Wand of Bone & Jade | Brightwater | The White Spires | Defiance | Six Notable Spellbooks

Wand of Bone & Jade

Bibeldoop | Magic Item

Topped by a chunk of jagged bluish-green jade, this stout, pitted bone was harvested from the collapsing body of a slain elder gelatinous cube long ago. Eaten by acid and dyed a mottled yellow colour, as a result, the bone appears diseased and weakened. However, the Wand of Bone & Jade is no mere flimsy trinket or decoration; ghastly powers lurk within its pitted, acid-gnawed frame.

Mighty enchantments lurk in the wand, enabling it to hurl great streams of acid akin to lightning bolts on command. The bearer of the wand is also able—in some unknowable way—to command or turn oozes in the same way as an evil or good priest commands or turns the undead. The nature of this last ability is keyed to the possessor’s ethos.

The Wand of Bone & Jade is a singular item crafted long ago using unknown methods by a sorcerer-priest driven mad by the sight of an avatar of Bibeldoop. The wand’s magic can be recharged by bathing it in acid or the secretions of one of Bibeldoop’s children.

See Also: Bibeldoop (Miscellany of Many Things)

Brightwater

Cannibals | Coast | Town

Set at the head of Idyll Sound, the town of Brightwater is a haven of peace and tranquillity. In Idyll Sound, the water is calm, the fishing is good, and the people are content. The sound’s narrow mouth points due east and aligns with the rising sun. Gouged through steep bluffs, at dawn, the sound’s mouth channels a veritable lance of divine light, seemingly sent by the sun god himself, that glides across the waters to caress Brightwater’s foreshore.

Idyll Sound is deep and calm. Several rivers flow from the surrounding hills to issue into the bay. Thick forests provide timber for essential repairs and plentiful game. The locals are friendly and welcoming. The sound is a popular stopping point for merchants, explorers, privateers and adventurers seeking opportunities for rest and replenishment.

But all is not as it seems in Brightwater. A dark and cancerous secret lurks beneath the surface of this sleepy fishing town; a cult worshipping Ukre’kon’ala (CE god of cannibalism, gluttony and greed) lurks in Brightwater and preys on visitors who will not be missed. Many ships that visit the town leave with a crew member or passenger missing; such unfortunates are assumed to have found a berth on another ship or have decided to continue their journey in some other fashion. In reality, they are destined for the Black Maw—the foul cult’s mephitic enchanted cauldron. In this manner, the cult, unseen and unknown by their friends and neighbours, has worshipped Ukre’kon’ala for decades heaped upon decades.

See Also: Ukre’kon’ala (Miscellany of Many Things)

The White Spires

Mountains

This towering mountain range of snow-drenched peaks forms the Realm of Westerland’s eastern boundary. This immense natural barrier runs for over 1,000 miles, roughly mirroring the continent’s coastline, and is up to 200 miles wide in places. Snow-capped, frozen and forbidding, the dense and jagged White Spires both protect and constrain Westerland and its neighbouring states. Monsters dwell in great profusion in the White Spires, and the folk of Westerland must be ever-vigilant in the defence of their eastern border. They have built a chain of borderland keeps along their eastern border, dotted about the low and high fells that rise up to blur into the White Spires.

Legendary locales, including the Tomb of the Iron Eyes and Dragon Mountain, are scattered throughout the mountain range, which is also called the Arth Spine.

See Also: Westerland, Tomb of the Iron Eyes, Dragon Mountain

Defiance

Caves & Caverns | Refuge | Subterranean

Protected by portcullises, stout doors and deadly traps, Defiance is a haven for explorers, travellers and adventurers hidden in the bowels of the Ebon Realm. Famed in adventurer lore as a refuge and sanctuary, Defiance offers a welcome respite from the horrors and trials of the lightless Underlands.

However, seeking sanctuary in Defiance is not without its challenges—for its occupant and owner, Irisi Nekhen, is dead, and has been for decades. That doesn’t stop her from tending and protecting her guests; however, some folk find her…disturbing and several adventurers—panicking at her obvious appearance and nature—have fled from or attacked her (with predictably disastrous consequences).

Defiance is one of several refuges scattered throughout this part of the Ebon Realms. Other refuges include Fortitude and Sentinel; all welcome travellers and explorers, and all offer safety and respite from the horrors of the Ebon Realms.

Six Notable Spellbooks

Six Things | Spellbooks

  1. Alavain’s Black Musings: This thin hardback book comprises wafer-thin, near-transparent pages. It contains a few low-level necromantic spells along with extensive musings and anatomical drawings of various low-power undead.

  2. The Inexplicable Tract: This stream-of-consciousness book contains extensive notes on the spells recorded within. The notes suggest various odd uses for the spells within and musings on crafting different versions of several standard spells.

  3. The Mystic Folio of Fandalg the Fabulous: Fandalg the Fabulous was a minor illusionist, would-be bard and entertainer. His book contains many illusion spells and lists of taverns and theatres along with their owner’s names and other details.

  4. Zorimal’s Esoteric Workbook: Zorimal was obsessed with the planes of existence. His thin, soft leather-covered workbook contains extensive notes on the various planes and the spells needed to reach them. Research notes detail his attempts to create low-level travel spells keyed to specific planes of existence.

  5. Dalerin’s Codex of Horrors: Driven insane while scribing this book, Dalerin was an impressionable young man obsessed with devils, demons and “elder things”. Dalerin’s book is famed for the manner of his death—he was found dead upright at his desk, clutching the book and staring at a blank page with a peculiar look of terror frozen on his face.

  6. The Grimoire of Shades: Shadows hang about this dread book that seeks to harness the power of darkness and undeath. This book contains the beginning of the process of transformation into a lich. The research is incomplete, and the author’s name is unknown.


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The Miscellany of Many Things comprises almost 200 Campaign Components—personalities, items, adventure locations and more—taken from Raging Swan Press’s Sunday Supplement.

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