

The Flying Oar was created as a joke after a dare was made by a fellow mage to Warwick Windsong. The oar became one of the favorite way for the mage Warwick to get around when exploring a planet.
It has all the same statictic as a Broom Of Flying. Movement Base: 30, Encumberance: 182 pounds (-1 Movement Rate for every 14 pounds added), Climb/Dive at 30 Degrees. A command word must be used. The oar will travel alone to any destination named. It will come up to within 300 yards to its owner when he speaks the command word.
It can be used as a spade to excavate earth. It's magical property allows it easily to break and dig even through the hardest soil. It can excavate 1 cubic yard in 10 rounds (1 Turn).
It can be used as a blunt weapon. Cause 1d6 damage small to large creature.
Magical metal pigeons that carries messages in the metal capsule tied to their feet. It will be able to track down a special homing beacon and fly for the signal. The homing pigeon can be used from ship to ship within a crystal sphere. It will fly at spelljamming speed to the source of the homing signal. They can also fly from a planet into space to a waiting ship or from ship to planet. Because of cost and lack of resources, there are currently only 6 pigeons created.
A magical metal falcon that carries messages and items. After a while it was discovered that the pigeons can only carry light items from letters to small scrolls, but any bigger items are not possible with the pigeons. The falcon allows books and same size items to be cluthed by the talons and delivered to a waiting ship in the same crystal sphere. Only one falcon was created.

It appears to be a silver brooch in the design of a circle with wings spread over to the top. It allows the user to contact another person wearing a comm-badge within 25 miles from his position. Strong magical fields or obstacles, like being underground or lead shielding, might affect the distance or even prohibit contact with another comm-badge.
You press on the comm-badge and say the desired comm-badge name to contact to operate it. The person being contacted will hear his comm-badge beep two times and he would press the badge to acknowledge the person calling him. If the person does not wish to answer, he would just ignore the beep.
The comm-badge is created and tuned for a specific person to use it and would not work if used by another person. Each badge is given a name, usually the name of the person who would be using it, allowing an easy way to contact the intended user.
Using a magically enhanced planet locator, if a person fall over board, the comm-badge will allow the ship to locate them. If they are any comm-badge wearer in a planet or asteroid they would appear in the locator also. They would appear as a small silver dot on the planet locator.
It confers a continuous modified mind blank spell effect against psionic and magical mind attack on the user. It works like a regular mind blank spell. It cast water breathing spell on the wearer if he is submerged under water, a create air spell around the person if in space or vacuum and a feather fall spell whenever he falls or affected by reverse gravity.
**NOTE: In my campaign the comm-badge allows a teleport pad to locate and teleport the individal, individuals the comm-badge wearer is touching and/or up to 500 pounds of items.

It appears as a 3"x5"x2" hinged silver metal case. The top half of the compact case has a mirror and the bottom half has a diamond gem (5,000 GP) imbedded inside it. It allows communication with another communicator or a comm-badge on the planet or ship in orbit. Each item has it's own name, and uses a command word to activate it. It activates when the case is opened, the diamond touched and the name of the communication device spoken. When getting a call the case would beep or vibrate, if the alert is deactivated, and by opening the case it would activate. You turn off the sound alert by touching the diamond and saying "Alert off". When operating both sides can see what is in front of the mirror on the other communicator unless one or both mirror are covered. The mirror display the user, item or view that the mirror on the other communicator is pointed at the moment. Strong magical fields or obstacles, like being underground or lead shielding, might affect the distance or even prohibit contact with other communicators.

