One Eyed Chief has many names in many countries. Famed One and Grey Beard. Raven Feeder and Terrible One. He has been everywhere and remembers everyone. He is patron of the ecstasy of madness, the terror of war, and all those who seek power above all. Outlaws, kings, and magicians call to him and he answers. He appears as an old wanderer wearing blue, an ancient chieftain dressed for war, a huge wolf with black fur, and a raven with a mouth full of entrails. He always has a single piercing blue eye with a rectangular pupil. Sometimes he uses a glass eye to trick those who know him. He comes to our world to sow discord, discover secrets, and test the hospitality of men. He will refuse all food offered to him but accepts drink readily. He is selfish and anxious and vicious. He kills those he favors and those who draw his attention. He eats their flesh as they hang and takes their spirits to his hall.
You will be noticed by One Eyed Chief if you do any of the following:
-Provide food for the ravens and wolves by causing men to turn on each other
-Find victory on the field of battle through incredible bravery
-Protect or advance the cause of people who are not gender conforming
-Make great sacrifices for knowledge
-Quickly gain worldly power through cunning
-Betray your allies for personal gain.
One Eyed Chief can be contacted by hanging an animal from a tree and slitting it open. A chieftain is the best animal to offer him but he will accept bulls, horses, and slaves in a pinch. If ravens descend to eat the sacrifice you know he has accepted it. You will be visited in your dreams. You will find yourself in a dark hall with a dying fire. One Eyed Chief will speak to you from his throne in the darkness, his eye smolders like a dying star. His voice is soft but firm and flows through the hall like music. He knows every secret and tells you to look out for yourself first. His laugh is insincere and more akin to raven's squawking.
-Provide food for the ravens and wolves by causing men to turn on each other
-Find victory on the field of battle through incredible bravery
-Protect or advance the cause of people who are not gender conforming
-Make great sacrifices for knowledge
-Quickly gain worldly power through cunning
-Betray your allies for personal gain.
One Eyed Chief can be contacted by hanging an animal from a tree and slitting it open. A chieftain is the best animal to offer him but he will accept bulls, horses, and slaves in a pinch. If ravens descend to eat the sacrifice you know he has accepted it. You will be visited in your dreams. You will find yourself in a dark hall with a dying fire. One Eyed Chief will speak to you from his throne in the darkness, his eye smolders like a dying star. His voice is soft but firm and flows through the hall like music. He knows every secret and tells you to look out for yourself first. His laugh is insincere and more akin to raven's squawking.
If you have pleased One Eyed Chief and advanced his many causes, you will be visited in your dreams. He will appear as an old man and meet you on the road of the dreaming world. He will offer you a gift. He has collected many strange and dangerous things over the years. He knows just what will temp you and just what you need. Or just roll a d20 and see what he has for you. He will kindly explain how to use his gift and then you will awake with it clutched in your left hand. Nobody on watch could tell you how it got there.
1. One-Eyed Chief's Battle Standard: A huge Raven in profile
on a red field, the banner is tattered at the bottom.
When you raise the standard of One-Eyed Chief as an action
all your allies who can see and hear you gain the following for the duration of combat. The banner does
nothing if you do not bellow your war-song:
-Advantage on all attack rolls
-Advantage on all saving throws
-Gain +3 AC
When you raise the standard of One-Eyed Chief, you gain the
following:
-You are vulnerable to all damage types
-You make all saving throws at disadvantage
-All attacks against you are made with advantage
-If you drop to zero hp, you die instantly
If the banner is dropped during the battle, due to death,
cowardice, or any other reason, all your allies are treated as if they
themselves were raising One-Eyed Chief's standard and lose all its benefits.
This ends if it is picked up again.
When the battle ends, huge ravens descend and feast upon the
corpses. If you ever flee a battle, the standard evaporates. If the carrier of
the banner turns his back on the enemy, the standard evaporates. Treat such a
situation as if the banner had been dropped.
2. A Flask of the Inspiration Mead: A drinking horn with a
leather cap filled with a sweet-smelling golden liquid. There are three sips of
mead in the horn. It tastes vaguely of blood.
