Ivory
Currently a part of Ilsen the Collectors private, secret, collection of illegal magical items, Ivory is an artefact as dangerous as it is enticing.
The form of Ivory is impossible to accurately describe as it is different for each sentient creature who views it. What all its forms has in common though, is that they seem to be made of finely crafted ivory.
When a sentient creature lays eyes upon Ivory, the creature will see a fine ivory statue of a nature most pleasing to that creature’s innermost desires and be compelled to pick it up. When the creature physically touches Ivory, a feeling of euphoria fills the creature and it is compelled to acquire the stature by any means necessary. If the previous owner will agree to a trade, the curse is lifted and Ivory becomes the property of the creature. If no trade is reached, the creature will feel compelled to steal the statue.
The next dawn the statue will return to its current owner without fail (even if in a bag of holding) along with all of the magical items and gold the creature owns. The creature will then feel the force of the curse. Over a week, the creature will feel a stronger and stronger compulsion to once again acquire the statue. If this is achieved the curse will reset, but otherwise Ivory will act as normal. If at the end of the week the creature has not yet reacquired the statue, the following will happen:
Day 8 - The creature no longer benefits from resting
Day 9-13 - The creature is increasingly exhausted, becoming weaker and more emaciated
Day 14 - The creature dies
Casting Greater Restoration or Remove Curse will remove this effect. The current owner of Ivory is immune to its effects and benefits from gold/magical items transferred. If the current owner is killed, Ivory will bind to the first creature to physically touch it.
Ikwentan
Ikwentan is the powerful nodachi wielded by the legendary warrior Odo Tarranachi. Currently it is embedded in the grave of the general within his crypt. Underneath the sword a prophecy is written in celestial.
The sword becomes unattached from the tombstone when taken by a Fighter of lawful alignment. Ikwentan is a sentient sword that will not leave its current owners side until this character has died, upon which the sword will return to its place in the tombstone. The sword will speak telepathically to its wielder, urging this person to charge great foes for glory.
If used against creatures of small or tiny size, it will still be considered a magical weapon but will give no bonuses to attack or damage. Ikwentan will also mock its wielder for cowardice.
When wielded in combat against medium sized foes, Ikwentan is content, but not exuberant, and will yeild a +1 bonus to attack and damage.
When in combat against a large creature, Ikwentan gives a +2 to attack and damage as well as a +1 to AC and will laugh wholeheartedly in the thrill of combat.
When in combat against a huge or gargantuan creature, Ikwentan provides a +3 to attack and damage rolls, as well as a +2 to AC and makes it wielder immune to fear-effects. Ikwentan will continually spout relevant tips on fighting the creature in question and congratulate every successful blow. Finally focused entirely on the battle at hand.
Ikwentan is an old sword that has seen countless battles in the hands of experienced warriors. It is, what one might call, an enthusiast, encouraging its current wilder to perform greater and greater martial feats. It does not care whether it is used for good or evil, just that the challenge it faces is great and that it used with proficiency. It will comment on questionable tactical decisions and be outraged at perceived weaknesses, such as sneaking around. If ignored or not properly revered by its user, the sword might rebel and decide to return to the tomb prematurely.
Alakaslam
Currently locked away in a vault underneath the main temple of Kord or whatever deity rules over war and tempests.
Alakaslam is a greathammer imbued with divine magic. It grants a +3 bonus to attacks and damage made with it and once per day, upon a successful strike, it can unleash a level 3 Thunderwave.
Alakaslam was originally created to be used by Kords Champion, a mighty barbarian that strode into the middle of combat leaving swaths of dead enemies in his wake. Never one to fear his enemies, the Champion of Kord would often find himself surrounded on all sides. It is said, however, that when this occurred, the garish smile that adorned the champions scarred face turned into a sinister grin that no enemy has ever survived witnessing.
Eventually the Champion succumbed to old age and was raised to war forever at Kord’s side. Many have since tried to wield Alakaslam, but none have been able to harness its awesome might.
Solarsong
A beautiful golden harp that is currently the family heirloom of the prestigious Bard-family Shortholt. The origins of Solarsong are clouded in mystery. Some say that it was made by the Muse herself, sung into existence underneath a midsummer sun. Some say that it is a piece of the sun itself, taken glorious form on the material plane. Some say that it was a divine gift bestowed upon the first of the Shortholts and that it through its awesome might guarantees the continuation of the Shortholt bloodline. Some say that the Shortholts themselves make up all these stupid stories…
Solarsong is a golden harp that can be wielded as an arcane focus for any bard with the skill to use it. When a bard is playing the harp, proficiently, it produces bright light in a 30 feet radius and dim light for another 30 feet. Any spellattack cast through this focus has a +3 bonus and any saves made against spells cast through this foucs is made at a disadvantage. Any charisma-check made while playing the harp is made with advantage.
Ataraxia
Atariaxia, an orb of pure arcane power and condensed malice, is currently adrift in the space in between the planes, cast there by the Archmage. Constructed by the Lich Mundus with the aid of the dark god Veccna, Ataraxia was once used to wreak havoc upon the material plane. The Lich Mundus used the orb in order to raise armies of undead, ghosts and banshees the likes of which the world had never before seen. Even the combined might of the civilized world was not enough to stop the tide and the world once again teetered on the brink of all-consuming darkness.
The Archemage, his name lost to time, led a daring raid into the heart of the enemy’s camp. Stealthily gaining access to Mundus’ inner sanctum, the party managed to corner the Lich. In the fight that followed the Archemage was mortally wounded and chose as his last actions to envelop himself and the orb in a spell that sent them into the abyss. With the orb gone, Mundus’ armies were consumed by infighting and civilization was once again saved from certain destruction.
The sacrifice of the Archemage has now become all but forgotten by everyone but the evil god and his disciples, who seek to reclaim the orb and unleash its terrible powers once again unto the material plane.
Ataraxia is an orb, 5 feet in diameter, made from purest black. To those who can control it, Ataraxia grants total control of any undead or ghost creature within a 100 mile radius. In essence, the orb forms a hive-mind connecting all the undead and forces them to do as the controlling agent commands. Liches are exempt from this effect, but usually chose to work with the current wielder of the orb, secretly attempting to supplant him at every turn.
That's all I have ideas for tonight, maybe I will come back to this later though