two weapons I rolled up, I don't remember the exact abilities though:

Medusacleaver, +2 monstrous humanoid bane scimitar. This sword was commisioned by the warrior Hamza Abdul al-Rashid after his sister was murdered by a jealous medusa. He used it to slay seven medusas, starting with the one that killed his sister.

Gnomewrecker, +3 gnome bane quarterstaff. This staff was created by a vicious kobold sorcerer who tired of being the target of countless gnomish pranks.

I was planning to roll up a number of random weapons like this to just sprinkle around here and there IMC, but I kind of put those plans on hold because of the impending release of 4e.

I agree - I'm not going to give every +1 dagger and mace a lengthy history. However, I was going to try to make this a special moment in game and give the players weapons/items they can use until the end of the campaign. A great DM I used to game with had a similar type of scene maybe 10 years ago, and I was going to try to do something similar (though campaign appropriate) as sort of an homage to him.
 

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Sometimes a weapon might be enchanted more than once. For example one particular rogue might have had a fine rapier made from rare metals that were melted down from a treasure trove. The rapier ends up in the hands of another rogue who has it enchanted for a particular quest. It is blessed by the gods as a reward for his gallant deeds. Then it seems to fade from general memory after that rogue is waylaid by enemies while travelling through a marsh.
 

for me, the best is what you alredy said:

the weapon belonged to someone famous.

so a famous rapier could be owned by a vicious pirate king.

also, you can add some "feelings" for the firts time the player touch the weapon, like "sorrow" or "power".

maybe some distinctive feature, like a cold blade with red "dots" (As if stained by blood)
 



some say the blade is made from the whiskers of the Great Sea Serpent. others that it came from the buried depths of the Deep spewed forth stuck in the side of the Kraken. The Pirate King, then but a deckhand, reached out and seized the blade. The Kraken so happy to be free of the pain it spared his life, but not that of the rest of the crew. Long are the tales of his exploits with this blade. But short is the tale of his life.

I don't buy any of those tales. For I know for certain the blade was forged from the strand of kelp from the Sea Mother herself. The basket was made by the kelpies who tend Her.
Care and reverence should be paid to the blade or else fear the wrath of the Sea.
 

DariusOfCT said:
However, I'm at a bit of a loss coming up with a background on a magical rapier. Any ideas that I can pirate? It would be wielded by a rogue. The area the PCs are in is near pirate-infested waters and also borders an oppressive tyrannical slave-trading kingdom, but that does not necessarily limit it to a pirate/freebooter or somebody fighting slavers.

Some ideas:

This weapon was made for a wealthy noble's son, a fine dandy who died at the hands of the Pirate Queen Yamilla. She found it made a fine toothpick, since she was an ogress. When she perished at the hands of the Ragged Seven, their leader Svim kept it for his own. Svim died leaping out a window to escape an enraged husband. That lord tried to break the rapier in rage (since Svim was already broken), and failed. He threw it into the sea in a fit of rage, where the merfolk found it. They gave it to Captain Kenmar, the great privateer, who slew over thirty-seven pirates with it until he retired. Now it passes to you.

The tale of this weapon must be kept secret. For it is a great blade, a magic blade, but the enchanter of the weapon values privacy. There is no maker's mark upon the blade, yet it is lighter, stronger and better than any other like it. Each wielder of this before you has pledged to secrecy as well, so that the maker cannot be found. Save that if you meet a wielder of the blade, you will each know each other has held it.

Jorila the Duellist commissioned this blade. She was better than any man with a rapier. With it in her hand, she slew the Hag of the Reef. She challenged Tremra the Pirate Wight to single combat, and won. In a single night, Jorila battled from the east to the west of Port Dweomer. Those who fought honorably, she wounded. Those who were her foes, she slew. Those who wielded magic, she cut off their hands and ran them through their ankles, so that they were forever hobbled. She disappeared. You must pledge to find her if you accept this blade into your hands.
 

Do you have any idea what the Rapier's powers (or appearance) are? That's usually how I make up my item history's.

Here's the Last Item I made for my game:

War-priest Knarr's Storm Ax

Appearance:

This Double-headed Ax is forged form a single piece of Brightly-Polished Copper. Despite its age, it still shines with a caramel sheen, with no trace of Green or Patina. Each Polished Head is serrated along the cutting edge. Reliefs of Thunderclouds & Lighting Bolts cover the weapon from one ax-head to the other.

Properties:

+3 Shocking Burst, Fierce Earthbane/+3 Thundering Burst, Fierce Earthbane Serrated Orc Double Ax.

Damage: (1d8+4, +1d6 Electrical/x3, +2d10 Electrical) (1d8+4, +1d6 Sonic/x3, +2d10 Sonic)

Glows in 60' of Earth Subtype and has additional +2 Hit & does an additional 2+2d6 Damage; On critical add +2d10

Powers:

3/Day: Cause Fear (DC 14+Cha Mod)
1/Day: Call Lightning (DC 17) per Druid of 1/2 Wielder's Level

Special Purpose: Defeat Earth Creatures.

Special Purpose Power: Speed on both Ax Heads; Considered Epic & Adamantine for Overcoming DR.

Limitations:

Only wielded by an Orc or Orc-Blood, may serve as Divine Focus for an Orc Druid. All others take 4d6 Damage/rd & have 4 Negative Levels while possessing the weapon.

History:

Ancestral Symbol of Leadership of the Stormcloud Orc Tribe, created by their founder and High Priest Knarr over 1,000 years ago. This ancient Orc tribe once lived upon the slopes of Mt Copperdome (named for the massive Copper deposits the dwarves of the High Dwarven Thanedom still mine). The Tribe is led by a Druidic Circle of the Storm & Orc Domains. They worship the Storms that frequent the Mountain, seeing the lightning strikes as a direct conduit to the heavens. In fact, any would-be ruler of the Tribe needs to survive a direct lightning strike to assume leadership. The druids “bless” those who seek ruler-ship, maintaining control by warding chosen candidates while dooming the opposition to a quick death. The tribe has since been driven from the sacred mountain by Dwarven miners & settlers, but the orcs still lair in the Vast Swamp & lead raids on the dwarves to reclaim their Mountain. The druids would give much (or kill many) to recover this lost artifact.
 

Some other options:

1) Perhaps the history given to the players now is not the true history, but is merely being told to the PCs in order to motivate them...

In reality, it is a Weapon of Legacy (or your personal variation thereof) which will grow in power with its user dependent upon the user's adventures.

2) The metal used to make the rapier was a shard from some greater artifact- a chip from a blade carried by a god, or from the chains that once bound a demon.

Perhaps the rapier's blade is just a sewing needle from the kit of some being of immense size and power...

3) The blade is not what it seems at all- it is in reality a powerfully disguised artifact (or part thereof) that only acts like a weapon until its true nature is revealed. (See the Rod of Many Parts from D&D, or the Rod of Rassilon from Dr Who.)

4) Like Stormbringer and its kin (see Michael Moorcock's Eternal Champion cycle books, like the Elric, Corum and Hawkmoon books), the rapier is in reality a powerful being bound & shaped into a weapon.
 

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