It appears as a 8"x12"x5" hinged silver metal chest. The inside top half of the chest has a mirror and the bottom half has a diamond, ruby, emerald and blue sapphire gems, each worth 5000 GP each, imbedded on it. It allows communication with another Ship communicator, communicator or comm-badge within the same crystal sphere.
It is a magical device that can be extended into the astral plane. It allows a ship's communicator device, a ship's library unimatrix or the ship's S.A.G.E. to operate in the astral plane. It can contact a ship with the listed device in the astral plane or another device in another crystal sphere or plane of existance using an astral communicator antenna.
This magical device helps REX ship to coordinate manuevers and schedules. With a universal time and calendar, all REX captains knows where and when all REX ship would be at a given time. The schedule was worked ahead of time by the REX Head Office and published in a book for each year. Each REX ship has a copy of the book on board ship. They allow each ship to coordinate messages, personnel, passengers and cargo with another ship.
The canary is a magical construct that warns the ship's crew about changes in the air quality. When the air is fine, the canary's color is bright yellow, as the air condition becomes lower, the canary start to get a dull yellow color. When the Air is foul, the canary turns black in color. If the air is poisonous, the canary turns bright red. If there is a creature or a node to the Elemental plane of Air present within 1 mile of the canary, it turns white until it is beyond the 1 mile limit. If there is no air, under water or in the vacuum of space, then the canary turns to clear crystal. If magic is used with in 25' affecting the air quality, it changes to a blue color until spell effects wear off.
It is a space mailbox. The postal sattelite is a spherical shape metal bound container. It is covered with runes, when read, the runes tells who owns it, how to locate the hatch and how to open it. Inside the hatch are three tumblers with numbers, they are the keys into opening the door. If the three numbers are correct and the latch is turned then the door opens, if it is wrong then the sattelite teleports into a random area in space.
It can fit up to one half tons in it's hold. Messages, ship's mail or items are sometimes left behind to be picked up by a passing REX ship for delivery to Realmspace Head Office. When a REX ship passed by with mail or items for the owner of the postal sattelite, they leave it inside for later pickup.
A REX ship sometimes have to change their flight plan and it takes them outside head office approved ship routes. If they are unable to notify the head office, they would leave a postal sattelite in the closest crystal sphere that Rex ships visits. They would leave their change of flight plan, any mission changes, ship's mail and any other materials they want to send back to the head office.
The postal sattelite shows on a REX modified and enhanced planet locator as a blue dot. Sometimes it enter a Non REX ship's gavity wake and if hauled aboard rapidly, it could be examined. It can not be open if the three tumblers are not the correct combination.
These are magical beacons left next to dangerous anomalies in space. It is about 1 foot in diameter and broadcast a message that is picked up by the modified planet locator. It shows as a red dot. A short message can be magically programmed into the beacons. A series of short and long flash from a REX message code allows REX captains to read the beacon.
The beacon is sometimes used as a "message in a bottle". Resourceful shipwrecked captains sometimes used the beacon to send a SOS message to passing REX ships. Others have smuggled it inside an enemy's ship and followed them to their hideout. They are also sometimes left as markers for treasures, ruins and Away Team drop and pick up zone.

Spear or naginata used by the Windsong Space Marines as long range weapon. It could shoot 1 magic missile or magic effect per round using a charge. The weapon has 50 charges. There are several magical effects for each type of spear of defense that includes magic missile, lightning bolt, fireball, ice blast and meteor shower.

A combat wand is a variation on magic wands. The magic wands being fragile in it's nature was improved to survive better in combat situation. Instead of a straight long thin materail that could break if mishandled, the combat wand is a compact version. The wand is magically twisted to into a tight coil making it compact. It is easier to store and use.
This magic item is used to detect for magic (1 charge) and identify items (2 charges) within 10' of the person using the tri-quarter. It also can detect life (2 charges) and undead (3 charges) within 50' of the user giving direction even up or down but not how many or what type of undead. It can also detect objects and treasure that are magically hidden or masked (1 charge). It also has the ability to detect traps and secret doors within 10' (3 charges). It can also detect poisons (1 charge). This item usually has 50 charges.

It allows the ioun stones to be viewed and searched. It is a flat mahogany panel with a runestone front on a mahogany base. The virtual book page can be manipulated with command words.

A small thin mahogany board with a runestone and several gem stones on the topside. It allows a single book to be copied from the ship's library and stored on the portable viewer. It can be re-used by copying another book into the viewer.
This magical mahogany cabinet contains several hundreds ioun stones, gem stones, precious metals and exotic materials. This item allows library viewers connected to the unimatrix to search several books at once. Instead of the user searching each book manually for pertinent information, the user can command the unimatrix to search the ioun stones and collects only the information needed. The unimatrix takes from a several minutes to several days depending on the information being researched and the quantity of the ioun stones to be searched. The unimatrix is also capable of calculating numbers faster than a person using an abacus. The unimatrix can also access and search other unimatrix in the same crystal sphere for additional information. It has the capabilities to magically connect to another unimatrix that permits this type of connectivity. A closed unimatrix can not be contacted and will not register on any other unimatrix. Messages are sometimes passed using this network of unimatrix and scholars are able to keep in touch with their peers. Unimatrix user also are able to play a few rudimentary games like chess, checkers, go, poker and solitaire alone, with another user on the network or the next viewer screen. If two or more simulation room are using connected unimatrix, they can interact with each other. This is called Multi-User-Device or MUD.

