Barukh Catalog 01
This article is part of Runarcana + and isn’t canon to Runarcana RPG
Barukh Hassar was born in Shurima, into a nomadic merchant tribe, and learned to trade from an early age; he spent most of his life moving between the markets of Marrowmark and other traveling markets. A born negotiator, Barukh was always a good man, passionate about stories and always ready to talk with adventurers and mercenaries.
Over the course of his life, he fell in love with these adventures and always thought about taking a break from the merchant’s life to live those adventures himself, even if only briefly. It was something he thought about at night as he drifted off to sleep, though always aware it was a desire he’d never fulfill. Or so he thought.
On an ordinary day of travel along the route with his caravan, they were attacked by a monstrous Wurm that wiped out most of the caravan. It was a sorrowful day; Barukh, remembering the stories told by adventurers, grabbed two bronze plates and clashed them together, making a sound that drew the Wurm’s attention.
It wasn’t a spirit of adventure or heroism, but Barukh had been dragged into an adventure; fleeing on his mount, he saw that a handful of caravan members had followed him and abandoned the route, trying to lead the creature as far away as possible.
There were days of flight with barely any pauses to rest, the Wurm always trying to snap them up, but by the end of seven days their mounts were exhausted and had to be left behind at an Oasis. A confrontation seemed inevitable.
What could Barukh do with only two bronze plates? Death seemed certain, and the few who were still with him also made their peace and accepted that they would die, but at least they had saved most of the caravan.
The Wurm burst out of the Sands and prepared its attack, when in the distance they saw a fast-moving trail rise together with a cloud of sand, and in the middle of it something spinning rapidly. And with a leap, they saw who it was: Rammus!
That green, spiked ball saved the lives of Barukh and the other survivors. With a single blow, the Wurm fell to the ground. Then they saw their savior’s face, that entity carrying an air of peace and serenity that brought warmth to their hearts.
Rammus simply waved to them and went back to spinning, disappearing over the horizon. Lost in the middle of the great desert, it took them years to find the caravan again; they were welcomed with great celebration and joy, and had story after story to tell of the adventures they’d lived.
But especially Barukh, who had always wanted to live adventures, finally found himself the one telling stories of his own adventures to adventurers and mercenaries, who gradually came to seek him out for valuable tips to survive their missions.
Barukh learned firsthand that finding magic equipment is every adventurer’s dream. Although magic exists in abundance across Runeterra, it isn’t always well channeled into the most functional or specialized equipment. What’s most commonly found are more generic items that work for a variety of activities and end up bringing benefits to whoever holds them, if in a limited way.
A merchant once again, Barukh began assembling a catalog, with the purpose of collecting all the necessary and important information about magic equipment and items, and so the Barukh Catalog was born, one that still travels across Runeterra to this day, its many editions copied exhaustively and passed along.
Mechanics
The items in the Barukh Catalog are a collection of items that were crafted, built, or imbued with a specific synergy with each of Runarcana RPG’s classes and gathered into this catalog with information, descriptions, and even illustrations to make them easier to identify. Each of them has a trait that can work with practically any character, but only characters of the class with synergy to those items can draw out their full potential.
Each of these pieces of equipment can be found practically anywhere in Runeterra, whether in the hands of adventurers or even lost in some dungeon or forgotten tomb.
Barukh Catalog 01
The Catalog is a set of pamphlets, bound or tied together, that describe various items catalogued by Barukh. These catalogs often contain notes from adventurers who were searching for specific items, which can hold useful information about their whereabouts.
Bracelet of Fullness
Wondrous item, rare (requires attunement)
This bracelet was carved from a fallen star’s rock, with crystals and metals covering its whole surface, giving it an incredible visual effect, as if energy were moving inside it. Although this bracelet once belonged to an Aspect, that same Aspect gifted it to a traveler who came to their aid, and it was passed down as a family heirloom until it was lost.
This bracelet has 3 charges. While wearing it, when you use Starlit Inspiration, you can, as a reaction, also spend 1 charge. When you do, you regain 10 mana points, and for the next 5 turns, every spell you cast gains a metamagic of your choice among the Arcane Metamagics (of up to 2 Arcana points), free of charge. While attuned to this Bracelet, your Charisma increases by +2, up to a maximum of 24.
