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What's your favorite description of a magic item from the Baldur's Gate or Icewind Dale series?

HaHaCharadeHaHaCharade Member Posts: 1,644
edited September 2012 in Archive (General Discussion)
I think there's a lot of great ones... The story I always thought was the coolest was for the Lonesome Road, which is a two-handed axe sold by a merchant in IWD (Don't ask me why some of the best weapons are store-bought... that's always something I thought was kind of lame personally).

On a side note, when I DM'ed AD&D back in the day, I made histories for the items players found and would hand them to the person who got the item on slips of paper after they identified them - so you can definitely say I was influenced by Baldur's Gate! Players seemed to appreciate when items had some history attached to them, as opposed to -- "You find a Longsword +2!".


The Lonesome Road (IWD)
----------------------
This was the weapon of a cursed soul, doomed to wander the length and breadth
of Faerun for his crimes against the elves of Myth Drannor. Denell Harband
was a human involved with the creation of the "Halfaxe Trail." Under the
orders of his commander, Halvan the Dark, he forged ahead through elven
forests despite protests and repeated attacks. When he was finally captured
by the elves, he stated emphatically that he was free of guilt because he was
just following his orders. The elven council deemed that Denell be placed
under a High Geas to carry his axe from the Sword Coast of Faerun to its
borders in the east, and from the Great Glacier to Lurien. It took Denell
thirty years to complete his task. When he finished, he was an accomplished
warrior, weathered and beaten by years on foreign roads. On his way back to
his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark
raised proudly in a small town square. With a single-handed blow, he lodged
his huge axe into Halvan's forehead. Never breaking stride, he returned to
his hut where he lived out the rest of his days as a reclusive farmer.

Comments

  • WonKoWonKo Member Posts: 72
    I always found the following item description amusing:

    The Pipes of the Wheezing Dragon (IWD2)
    -----------------------------------

    When the venerable (and senile) red dragon Craum Straug wandered into the
    logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents
    (wisely) fled in fear as the dragon began to belch flames, setting the camp on
    fire and causing cries of alarm to spread throughout the countryside. After
    the residents fled, Craum squatted his old bones down upon the blackened
    buildings, grumbling to himself and snorting flames from his nostrils.

    A few hours and several miles away, the residents of Hornhollow finally decided
    that someone must go negotiate with the dragon and see what it wanted. When no
    volunteers were forthcoming, a lottery was conducted - and the loser, a
    traveling ministrel, Aznee Fraystrings, was given the dangerous task of
    attempting to deal with the dragon. Aznee had lived out his welcome in the
    camp many nights previous, and the loggers considered it no great loss if Aznee
    gained a new home in the dragon's belly.

    Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the
    camp, and finally mustered the courage to speak with the dragon. During the
    (now-famous) exchange that followed, Aznee discovered that Craum, who was
    somewhat far along in dragon years and in none too good health, was suffering
    the draconic equivalent of a bad cough, and his hacking and wheezing masked his
    plaintive attempts to try and find someone, anyone, who could help cure his
    fits of coughing.

    Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a
    sprig of Maiden's Milk flower, that when crushed and administered in a tea,
    helped quell coughing in a matter of minutes. Some could undoubtably be found
    in the forest nearby, Aznee exclaimed, and he set about gathering up several
    sprigs and preparing them for the dragon. After lumping them into a great pot,
    he administered the steaming cauldron to the dragon.

    It is suspected that either Craug drank the mixture too fast, or else Aznee had
    mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited
    the mixture back out a few seconds later, setting fire to several acres of the
    wood and torching poor Aznee where he stood. After this vomitus belch, Craug
    ran wild for almost an hour, trying to spit out the remainder of the
    concoction. At the end of his rampage, the venerable red dragon fell over dead,
    the sudden flurry of activity more than his old bones could stand.

    When the loggers came to break down the dragon a day later, they discovered
    that Craum's bones still carried echoes of his coughing fits, and his entire
    skeleton creaked and wheezed, even after death. They struck a deal with a
    local mage, who bought the dragon's bones and fashioned a series of musical
    instruments with them, dubbed the "Pipes of the Wheezing Dragon." These yellow
    bone pipes are famous throughout the Realms and, when used by a bard, they can
    be used to spit bursts of flames at opponents. Unfortunately, even when not in
    use, the pipes tend to creak and wheeze, attracting the attention of anyone
    nearby and making attempts at stealth and pick pocketing useless.

