
Lore:
One of the first books of magical items for fantasy rpgs I ever read was FR4: The Magister, one of the things I truly loved about this book got lost in 3rd edition, the descriptive bits, the colorful effects, the histories, legends and lore. I love these things, but when doing something like this sometimes you run the risk of writing a novel rather than writing an rpg supplement.
1. Make flavor text useful and part of the game.
My first decision was to include Knowledge DCs, they make lore part of the mechanics, and this has been used in a similar manner that many products now do this for Monsters, Prestige Classes, and some artifacts.
2. Every Item will have at least 3 Knowledge DCs
When I was working on the Magic Items Evolved series we had a spell that required to you always include the following information.
Age of object.
Name of last creature to touch the object, if any (other than you).
Race of last creature to touch the object, if any (other than you).
Name of the object's creator (a natural object, like a rock, was created by nature).
Race of the object's creator, if any.
Object's purpose.
Material(s) that makes up the object.
Location of the object's creation.
Name of the most recent owner of the object, if any.
I thought this made a nice starting point of what lore is useful information when it comes to magical items, along with the basics questions of Who? What? Where? When? Why? And How? that you can ask about any magical item.
Yet this is really only useful within a given setting, and I don’t get the option of using an existing setting. I personally hate generic items, I understand their useful and easy to just drop into your game and that is something I wanted to offer my customers was ease of use but when I looked back on the feeling of reading The Magister you got the idea that you could put this into your game just by changing the names or just straight stealing the names. So I decided to design it in a modular fashion and include a glossary with suggestions for making quick changes, so that you could include the items in any stand campaign that uses the Pathfinder Roleplaying Game, so that lead to me digging deep, into the development of Questhaven, The Evocative City, as the default backdrop for Magic Items 101.
3. Keep magical items magical!
Asking around to friends who you bounce ideas off of the idea came up of also including novel uses for the magical item, and possible fame associated with the item, which then led me the idea that magic is not science and you could add something that does not quite make perfect sense, an unusual trait that is not a drawback or a curse but something that simply adds to the depth of an items role-playing options.
4. Items should have a multiple choice secret
Ray Winniger’s second rule of dungeoncraft says, “Whenever you design a major piece of the campaign world, always devise at least one secret related to that piece.” Now, I am not saying that every magic item I am creating is a major piece of your campaign world but I think it should have that potential if it strikes a chord with a player. Mike Mearls used this idea to great effect in Ruins of Intrigue, and I decided to steal a piece from him, he had multiple secrets for each piece so this is something that I have added and made part of the highest lore DC. DMs have the option to disregard the secret completely or pick the one that best suits his campaign and the PCs. The Lore often simply acts as rumor so it could just be a lie.
Here is an example of magical item Lore
“You see a single unbroken garment of flesh colored cloth that would cover your whole body; you see now apparent way to put the garment on. As you look at it, it changes to match the color of your skin.”
Lore:
Bardic Knowledge or Knowledge (arcana)
DC 16: This is a vestment of athleticism or Ngokesha Ilokwe in the ancient language of the Zuvale. Nukosi Zuvale a founding member of the Circle of Heroes, the ruling body of Questhaven, and the Questor’s Society, is well known for popularizing the use of these, and he can still be found making use of them as he travel’s the “roof roads” of the Evocative City.
DC 21: Siphiwe Zuvale “The First Wife of Questhaven” crafted these for many of the members of her family for use in the War of Cyn and Circle. Most of them were lost in the struggle root out “Old Corrode”, Emperor Korvak’s Heir Apparent the great wyrm dragon Corvraodeiaksis, from the Donjon Evanescent.
DC 31: Seven of these vestments are rumored to actually be attuned to open up gateways into the Donjon Evanescent if one stands upon the proper point on the “roof roads.” Potential destinations include “Old Corrode’s Lair”, “The Cynmark Museaum” and “The Atelier”
Glossary:
Donjon Evanescent: a massive collective of extradimensional spaces that form a labyrinth like structure that exists in and around the city of Questhaven. If you are not using an extradimensional safehold in your current campaign replace this with any major dungeon.
Circle of Heroes: The governing body of the city of Questhaven selected from members of the Questor’s Society, in times of crisis it is lead by the Chosen One.
Questhaven: A major metropolis on the coast of a mystical sea. Freed from the rule of Korvak Cynmark the Dark Emperor a hundred years ago, it is currently ruled by the cities liberators an aligarchy of adventurers known as the Questor’s Society, also known as The Evocative City and The City of Adventure, it is referred to in a derogatory fashion as The City of Bastards due to the lack of a hereditary nobility and for the high population of half-breeds that reside in the city.
Questor’s Society: The dominant political, military and economic force in Questhaven; they are a coalition of adventures, explorers, treasure seekers and heroes. Membership to the group is granted by invitation only, usually functioning as a meritocracy. The Society selects new members of the Circle of Heroes when one step down or dies from among their membership. The Society has its own courts and its own privileges that are usually only granted to most country’s nobility.