Artifacts

Belt of Rank
Major Artifact Aura Overwhelming enchantment (DC 25); CL 21st; Slot Belt; Weight 1 lb.

"This girdle is constructed of hardened leather inlaid with gold, silver, and precious gems. The belt's buckle is engraved with the skull of a fierce half-man in the center of a field of red flames."

The Belt of Rank is an ancient symbol of the Dwarven people, a sign of their once great heritage before the Cleansing Wars devastated their race. This ancient artifact was created by Dwarven clerics 4,000 years ago to be worn by the leader of the Dwarven armies—generals of great charisma and skill who were sworn to protect the Dwarven race.

The artifact was passed from general to general over the centuries, finally being given to the Dwarven king Rkard to use in defense of his race in the face of the Cleansing Wars. Rkard was fatally wounded in battle by Borys of Ebe, and the Belt of Rank was buried with him in the city of Kemalok. Recently, it was given to the mul gladiator Rikus of Tyr to assist him in retrieving the stolen Book of Kemalok Kings and defeating an approaching army from Urik. Though the army was overcome, Rikus was unable to reclaim the book. Ashamed of this, the mul returned the Belt of Rank to the dwarves of Kled, where it remains hidden to this day, waiting for the day when a dwarf general worthy of it will reclaim it once again.

The Belt of Rank will fit any Medium creature. Halfgiants are too big and most halflings too small to wear the artifact as the item does not magically adjust to fit the wearer. If you are a dwarf, you receive a +8 competence bonus on Charisma checks and Charisma–based skill checks when dealing with other dwarves. If you are not a dwarf, you receive a +4 competence bonus on Charisma checks and Charisma–based skill checks when dealing with dwarves.

The belt provides you with a continual freedom of movement, greater heroism, and protection from arrows effects (all mundane missiles fired at you unerringly strike the artifact's buckle). If you are a dwarf, and you succeed at a Charisma check (DC 20), you can access the accumulated experience and knowledge of more than 40 centuries of Dwarven kings. You receive a +20 bonus on all Knowledge (history) checks related to dwarves and +10 bonus on Knowledge (warcraft) checks. Should the Belt of Rank be pilfered and summarily worn, all dwarves viewing the artifact will know it was stolen and do whatever they can to retrieve it. Should the possessor of the Belt of Rank ever unjustly take the life of a dwarf, the artifact will constrict to a diameter of four inches—effectively crushing the wearer to death. Any creature so affected is immediately reduced to -1 hit points (no save) and is dying.

Destruction The Belt will be destroyed if it is ever submerged in the blood of a hundred murdered dwarves.

Book of the Kemalok Kings
Major artifact Aura Overwhelming enchantment (DC 25); CL 21st; Slot None; Weight 2 lb.

"This ancient book is not of exceptional construction, made of braxat hide and thick, leather–like pages of unknown origin. It has a nondescript look, being no larger than a tome found in any sorcerer-king's library. It definitely shows its age."

It is thought by some dwarves that the Book of the Kemalok Kings stolen by Borys' servants is actually a copy of the original, which has likely turned to dust over the centuries, though no one knows for sure if this is the case. The book definitely shows its age, and if returned to the dwarves it would likely be re–copied in an effort to preserve the knowledge contained within.

At the height of the Green Age, the dwarves of Athas were among the most powerful races of the Tablelands. From their majestic city of Kemalok, the dwarves grew strong and prosperous in the years prior to the coming of Rajaat and his evil followers. It was during this peaceful time the writings of the Book of Kemalok Kings were begun. A personal journal written by the king of the Dwarven people, the book is a combination of historical events and vital insight into the Dwarven race. In a time when historical documents were nearly nonexistent, the Book of Kemalok Kings was one of the few chronicles of Athas to survive the ravages of the Cleansing Wars. No single item on Athas contains as much rare history than this Dwarven relic.

