Draumamalmur is an exotic material - threads of timelessness from the web of Atlach Nacha alloyed with the ectoplasmic and malleable stuff of dreams, allowing it to take details of it's form from the user's mind. It's natural color is that of a fading, unremembered. dream, but it's users can easily imprint their own ideas of color upon it. It can be used like threads, woven into cloth or rope, or alloyed with metal - in each case contributing it's ability to make small and convenient changes and allowing such items to be repaired if damaged or "destroyed" by the simple expenditure of Psionic Power (1 Power to repair 1 Damage). Items made of Draumamalmur can be invested with Psionic Power (which may not be regained until the user allows the energy in the item to dissipate), in which case they are attuned to their user, will function as masterwork items for him or her, and their spiritual essence will accompany their user during astral projection or lucid dreaming. Items made of Draumamalmur may be given psychicly oriented enchantments without having to have a +1 enhancement bonus first. Hardness 12, HP 50 (a fixed amount, regardless of thickness since it is basically a dream made solid), +6000 GP when (if!) available.

Cloak Of Dreams (Psionic Item):
These cloaks are woven of Draumamalmur, and can be invested with the user's psionic Power. The greater the investment, the more responsive the cloth becomes, and the more the user becomes a thing of dreams. Unbonded cloaks do tend to "flow" towards nearby psionic creatures, apparently attracted to their personal energies. The cloaks have three aspects in which Power can be invested:
Garbed In Dreams (4) The fabric takes on the appearance of any desired clothing at will. DR 4/Psionic Weapons, +4 Circumstance to Disguise and Stealth. This will be effective versus hot and cold weather, or as a swimsuit, or as a swarmsuit, among other arrangements.
Dance Of Dreams (4): The fabric guides the user's movements., +2 Circumstance Bonus to Dex, +4 to Acrobatics and Slight Of Hand.
Wrath Of Dreams (4): The fabric lends strength to the user. +2 Circumstance Bonus to Str, +4 to Escape Artist and Swim.
Flesh Of Dreams (Automatic if the first three effects are all active): The user becomes part of dreams, Energy Damage is reduced by five points, Attribute Drain or Damage (including from poisons and disease) is reduced by 2 points and energy drain and effects that cause Fatigue or Exhaustion by one level (effectively negating Fatigue).
Unfortunately, the wearer suffers a -2 penalty on Will Saves and is open to the currents of dream. He or she will dream most strangely, may be drawn into otherworldly and fey events (such as various odd quests), and may be called on to deal with rogue nightmares. Power invested in a Cloak cannot be regained until the attunement is dropped.

This is difficult to price; while the raw bonuses and the material would be worth about 50,000 GP in total, it penalizes a save, can pull you into danger, and effectively reduces your Psionic Power total by 12. I'd call it about 20,000 GP, although it is functionally a minor artifact sincce the techniques for duplicating it are long lost.

Timeless Blade (Psionic Item):
The Blades are Draumamalmur (thus masterwork when invested with 1 Power). If invested with 3 Power they are considered Adamantine Psychic Weapons (Magic Item Compendium, with a bonus depending on the user's Power total) and will fit into any sheathe. Probably about 20,000 GP after a modest reduction for the required Power investment. (The "perpetually sharp and perfectly balanced" is basically flavor text in d20).

Overall - with several Cloaks of Dreams and Timeless Blades available - Midnight has theoritical access to a lot of money. Unfortunately, no one knows what they are, they are psionic instead of magical, they require psionic abilities to use, and the very materials they are made of are linked to a Spiderlike Elder Entity which exists in a dread abyss where even the Drow fear to go. They aren't exactly easily saleable.