The bracelet regains 1d3 spent charges daily at dawn.
Wurm Fang Necklace
Wondrous item, rare (requires attunement)
Made in Shurima, this necklace is a strip of raw leather set with several Young Wurm teeth. It’s said that whoever made it had to leave Shurima, as they were constantly hunted by gigantic Wurms.
When you attune to this necklace, you gain +2 Strength (up to a total of 24). This necklace has 3 charges. While wearing it, when you activate a Battle Stance, you can, as a bonus action, also spend 1 charge. When you do, for the next 5 turns your rage die increases by two categories, and all damage you take is reduced by an amount equal to your Constitution modifier.
The necklace regains 1d3 spent charges daily at dawn.
Sashnack’s Holster
Wondrous item, rare (requires attunement)
This holster was once in the possession of a dangerous gunslinger from Bilgewater, who died after being poisoned in a bar, and has since been passed on whenever its bearer is killed or defeated in a duel. A holster made from the hide of a sea creature, adorned with a few carved fangs.
This holster has 3 charges. While wearing it, when you use Bravado points, you can, as a bonus action, spend 1 charge. When you use a charge, for the next 1d4 turns plus your Charisma modifier, the damage of your attacks with light firearms increases by one category. While you’re wearing this holster, any of your shots that miss their intended target are automatically reloaded, expending ammunition only when they hit.
The holster regains 1d3 spent charges daily at dawn.
Yura’s Gift
Wondrous item, rare (requires attunement by a Ki manipulator)
This cloth belt belonged to a martial artist who belonged to no Monastery, but was always challenged by masters seeking recognition for their arts. Master Yura eventually grew tired of these challenges and left his temple along with his belongings. The belt resembles a martial arts sash, red in color with white details in the shape of a tiger.
This belt has 3 charges. While wearing it, you can use an action to spend 1 charge; when you do, for the next 5 turns the damage of your unarmed attacks increases by one category, you regain 1 Ki point per turn, and any Ki cost is reduced by one (the minimum cost remains 1). While attuned to this belt, your Wisdom increases by +2, up to a maximum of 24.
The belt regains 1d3 spent charges daily at dawn.
Mask of K’oi
Wondrous item, rare (requires attunement)
Koi was a Kinkou from Master Kusho’s time; after a disagreement with him over the principles of balance, he was exiled, distancing himself and founding his own Ninja Order. This mask was among the belongings left behind and passed through the hands of a few Kinkou disciples, but was lost during the Noxian invasion. A black cloth mask with a demonic mouth embroidered in thread visible only at certain angles of light.
This mask has 3 charges. While wearing it, when you deal damage with Neio and Niyar, you can, as a reaction, also spend 1 charge. When you do, for the next 5 turns the critical range of your attacks is decreased by 2 and your critical damage multiplier is increased by one. Additionally, for the duration, if you defeat a target, you can use a Sutra without spending any Ki points as a reaction. While attuned to this Bracelet, your Dexterity increases by +2, up to a maximum of 24.
The mask regains 1d3 spent charges daily at dawn.
Cast Iron Medallion
Wondrous item, rare (requires attunement by a caster)
A cast iron medallion, shaped like a triple knot, forged on the Mountain of Ironthorns and worn by an elder responsible for aiding the miners, who died in a cave-in. The medallion was recovered bathed in the elder’s blood and has since become a relic passed through many hands.
This medallion has 3 charges. While wearing it, when you use an effluvium, you can use a bonus action to spend 1 charge, healing 1 level of Exhaustion you have, regaining 10 mana points, and creating a 10-foot-radius aura centered on you that follows you and lasts for 5 turns. Allies in this area regain 10 hit points during your turn while inside the aura’s area. If they’re at maximum hit points, they instead gain 5 temporary hit points, which stack with points received from this aura and last for 10 minutes. While attuned to this belt, your Constitution increases by +2, up to a maximum of 24.
The medallion regains 1d3 spent charges daily at dawn.
Rock Crystal Pauldron
Wondrous item, rare (requires attunement)
This pauldron looks fragile and brittle. But the rock from which the crystal is cut is actually petricite. Although it first appeared in Demacia, it was quickly smuggled out before falling into the hands of the Mage Hunters and becoming part of their arsenal of oppression. Some say this pauldron once belonged to a friend of Garen Crownguard.