    A thin cord made of dragon gut is strung through the pipes, so they can be worn
    around the neck and can be easily played when danger threatens. The cord looks
    charred, as if it was burned recently, and is surprisingly tough.
  • WardWard Member Posts: 1,305
    IWD:

    Bathed-In-Blood
    Kheros the Red wore this blood-red suit of plate mail through many of the years that he fought for the church of Tempus. He was born as the son of humble farmers near Calaunt. When he was a young man, he set off for the city to hire himself out as a mercenary. After a number of successful endeavors, Kheros became a short-term member of many adventuring companies. Along the way, despite his many victories, Kheros became disgusted and terrified by the sight of blood.

    His fear eventually spiraled out of control, consuming him with madness. Priests of Tempus found the huge warrior and took him into safe-keeping. The priests believed that they could cure Kheros of his fear. Over several years, Kheros learned the ways of the Tempuran religion, eventually becoming a priest. His final step in overcoming his fear was being submerged in a tub of blood until he almost drowned. All the time he was held down, he never struggled, flinched or tried to escape. In his later years, he had a suit of armor made to remind him of his past.

  • DrugarDrugar Member Posts: 1,566
    The Ever Epic Cera Sumat blade from icewind Dale 2:

    Light of Cera Sumat

    The holy avenger is the paladin's ultimate weapon against the forces of evil.
    There are few creatures on the Lower Planes that would not hesitate to confront
    a holy warrior wielding such a weapon... and this one, perhaps more so than
    others. Once, it was nothing more than a simple iron sword, but through the
    courage and faith of one man, it became something more.

    The blade of this holy avenger glows with a soft golden light. Inscribed upon
    the hilt in flowing gold letters is "Cera Sumat," which translates into "Six,
    now Silenced." Cera Sumat earned its name through the labors of elderly duke
    Kholsa Ehld, a man cresting nearly eighty years of age, who vowed to complete a
    task that the greatest warriors of three kingdoms feared to do... all because of
    the weeping of a child.

    The times in which Old Duke Ehld lived were ones of great upheaval, and the
    servitors of Bane were strong, crushing all that stood in their way. Entire
    kingdoms feared their wrath, and to speak out against them meant death, so many
    remained silent and turned their eyes from the evils of Bane and his servants.

    During these dark times, the most terrible of Bane's minions were six who called
    themselves the Lost Followers. Their souls were storms of avarice and hate, and
    mighty were the powers at their command. They reveled in strife and tyranny...
    and for all the blood they shed, it was never enough.

    Together, the Lost Followers brought about the downfall of the Silver Court,
    slaying its king upon his throne and renaming his once-beautiful nation the
    Barbed Kingdom. After animating his decapitated corpse and having it march
    through the streets slaying anyone it could find, they brought a rain of fire
    down upon the city and the lands around, leaving it a barren wasteland. It is
    said that they dined in the capital's great hall that night as the land burned,
    and they raised their wine glasses as the screams of the dying reached their
    peak.

    There was only one survivor. In their last act of malice, the Lost Followers
    left the king's only daughter, barely five years old, alive to reign as "Queen"
    over the burned kingdom. They called her the Weeping Queen and cast wards about
    her so that she might never leave the empty capital, and then left her to
    starve. Their appetite momentarily slaked, the Lost Followers parted ways and
    went upon their separate roads of damnation, sowing strife in the Bane's Name.

    Old Duke Ehld was the first one to cross the wards of the Barbed Kingdom and
    seek out the Weeping Queen upon her father's throne. When he found the small
    girl, he approached, kneeled before her, and told her he had come to pledge his
    life in her service. In stiff, formal words, he said he had brought food and
    water and apologized for his lateness, but his bones were old and it had taken
    him some time to reach this place. The near-starving child stared at him as he
    pledged his worn blade and his honor to seeing that the ones who had done this
    terrible crime answered for their actions, if his Queen wished it. After a
    long, stunned silence, the Weeping Queen found the words to thank him.

    From the moment Ehld left the throne room in search of the Lost Followers, the
    weeping of the queen ended, and she never wept again.

    Over six years, Ehld traveled the lands of Faerun and across the planes
    themselves, seeking the Six, and asking them to answer for their crimes. Each
    scoffed at the old man and his worn-looking blade, only to find him a dangerous
    opponent... and in the end, the victor. He recorded the events of their death
    upon a stone set into the pommel of his blade, and there was even regret in his
    writings that he had not been able to enlighten the Lost Followers to turn from
    their path before it came to its end.

