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Armor Of The Valheru

Ancient Elven lore claims that in the age when their race was young and the Elves and
the Drow were still one people, there lived a mighty race known as the Valheru. These
beings possessed almost godlike powers, held dominion over many planes and worlds,
and were seemingly immortal. They kept elves like men keep cattle and harnessed
great dragons as steeds, riding them through the skies and even between the worlds
and planes. Then one day, no one knows exactly when or how, in a great battle with
beings from another plane which the Valheru sought to conquer, they were defeated
and extinguished. The Elven people were free to seek their own path. Some chose a
path of light and life, and these are the ancestors of today's Elven nations. But some
who had been closer to the Valheru, who learned dark arts and dark secrets from their
masters, chose a darker path, and these are the ancestors of the Drow, also known as
the Dark Elves.
Little known to mortal races, the very armor and weapons that belonged to these fierce,
dragon-mounted warriors from a bygone age absorbed much of the essence of their
wearers, and at the time of each Old One's demise, his or her very being passed into
these ancient relics where even today they slumber, dreaming through the ages.
Each set consists of cuirass (breast and back plates), hauberk, coif, pauldron, brace,
gauntlets, cuisse, grieves, helm, shield, and sword. Anyone finding a set, and they will
always be a full set, will discover a work of art in form and functionality far surpassing
that of the finest dwarven or elven craftsmanship. The whole is as light as a set of
normal clothing and causes no encumbrance or limitations in range of motion. If
examined magically, an aura of magic will be detected, usually revealing a +2 or +3 suit
of armor with something "else" that can't quite be defined. The sword is unbreakable
and cannot be dulled by any means known.
The alignment of the Valheru who owned the armor must be determined. Roll d20.
d20 Result
1-10
11-13
14
15-16
17
18
19
20

Alignment
Chaotic evil
Chaotic neutral
Chaotic good
Neutral evil
Neutral
Neutral good
Lawful evil
Lawful neutral

Upon donning the armor, the wearer will feel dizzy or light headed. This will wear off in
1-3 turns. For the next 24 hours, there will be no other effect, and the wearer is
essentially wearing +5 plate mail, a +5 shield, and wielding a +6 sword. At the next rest
or sleep time a save vs Spells, the first saving throw, must be made with the following
adjustments for combined scores of Intelligence, Wisdom, and Charisma:

Combined Score
9-27
28-36
37-45
46-51
52-53
54+

Save Adjustment
-4
-2
0
+1
+2
+3

If this save fails, another must be made vs Death Magic, the second saving throw.
Anyone who fails both saves will have their life force snuffed out and replaced by the
Valheru inhabiting the armor. They can't be raised, reincarnated, resurrected, or brought
back by any means whatsoever.
If the wearer and the Valheru are the same alignment or one step removed (i.e.: Chaotic
neutral/Chaotic evil or Chaotic neutral/Neutral) all of the following will apply: Failing the
first save but succeeding the second, the wearer will experience strange dreams as if of
a former life. The next day he will receive a temporary -1 to all physical to hit rolls and a
+1 to AC. The second day, the wearer will receive a permanent +1 bonus to Strength
[(or a percentile increase of 25% if already above 18) 18/00 +1 = 19] and Constitution
and begin to feel very nervous about the idea of taking off the armor. Anyone
suggesting such will be dealt with in short temper, and if the armor is removed, a save
must be made each day vs Spells with a cumulative -1 per day until the armor is donned
again. One week after donning the Armor Of The Valheru, he will experience very
disturbing dreams as if he is reliving a former life in which acts of great wrong were
committed. The following day he will begin to feel a disorientation that will cause a
temporary -2 to all physical to hit rolls and a +2 to AC. On the day after, another +1
permanent bonus will be made to Strength [(or +25% if over 18) 18/00 +1 = 19 and
Dexterity. The wearer will also gains the ability to speak a Word of Power to Command
as the clerical spell against anyone of Elvish ancestry. By this time, the wearer speaks
Elvish, Drowish, and Valheru. He will not willingly remove the armor.
Three weeks after donning the Armor Of The Valheru, the wearer will fall asleep and
have a dream where he meets the original possessor of the armor. A symbiosis will
begin which will increase Strength, Intelligence, Wisdom, and Charisma +1, a +3" bonus
to movement, infravision, ultravision, cause Fear in all humanoids with a Word of Power
in the Valheru tongue as a magic user of the same level but in a radius of 6" not a cone
(allies get a bonus of +4 to their saving throw), the ability to summon a dragon of the
same alignment, to ride and command it, and communicate with it telepathically, and
the ability to Charm any Elf of the same alignment with a Word of Power. The
memories, knowledge, and lore known to the Valheru will be known to the new wearer.
The aging process will stop, and in the case of old to venerable characters, will revert
one step. He will also gain the ability to Detect Magic, Read Magic, and Detect Wards or
Symbols of Power within 6". This ability is always on and need not be concentrated
upon to operate.

One month after having put on the Armor Of The Valheru, the wearers physical body
will change, slightly at first, but more noticeably over time. The wearer will grow taller by
1" the first week, 2" the next, 3" the next, until the height determined on the table below
is reached, unless already 6'6" or more.
Original Height
4' or less
4'1"-5'
5'1"-5'6"
5'7"-6'
6'1"-6'3"
6'4"-6'5"
6'6"+

Amount Of Growth
2d8"
2d6"
2d4"
d6"
d3"
1"
No Change

Weight will increase proportionally, with masculine characteristics becoming more


pronounced in male characters, and female characteristics in female characters. Facial
aspects will change slightly, becoming more chiseled and elven in appearance, though
heavier than those of a true Elf.
If more than one step separates the wearer's alignment and the Valheru's, but they are
not diametrically opposed, the wearer must save vs Spells or go Insane for 1-6 days.
Forever after, the Valheru may impose his or her will on the character up to once per
day in minor regards (i.e.: speaking a non-magical phrase or thought or performing a
non-lethal, non-damaging action) or once per month in major influences (i.e.: striking
another PC, refusing to follow party actions, etc.) Saving throw adjustments are made
according to the wearer's new ability scores. If the save fails, the wearer's alignment
changes one step closer to that of the Valheru. All rules regarding alignment change
apply. If the save succeeds, the Valheru's alignment changes by the same margin.
If the wearer's alignment diametrically opposes that of the Valheru in the Armor, the
wearer will slip into a coma at this time and the same save vs Spells must be made with
bonuses applying only to his original ability scores. Should this save fail, he will remain
catatonic indefinitely unless a cleric casts Remove Curse or Cure Insanity. At this point,
the wearer's alignment will change three steps toward that of the Valheru in the Armor.
The Valheru may impose his will any time in minor matters or once per week in major
matters. If the save succeeds, the Valheru's alignment shifts two steps toward that of
the wearer. The Valheru may impose his will on the character once per year in minor
matters.
If both the first and second saving throws are successful, there will be no need for the
third and fourth. The Valheru's alignment will change, and he or she will come to see
the new wearer as an ally and may even try to assist the wearer through the changes,
willingly aiding him or her with lore, visions, and knowledge, including imparting spell
casting ability and weapon proficiency.

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