Following the death of Rkard, the last of the Dwarven kings, at the hands of Borys of Ebe two millennia ago, the fallen monarch was placed in his sacred crypt along with the Book of Kemalok Kings. At that time, it was decided that until the threat of the sorcerer–kings on Athas was ended, no monarch would rule the Dwarven race since he would likely be threatened by the Champions of Rajaat. Should knowledge from the book ever be required, the elder guardians of Kemalok would consult the ancient writings. Like many other races following the Cleansing Wars, the dwarves of Athas lost considerable knowledge, history, and tradition to the harsh conditions of the world. Among these was the ability to translate the Book of Kemalok Kings. For nearly a millennium, the relic gathered dust in the tomb of Rkard, its knowledge useless to those it was created to help.

The human Er'Stali worked in the library of the sorcerer-king Hamanu, which that allowed him to learn parts of their ancient written language. With this knowledge, he could translate portions of the Book of Kings and learn more of the ancient language. The Urikite was sincere in his intentions and became the first non–dwarf ever to set eyes on the age–old text.

Unfortunately, Er'Stali studied the book for only a short time before it was stolen by a psionicist named Maetan, who took the book to Urik. At the same time, Rikus and his Tyrian army were mobilizing to engage the forces of King Hamanu approaching the newly freed citystate. While in Kled, the dwarves told Rikus of the Book of Kemalok Kings and asked him to recover it. Rikus agreed, and in return he was granted the title of a Knight of Kemalok and was given two artifacts to help him in his quest: the Belt of Kings and the Scourge of Rkard. However, on his way to meet the approaching army Rikus was attacked by a dozen wraiths who were former followers of Borys of Ebe.

Recognizing Rikus as a Knight of Kemalok, along with his possession the Scourge, the wraiths agreed not to kill Rikus if he brought them the Book of Kings so they could use information within to find their former master. Spells placed on Rikus by the vile wraiths forced him to complete this task, and in the end the wraiths took possession of the Dwarven relic.

Despite the loss of the Book of Kings, the learned Er'Stali was able to transcribe what he had read, preserving a portion of the ancient work. Er'Stali died nine years later in Kled, and it is unknown how much of the text was copied. Also unknown is the location of the Book of Kemalok Kings since the wraiths took possession of it. The crypt containing the undead warriors has since been vacated, and the location of the book is unknown. Since undead and shadow creatures were altered during Rajaat's brief release from the Hollow, it is possible the relic may now reside on one of Athas' mysterious dimensions: either the Black or the Gray.

Following its theft from Kled the Book of Kemalok Kings has become well known. While focusing primarily on the lives of the Dwarven race through the ages, the Book of Kemalok Kings does present information on other incidents and events from the past—details on things such as the Time of Magic, the War–Bringer, and even knowledge on races lost to Athas during the Cleansing War. Many of the sorcerer-kings and other powerful parties are interested in the book, foremost being the Shadow–King of Nibenay who is always hungry for ancient lore regarding the scorched world.

Study of the Book takes one week, but upon completion a Dwarven reader gains a +2 inherent bonus to Wisdom and a +20 bonus to Knowledge (history) checks. Non-dwarven readers receive only a +10 bonus to Knowledge (history) checks. The same character can never benefit from reading the book again.

Destruction The Book can be destroyed by burning its pages under the breath of a dragon, or the blood of a descendant of Rkard must be spilled into it.

The Dark Lens
Major artifact Aura Overwhelming abjuration and transmutation (DC 30); CL 30th; Slot None; Weight 170 lb.

"This lens is a polished obsidian egg–shaped orb about the size of a small kank. Its surface is flawless, and its blackness absolute, darker than the deepest obsidian. Through its glassy skin can be seen an occasional streak of scarlet, often vanishing one instant and reappearing again in a different location. The lens radiates intense heat upon its surface, a direct result of its incredible power..."

The Dark Lens is an ancient artifact thought to have been created by Rajaat as the Time of Magic was coming to an end. The evil sorcerer fashioned the Dark Lens as a focus for his power, amplifying his magic and psionic energies to unheard of levels. By using the Dark Lens Rajaat created other powerful artifacts—such as Silencer, Scorcher, and Scourge. Rajaat used the Dark Lens to give his 15 Champions their incredible powers.