    When the last of the Six had answered for their crimes upon the edge of the Cera
    Sumat blade, Ehld returned to the Weeping Queen and laid the blade at her feet.
    Where once it had been a tarnished blade, it shone as brightly as the sun, and
    the stone in the pommel was covered with the writing of his journeys. He
    detached the stone, and set into a chain, and he gave the Weeping Queen. Ehld
    told her to keep the chain to wear as a reminder of the many evils of the world
    and that they are never far from one's heart... but if one's heart is true and
    one's path is righteous, one may triumph against any number of evils.

    Duke Ehld outlived his queen, living to the age of 107, at which point Ehld took
    his Cera Sumat and left the Barbed Kingdom... and is said to have traveled
    north. In time, the Barbed Kingdom rose to its former glory and its name was
    changed, and with it, the fate of Cera Sumat and the Medallion of the Lost
    Followers was forgotten... until your arrival in Kuldahar and the medallion and
    the Holy Avenger were united once again to meet the Lost Followers in battle one
    final time.

    But the story of Ehld and Cera Sumat was a story of another time, and of the
    adventures of another hero. This is now your time, and your epic. If your band
    counts a paladin among its number, then this ancient blade is yours to wield
    against the forces of evil...

    And perhaps, if your heart is true, save a land from destruction once again.
    ____________

    And its medallion:

    Perhaps the yuan-ti did not know what they held in depths of Dragon's Eye, but
    simply holding this item reveals its long history to you, and its saga is a long
    and bloody one indeed. One only needs to hold the medallion close to them,
    close their eyes and concentrate upon it, and the chronicle of the medallion
    scrolls through your mind.

    This notched stone was once set into the pommel of the ancient blade Cera Sumat,
    a Holy Avenger wielded by old Duke Kholsa Ehld as he walked upon the path of the
    Lost Followers, challenging them to answer for their crimes in the Barbed
    Kingdom. Inscribed upon the stone is the chronicle of his search for the six
    Lost Followers, and the circumstances surrounding their deaths. The medallion
    tells of the six:

    Ehld met Inhein-Who-Was-Taken as she slept beneath the earth on the Battle of
    Bones and asked her to follow him to the Barbed Kingdom to be judged. Her
    laughter was a storm of bladed whispers, and she cursed the old man, hurling
    spells of death and flame upon him... she surrounded herself with mighty magics
    and swirling blades, daring the old man to come close, but he simply bowed his
    head and took shelter within the spiritual shield of his holy blade. In fury,
    she risked much and began to raise the dead from the Battle of Bones to destroy
    the Duke, but the shield around him prevented them from getting close. The
    undead, furious at their summoner for putting them to an impossible task, turned
    upon their mistress and tore her apart. Ehld took what was left in a small
    metal cask and took it to the highest hill at daybreak, and let the sun shine
    down upon Inhein's remains until they were dust.

    Broken Khree, one of the only monks to fight the Black Raven in combat and
    survive with only his legs shattered and his jaw splintered, was the next of the
    six, and he was not hard to find. He had gathered together a band of slaves
    captured from a number of small farming hamlets and had them build a temple in
    Bane's name. Khree was a master of unarmed combat, with eyes and reflexes so
    quick that he could dodge most missiles and spells before they stood a chance of
    touching him - and he had sent many archers and mages to their graves. In hand
    to hand combat, he was a terror, for his bones and body were one with the
    elements, ignoring fire, cold, lightning, and weather's other displeasures, and
    while his skin could be stabbed or cut, his bones had the strength of the earth
    about them, preventing them from being broken or crushed by all but the most
    powerful of attacks. Ehld knew this, and when he found the bloody monk, the two
    traded no words, but attacked each other immediately. It was all Ehld could do
    to dodge Khree's attacks, but in a dangerous stratagem, Ehld tricked Khree into
    collapsing the newly-erected temple of Bane around them, causing Khree's arms to
    become pinned by the falling masonry. The monk died as the falling crossbeams
    of the temple pierced his chest, and in the last minute of his life, he spat his
    defiance against Ehld and told him he would fight his way back from death to
    destroy him.

    Kaervas Death's Head was the lord of an empire deep within the earth, and he sat
    upon his lava-red throne of rock and lava, his skin so thick with calluses and
    black enchantments that no mortal weapon could pierce or cut it. Ehld traveled
    many leagues beneath the surface of Faerun and demanded an audience with the
    black rock king. Kaervas, amused by the old human's challenge, agreed to fight
    him, but found Ehld's strength and holy avenger an equal match for his strength
    and skill. Finding it almost impossible to strike a mortal blow against Kaervas
    with even his holy avenger, Ehld parried one of Kaervas' strikes and turned the
    momentum of Kaervas' own axe back on its owner, causing the blunt end of his
    mighty axe to sink into the dwarf's skull, splintering the bone beneath the skin
    into fragments. The Duergar allowed the human who had slain their king to leave
    unmolested, and they sealed Kaervas' body in the throne room where he died.