This is a grand magical item. It was created by wizards who wanted to take their home with them. When first found it appears as a white 2 inches cube with a hole at one corner to hang on a nekclace. If the command word is uttered, the cube grows into a well maintaned 5' long, 5' width, 8' high wood shed. It opens into a regular tool shed, but with the right command word when the knocker is used the door opens into an extradimensional space.
This is a magical artifact. It operates like a Shed-Keep,but it has more levels and more capabilities. There is a three level manor where the door connects.
The second level contains a forest that is 5 miles wide that is bordered by a 30 foot wall at the edge. The ceiling is at least 100' high. There is a day and night cycle. A weather cycle is also present with a sun-like light emanating from the center of the ceiling. This is a harper refuge and it operates magically the same way as any refuge.
The third level is 5 miles in diameter that contains a small seaport town with harbors and piers. There are a shipyard, warehouses and other things found in a regular seaport. At the opposite end of the seapot is a huge portal ring. This is the teleportation gate that open into the sea allowing harper ships to come and go into the secret seaport.
The fourth level is a 5 mile diameter cave containing a spelljamming port. There is a shipyard, warehouse and other things found in a spaceport. At the oposite side of the town is a huge portal ring. It is the teleport gate that allows spelljamming ships to enter and leave at points in the asteroid field. The entry and exit point of the gate are changed frequently.
The fifth level is the Harper Hall. It contains facilities for the used of the harpers. It is a secret base to operate, train and recuperate. There is a huge magical library, a university, barracks, storage and other needed services. A teleport gate allows entry and exit from the base. It open and closes at designated point controlled inside the base. One of it's special properties allows it to project a building into the real world. It would be at least 10 miles from the keeper of the Shed-Manor magical item. The building is an inn called the Silver Harp. The building is not real, but if someone tries to sneak into a window, they will emerge on the opposite side of the building. The sign hanging above the door has a silver harp on it. The sign is magical that the harp plays a tune only a harper can hear due to their harper badge. Harpers within 5 miles can hear the music and master harper hears it within 10 miles. Inside is a regular tavern/inn that allows messages to be passed and meetings to be held. The Inn can be projected for up to 24 hours or until the keeper of the magical shed-manor leaves the area.
This a chest used by healers to store their equipment and herbal materials. This chest contain the most common used and needed material to help cure a wounded or sick person. A mortar and pestle, several medical instruments, several type of oil, bandages, herbs, roots, barks, leeches and many more are stored in the chest.
This bag are carried by healers to carry their herbal materials and equipment.
S.A.G.E stands for Sentient Arcanum Guide Explorer and it functions as a REX ship's virtual navigator, ship's detection device and tactical combat advisor. It is able to operate the teleport pad and other ships devices. It is an 8' tall, 3' wide quartz crystal pillar on an obsidian base. When installed on a spelljamming ship, S.A.G.E. can project itself into any part of the ship. It can also project itself inside the crystal pillar. It monitors the simulation room and tells the operator the condition of the users and the simulation scenario. There are 3 working S.A.G.E. prototype units in the Realms Exploration Society. One is located in Port Tortuga's REX office. The second prototype is on board the science vessel R.S.S. Realm Princess, an Ark Ship. The last prototype is on board the exploration flagship R.S.S. Realm Quest, a hammership.

Mithril gauntlet that fires energy bolt for 1d6 damage per hit point sacrificed by user. The hit points sacrificed by user can be up to 50% of user current hit points per shot, but if Hit points sacrificed was 50 or more HP then death from massive damage will apply . As an example, a user with 90 hit points can sacrifice 40HP for a one shot 40d6 energy bolt damage to an opponent (if it hits), or he can fire 40 1d6 energy bolt. User that died while using their last HP to power the gauntlet or died from massive damage death turns into an energy draining undead.
