It's time for another OSSR with weird German crap from the 1980s. The product in question is one of the earlier publications from FanPro. It came out in 1989, waaaaay back before FanPro bought the licenses for Shadowrun and Germany's most mainstream TTRPG DSA (Das Schwarze Auge).
Back in 1989, FanPro still went by the super-imaginative name Fantasy Productions and was mostly importing and translating RPGs, running an FLGS in the city of Düsseldorf (at that time, i spent most of my pocket money in this place) and once in a while put out material of their own, such as the now-infamous first edition of SR's Germany Sourcebook.
The cover gives an appropriate estimate of the trolling contained within.
In the same year, they also made the book we're talking about here. I bought both of these at their store in Düsseldorf, but i ended up using mostly the Germany Sourcebook, in spite of my group back then being about equal parts into DSA and Shadowrun. Given the reputation of the Germany Sourcebook as an insane pile of fanwank and nonsense, that may either say a lot about the low standards of my roleplaying group or about the low usability of Zauberharfen und Runenschwerter.
Zauberharfen und Runenschwerter ("magic harps and runeswords"), which i'm just gonna call ZuR from now on, is a sourcebook about magical artifacts that's supposed to be usable with any fantasy RPG. In practice, that means it's mostly geared towards DSA players, but tries to grab cash from the player base of other RPGs such as AD&D2nd edition, RuneQuest or the almost forgotten Midgard.
It's pretty thin, only around 60 black and white pages slightly above A4 format. It's glued and the glue is just beginning to come apart now, after more than 25 years. By the standards of the time, production values could be a lot worse. I've got threadbound SR4 hardcovers that have started to come apart mere weeks after purchase.
There's no price tag left on my copy, but i sure as fuck didn't pay anywhere near as much as the 70€ that some people demand for ZuR on ebay nowadays.
On the 60 pages, we find 49 magical artifacts. Even with the generous typesetting of 80s RPGs, that means a lot of backstory for each artifact.
So let's take closer look at this thing.
Credits
The book hasn't even really begun and they are already trying to be funny. Ulrich Kiesow, back then the creative director for DSA, is credited as the book's make up artist and keyboarder. A guy called Mucho T. Loco is listed as demonology advisor. There's people listed for homeopathic supervision, animal training and stunts or potato printing.
The German Pneumatic Institute in Immekeppel is credited for "historical accuracy". Somewhere in the table of contents, compatibility to fantasy RPGs is ranked at a bold 98%. I'm fairly certain that even today, most RPGs aren't 98% compatible with themselves, but whatever.
I assume that the actual writing was done completely by Michael Johann and Thomas Römer - they where also responsible for most of the Germany Sourcebook for SR and Römer later succeeded Ulrich Kiesow as creative director for DSA, where he committed atrocities such as the Borbarad campaign aka "1001 ways to say fuck you to your players" and, of course, the ruleslawyering behemoth known as DSA4.
I just googled the pneumatic institute from the credits and found out it's an inside joke about nitrous oxide. That explains so much.
Foreword
The foreword informs us that the artifacts in this book are really unusual and super special and unique and that they purposefully did not include stuff like healing potions or girdles of giant strength or well-known mythological artifacts such as Herme's sandals or Siegfried's sword Balmung. Because the players would already know these and that would be embarassing (if you've guessed that this translates to "you couldn't use these artifacts to screw the PCs", you've guessed correctly).
We also get introduced to Mingala, a generic fantasy setting they made up for this product. The map looks conveniently similar to DSA's setting Aventuria and a lot of the fluff texts later on show that Mingala is, unsurprisingly, just a slightly wackier version of Aventuria. Because, let's face it, DSA players are what this thing was mostly aimed at. In fact, Thomas Römer made several of the artifacts from this book DSA canon after he became creative director. I only found that out when i googled the cover of this book, but it seems that yes, the Pigs of Eternal Ham are official DSA canon. More on these piggies later.