When you drink the mead your body and mind feel like they
are on fire. You are bursting with energy. You do all work twice as quickly,
you will win any battle of wits you engage in, you can answer all questions on
lore perfectly, you can compose verse which is magical, timeless, and profound,
you are charming and attractive in ways nobody could match. This effect lasts
10 minutes and when it is gone your mediocrity becomes painfully obvious.
When you drink the mead in battle, you enter a battle trance
like no other. You gain resistance to all damage types, advantage on all melee
attack rolls and damage rolls, your speed increases by 10ft, you make one extra
melee attack as a free action against any target whenever you make a melee
attack, and you must attack the nearest creature each turn. This effect lasts
for a minute or until you’re knocked unconscious. When the rage ends, you gain
3 levels of exhaustion.
3. The Wanderer’s Whetstone: A smooth, spherical stone which
can be easily held in one’s hand. It can be used to sharpen melee weapons which
do slashing or piercing damage. It takes 5 minutes to sharpen a single weapon
and grants that weapon +2 to damage rolls for a day. If used on farming implements,
the sharpened tools can do work twice as fast for a day.
After seeing the stone’s work, envy and greed are aroused in
people’s hearts. If any fight over the stone, their bladed weapons become sharp
and loosed from their sheaths, causing horrible lacerations. People of low
status, slaves, and peasants have their throats instantly slit if they fight
over the whetstone.
4. Skin-Stealing Dagger: A dagger with an incredibly sharp
blade set into a fine wooden handle. Just touching the blade draws blood but
causes no pain. The knife can be used to take the skin off an unconscious
being. This process takes an hour. The victim will not notice until they awake.
If you aren’t wearing a skin (not excluding your own, you can use the dagger to
remove it), you can assume the empty skin of any other creature to take on its
appearance and statistics, though your eyes remain the same. Empty skins are
tempting to lost souls and evil spirits who will steal them to do mischief and
inhabit them to do violence. This is a very crude way of shapeshifting. Any
skin removed by the knife can be exited 1d4 times before it rips and is made
unusable. If you give a skilled shaman 5d10 gp in gifts he can prepare a skin
so that it is usable for a year. If you do not have a skin, your speed is 5ft,
you have only one hand, you have disadvantage on all d20 rolls, and you will
die in 2 days.
5. One-Eyed Chief’s Wolf Skin: The hide of a huge wolf, with
leather straps and a clasp so that the hide can be secured around your
shoulders. When you pull the skin over your head, the hide wraps around you and
you assume One-Eyed Chief’s wolf form. You have black fur but your eyes remain
your own. You can remove the skin as an action.
You are a large beast with 65 HP, 14 AC, 60ft Speed
STR 18 (+3) DEX 15 (+2) CON 15 (+2) INT 12 (+1) WIS 12 (+1)
CHA 7 (-2)
Keen Hearing and Smell. You have advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. You have advantage on attack rolls against a
creature if at least one of your allies is within 5 ft. of the creature and the
ally isn't incapacitated.
Call of Nature. When you taste the blood of a person for the
first time each day you must make a DC 10 Intelligence saving throw. If you
fail it, your wolf from loses one intelligence permanently. If you lose 9
intelligence this way, you lose your memory of your former self and cannot take
off the wolf skin. One-Eyed Chief will give you a new name.
Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: (2d6 + 4) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone
Howl. Once every two weeks, you may call One-Eyed Chief’s
pack. They have the same statistics as your wolf form but lack Howl and have an
intelligence of 3. The members of the pack are as follows: Devours the Sun,
Hunter of Shepherds, Destroyer of Boundaries, Hungers in Winter. It takes 3
days for the pack to arrive to an urban location, 1 day to arrive at a rural
location, and in the deep forest they arrive in a minute. The pack will follow
your orders but are hostile to all civilized life. They wish to devour all
people and all animals who live behind fences and within walls. If you return
to your human form they will turn on you, all except Hungers in Winter. The
pack will follow you for a day before dispersing, killed wolves can be called
again in two month. Hungers in Winter will try to speak with you in her
wolfish tongue, trying to achieve higher orders of speech, trying to warn you
of something.
When you return to your human form, you are filled with an
animal rage and an endless hunger. The smell of blood drives you into a rage.
The sight of the deep forests makes you desire to run on all fours.