    Atalaclys the Lost traveled upon the great sands of Anarouch, hoping to unearth
    some of the ancient magics buried within the desert to stave off the rotting
    disease which had claimed him. Ehld tracked him down through the shifting
    desert, meeting him in the sandy square of a dead town. With no living creature
    as their witness, the two of them fought for days, spell against blade for days,
    until at the height of the fourth day, Atalaclys's rotting throat cracked in the
    desert heat. Unable to utter a spell to carry him away, Ehld left him in the
    desert, where his corpse lay, fed upon the flies and beetles of Anarouch.

    Jaiger of the Fanged Season had once been one of four Uthgart brothers whose
    father had blessed each of them with a binding of the elements. Jaiger had been
    bound to the Elemental Plane of Air, and such was his power that he could
    harness the wind to pull his bowstring - and cause the missiles and spells of
    his enemies to go astray. Jaiger was serving as a mercenary in one of the many
    southern kingdoms, his bow firing out a stream of arrows so fast and sure that
    he was said to bring a Rain of Death wherever he traveled. Ehld found the
    toothless barbarian within the brothels of a southern port, half-drunk and
    belligerent. When confronted, Jaiger was too deep in his cups to realize who
    Ehld was, and once it suddenly sunk in the old man had come to capture him,
    Jaiger tried to fight back with his bow - only to find it much more difficult to
    fire with his opponent standing almost on top of him than it was when the
    opponent was a horizon's distance away. Although Jaiger sunk many arrows into
    his opponent, Ehld was able to best him with a whirling strike that severed
    Jaiger's bow... and the barbarian's throat.

    Veddion Kairne, the Hunched Lord, was the last and most difficult of Ehld's
    challenges. Kairne was said to be the spawn of a storm giant and a demon,
    combining the great strength of his father with the cunning and bloodthirstiness
    of his mother. No fork of lightning could touch him, no fire could burn him,
    and it was said that he bathed in acid and frost as if it were water. The two
    bloods coursing through him had given him a tremendous resistance to magic, but
    it prevented him from using magic himself, forcing him to walk the face of
    Faerun whenever he wished to travel the land. Instead of awaiting his death,
    however, he sought out Ehld as he was traveling upon the Spine of the World
    Mountains and tasked the old paladin with proving him guilty of the slaughter in
    the Barbed Kingdom. The two of them dueled with words for many hours atop the
    Spine of the World Mountains until Ehld finally tricked Kairne into admitting
    his guilt... and the Hunched Lord laughed and their battle begin. Hurling
    jagged boulders at the elderly warrior, Kairne buried Ehld under an ever-growing
    mountain of rubble, then lifted up his hammer to drive the tombstone into the
    makeshift cairn around the old warrior... only to have the cairn collapse
    beneath him, causing an avalanche and crushing him beneath its great weight.
    Ehld, who had been crouching within the cairn and using his sword as a brace
    against the precarious balance of rocks, had slipped free and let weight and
    gravity take their course. With Kairne, the last of the six had been silenced,
    and Ehld returned home to his Queen.

    When he arrived in the court of the Barbed Kingdom, Ehld detached the medallion
    from the pommel of his Holy Avenger and gave it to his Queen to wear as a
    reminder of the many evils of the world... but if one's heart is true and one's
    path is righteous, one may triumph against any number of evils.

    If this medallion could somehow be brought to the resting place of Ehld's Holy
    Avenger, the blade will rise from the ground, ready to be taken up against the
    forces of evil once again.
    ________

    Both are incredibly epic.
    And, on a lighter note, Dykhast!

    Ancient dwarven legends tell of a time when the noblest of metals was not
    dwarven steel, nor meteoric iron, nor mithril, but dykhast - an alloy so strong
    that a blade's edge would never dull with toil or battle, and with a surface so
    perfect and gleaming that its shimmering surface could be seen a dragon's flight
    away. The oldest of dwarves speak of dykhast blades with tears of fond
    remembrance in their eyes, and callously spit at the mention of the "sundry weak
    and piddling'" metals that today's arms and armor are fashioned from.

    There are rumors, though, of an ancient and secret temple called Chogoh Kyn - it
    is there, the tales say, that blades of dykhast are still made in the fashion of
    days long past. The price may be high, but for the true connoisseur, there is
    no matching the glory, the perfection, the utter joy... of dykhast.
  • WardWard Member Posts: 1,305
    @ajwz I enjoy how it says "The king's lovely daughter: look but don't touch" and then immediately "Don't put your hand in that dark hole".

