Dragon chew toy; a diamond sword covered in bite marks, 4/7 servings left.
Turban; a perfectly normal hat, nothing hidden under here no sirree, especially not a dragon.
EQUIPPED EVIMERIA
Bob; a sword made by Richards father, for the purpose of guiding him to be a true hero, there is an orb of Angel Tears Inlaid in the blade, allowing every strike to be guided by one god or another. Its craftsmanship is fine, taking from the design of the pirate's cutlass, the honor-bound rapier, the slim design of the Katana, And the balanced and heavy weight of the Broadsword. it could function as any one of them, in theory. it's orb is glowing with a righteous light.
EQUIPPED RICHARD
Useless punch card; A useless card with no use whatsoever, a sword is printed on it.
Gambler's set; A set of everything needed to win cash money from unlucky fools. The scent of a certain hope in luck emanates from it.
Roulette Pistol; Part of the Gambler's set, 14 Bullets remain.
EQUIPPED FOLLOWERS
Book of skills (Muscle wizardry VOL I); A book containing everything you need to Exercise your way to arch mage status!
Extendable rod; A metal pole capable of extending to three times it's normal size.
EQUIPPED EVIMERIA
Utility belt; A leather belt containing a number of pockets attaches to it, adds 5 inventory slots.
EQUIPPED EVIMERIA
Glass shield; a shield appearing to be made totally out of glass, an odd thing to make a shield out of to be certain.
EQUIPPED FOLLOWERS
Bottle of (Enchant-be-gone); a bottle filled with a nullifying agent, commonly used for practicing magicians to clean up mistakes and experiments. contains 2 servings.
Bandanna of holding; A Neckerchief filled with a large amount of alchemical reagents, and memories, you can smell the memories, Adds 6 inventory slots
EQUIPPED QUIDIVES
Recipe for (Advanced Anthropomorphic potion); details the ingredients and processes necessary to produce a potion of some kind.
Mortar and Pistil; A set of traditional alchemical tools crafted from adamantite and adamantine. Originally arising from an argument as to which one is tougher, turns out, they are both indestructible.
EQUIPPED QUIDIVES
Flask of (Advanced Anthropomorphic Potion); Quidives' legacy, this potion allows the common animal to gain human like intelligence and form for three days, the effects of it wearing off and being reused are unknown at this time. Contains 1/3 servings.
Tongue Cap: A heavy spiked ball looking like it came from a maul of some kind, it's spikes are hollow, looking like they should contain some kind of liquid, it also glows with some inherent magic (Converts mana from targets hit into Impure Alchahest)
EQUIPPED QUIDIVES
Jug of (Impure Alchahest); a Splitting agent used in many aspects of both alchemy and alchahestry splits objects into two, each containing weaker aspects of the original object, It contains 8/10 servings
Burgundy satchel; A nice looking sack that you carry over your back, adds a whopping 10 extra slots, but takes a turn to root through it.
Wand of Pew pew; Fires magical lazers from the red end, Requires charging by way of magical charging dock (42%)
EQUIPPED FOLLOWERS
Holy Symbol; Causes your Shadow Density to boost when around things possessing a heart or soul.
EQUIPPED KIREK
Kirek's Knife; A very well made dagger, curved and with many grooves in it, you feel that even if it were not made with this in mind, it could hold mana and perform many useful rituals within those smooth seamed grooves, The back of the handle appears to open up to some kind of hollow tube within, it is currently empty.
EQUIPPED KIREK
Sweet ass bandanna; This is a very well made, very cool looking bandanna. Will not take up inventory slots if equipped. Grants one additional turn before sunlight begins to affect you. adds 5 levels to
(Bandit) Mannerisms If equipped while using the skill.
EQUIPPED KIREK
Blue leather coat; This is a very well made coat, with four large pockets sewn on the inside. Increases Inventory capacity from 1 To 5. Grants one additional turn before the sun begins to affect you
EQUIPPED KIREK
Vial of (Healant); A chemical invented by the necromantic Meatchanics to repair their fleshy robots. Works on living flesh as well, making it a cheap alternative to healing potions. As for what a Meatchanic is? well that is another story for another time. Contains one serving
Book of Skills:
(Bandit) Mannerisms LV 10; This book contains all the information necessary to act, think, and talk like a bandit, you won't retain a single thing from it, due to your piss memory, so you must have it in your inventory to use the Skill
(Bandit) Mannerisms LV 10 (It is Being scrawled on in it's back pages).
Note from noble; Is that the smell of "evidence" in the air? I believe so. Triggers story sequence later on if obtained.
Crown of the Prince; He who wears this crown is seen by the gods, and receives blessings and curses from their attention.
EQUIPPED RICHARD
Necromantic Chunk (LV1); Reverses spell effects in it's area of effect, Can be influenced when used specifically as a foci for a spell. (Orbiter enchantment, Has limited sentience, And highly limited awareness,)
EQUIPPED KIREK
Goddess Gown; A Semi-Magical garment that reflects it's wearers health, it is in pretty bad shape, Drained of it's natural properties. Adds 4 inventory slots.
EQUIPPED EVIMERIA
Edgardo Bracer; A Relic from a long lost land, grants the user overflowing spirit at the cost of specialized spells, (Removes limit on special stat, But locks mana.)
EQUIPPED EVIMERIA
Bundle of herbs; There are three types in this small bundle of herbs, red, green, and yellow. your knowledge of herbs tells you that only one of them can heal on it's own, the rest merely augment it
Ante-Ante; A golden gun with no bullets, without a trigger or a chamber, you would have to be some kind of Houdini to fire it now.
Steel Crackpot; A steel pot with fine engravings on it, very durable and heavy.
Sunstone; A crystalline rock made from highly advanced alchemical practices as a byproduct of making liquid light. highly explosive and flammable.
Bookcase: An incredibly heavy and unwieldy bookcase, it can carry quite a bit, but encumbers the user (Currently contains Burgundy satchel, History book X2, grimouire of poisoned magic, Complete collection of necromantic magic books, and Big book of earth magic.)
EQUIPPED KIREK
Book On Inner Realm history Pt1: contains the history Of Inner Realm, the one you currently reside in, this is part one of a five part series. It details the creation of The Inner Realm.
Book On Inner Realm history Pt4: contains the history Of Inner Realm, the one you currently reside in, this is part four of a five part series. it details the Necromantic purge and golden age.
Grimouire of poisoned magic: A tome detailing the effects and side effects of magic that involves poisoning the users own magic field. it also details common methods and causes of restricting or poisoning a mana system such as curses and artifacts
Complete collection of necromantic magic books: This five part series details everything a necromancer would need to know about making use of his gift, almost the enterty of these spells are Completely Unforgivably Illegal.
Big book of earth magic: This book Details spells commonly and uncommonly used to manipulate almost all mineral or ferrous matter.
Crystal ball: an orb of a glassy material, it is currently filled with smoke.
Obsidian totem: a pillar of volcanic rock, a divot is on the top, allowing for something round to fit onto it.
Paperwork: What vile monster would have such an abomination in their lair.
Mythos of Inner realm Pt1: A book detailing The mythology of inner realm, the difference between this and history is that wizards wrote this instead of filthy muggles. you have two copies.
Hourglass: A mundane hourglass filled with a silvery dust. you have 6 of these.
Scribing wand: When activated, this wand writes down everything it hears.