When you attune to this pauldron, you must choose between Strength or Dexterity; the chosen attribute’s value increases by +2, up to a maximum of 24. This pauldron has 3 charges. While wearing it, when you use an action surge, you can, as a bonus action, also spend 1 charge. When you do, for the next 5 turns the damage of your attacks (except spellcasting) increases by one category, and if you defeat a creature during the action surge, its use is restored.
The pauldron regains 1d3 spent charges daily at dawn.
Jansen’s Bracelet
Wondrous item, rare (requires attunement)
Jansen’s bracelet belonged to a Noxian beast hunter. He lost it at a gambling table, and it was sold to a pawnshop a day before he had the money to redeem it. It’s said Jansen went to hunt a beast without it one last time. The bracelet is made of a bluish metal engraved with the ancient Language of Noxus. Although it’s attributed to Jansen, it’s certainly much older than that.
This bracelet has 3 charges. While wearing it, when you mark a creature with Primal Awareness, you can, as a bonus action, also spend 1 charge. When you do, for the next 5 turns the damage of your attacks against that creature increases by one category, and every attack that deals damage to it heals you for half the damage dealt. While attuned to this Bracelet, your Dexterity increases by +2, up to a maximum of 24.
The bracelet regains 1d3 spent charges daily at dawn.
Suspenders of Utility
Wondrous item, rare (requires attunement)
These suspenders were hastily made by a Zaunite engineer who rushed to save people injured in the Pilt River Tragedy. Made from a utility belt, these suspenders received a magical emanation from Janna herself. Over time, they were forgotten and set aside, but the older they got, the more inscriptions in an increasingly visible sky-blue spread across them.
While attuned to these suspenders, your Intelligence increases by +2, up to a maximum of 24. These suspenders have 3 charges. While wearing them, when you use Reactor Energy for an apparatus or device, you can, as a reaction, also spend 1 charge. When you do, you regain 5 energy points and become “electrostimulated” for the next 5 turns.
Electrostimulated. While under this effect, any roll you make — ability, attack, damage, healing, saving throw, etc. — gains your Intelligence modifier as a bonus. Additionally, when using any energy on any apparatus or device, the energy cost is reduced by 1 (the cost can’t be reduced below 0 this way), and every time you deal damage to a target or heal an ally, you regain 1 energy point.
The suspenders regain 1d3 spent charges daily at dawn.
Spirit Steel Talisman
Wondrous item, rare (requires attunement)
It’s said this talisman belonged to a Necromancer who, one fine day, was killed by his own summons and became trapped within his own relic. The talisman was held by an order of Assassins, but a botched job ended up causing it to be lost in Ionia. It’s a talisman with a triangular pendant of matte steel, quite cold to the touch.
When you attune to this talisman, you must choose between Intelligence or Dexterity; the chosen attribute’s value increases by +2, up to a maximum of 24. This talisman has 3 charges. While wearing it, when you use a cunning action, you can, as a reaction, also spend 1 charge. When you do, for the next 5 turns your sneak attack damage is doubled. Additionally, for the duration, when you take damage, you can, as a reaction, spend a new charge and cancel the damage dealt by the attack. You can perform this reaction after learning the total damage and conditions caused by an attack.
The pauldron regains 1d3 spent charges daily at dawn.
Rilect’s Wand
Wand, rare (requires attunement by a caster)
Rilect was one of the many mages of Icathia who chose to use the power of the void against Shurima, meeting his end because of it. His wand ended up reaching Shurima thanks to a caravan, centuries later. Rilect’s Wand is a greenish wooden wand adorned with Icathian script and a small, unpolished piece of bluish crystal set into its grip, which glows when its effect is activated.
When you attune to this wand, while it’s used as an arcane focus, you gain +2 to your spell attack rolls. This wand has 3 charges. While wielding it, when you spend at least 1 Arcana point, you can, as a bonus action, spend 1 of its charges and choose a target within 30 feet of you, granting it an invisible mark that lasts for up to 1 minute. Each time you deal damage with a cantrip or spell against a marked target, you regain 1 mana point.
The wand regains 1d3 spent charges daily at dawn.