You don't want to know where that came from, but i'm gonna tell you anyway.
Gamemaster Advice
We get a two page introduction on how to use this book. As it is supposed to be generic, we don't get many stats (it's not as if anybody back then cared about balancing one way or the other).
The prices listed for the artifacts are conveniently given in a currency system that's obviously plagiarized from DSA. They also give prices for a horse or a sailboat so that people have a rough guideline for how much 10 GC (Gold Crowns) are supposed to be worth. It's surprising we don't see such guidelines more often in RPGs, because giving them isn't fucking hard and you never know when MC is gonna need them.
Mechanical effects are given in a percentile system for ease of transferrability, except when they aren't.
Each artifact has a ranking for power, reliability, how common it is, how well it is known within the setting and how expensive it is.
Power ranges from 0 (not magical at all) to 5 (world-changing). Each step in between gets a brief, comprehensive explanation. Reliability ranges from 1 (total DM fuckery at your expense) over 2 (limited amount of charges), 3 (only works on a specific group of people, such as mages) up to 5 (always usable). Seems a bit wonky, but whatevs. Commonality goes from 1 (unique) to 5 (everyday item). Fame ranges from 0 (completely unknown) to 5 (known to everybody). Price goes from 1 (up to 10GC) over 2 (up to 100GC) to 4 (10.000GC) or 5 (priceless). That pricing system wouldn't work for low-cost items, the jump from 3 to 4 is enormous and they've just introduced a currency that every GM should be able to work with, so i don't know why they introduced this stat at all.
The advice to Mister Cavern concludes with a few guidelines for how to transfer stat adjustments and the like. It's pretty intuitive to do that for DSA and works mostly for AD&D, too.
So far, this is shaping up to a bit on the silly side, but it's not poorly designed for something that came out in 1989. But what actually counts is the bread and butter of this book, the artifacts themselves.
To quote the book:
But now enough of profane statistics! Dive into the magic currents that connect space and time and let yourself be enchanted by Mingala, the world of Magic Harps and Runeswords.
It should be obvious by now that nitrous would be the appropriate drug for this review, but i'm not particularly fond of dissociative anaesthetics and will stick with beer. Which i need a new one of.
Weapons and Armor
The Berserker Blades of Shay'Eluf
The neatly named berserker blades of Shay'Eluf are a pair of curved, single-edged swords. A short sword for parrying and a one-and-a-half-handed one. Let's hope you don't do the intended thing of using this book with DSA2, because you won't be able to use these items as intended - dual-wielding isn't a thing in DSA before 3rd edition unless you're a pet NPC. Maybe Römer tried to introduce his dual-wielding house rule for DSA here.
The berserker blades are a bit meh, but at least improve your attack and defense stats by 5%. Unless the short sword breaks and you start wielding the one-and-a-half handed sword with both hands and (who would have thought) go berserk. Which means that your attack stat goes up each turn, your defense stat goes down, you don't feel pain anymore and attack everything that gets in your way unless you get dropped to as many hitpoints below zero as you normally have above zero. There's no information about what happens when the longsword breaks first, or if and how you can snap out of the berserker rage without dying, but we get some backstory about the swords being crafted in a long-forgotten magocratic city state (that's totally not DSA's Selem) and other things you don't give a fuck about. Then we get a plot hook about some guy trying to collect the remaining swords just after the PCs have found one of them and then we're off to the next artifact.
Nan Dyara - The Sword of Revenge
If you think that the next sword won't fuck with the PCs, think again. Nan Dyara is also a shortsword. In the unlikely case that a PC gives a fuck about a shortsword, it immediately triggers a plot exposition by telepathically informing him that it's called Nan Dyara, Sword of Revenge and that it will give him fame in exchange for blood and that it will lead him to eternal life. I can't think of a player who's stupid enough not to throw that thing away when it starts to give such obvious hints to MC fuckery. Therefore, you have to roll below one tenth of your willpower to discard the sword and save yourself from the blatantly obvious attempt to screw you over with a cursed magic item. If you're a DSA1-3 character with a maxed-out Courage stat, that only means you're hosed 90% of the time. Wooohoo!
