Talisman of Clear Thought | The House of Caltrops | Deepwell Cave | The Mill at Watersmeet | Six Notable Ships

Talisman of Clear Thought

Magic Item

Much sought after by adventurers, nobles and sages, these rare talismans are mostly of ancient elven artifice, bestowed to elf-friends in the dying days of Ilathyel, the legendary first forest kingdom of the elves. Wrought of silver, they bear engravings of intricate woodland scenes that often feature elves and humans in conversation.

A talisman of clear thought bestows two great boons upon the wearer while it is worn. Firstly, it grants the wearer an elf’s immunity to sleep and charm spells. Second, the talisman increases the wearer’s intelligence by two points.

Some historians and sages believe that a greater version of these amulets exists. Wrought of platinum, they are said to be infinitely rarer and to possess additional powers to protect the wearer from demonic possession and the like.

See Also: Ilathtel

The House of Caltrops

Adventurers | Shop | Urban

Run by the eccentric elf Sirav Kronoboom, the House of Caltrops is devoted to, well, caltrops. Sirav is convinced that almost any situation can be solved with a well-placed bag (or two) of caltrops, and he makes caltrops for “all occasions and eventualities” (although he confesses that the problem of flying monsters vexes him greatly).

Unsurprisingly, the House of Caltrops is not an oft-visited shop. In fact, many adventurers pour scorn on the place and its obviously deranged owner. However, for all their scorn, Sirav perseveres. He is a skilled, innovative artificer and has a wide range of caltrops for sale. He has silver caltrops for use against werewolves, tiny cold iron caltrops for use against malicious fey and caltrops painted to blend into a wide variety of environments. He has caltrops sized to give an ogre pause and is working—thus far unsuccessfully—on caltrops that explode when stood upon. He even has hollow caltrops that can dispense poison—sleeping poison, of course—into the feet of those unfortunate enough to stand on them. (For customers fighting the undead, Sirav suggests filling the hollow caltrops with holy water). If a customer has a special request, Sirav does his best to fulfil it, but he now always asks for a deposit as he has been the victim of malicious pranks in the past.

Many rumours swirl about Sirav. Some say he was driven mad by a lost love or that being nearly crushed to death by a shambling mound after he stuck his head into it changed him. Still others believe the rumour that, courtesy of a medusa and some uncaring companions, he spent many long years as a sentient statue and that his mind broke under the experience.

Deepwell Cave

Caves & Caverns | Subterranean

Famed for its deep stepwell of impressive size and singular construction, Deepwell Cave is a well-known curiosity for explorers of the Ebon Realm. Relatively easy to access for determined delvers, Deepwell Cave is the subject of much idle speculation. Of great antiquity, the cave’s stepwell plunges deep into the bowels of the hills into which it is sunk.

The well never runs dry, and its stair intersects with numerous side passages, tunnels and caves. As such, it serves as a handy shortcut to the Ebon Realm’s deeper places and a dependable supply of fresh water. Curiously, the well’s lower stair is more worn than its upper reaches, suggesting that its lower portion sees more traffic (or is infinitely older). How or why this might be is a mystery. The well’s stair disappears into its watery depths, and no precise measurement of the well’s true depth and extent has ever been made.

The Mill at Watersmeet

Inn | Mill | Wilderness

A dozen or so miles from the nearest town, two wide rivers—the White Water and the Black Water collide at Watersmeet. A three-sided island, all but cut off by the rivers’ shifting courses, rises from the waters, and it is here that the Mill at Watersmeet stands. The surrounding land is low, boggy and prone to flooding and a raised, winding causeway links the mill to the nearest dependable track. The mill’s grounds are fortified—it is a lonely place—and it offers basic accommodation to travellers and visitors in the shape of six covered wagons long since retired from active use.

The creak of the mill wheel is a constant feature at Watersmeet and is something that you either grow accustomed to or not. The extended family that dwells here—the Ojanens—are friendly but wary of strangers. They are used to occasional guests but value the solitude offered by their surrounds.

The mill is not the first building to stand here. The remains of earthen embankments surround much of the “island”, and the crumbling ruin of an old church slowly sinks into the muddy ground near the island’s neck. Much of the island is given over to an old graveyard—although little evidence of that remains now. Still, the place appears in certain old historical documents, and some suggest a great treasure is buried somewhere on the island. The Ojanens have little patience with the adventurers who come here with the express purpose of hunting for the treasure; such folk are denied permission to dig and watched carefully—perhaps suspiciously so—until they leave.

Six Notable Ships

Six Things | Docks | Ships

  1. Amma—sleek and dangerous—has a reputation as a smuggler’s ship. Captained by the blackguard Ambro Kontio this galley has a foul crew. Notable crew include Kaija Kiekka “the Sea Witch” and Otava Himottu “the Strangler”. Several adventuring bands seek the Amma.

  2. Far Wanderer lies docked amid a hive of activity. This caravel’s poop deck and hull show signs of fire and crush damage. Sailors swarm about her, making repairs. Her crew tell of a terrible battle against a fearsome fire-breathing kraken.

  3. Horizon Walker rarely lies at anchor. Her captain is an intrepid soul happiest out at sea. Horizon Walker specialises in long sea voyages to far-flung locales. She is quick and heavily armed. Her crew includes several powerful spellcasters.

  4. Kraken looks to be a dangerous ship; all sleek lines and taut sails, she has the look of a predator. Her crew are tough, rugged folk. Her half-elven captain, Milo Ilanen, has a fearsome reputation as an enthusiastic, superlatively skilled duelist.

  5. Seawing boasts a figurehead of a majestic parrot carved with its wings outstretched as if in flight. Painted in a riot of gaudy colours, Seawing is an immensely wealthy merchant’s personal craft. He uses it for pleasure cruises and fabulous parties.

  6. Star Chaser lies under a curse (reputedly). Crew and passengers die on every voyage, and the ship’s owner has fallen on hard times as a result. She offers cheap berths and needs a successful voyage to repair her finances.


Thank you for reading the Sunday Supplement; I hope some of this week’s Campaign Components make it into your game or sparks your creativity.

Want the Markdown Files? Every member of our Patreon campaign gets the markdown files for the new-look Sunday Supplements to make it even easier to add them to their campaign.

Remember, Everything is Better with Tentacles!

Get all of 2025’s Sunday Supplements in One Handy Download

Miscellany of Many Things (System Neutral)
Quick View
Miscellany of Many Things (System Neutral)
$7.45

Members of our Patreon campaign pledging as little as $5 a month got this download as just one part of their rewards. Join today.

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

If you need a starting point for your imagination and inspiration, the Miscellany of Many Things is for you.

The Miscellany of Many Things is a System Neutral book. The download for this book comprises the Miscellanies PDF and the individual markdown files for all the Campaign Components featured therein.