As the Cleansing Wars were ending and the champions discovered the true nature of their master's schemes, the disciples of Rajaat took the Dark Lens and used its power to imprison their master in a place called the Hollow. Shortly after Rajaat was entombed, the Dark Lens was stolen by two dwarves named Jo'orsh and Sa'ram.

These dwarves were self–proclaimed protectors of Athas, taking the Dark Lens from the Pristine Tower to the Estuary of the Forked Tongue and secluding it on the isle of Mytilene. There they created a safeguard for the Dark Lens in the form of a crystal pit, which proved deadly to any who attempted to retrieve the artifact. Years later Jo'orsh and Sa'ram perished while defending the Dark Lens from evil giants. Soon after, they arose as banshee, and used their new powers to guard the Dark Lens from the eyes of the Dragon and the rest of Rajaat's champions. Decades later, two clans of giants settled on Mytilene. Instead of driving them from the island, the spirits of the two dwarves appeared before the creatures and proclaimed the Dark Lens a powerful artifact to be revered and worshiped. The dull–witted giants believed the words of the banshees, and became guardians of what they referred to as “the Obsidian Oracle.” It was here the Dark Lens remained until being recovered by Tithian of Tyr and Agis of Asticles.

With the Dark Lens in his possession, Tithian asked Borys, then later Rajaat, to use the artifact to transform him into a sorcerer-king. Following the final battle which saw Rajaat returned to his prison and the death of the Dragon as well as several sorcerer-kings, Sadira of Tyr cast the Dark Lens into the lava of the Ring of Fire. The sorceress placed powerful wards around the Ring of Fire to alert her to anyone attempting to free Rajaat or retrieve the Dark Lens.

To invoke the powers of the Dark Lens, you must come into contact with the artifact and make a Use Psionic Device check (DC 30). Failure to do so deals you 1d10 points of fire damage.

The Dark Lens has 500 power points when discovered. You instantly know the number of power points it has at the current time. The artifact recharges itself, regaining all power points after 24 hours. You can access all powers of the Dark Lens at manifester level 20th (or at your manifester level if it is higher than 20th). The Lens bestows a constant mind blank, protection from evil and good effects on you. Additionally, you can trigger, as a standard action, astral construct (3/day) as though you rolled a 30 on his Craft (sculpting) check and metamorphosis (3/day).

The Dark Lens can draw spells or spell–like abilities into itself. The magic absorbed must be a single–target spell or a ray directed at you. The artifact then nullifies the spell's effect and converts it to 5 power points per spell level, adding to its power point reserve. You can instantly detect a spell's level as the Dark Lens absorbs that spell's energy. You must declare your intent to absorb the spell after the spell is cast, and make a Concentration check (DC 15 + spell level) in order to do so.

The Lens also allows you access at will to any psionic power that you witnessed or intently studied. A minimal amount of study and a successful Psicraft check are needed to duplicate most psionic powers with the Dark Lens. The time of research and the DC of the check are up to the DM, but a minimum of one week per power level and a DC 15 + power level is suggested.

The Dark Lens is also a focus for magical power. Arcane spells cast with the aid of the lens are greatly improved. You can cast up to three spells per day that are improved as though using the Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, and Widen Spell feats (when applicable).

The Dark Lens can be used as a mitigating factor while casting epic spells. For those who know how to utilize it, the Dark Lens allows epic spells to be cast with a +50 bonus to Spellcraft checks. If used in conjunction with the Steeple of Crystals in the Pristine Tower, the total bonus becomes +150.

The incredible power of the Dark Lens is intoxicating to anyone using the device. Each time you use the artifact, you must make a Will save (DC 15 + number of previous saves) or develop a form of megalomania, convinced that the power of the Lens makes you invincible. Characters with this insanity will do whatever they can to keep from being separated from the artifact. Eventually, the character becomes dependent upon the device, and it is the DM's choice as to whether or not the character takes a path towards ultimate power similar to that of Tithian of Tyr.

Destruction The Dark Lens is tied so closely with the fate of Athas and the sorcerer-kings that it may not be possible to destroy the item until either the sorcerer-kings achieve a final victory, or are cast from the face of Athas.