Bequest Of The Dead: This cold black emerald holds life-in-death, a distant echo from the tomb, awaiting a fertile mind to emerge once more. When the bearer's spirit departs, it will absorb the psychic traces left behind, rendering the body a blank slate that cannot be used for the creation of undead (or for Speak With Dead) any more than a random treebranch could. More importantly, the next one to take possess of the stone will gain some odd bits of memories and one of the prior user's feats. While this is limited to things that can be taken at level one without prerequisites, the preference is for an ability the user greatly valued. The stone will not "reset" until the current user's spirit departs their body, in which case it will replace it's current "contents" with a few bits of their memories and a feat that they greatly valued that otherwise fits the stones limitations. If the Feat is one that provides daily uses of some sort, the uses will become available after a day of wearing the stone.

For pricing, this is basically a slotless "bestow a feat" item - and one with unuusal flexibility. As such, the base suggested price is about 25,000 GP. Strong Necromancy, does not require an item slot, but does require close skin contact to operate. Currently mounted on a rather tasteful silver headband.

The Feat currently stored is Amulet Crafter (Totemistic version):

    Complex symbols painted on bits of wood and paper, crude and tiny carvings of totems both mundane and mythical, twists of elaborately knotted rope, bits of inscribed pottery… a multitude of forms, but all bits of magic, of the unseen world, bound by a mystics will and the work of his or her hands into material form. Perhaps the oldest and simplest of magics – but one requiring far less of lore to bring to fruition. Most Amulet Crafters have a particular style that they prefer, but with careful focus… magic can be invested in the most unlikely objects.
    Thus a modestly skilled Amulet Crafter focusing on Totems might have prepared three Amulets today – a Bear Figurine containing two Mana, a Fox Figurine containing one, and an Eagle Figurine containing one.
    Presuming that the Crafter’s abilities are sufficient, the Bear Talisman might be used to frighten away a pack of wolves, or to Cure Moderate Wounds, or to Speak With Animals, or to induce hibernation in someone, or any other feat suited to a couple of first level spells or a single second level one and thematically related to the Bear Totem. Foxes / Kitsune are notorious for tricks and illusions, so that Fox Figurine might be good for an instant disguise, hiding the door the characters are lurking behind, a few moments of invisibility, a Grease spell, or any other suitable first level effect. The Eagle Figurine? Good for breaking a fall, sending a brief message communicating with birds, enhanced eyesight, or whatever. A shinto-flavored Miko might use Omamori and Ofuda, perhaps dedicated to the Kami of the Sun, of War, and of Travelers today. A tribal hunter might carry a medicine bag for luck, a viking warrior a hammer pendant and a spiritualist a skull – but the system is always the same.
    Mana, 1d6 (4), with Unskilled Magic, Specialized for Increased Effect (efficient mana use – none is wasted and the side effects are usually merely visual) and Corrupted for Reduced Cost / Only for unskilled magic, mana must be invested in symbolic amulets (In this case Totem Spirit Carvings) each morning and can only be expended to produce effects symbolically appropriate to that type of amulet, amulets can be taken away and require a bit of time to prepare – although that can be done in advance.
    Rite of Chi, Specialized and Corrupted / only to refill the Mana pool above, requires a brief ceremony in honor of the forces the Amulet Crafter draws upon.
    The charm wristlet has a couple of dozen charms representing various creatures - hawk, bear, badger, dolphin, weasel, etc - that are suitable for use with this feat, but they are not currently charged - although they have been charged and discharged repeatedly in the distant past.

The Mirror is a tool of meditation and ritual, and is worth about 100 GP.

The pouches are minor items of holding, although the enchantment on them is primitive; an entire belt of them can only hold forty pounds of material and there is no sorting function; the user needs to remember what is in which pouch, as opposed to things simply coming to hand. They contain vials, what seems to be some form of iron rations, small tools, and more - all in ancient styles. There is a box of parchment strips, writing-brushes, and inks, a collection of disks with strange symbols wrapped up in a cloth covered with more symbols, flasks of water and oil, twists of herbs, and a considerable stockpile of other supplies.

Basically this was potentially of tremendous value if she had opted to continue through the Underdark. Plenty of food and basic adventuring supplies! Back on the surface... this stuff is probably either best kept as a souvenier or sold to some scholarly collector of antiques for a few thousand.

