Hgeocities.com/area51/vault/6396/equip2.htmloocities.com/area51/vault/6396/equip2.htmlelayedxJPe@OKtext/html_@b.HSun, 19 Apr 1998 19:35:12 GMTMozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *J@ Humanoid Magic Items Items & Equipment Theme

Humanoid Magic Items


Collars of Obedience

There are said to be 6 of these black metal collars in existence. The evil Humanoid power that made them has been long forgotten, but many of these collars are still
in active use today. The Collars of Obedience consist of 2 parts, one is the actual collar itself and the other is a corresponding bracer. Each set, of collar and bracer,
bears a unique raised pattern carved  all over its outer surface. This allows anyone to easily pair up the various sets. When the collar is not in use it can be opened easily by anyone, using a small catch in the front that allows the collar to swing open on a small hinge located at the back of the collar. Once in place around the neck of an intelligent creature, and "activated" the collar can only be romoved by the being wearing the corresponding bracer. *Note:* Both collars and bracers will only fit on Humanoid creatures ranging between 4 feet to 7 feet tall.

An "activated" collar gives the wearer of the bracer almost absolute control over the collared being. The wearer of the bracer may Command(as per the spell of the
same name)the collared creature at will. The collared being need only be able to hear and understand the bracer wearer for this to work. The collared being gets no
Saving Throw, and the Command lasts until the bracer wearer removes it. The collar can also be used to block all magical abilities. This includes any Spell-casting, Blood Abilties, Psionics, and/or natural magic-like abilities. To do this the bracer wearer need only will it, and like the Command it will remain in effect until the bracer wearer lifts the restriction. But unlike the Command the Collared being does not have to be able to hear or understand the bracer wearer. The effective range for this ability is unlimited. It should also be noted that a collared being can be under the influence of as many Commands(including the Magic block)as the bracer wearer wishes to impose.

The collars can also be used to torture those who wear them. The bracer wearer need only will the torture to start, and the collar wearer will begin to twist in pain.
There are 4 levels of torture that can be used. The collar wearer takes 1d4 points of damage per round for each level of torture that is used(ie. 1d4 for level 1, 2d4
for level 2, 3d4 for level 3, etc.). While being tortured, the collar wearer makes all rolls and checks with a -1 per point of damage(or -5% per point of damage, if applicable) penalty. Once the collar wearer reaches 0 HPs they stop taking damage, and the bracer wearer must wait for them to recover at least 1 HP before being able to use the torture ability again. *Note:* This torture function dosen't leave any physical marks on the collar wearer. Also, as with the Magic block, this ability has an unlimited range and dosen't require the collar wearer to be able to hear or understand the bracer wearer.

Lastly the collar has one other ability, if it is used on a Blooded individual and the bracer wearer is also Blooded, the bracer wearer can add the total BS score of the
collared being to his own, without effecting the derivation of thier own BL. This function can be used in conjunction with any of the other abilities of the collar. Including the Magic block, and as with the block this BL link has an unlimited range.

Once "activated" all attempts to open the collar(both magical and mundane)will fail. If someone uses physical force to try and break the collar it Saves as Hard Metal
getting a +5 to its roll. If the collar fails its save it explodes with violent force causing 10d10 points of damage to all within 10 feet(no Save). Everything within the next
10 feet takes half damage. If anyone is wearing the collar they take double damage(10d10x2).

Also a being may only wear 1 collar or bracer at a time. Any beyond the first just do not function. *Note:* Using a Collar of Obedience on another creature is
considered an evil act.

by Sepsis

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Dwarf Cleaver

 The large blood spattered battle axe +2 was the preferred weapon of Anarumaan the Spiky, chief Dwarf Killer of the Seamist Orog Clans. It now lies somewhere at
the base of the highest peak with the rest of Anarumaan. Before it's owner met his end it was used to great effect to carve a path through the enemies of the Orog
clan. These enemies were usually other Orog as the Dwarves of the Seamist are all but gone now.

by Ian Hoskins. 

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Dwarf Gutter

This mighty suit of plate armour +1  was once the preferred protection of Axarumaan the Spiky, chief Dwarf killer of the Seamist Orog Clans. The entire surface of
the armour was covered with very sharp spikes and Axarumaan used them to impale his enemies in combat. Of course he had to remove the armour before
congratulating his companions after a battle as the armour also had a tendency to kill of his friends, especially those placed higher than him in the Clans hierarchy.
Axarumaan met his end recently however when one of his fellow Orog pushed him off one of the higher cliffs in the Seamist's. Both Axarumaan the Spiky and his
armour toppled over and have never been seen since.

by Ian Hoskins.
 
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Dragon Tongue

This dagger +1 is carved from a black rock and enchanted to prevent the rock breaking of being chipped in battle. The surface of the blade is carved with mystic
runes and glows with a faint silver light whenever in the hand of an elf. When owned by an Elven warrior it can be made to cast a stream of fire from the blade
once/day. The fire has the same area of effect as a lighting bolt as does  damage equal to a fireball cast by a 12th level caster to anyone in the streams path.
The dagger is currently owned by a lowly Orog warrior in the Giantdowns. He has only kept it because it doesn't need sharpening and is good for skinning Deer and
other animals.

by Ian Hoskins.