After being railroaded into wielding his soul-eating shortsword (oh, did i mention that Nan Dyara is one of these soul-stealing things? Because it totally is), Nan Dyara grows in size and damage every time the wielder kills a sapient being. Because we can't have nice things, it also permanently drains one hit point from the wielder with each slain enemy.
Oh, you also have to roll under half of your willpower to not use this thing in combat and if you try to just leave it at home, you auto-fail. And there's a demon locked inside the blade and it goes free once it has collected 7777 hitpoints. Fortunately, that's irrelevant because it has only stored 7000 hitpoints right now, so you won't survive until the demon goes free unless you're using this book for your Final Fantasy campaign. The plot hook for this thing is to present it to your players as an obviously super awesome magic item. Then they have to go on a quest to find a hermit priest who can break the curse before it kills the poor idiot who called dibs on Nan Dyara.
I'm sure this will get better with the next artifact:
The Suit of the Wyrm
This suit of armor is made from the skins of the two most foul-smelling monsters in DSA lore, the basilisk and the pit wyrm.
The Suit of the Wyrm is constantly dripping with slime and makes you stink like a pile of steaming dung. It provides as much armor as full plate maill without any encumbrance, but fucks your charisma over for weeks. I think i need more beer now.
The Screaming Axes of Narnsheimr
These are barbarian axes that can be used to boost morale of your troops and demoralize the opposition. You have to spend a small amount of hit points for that, but surprisingly, these axes don't try fuck you over, turn you into a homicidal maniac or make you stink like dragon feces. They're just a nice, thematic weapon for barbarians.
The Black Daggers
Single-use assasin daggers. Most of the text is just an iteration of the myth of the hashisheen, the assassins of Alamut. It has a lot of tongue in cheek row row fight the power and is a nice read. The assassins are, of course, using drugs to take a glimpse into the paradise they're risking their life for. If an assassin equipped with the dagger uses the fictional drug of belthani, he gets a 20% boost to being sneeky and climby and stabby. Then he traditionally leaves the used dagger on the victim's doorstep, because RPG assassins are somehow required by the assassin codex to leave obvious traces. That's about as retarded as the True Black Hand in WoD, and funnily enough, an agent of the assassin order is known as "THE HAND".
"Donogood", the Sword of the Kobold Mumpitz
Mumpitz (pronounced moomm-pits) is a lovely German word for silly bullshit. And like half of the items in this chapter, this sword is total and utter Mumpitz. It's a one-and-a-half handed sword, and Donogood must be the reason why these are also called bastard swords (at least in German, i don't know if that's also a thing in English).
Being crafted by a kobold, Donogood acts totally lolrandom. You roll a dice at the start of each fight to determine what kind of Mumpitz will happen. Maybe you get nice stat boosts, maybe the sword decides that it doesn't want to fight at all and drops to the ground where it can't be lifted up at all thanks to kobold magic (like Nan Dyara, Donogood magically forces you to use it so your GM can have some fun at your expense), maybe it decides after the fight that it would be fun to fight your party members, or to only hit enemies with the blunt side of the blade, or to sunder enemy weapons instead of attacking people, or to turn every successful attack into a crit and every failed attack into a critical failure...all of this is written in a cheerful, light-hearted way that makes the author sound really, really punchable. And, of course, the kobold Mumpitz can magically locate the sword so he can always get a hearty laugh out of the mayhem caused by the weapon.
Lightning Strike - The Sword Sheaths of Ilmenos
They give you super fast quickdraw abillities and i don't really care at this point because i already need another beer after all this Mumpitz. But i guess these things are among the few items in this chapter that are not outright MC fuckery.