6. One-Eyed Chief’s Stave: A quarter staff of ash wood who’s
worn tip looks like it once held a spear’s point. Treat as a +2 weapon against
those of lower social standing, cannot be used to attack outsiders or guests.
If you are an outsider or exile, all people are above you in social standing.
The staff is richly carved with 18 scenes describing the abilities it possesses.
For example, the 2nd scene depicts a man breathing life into another and the
11th a mighty shield wall. The 18th scene is utterly indescribable but
entrancing to gaze at.
If you wield the stave, you may do one of the following once
a day:
1. Give a person complete confidence in their own success
and thus advantage on their next saving throw, attack roll, and skill check
2. Restore an
unconscious person to full hitpoints
3. Dull the edges of
all bladed weapons held by nearby enemies
4. Burst all chains and break all locks, magical or
otherwise, constraining you and your nearby allies
5. Strike an enemy with an attack which cannot miss
5. Strike an enemy with an attack which cannot miss
6. If you are the victim of a hostile spell, make the spell
effect it’s caster instead as a reaction
7. Quench a fire of any size
8. Turn two enemies to friends or resolve any dispute
between two people
9. Ensure any journey by water reaches its safe completion
10. Make any people wearing animal skins (as per One Eyed
Chief’s Wolf Skin, Skin Stealing Dagger, or a druid’s Wild Shape) who you can
see forget their humanity forever
11. The shields of nearby allies increase AC by 4 rather
than 2 for 10 minutes
12. Revive the spirit of any person who has been executed or
has died by violence whose body you can touch, they must answer your questions
and cannot deceive you
13. Bless a newborn child so that they cannot die by
violence, they can still be horribly injured and tortured, but it can never
kill them
14. For a minute, you know the name of every spirit and
mortal and can recognize them as if they were an old friend. You can solve
every riddle with ease.
15. Sing a mighty ballad to call upon one of One Eyed
Chief’s allies (of the GM’s choice)
16. Make any mortal fall in love with you for a night
17. Make yourself accepted as a friend would be by any
person in any social situation
These are not spells or magical effects. They just happen.
7. A Piece of the Huldra’s Fire: A round gold coin with
reddish tint. 30 men died to retrieve this one piece. It calls to its brothers,
subtly pulling the hand which holds it towards the Huldra’s Fire, or to some
other great or cursed fortune in a pinch. The coin can guide its holder through
the most winding water routes safely. Weak willed people become obsessed with
stealing the coin if they see it.
8. Prince Killing Dart: A sprig of mistletoe sharpened to a
wicked point. It will instantly kill anybody who is blessed with a great
destiny or is heir to a great fortune or is an especially beloved child or is
gaining popularity and power rapidly if it is successfully thrown at them. The
dart requires two people to throw and one must be related to the dart’s
intended victim. When these conditions are met and the dart is thrown, roll a
d20, if the result is greater than 2 then the dart hits. Nobody killed by the
dart can be brought back to life and their spirit cannot be consulted by any means.
9. Spear which Breaks Swords: An iron spear head. It is long
and speckled with rust. A few old-words are carved along the point. If it
touches a magic weapon, that weapon breaks into five pieces. The wielder of
that weapon is cursed with bad luck so that they suffer a great loss. A loved
one dies. A home is destroyed. A fortune is made forfeit. A battle is lost.
If the spear head is attached to a shaft, it is a +2 weapon
and when thrown makes its damage rolls with advantage
If the Spearhead is attached to One Eyed Chief’s Stave, it
becomes a +4 spear with all the abilities of both items. The old words engraved
upon the spearhead become legible again: “It that Sways” they read. In
addition, the spear returns to your hand when thrown at the beginning of your
next turn.
10. The Helm of Terror: A circlet of oak wood with a lead
disk fitted in its center. This is not the helm of terror; the true helm is
your own fearsome aura which emerges from you when the oak circlet is worn.
Your eyes look serpentine, your brow emits a bright light, and nobody can gaze
upon you without succeeding a Wisdom saving throw whose DC is equal to 11 +
your Charisma mod. If they fail they are terrified of you and flee in fear for
6 rounds. If they fail by 6 or more, they are paralyzed with fear and may
attempt the save again at the end of their turn.
