
Mr.Fishy |
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Every Major NPC level 10+ has an item of legend. Heirloom weapon or a suit of armor or some item of personal value, not all are of a awe inspiring magical nature.
A Famous War Hero has an heirloom sword, or the barbarian chief wields a red tipped spear that turned the tide of a great battle.
Add a little history to a simple +1 sword and it becomes a world building item.
Mr. Fishy invents and sometime openly steals ideas from moives and books.
The key to originality is obscure research...Google Lamashtu.

VonZrucker |
Mr. Fishy's right. But also, your D&D world is your own.
Players come to play in your game to have fun, but they stay because they like their character, and they like your world.
Add whatever you like to your world. If you feel your players are the type to call you out and say "Hey, that's Elric's sword, from the Michael Moorecock novels," then change the names. But if you just really like something, toss it in if you're not worried about catching any player flack.
-Von

Richard Leonhart |

getting ideas from a book is fine, if the players don't know the story you can even take it 1:1.
I've played once a campaign and half into it realized it was exactly the universe of roger zelazny (9 princes of amber), I only read the first book, so I was still surprised often enough.
Half the scenarios I "invent" are a patchwork of ideas I saw on TV-shows.
Don't worry about being unoriginal, just if you know that the players know, use it as an homage (and try to not overdo it), if you know that your players don't know, don't tell them until it's over.