Day 328
A magical ring cast from enchanted silver, and inscribed with a spell of healing. While being worn this ring heals the wearer by 1d8+2 at the beginning of each round. The wearers body is not all it heals however, nor it is just them it heals. This ring heals the doubts, guilts and fears and any malady or living disease which afflicts them. A wearer whose mind and body are clear of affliction will not suffer under this ring, but any which suffer from an illness shall suffer by it.
While wearing this ring if you suffer an injury of the body you must succeed a DC 14 Medicine check or Constitution Saving Throw else you will be afflicted with an infection.
If you suffer an injury of the mind you must succeed a DC 14 Wisdom Saving Throw or take 1d8+2 Psychic damage and become Frightened of everything around you, if you fail you must make another Saving Throw at the beginning of your next turn or suffer another injury.
Day 329
A rare and valuable commodity most often used by surface dwelling races such as humans. Because of its fragility and difficulty to produce it is rarely found outside of cities or the manors of nobility. The most common color of glass has a greenish tint to it because of impurities in its creation. Recently in The Theocracy of Rachelis there has been an industrial boom of sorts which has revolutionized the production of glass, which has allowed many more people to have glass bottles, eyewear and windows within the Theocracy.
Day 330