The Heartwood Spear
Major artifact Aura Overwhelming transmutation (DC 25); CL 21st; Slot None; Weight 9 lb.

"This wooden spear is six feet in length, coming to an extremely sharp natural point at both ends, colored in the deepest burgundy; its surface completely smooth."

The Heartwood Spear was created by the halfling druid Nok in the 190th King's Age, and is rumored to have been constructed from a piece of the Last Tree (LSH 74), and the life energy of Nok, both choosing to sacrifice part of their life essence to prevent another dragon from arising and rampaging across the land.

The Heartwood Spear's surface is perfectly smooth. When wielded, the overflowing life energy within makesthe weapon tingle with its barely–contained energy, immediately alerting the wielder to its overwhelming power.

The Heartwood Spear was given to a Tyrian gladiator named Rikus by Nok in the year of Priest's Defiance of the 190th King's Age, when Ktandeo and the halflings from the Forest Ridge discovered that King Kalak of Tyr was going to accelerate his dragon metamorphosis to become a full dragon, a stage akin to that of Borys of Ebe.

Rikus was able to seriously injure Kalak with the Heartwood Spear, though it did not kill him. Later, Kalak was slain by the combined effort of Rikus, Sadira, Agis of Asticles, and the High Templar Tithian. Afterwards, Rikus honored his promise to Nok and returned the Heartwood Spear to him.

However, Sadira refused to return Ktandeo's Cane, and Nok, armed with the Spear, pursued her across the Tablelands. During their final battle near the Canyon of Guthay, Nok transformed the Heartwood Spear into an immense oak tree to keep the weapon from Sadira, but perished in battle afterwards. To this day the Spear in its tree form lies shattered at the bottom of the canyon.

The Heartwood Spear is a weapon of considerable power, one that has proven itself to be a killer of sorcerer– monarchs. Characters that learn about the spear and are able to discover its current location may have to seek out a powerful halfling with the knowledge to transform the oak back into the spear. If the characters are not halflings, this could reveal itself a very difficult task, especially if they cannot prove their worthiness to the halfling whose help they seek.

The Heartwood Spear is a +4 keen dragonbane doubletipped spear of distant shot. The weapon ignores all armor, natural armor, and shield bonuses to AC (including any magic, psionic, or mundane enhancement bonuses to that armor. Dexterity, deflection, dodge, and other such bonuses still apply).

The spear has a special ability that functions only upon scoring a successful critical hit. Any armor worn by an opponent against whom you score a critical hit must make a DC 20 Fortitude save or be completely destroyed.

Whenever it inflicts damage to a dragon, the Spear lodges in his body if he fails a Reflex save (DC 15 + damage inflicted). As long as the weapon is lodged in his body the dragon moves at half-speed, cannot charge or run, and must make a Concentration check (DC 15 + damage inflicted) in order to cast a spell with somatic components. The victim or someone else can make a Strength check (DC equals the Strength of the character that inflicted the wound) to pull the Spear from the wound; this requires two free hands and a standard action that provokes an attack of opportunity. Successfully pulling the Spear from his body inflicts half of the initial damage the Spear caused, rounded down.

The Heartwood Spear transfers one dose of its magical sap into the victim's veins each time it inflicts a wound upon him. It can produce such a dose only once every hour. The sap is composed of life energy and thus considered a living thing rather than a poison; therefore it is not subject to poison immunity or powers and spells that grant immunity to poison. The sap inflicts 1d6 points of ability damage to each ability score and a further 1d6 points every 10 minutes until the victim dies or the sap is negated with wish, miracle, or reality revision.

As long as the sap courses through the victim's veins it resonates with the living wood of the Heartwood Spear, making its wielder immune to powers and spells originating from him, as well as to the effects of his defiling radius. This immunity exists regardless of range so long as the Spear is held and the sap has not been negated via magical or psionic means.

If ever sundered or otherwise broken, the Heartwood Spear becomes a normal, broken wooden spear until one of its ends is rammed upright into the earth. If left a full day under the sun and given a liter of water it will grow roots and leaves. From then on, it will reattach broken pieces if they are applied to a break. Once it is whole again, the leaves and the roots wither away, leaving an intact Heartwood Spear behind.

