## Books and Letters

- Item ID: I-BL037 Gospel (found in Moretti's Tower)
  - This gospel belongs to the Castigian Cabal, and covers some of their beliefs and the arguments they use to attract members.
- Item ID: I-BL038 Letter to Orlog
  - This letter is written by a member of the Castigian Cabal, with the intended recipient being Orlog.
- Item ID: I-BL039 Letter to "Privateer" Captains
  - This letter was written by a member of the Castigian Cabal, and is addressed to the captains that currently control their new “nation” at the Krakenbone Archipelago.
- Item ID: I-BL041 Letter to "Privateer" Captains
  - This letter was written by Kaszim, and is addressed to one of the leaders within the Castigian Cabal. The letter is about the preparations made for setting up false evidence that The Coinflipper is working to usurp the Pelluzi family's position, and is meant to make Pelluzi so busy figuring out the legitimacy of these false documents that he'll be too preoccupied to deal with anything else (Since he'll need to investigate every single member of his part of the Union to figure out if the documents are legitimate, and if not, where they came from.). In typical Castigian Cabal fashion, this scheme is designed so that its discovery will still yield a favorably outcome - leaving the Pelluzzi family too pre-occupied trying to find the moles within the Union to be able to interfere with events outside it.
- Item ID: I-BL042 Letter regarding Lord
  - This letter was written by a member of the Castigian Cabal. The letter is in regards to Lord Scillante, a member of the Cabal who has a tendency to disregard the directives given to him. Note that Scillante is loyal to the cause, for selfish reasons, though he believes he (with his current position in Marcandrian society) knows better than the Cabal's leadership. He's thus a very useful member, though one that's a bit difficult. The member who's job is to observe and keep an eye on Lord Scillante is getting rather sick of this tendency.
- Item ID: I-BL043 Letter Regarding Vessaia attack at Auction
  - This letter was written by a member of the Castigian Cabal. The letter is in regards to the events at the auction, and the Cabal's plans surrounding it.
- Item ID: I-BL044 Letter Regarding The Grin
  - This letter was written by a member of the Castigian Cabal. The letter is in regards to Elena the Grin, whose organization they have infiltrated in order to keep tabs on her actions and make sure she does not interfere with their objectives.

## Magical Items

- Item ID: I-MA025 Warding Ring
  - Death Ward: The Warding Ring protects the wearer as if under the effect of the Death Ward spell. The ring disintegrates when this effect takes place.
- Item ID: I-MA030 Amber Eye
  - This Amber Eye is made by Grandma Mary - who uses these eyes as a way to keep watch over events far away. Grandma Muriel knows whenever someone touches on of her Amber Eyes, and may use the Eye to speak telepathically to whomever is holding it. Grandma Muriel may also see through the eye - in which case the Amber Eye changes color to that of sickly skin with a tint of green, and the pupil may start moving around as she has a look.
  - Grandma Muriel can also cast a few spells at a creature holding the Amber Eye. She'll typically cast Suggestion to keep the holder from putting away the eye, and may also cast Charm Person to control them for as long as they're holding the Amber Eye.
- Item ID: I-MA032 Deva's Lost Shield
  - Formerly Cursed item: This shield was once cursed, but was cleansed by Headmistress Moretti. The curse's effect prior to being cleansed was the following:
    - The horrible fate of it's former owner has made the shield cursed, a distortion that causes it to now drain the host's life whenever it is used to protect another.
    - Whenever you use the Celestial Protector feature, you take damage equal to the amount rolled on the Hit Dice - the same amount your ally gains in Temporary Hit Points.
- Item ID: I-MA033 The Black Dagger
  - Cursed Item:
    - This dagger is cursed. Within its pitch-black shell lies a trapped monster waiting to become free.
    - You cannot unattune to The Black Dagger. In addition, if you touch the dagger while it's not attuned to anyone, you must succeed on a DC15 Wisdom Saving Throw or immediately become attuned to it.
    - Whenever you attempt to draw a different weapon while attuned to The Black Dagger, you must succeed on a DC 15 Wisdom Saving throw, or end up drawing the Black Dagger instead.
    - Attempting to leave or get rid of the dagger while still cursed by it incurs a DC20 Wisdom Save. On a failure, you plunge the dagger into your own chest, trying to pierce your own heart. You immediately take 2d6 damage. You may repeat the save at the end of each of your turn, stopping on a success, but is not released from the curse. You take damage again if you fail the save, with the damage increasing by 1d6 for each subsequent failure. You can not perform any other Actions, Bonus Actions, Reactions, or Interactions while this under this effect, and your Speed is reduced to 10ft.
    - Killing a humanoid creature causes the Black Dagger to meld into them, using their body to release the creature within.

- Item ID: I-MA034 Spellsniper's Bracers
  - Cursed Item: The Spellsniper's Bracers disrupts your connection to the fabrics of magic in your immediate surrounding. Your spells and abilities are unable to target anything within 5ft of you, except if the spell or ability can only target yourself (Target: Self).
- Item ID: I-MA035 Concalian Power Core Amalgamation
  - Item will blow up if it reaches a count of 100. Dealing 10d10 damage in a 20 yard radius. DC 17 DEX save to take half damage.
- Item ID: I-MA038 Destitute's Embrace
  - Wither into Nothingness
    - Any creature that puts on this necklace must succeed on a DC16 Constitution Saving Throw or become cursed. Someone who's cursed by this item gets a mark reminiscent of a pair of black antlers seared into their upper clavicular area. Their Hit Point Maximum decreases by 1d6 upon being cursed by this item. In addition, whenever the creature finishes a Long Rest, their Hit Point Maximum will be further reduced by 1d6.
    - This effect can be removed using Remove Curse. However, if the mark is not covered by a mixture of powdered antlers and a powdered black pearl, then the creature must succeed on a DC16 Constitution Saving Throw or take 10d6 Necrotic Damage, taking half damage on a success. The creature dies if this brings them to 0 Hit Points. If the creature fail the save by 5 or more, then the curse remains.