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Gauntlets of the Magi

Amongst the Humanoid tribes of Cerilia these items are more appropriately called the "Gauntlets of the Ogre Magi." These items are said to have been forged by the
great Ogre Magi champion known as Carceous, the walking death. He made them for a great Ogre king who is said to have givin him a powerful Human slave.
Stories each give a different name and title to the slave, so none can ever be sure as to his/her true identity. The Gauntlets are made of an unknown black metal that
always seems cold to the touch. While they adjust themselves to fit any Humanoid who wears them, Humans and Demi-Humans are unable to wear them unless they
have hands as large as an Ogre's. The Gauntlets grant the wearer the following abilities(Note: all spell-like
effects use wearers level/HD to determine Duration, Range, etc.):

Constant: Regenerate 1 HP per round(lost members must be reattached to regenerate)

3/per day: Fly, become Invisable, cause Darkness in a 10-foot radius, Polymorph into a bipedal Humanoid creature(4 feet to 12 feet tall)

1/per day: Charm Person, Sleep, assume Gaseous Form, and create a Cone of Cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64(8d8) points
of damage(Save vs. Spell for half damage)

All of this power comes at a price(although most Humanoids would barely notice them). Everyday these Gauntlets are worn the wearer must make a Wisdom(or
Willpower if PO:S&P are used)check. Every failed check causes the wearers Alignment to move toward Lawful Evil, slowly becoming more greedy, ill-tempered,
and nasty. Also the wearer will eventually only be able to eat meat, prefering Human flesh. Each time one of the limited(1/per day, or 3/per day)abilities is called upon
the wearer must make a Save vs. Paralyzation, or permantly lose 1 point of Wisdom(or Willpower if PO:S&P are used). Down to a minimum of 1. Lost points can
only be regained by using a Restoration spell(1 point per spell), or through a Wish(1 point per Wish). The location of these Gauntlets are unknown, but it is rumored
that they are in the possession of an Orog Chieftain. Who is said to be raising an army beneath the earth awaiting the chance to strike at the surface world.

By Sepsis.

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Ice Tongue

This sword +1 is in the hands of another of the Blood Skull Barony's Orog chieftains. It allow the holder to survive in even the harshest winter weather and give a +4
bonus to any saving throws vs magical cold based attacks. This is on of the few weapons actually though to have been crafted by a Orog sorcerer and has been the
ancestral sword of the Split Tree Clan for over 700 years. Currently it is in the hands of the current Clan head, Hal-Thorn.

by Ian Hoskins.

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Priest's Bane

This powerful weapon is the property of an Orog chieftain of the Five Peaks known as Gaxbar the Great, Emperor of the Five Peaks and Allied Realms. He is
currently one the chief of the most powerful of the scattered tribes of humanoids in the Five Peaks. The sword itself is a Claymore +2 that grants the user immunity to
hold person and slow spell as well as similar magic. When one of these spells is cast on the holder the magic is absorbed by the sword which uses the energy to
boost the magical rating of the sword to +4. The sword also shines with a bright red energy that lights up the surrounding area in a ghastly red glow.
This sword was specially design to combat priests and their use of hold person spells and the holder gains an additional bonus when fighting a priest as they are the
sword preferred enemy. When used to strike down a priest the sword also drink the blood of the victim causing an addition 1d10 damage. If used to strike a
blooded priest then the sword drains 1 point of the priests bloodline and passes it onto its owner. Thus an unblooded user could gain a bloodline from use of this
weapon. When first used by an unblooded warrior against a blooded priest the warrior gains a tainted bloodline of the derivation of the priest.

by Ian Hoskins.

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Quicksilver

This short sword is held by one of the many Orog chieftains of the Blood Skull Barony. It's powers to speed its users attacks have helped its owner rise to the
position of chief in the few short years since he found it in the skeletal hands of a dead Elven warrior somewhere in the Giantdowns. Once the Orog warrior took
possession of the sword he found that his movements had sped up and he was able attack and defend faster than his companions with their more common swords
and axes.
Although the sword only has a +1 bonus to attacks it does allow the holder to attack twice each round, or always make the first strike in combat. On a roll of 19, or
20 on the first round of combat the sword has got through the enemies defences before they have got their guard up and does triple normal damage.

by Ian Hoskins.

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Stalker

This evil weapon is currently lying at the bottom of a deep pit somewhere beneath the Gorgon's Crown where it was thrown by it last owner. The long sword +3 is
highly intelligent (19) and has several magical abilities (ego 11), but is not wise enough to order Orog chiefs around. When it tried to the chief became enraged and
tossed the weapon down the clan garbage pit where it lies to this day. As it can only communicate telepathically with its owner it has no way of contacting another
Orog to retrieve it from the pit so it lies there contemplating its mistakes and slowly being buried beneath an ever increasing pile of garbage.

The sword has the power to summon a fireball once per day with or without the permission of its owner and will often do so at the most inconvenient moment (i.e.
when the chief is meeting the Gorgon) just to see what occurs. It can also cast shadowform on its owner once a day to help him escape the mess he had been landed
in after the ill-timed fireball. Finally it can detect magic at will, but will not tell its owner of any magic that it sees as a threat to itself, mainly other weapons.

Stalkers main purpose is to create as much chaos as possible and it was attempting to do so when it tried to order the Orog chieftain who was it then owner to attack
a neighbouring tribe. The Chief wife, who was a member of the neighbouring tribe was angered by this an threatened to tell the chief warrior of his secret treasure
horde unless he got rid of the weapon. Faced with the loss of his treasure or his sword the chief decided that now would be a good time to be rid of his wife and
used the sword to kill her. Unfortunately his in-laws choose that very day to visit and he had to blame the death on the evil blade that had enchanted one of his
warrior. The warrior and the sword now lie at the bottom of the pit, forgotten by all.

by Ian Hoskins.

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