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Midgard Monday: Give these knightly magic items to worthy characters from the Magdar Kingdom

Edward Burne-Jones - Saint George Fighting the Dragon

It’s Midgard Monday! Each week, we visit a corner of the wide world of Midgard. Look for standalone content you can drop into your campaign—whether it’s in Midgard or your own homebrew. Find new inspiration each Midgard Monday!

South of the Crossroads and the free city of Zobeck lies the provinces of the Magdar Kingdom, lands rich with tradition, chivalry, and warfare. Here, the Magdar knights hold the line against threats from the east and south. From the east, centaur tribes from the Rothenian Plain rumble forth, looking to sack the kingdom’s castles and fortresses. From the south, the draconic forces of the Mharoti Empire scheme and lay siege, aiming to break through Magdar’s lines and march north toward the capital city of Cronepisht.

In the face of these threats, Magdar’s forces need more than chivalry and steel to fend off foes. They wield numerous magical items and armament in battles and tournaments to amplify their strength and courage. These magic items are not exclusive to the Magdar Kingdom and would be appropriate for any knightly character to wield.

LORD’S PLATE

Armor (Half-Plate or Plate), Rare (Requires Attunement)                          5,500 gp

While wearing this armor, you can add your PB to CHA (Intimidation, Persuasion, and Performance) checks. If you already add your PB to those checks, you can double your PB instead. In addition, while you are conscious and not incapacitated, you and creatures of your choice that can see or hear you within 15 feet of you are resistant to becoming frightened.

JOUSTING LANCE

Weapon (Lance), Uncommon                            1,010 gp

While you are mounted and wielding this weapon, it has a +1 bonus to attack and damage rolls. When you hit another mounted creature with an attack roll made with this lance, you may force that creature to make a STR save (DC = 8 + your STR + your PB). On a failure, that creature is unhorsed, falling from their mount.

NOBLE TOKEN

Wondrous Item, Common                   50 gp

Often granted to knights before a joust, this enchanted token in the form of a silk handkerchief or small pendant is offered by a person of nobility to a knight or other person sworn to their family, kingdom, or realm.

When a creature makes an attack roll, ability check, or save while holding the noble token, it can choose to have advantage. Once this feature has been used, the noble token loses its magic and becomes a mundane item.

QUESTING BLADE

Artifact (Any Sword), Legendary (Requires Attunement)                            Priceless

“A quest is not merely a job. It is a purpose.” – The first wielder of the Questing Blade

Knights have quested in the name of kingdom and country for generations, but only the most gallant, noble, and true have the honor of wielding a Questing Blade. It is said that knights do not seek out the Questing Blade, but rather, the blade seeks a knight embarking on a profound and just quest. Truly must a quest be great for a Questing Blade to reveal itself.

This sword features a simple crossguard and humble hilt. Its blade practically glows with a mirror polish, no matter what it strikes. While you have the Questing Blade drawn, you have advantage on CHA (Persuasion and Intimidation) checks.

Onward to Glory! (Requires Attunement). As your level increases, you gain the following benefits while carrying the Questing Blade.

5th-Level. You gain 1 Luck when you or an ally within 10 feet of you rolls a 20 on an attack roll, ability check, or save.

9th-Level. You can cast lesser restoration and remove curse once per long rest each using CHA as your spellcasting ability.

13th-Level. When you spend Luck to increase an attack roll made with the Questing Blade, each point of Luck counts as a +2 bonus instead of a +1.

17th-Level. The Questing Blade ignores resistance and immunity to piercing and slashing damage. In addition, you are resistant to becoming grappled, restrained, prone, or incapacitated, and your speed cannot be reduced in any way.

STEED WHISTLE

Wondrous Item, Uncommon                              500 gp

This wooden whistle calls your faithful steed to your side if it is within 1 mile of you. Select a willing Beast within 5 feet of you that is one size larger than you that you can use as a mount. You must spend 1 hour working with it to ready it. Afterward, that Beast becomes callable with the steed whistle. Only one Beast can be callable with the steed whistle. If you make another Beast callable, the first one is no longer callable.

As a bonus action, you can blow the whistle. Roll a d4. Your callable Beast arrives at an unoccupied spot within 20 feet of you in a number of minutes equal to the roll so long as the Beast is within 1 mile of where you blew the whistle. The Beast takes the safest and most direct route to you. If no such route exists, the Beast does not arrive.

TOWER SHIELD

Shield, Very Rare (Requires Attunement)                       120,000 gp

This large shield is emblazoned with the image of a beautiful stone tower. Knightly orders often further accent this type of shield with their symbol or iconography. The Order of the Undying Sun, for example, features a blazing sun burning from behind the image of the tower, while knights of the Order of the Storm feature lightning strikes.

You have a +1 bonus to AC while wielding this shield, in addition to the shield’s normal AC bonus. You are immune to any effect that would push or pull you.

As an action, you can plunge the tip of the tower shield into the ground before you. A magical stone tower erupts from the ground around it. The tower has a 20-foot radius and reaches a height of 40 feet. It has two stories and a parapet roof. The tower has the following features:

  • The walls are made of hewn stone bricks. The walls are AC 20, 100 HP.
  • Torches light the interior and the roof.
  • The first floor has a large oak door and can be barred from the inside. The door is AC 20, 50 HP. A creature inside can use its action to drop the bar. While dropped, the door can’t be physically opened. Only destroying it allows access to the tower. Stairs lead up to the second floor.
  • The second floor features 20 arrow-slits. A ladder leads to the roof.
  • The roof has a large speaking horn and bell, which can be heard up to 300 feet away. When you create the tower, you can also cause a flag, standard, or banner to unfurl atop the roof with the colors and symbol of your choice.

When the tower appears, you decide whether you and creatures within its area appear outside of the door or on a floor of your choice. The tower stands for 24 hours or until the walls are destroyed.

Once you have created a tower with this item, you must finish a long rest before doing so again. You can’t create a second tower while the first one is still standing.


Get into Midgard with the Midgard Worldbook! This acclaimed campaign setting is rich and deep, with over a decade of support from Kobold Press.

Want a more focused start? Try the Zobeck Clockwork City Collector’s Edition! This detailed sourcebook
gives players plenty of room to run, and includes adventures within the Clockwork City itself!

about Evan Noone

Evan Noone is an independent TTRPG writer and designer. Whether his storytelling prowess is a gift from his infernal patron, The Imp, or he is the fiend itself remains to be seen. You can explore his collection of TTRPG supplements on DMs Guild or follow him on Bluesky @impgames.bsky.social.

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