11. Atli’s True Arrow: The Rowing people know him as Atli,
the wolf in the skin of a man. He was the greatest Khan to rule the Meager
Country and the lands beyond it. Nobody is sure how he died. Some say he was
killed in battle, murdered at his wedding, suffered a horrible nosebleed,
killed by grief after being tricked into eating his own sons, ect.
This arrow might have killed Atli, it certainly remembers
doing so. Dip it in the blood of an enemy and it will deal 6d10 piercing damage
against them and cause massive internal bleeding, requiring immediate medical
attention or magical healing. If the victim of the arrow is any kind of steppe
nomad, you get advantage on attacks made against them with Atli’s true arrow.
12. A thread of Destiny: A few strands of thread the color
of gold, about the length of your forearm. If you tie it around your arm, you
are blessed with luck. You may reroll any d20 roll once a day. When you do so,
you see the flow of destiny before you for an instant, it is horrifying. You
die so many times.
If you take a lock of hair and burn it with the thread, the
hair’s possessor will be cursed with bad luck so that they suffer a great loss.
A loved one dies. A home is destroyed. A fortune is made forfeit. A battle is
lost.
13. A Sip from the Well of What Once Was: It looks like
water, held in a wooden bowl wrapped tightly in leather. There is very little
left. Three drops of water remain in the bowl.
When a drop of water touches your tongue, destiny unfolds
before your eyes. It looks like a tapestry on the loom, threads wind around the
world, water runs up and down at once. It is circular and infinite. You can ask
one question and it will be answered perfectly and in depth by visions of what
is, what was, and what should be. Afterward, your dreams will be haunted by
images of eternity and your demise.
Magic Circle by John William Waterhouse, 1886 |
14. A Severed Hand: Severed a few inches above the wrist,
tendons dangle, bone is splintered, it was ripped off. It is four fingered and
bears a distinctive tattoo: a ring of stars and strange symbols around the
wrist. The tattoo glows blue when the hand is pointed North.
When you hold the hand, its fingers tap against your palm,
communicating through the strange language of the body, it ‘speaks’ in the
choppy scrip of a telegram. You can tap back as if an old instinct were
returning. The hand will give advice.
The hand’s personality can be described thusly:
-Believes deeply in the value of honorable behavior and just
conduct in life and war
-Trusts traditional power structures completely and wishes
to defend them
-Obsessed with violence, particularly revenge and
self-disfigurement. Violence against ourselves will save others and violence
against others will save ourselves.
-Admires acts of personal sacrifice for the sake of others
above all else
-Has a deep respect for those who carry through on their promises,
even if doing so hurts them
-Hates exiles, outlaws, traitors, usurpers, liars, and
One-Eyed Chief above all other criminals
-Terrified of wolves
The hand is most likely to communicate to offer counsel
during disputes which need adjudication, chastise dishonorable behavior, and
lionize honorable behavior.
If you gain the liking of the hand and find yourself subject
to its praise, you will be visited in your dreams by a tall figure in a heavy
blizzard. He has eyes like blue stars and the stump of his right arm drips
blood. His voice is deep but sounds like a whisper in the whipping snow. His
name is Steward of the North Star. He is the lord of oaths, of laws, and of
war. He defended his people, he saved them, but he cannot lead them. He is full
of a rage to protect. He will offer to swear himself to you. It will cost you
in flesh but you will make up for it in spirit. If you accept, you awake
missing your left hand. It has been replaced by the severed hand, the fleshes are
not separated clearly, the Steward’s pale skin mingles with yours. You gain the
following:
-You now have 2 right hands
-You speak with the voice of justice, when you adjudicate
disputes all parties will accept your judgment without contest, unless they are
chiefs or mighty warriors
-When you turn northward and stand still, your eyes burn
like blue stars. You cannot be moved against your will. You have advantage on
all saving throws.
-If not wielding a weapon, the Steward’s hand will drop what
it’s carrying and draw a weapon when combat begins. It refuses to wield spears
or javelins or wands and will break them in twain.
-You gain proficiency with all types of swords, expect
rapiers because they are too dainty. When making a weapon attack with a sword
held by the Steward’s hand, treat your strength as if it were 22.