The Hawkstrike Wristlet manifests a psychic bow (type and strength modifier, if any, up to the user) and a dozen adamantine arrows when one point of Power is spent to make it do so. It can mount a Weapon Crystal, but currently has none attached. Both the bow and the arrows are fairly obviously temporary creations, and will disappear after one hour if the user does not opt to have them vanish earlier.

Another hard one. Technically this is a 0-Point Relic - a very restricted application of Witchcraft's Nightforge (base cost of 2 CP), although you could build it in other ways. Adamantine Arrows are modestly expensive, but these obviously can't really be enchanted further and - unlike tucking a real bow into a handy haversack - this stuff can't be enchanted normally since it only lasts an hour. It's a hold-out weapon. And one that can only be used by a Witch (or, if the GM is feeling generous, a Psionic) and one which occupies an item slot. Call it about 1000 GP.

The Sash can store 12 Power / 7 Levels worth of Healing for the user, although no single stored effect may exceed 5 Power / level three. It will release one such effect per round if the user wills it or falls unconscious (although, in that case, the selection is random from among whatever is available). This does not count as an action. The Sash appears to be a fine silken ornament when fully charged, and seems to become more and more ragged as it is discharged. although the effect is purely cosmetic.Can be worn in the Waist or Chest slots.

1500 GP. The thing is, overall, a lot less effective than a Healing Belt. While the "wake me up" function can be handy it's limits are relatively low and you have to keep charging it. On the other hand, this is actually salable.



While the lore of the Timeless Realm cannot be held in any mortal mind outside that realm, fragments of a myriad adventures and experiences across space, time, and dimension cascade through your consciousness, in an experience that both fills eternity and takes but a single instant.

Package Deal: Timeless Knight

Disadvantages:

    Hunted: The forces of the Silence, the stilling of creation's song which brings oblivion. Should the Silence have it's way, creation will not only no longer be, but will never have been.
    Obligations: Opposing the forces of the Silence.


Advantages:

    The Timeless Knights may walk the web of Atlach-Nacha when finished with a line of destiny. Minor Favor / Access to the Web of Atlach-Nacha, Specialized/only when an adventure / plotline / destiny has been fulfilled, normally repaide by dealing with a local infestation of undead or similar upon arrival (1 CP). They may thus walk the web to appear elsewhere, or in another realm - manifesting a new body (with copies of any psychically attuned gear) if they happen to be dead when they started.
    Specific Knowledge / The Web of Atlach-Nacha (1 CP). While the web is infinite, and beyond the comprehension of any mortal, a knoledge of it's paths will allow access to a wide variety of times, places, and realms with a mere Plane Shift spell and a Survival check to navigate the web.
    The Timeless Will: Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / Only to restore Power, requires a DC 24 Will check to avoid a slight random displacement (Up to a few minutes and a few hundred feet) to someplace or situation that - outside of linear time - caught the user's attention while focused on what lies beneath reality (4 CP).
    All the Myriad Lines of Time are mere strands in the Timeless Web - and so the Timeless Knights are constants, strong against changes in those timelines. Thus, if someone attempts to change the past, or they do so themselves... they will be unaffected by any resulting paradox (Infusion / Temporal Energies, Specialized and Corrupted / only to gain immunity to Paradoxical Effects and Historical Revisions (2 CP).
    The Timeless Knights may draw upon the experiences of other worlds, although only a limited amount of such power may be easily imported into the local reality. In each world they gain access to an Occult Skill (Enthusiast, Specialized and Corrupted / only to gain access to an Occult Skill, can only be changed after traveling the Timeless Web, 3 CP).
    Hedge Magic: Timeless Knights tend to reccall odd bits of mystical lore, gaining the knowledge of (Int Mod + 3) minor rituals. Note that these are genuinely trivial - but if you wish to never need a tindertwig again, or to have a charm for styling hair, or wish to perform some minor bit of folk magic, here's your chance (Specific Knowledge / minor rituals, 1 CP).

It's that "Copies of any psychically attuned gear" that makes the Draumamalmur items so important; It means that their gear will be duplicated for them if they pass into another world via death in their current one.