Destruction The Heartwood Spear can be destroyed by smashing it against the lands of the Obsidian Plains, or it will rot if it ever draws the blood of a halfling.

Ktandeo's Cane
Major artifact Aura Overwhelming evocation (DC 25); CL 21st; Slot None; Weight 10 lb.

"This cane is a wooden rod constructed of an unknown hardwood, with an obsidian ball five inches in diameter affixed to its tip."

Ktandeo's Cane is a 3 foot tall wooden staff. The artifact allows its wielder to cast spells fueling his own energy into the obsidian orb on top.

This artifact was the creation of Nok as a gift to Ktandeo, the mentor to the half-elven wizard Sadira. Being a notable wizard by his own right, Ktandeo taught Sadira and many others the art of drawing magic from the land without defiling its essence. Nok created this cane to help Ktandeo in his struggle against the defilers of the land.

Ktandeo died while fleeing the Tyrian templars in UnderTyr, but before he passed away he told Sadira of the Heartwood Spear and of his magical cane. The dying human believed that these two artifacts of the halfling race were the only objects that could destroy King Kalak of Tyr. When Rikus was given the Heartwood Spear by Nok, Sadira received Ktandeo's Cane as an additional weapon to use in the defense of Tyr and the Forest Ridge.

Following the death of King Kalak, Sadira refused to return the artifact named after her late master to Nok. It was because of this that the halfling pursued Sadira across the Tablelands, until their final confrontation at the Canyon of Guthay. It was here that Nok shattered the obsidian ball atop the cane with another obsidian orb of his own, before falling to the damage of the destruction.

Ktandeo's Cane is a powerful weapon that allows non–wizards to cast arcane magic. Ktandeo was a member of the Veiled Alliance, and felt that to fight defiling magic; one must have magic of his own, and thus created this artifact. It could also be the focus of a plot to restore the artifact to aid the halfling race against some new threat— to retrieve it from the Canyon of Guthay to restore the shattered orb that directed its power.

The cane is a +2 quarterstaff. If grasped firmly, the command word “Nok” spoken followed by the spell's name, the cane enables the holder to use the following spell–like abilities at will, at caster level 20th.
 * Clear–river
 * Ghostfire
 * Groundflame
 * Hold monster
 * Invisibility
 * Lesser globe of invulnerability
 * Magic circle against evil
 * Magic mouth
 * Quietstorm
 * Skyfire
 * Sparkrain
 * Suggestion

Like the magic that is drawn from the land to fuel a wizard's spells, Ktandeo's Cane draws upon the life-force of its wielder to generate its spell-like abilities. Each time the artifact is used, the wielder ages 1 month per spell level. If any living creature is within 5 feet of the wielder, they instead all age one-quarter of this amount. Should the wielder activate the Cane more than three times a day, the wielder's life-force is then taxed even further, causing the wielder to age double that amount. The effects of aging on the wielder manifest as graying hair, age spots, and other signs of age. Nothing can restore this aging, not even a miracle, wish or reality revision effect. Creatures immune to aging effects cannot cast spells using the artifact.

Destruction Ktandeo's Cane can be destroyed if struck with an item crafted from the Last Tree, crushed under the foot of an epic defiler, or be broken in two by an elderly halfling.

The Scourge of Rkard
Major artifact Aura Overwhelming transmutation (DC 25); CL 30th; Slot None; Weight 2 lb.

"The steel of this sword is like no other, having an almost ivory sheen, and its polished surface is as reflective as the finest mirror. Its pommel is wrapped in the hide of a nightmare beast, and the tang is engraved with ancient symbols of power."

The Scourge of Rkard (originally called the Scourge) is the third of the three great swords created by Rajaat, the other two being the Scorcher and the Silencer. Rajaat gave the Scourge to his 13th champion, Borys of Ebe, to be used in his crusade to eliminate the dwarves from the face of Athas. The Scourge drank the blood of many, and soon the Butcher of Dwarves was met by Rkard, the last and most powerful of the Dwarven kings. In the terrible conflict that followed Borys buried the sword deep within Rkard’s chest, earning it the name the Scourge of Rkard thereafter.