    Places to loot: Uncle Fralin's toolshed. Places to avoid like the crotch-rot: Uncle Fralin's Bedroom.
  • ajwzajwz Member Posts: 4,122
    Ward said:

    @ajwz I enjoy how it says "The king's lovely daughter: look but don't touch" and then immediately "Don't put your hand in that dark hole".

    Places to loot: Uncle Fralin's toolshed. Places to avoid like the crotch-rot: Uncle Fralin's Bedroom.

    Lol, yeah. My favourite one is:
    Face It, You're Actually 'Neutral Evil'
  • Permidion_StarkPermidion_Stark Member Posts: 4,861
    I'd didn't realise the item descriptions in IWD were so witty. I just wish they had channeled some of that creativity into making up some interesting NPCs that would join my party.
  • WardWard Member Posts: 1,305
    @permidon_stark Pros like us don't need any NPCs man, we solo. ;D
  • MokonaMokona Member Posts: 89
    Lilarcor

    Lawrence Lilarcor was well known, not for being brave, but as an idiot. As
    the tale goes, the boastful Lilarcor left his village at the urging of his
    friends so that the "great hero" could do battle with a devious Treant. He
    walked for days in the dead of winter until, feverish, he found his target
    and began an epic wrestling match. Unfortunately (or perhaps luckily), the
    "Treant" was nothing more than a craggy old normal oak. His friends had been
    jesting, not actually expecting that Lilarcor would go fight the fictitiously
    dangerous tree. That might have been the end of it, but Lilarcor, not really
    knowing what a Treant was in the first, didn't realize the truth. He
    eventually uprooted the oak and, marching proudly home, he declared himself a
    hero. Thus was born a laughing stock of epic proportions, and over time the
    name of Lilarcor became the sacrificial fool in many tales of "less than
    brilliance".

    It is not known whether this enchanted weapon is Lilarcor himself, perhaps
    imprisoned by an evil mage or some other odd coincidence of fate, but it
    certainly acts in a manner consistent with his level of competence. If it is
    he, he has never bemoaned his captivity. He might not realize, or care, that
    he is no longer a human.

    As a weapon, Lilarcor has its uses, but many a warrior has eventually given
    it away. Banter such as "Ouch, that musta hurt", "Oh yeah! Got 'im good",
    and "Beware my bite for it might...might...might really hurt or something" is
    a constant barrage on a warrior's psyche.
  • jpierce55jpierce55 Member Posts: 86
    I can't remember those details that well. I remember some armor from Amn with an interesting story, and a halberd. My favorite item, I suppose, is Crom Faeyr. I don't know how you can all remember the stories tied to the equipment well enough to find it. I am impressed.
  • HaHaCharadeHaHaCharade Member Posts: 1,644
    jpierce55 said:

    I can't remember those details that well. I remember some armor from Amn with an interesting story, and a halberd. My favorite item, I suppose, is Crom Faeyr. I don't know how you can all remember the stories tied to the equipment well enough to find it. I am impressed.

    You just tend to google the name of it, heh :P That can even be hard sometimes tho... I guess if you liked the description a lot, the name stuck with you sometimes.
  • GloomfrostGloomfrost Member Posts: 267
    This has always been the most touching item history in all the various role playing games I've ever played.
    Happens to be in this first game as well.


    Short Sword +2: 'The Whistling Sword'

    Amidst the plains of the Eastern Shaar there lived a small human blacksmith, whose nearly dwarven height did not do his soul justice. Though a skilled weaponsmith, his true gift was his ability to whistle a heartfelt song that could cause a grown man to cry like a newborn. Only a reclusive mage shared and enjoyed time with the diminutive man, however, as others could only see his small size as a source of amusement. Deaf to the smith's song because of their own prejudices, their ridicule slowly grew into cruel torment which eventually persuaded the light-hearted man to leave his home forever. Before he left he forged this weapon as a gift for his one friend, who also enchanted it during the making. Thus the blade sweetly whistles to its wielder when unsheathed. It was not long after that the mage also deserted the small town in disgust, taking the sword with him on his journeys.
  • Doom972Doom972 Member Posts: 150
    Boots of Speed, due to the following part of the desription:

    "Over time, the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "You can hide, but you cannot run!"
  • taletotelltaletotell Member Posts: 74

    I'd didn't realise the item descriptions in IWD were so witty. I just wish they had channeled some of that creativity into making up some interesting NPCs that would join my party.

    My thoughts exactly. I loved iwd's countryside, look, and items. Hated how you are stuck walking in a straight line with a party of people I made up
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