As the champions of Rajaat planned to rebel against their master, Borys lost the Scourge of Rkard, and it somehow ended up in the hands of surviving dwarves of Kemalok, the lost city of Dwarven kings. Over the centuries that followed, the Scourge was kept in the tomb of Rkard until the day that it was needed to defend the dwarves from the ravaging of Borys of Ebe.

Following the death of King Kalak, Rikus came to the dwarves of Kled, built over the ruins of Kemalok, to enlist their aid in defending Tyr from the approaching army of Urik. The Book of Kemalok Kings was stolen by Maetan of Lubar during a confrontation with the Urikite army. For defending the city and by agreeing to help retrieve it, Rikus was declared a Knight of Dwarven Kings and given both the Scourge of Rkard and the Belt of Rank to help him in the arduous battles that were ahead. Though the Book of Kemalok Kings was not recovered, the Urikite army was repelled (even though Hamanu was mysteriously not affected by the Scourge’s powers), and both Kled and Tyr were safe. Rikus returned the Belt of Rank to the dwarves, but was given the Scourge of Rkard by the Dwarven elder Lyanius as a reward for his struggles. It might be up to the player characters to recover the sword and use it to slay the Dragon.

During the following decade, Rikus used the powers of the Scourge to help defend Tyr and the rest of the Tablelands from the ravages of the Dragon - otherwise known as Borys of Ebe. After Rajaat was released from his prison Rikus found himself in mortal combat with Borys, with his only weapon the Scourge of Rkard. In the battle that followed, Rikus drove the Scourge deep into the snout of the Dragon, and as a result of the creature’s subsequent thrashing Rikus snapped the blade in two. The blade that remained impaled in the Dragon began to ooze a black ichor which eventually consumed and killed Borys. The two pieces of the Scourge of Rkard were left at the Ring of Fire following Rajaat’s defeat, and are now guarded by powerful wards placed on the area by Sadira of Tyr.

The Scourge of Rkard is a powerful weapon that can be used by either the forces of good or evil, whichever happens to have possession of it at the time. The Scourge was in the possession of Rikus for nearly a decade, and it is possible characters may have come into contact with the blade if they were familiar with the ex–gladiator mul. It is unlikely that Rikus would have parted with the Scourge, since he felt it to be the supreme gift from dwarves.

Retrieving it from the Ring of Fire would almost certainly attract the unwanted attention of Sadira of Tyr and her allies.

The Scourge of Rkard is a +4 keen ghost touch vorpal bastard sword of sundering. The weapon is +6 versus any creature with the Champion of Rajaat template. The Scourge of Rkard also enhances the perception of the wielder. Upon command the sword can increase its wielder’s perception, providing him with a +30 circumstance bonus on Perception checks.

The Scourge bestows constant know direction and location, and defensive precognition (+2 bonus) effects on its wielder. It also grants its wielder immunity from poisons. Once per day the wielder of the Scourge of Rkard can rally his allies by holding the sword high in the air prior to entering battle. Those viewing this spectacle are inspired for the forthcoming battle, receiving a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls until either the battle is over or the wielder of the Scourge falls in battle. This is a clairsentience ability.

Additionally, if the Scourge is broken (which has occurred twice in recent history), the two pieces can mend themselves if held together for a period of one month. During this time none of the sword’s powers function. While two broken pieces of the sword are apart, each piece issues a black ichor. Anything that comes into contact with it suffers 20d6 points of acid damage per round of exposure. This ooze can only be removed if fire is applied to it within one minute of exposure.

The power of the Scourge of Rkard is not without price. Should the wielder of this artifact ever comes within 100 yards of one of the remaining Champions of Rajaat, he must make a Will save (DC 25) or attack the Champion outright. As far as the wielder of the Scourge is concerned, this is a confrontation to the death. This is an enchantment (compulsion), clairsentience ability.

Additionally, should the Scourge ever again drink the blood of a dwarf, there is a chance that the sword’s original purpose - the destruction of the Dwarven race - will be revived. For each dwarf that is slain by the Scourge of Rkard there is a 5% cumulative chance that the wielder will take up the one–time mantle of Borys of Ebe, and attempt to finish killing all the dwarves on Athas. Only the death of the wielder can stop him from this savage need.

Destruction The Scourge of Rkard can be destroyed if bathed in the elemental waters that became of Rajaat, placed at the bottom of the Silt Sea for a decade, or have it melted down by a dwarf with the purest of hearts.

The Planar Gate
Major artifact Aura Overwhelming psychoportation (DC 25); ML 25th; Slot None; Weight 100 lb.

"This object is a giant mirror set in a mahogany frame. Instead of your reflection, you see bizarre creatures and animals in its surface."

The Planar Gate is a powerful artifact currently in possession of Dregoth. It is 10 feet tall and 5 feet wide.

The ancients of the Green Age were powerful psionicists with abilities and knowledge far beyond those of even the greatest members of the Order today. These psionicists created the Planar Gate using powers that no longer exist on Athas today. With the Planar Gate they explored the vast reaches of other worlds. The artifact was kept within a great keep hidden in a cavern beneath Giustenal, where it was used to study the myriad planes of existence.

As the Green Age gave way to the Time of Magic, the cavern containing the Planar Gate was abandoned and forgotten. The gate sat beneath the place that would one day be called the Groaning City, awaiting discovery.

Centuries passed, and then during the days of the Cleansing War, humanoids from Giustenal established a sanctuary in the cavern. They discovered the Planar Gate, and looked upon it as a sign from their god.

To the followers of Taraskir the Lion, then king of Giustenal, all things leonine were sacred. While they had no idea what the Planar Gate truly was, it showed them a world of grassland with lions roaming free. They believed the cavern to be blessed by Taraskir, and lived there for a time in safety and peace.

Less than two decades later, Dregoth the Ravager and his forces found the hidden cavern and destroyed the humanoids. The Planar Gate then fell into Dregoth’s possession. It now resides in his Dread Palace, providing the undead sorcerer king with a window and a doorway to other worlds. Since it was created to provide a means for study and travel, it has no problem with the uses Dregoth has found for it.

The ancients of the Green Age that created this unique and powerful psionic item used techniques and knowledge lost in the mists of the ages ― processes far beyond the understanding of the greatest member of the Order or the most powerful sorcerer king alive today. Dregoth has discovered how to operate the Planar Gate, but he cannot build another.

Once it is destroyed, the Gate will be lost for all time, as no one on Athas has the knowledge or skill to rebuild it.

To use the Planar Gate, you must look into its surface and manifest clairvoyant sense. After one round, the image in the mirror begins to shift to show various planes of existence. To determine which plane the Gate focuses on for the current round, roll on the table below.

To step through the mirror, you must manifest astral caravan, allowing you to part the Gray barrier and step through to the image presented in the mirror. The Gate will stay focused on the location until the image is shifted by another use of clairvoyant sense.

On the other side, the Gate’s location always appears as a shimmering rectangle of light within some reflective surface (another mirror, a small pool, etc.) Only those who stepped through the Planar Gate can see the way back. Returning requires another manifestation of clairvoyant sense, and the Gate must still be focused on the location.

The Planar Gate is neutral, has an Intelligence score of 15 and Ego of 15. It can use correspond at will. The Planar Gate is not fond of idle chit–chat, and usually does not speak of anything other than desired travel targets. The Gate can focus itself on any specific plane in 1d6+1 rounds, if asked. It can even supply a limited history of the plane being traveled to if desired. However, if someone intends on using the Gate in an obviously harmful manner, the Gate will refuse to function for that person from then on. Dregoth learned of this in early conversations with the device, and has been cautious in his use.

Destruction The following methods can be used to destroy the Planar Gate: should a gate spell be cast upon the Planar Gate, the spell destroys it, turning its spatial fabric in upon itself and dealing 2d6x10 points of damage to everything within a 60–foot radius; or, if the Planar Gate is told that it has unwittingly participated in a truly evil act, it will shatter. The Gate destroys itself rather than be used for a purpose other than study and exploration.