-You are terrified of wolves. You must flee from them if
they are in your sight and their howls paralyze you with fear for a round.
-You are possessed by the spirit of Steward of the North
Star. As long as you act in accordance with the Steward’s values, he will not
interfere with you. He will ask you to justify any violence you intend to
commit by his hand, appealing to him via his own views about violence will
yield success most readily. In addition, he desires to execute outlaws, murder
followers of One-Eyed Chief, and protect the weak preferably at great cost to
himself. If your wills conflict, you must contest control of your body (via
the Straits of Anián possession and ego rules). The Steward has an ego of 10. If the contested
action relies specifically on the Steward’s hand, his ego is 11. If you do
something deeply dishonorable (lie, cheat, steal), the Steward will not
interfere, but will attempt to gain control of your body so as to choke you
into unconsciousness. He will give you two chances before he tries to make you
kill yourself.
Steward of the North Star will continue to speak with you in
your dreams, weather you accept his fealty or not. He tends to lecture and
addresses you with a mixture of respect, love, and contempt. If you die,
One-Eyed Chief will return for the hand.
15. A Golden Torque: A glimmering armband beautifully made,
etched with Old-Words and the faces of ravens. There are plenty of these to go
around.
When you don the Golden Torque it clenches around your arm
and cannot be removed. You become one of One-Eyed Chief’s chosen, you have
forged a bond of debt. He owns you.
Wearing the torque makes you a born leader. You gain the
following.
- Men will be eager to swear fealty to you.
-Even a modest dowry can secure you a marriage into a
powerful house.
-You can cast command twice a day using charisma as your
spellcasting ability.
-You can sing a powerful war-song as an action, giving your
allies +2 to their attack rolls and damage rolls for the round so long as they
can sing the chorus
16. The Bolt which Killed Friend of Deep Waters: A crossbow
bolt with a barbed tip and blue fletching. It was fired into the shoulder of
the primordial singer, Friend of Deep Waters, who could sing flesh to wood,
water to honey, and sand into grain.
If you have the bolt’s tip embedded in you, you cannot cast
spells or speak and no guardian spirits can be called to your aid. This lasts
after the bolt is removed and until you can be purified by a great water-spirit
or travel to a distant land. After you are free of the bolt’s effect, you
forget the time you were affected by it.
17. The Ashes of a Powerful Witch: Contained in a skull
filled with wax. The ash seems to glitter slightly. If you eat the ash, you are
put into a powerful trance state. All the realms of the spirit world are close
to you and you may visit them as you please almost instantly. You can walk from
the River of Death to One-Eyed Chief’s hall in a moment. One skull of ash can
fuel 5 trances.
18. The Wanderer’s Cloak: A dark blue cloak made of wool.
Donning it makes you appear aged and renders you unrecognizable to all who know
you, so long as you act the part of the old grey hair. This disguise also fools
spirits and magic cannot reveal your true identity. Effectively you now have
two separate identities. While wearing the cloak you gain the following:
-Carrion birds and scavenging animals will do your bidding
if they are hungry. They expect to be fed.
-By tapping your walking stick against the ground three
times, you may summon nearby minor spirits to your aid. House spirits,
hidden-people, and land sprits can be called, but they may recognize your
elderly form from somewhere else and do not like being bothered over and over
again.
19. A Great Serpent’s Scale. One-Eyed Chief offers these in
black and in yellow. There are many false scales taken from lesser wyrms but
these are true scales from the great serpents themselves. Roll a d2.
1. Scale of the Jet Serpent. Grants the holder resistance to
acid damage. You can breathe under water with ease.
Hanging on to it for too long causes lust for power to
posses your heart. After a week, you cannot help but become enraged when
commoners and slaves fail to show deference to you. You gain the following.
- Your chest is full of power. Once a day as an action, you
can breathe a gout of acid in a 20ft by 5ft line. Any creature in the area must
make a DC 12 Con saving throw. They take 2d6 acid damage on a failed save and
half damage on a successful one. The acid leaves sticky globules of burning
matter in the area it effected, turning it into difficult terrain for a minute.
-Your hands are full of sharpness. Your unarmed melee
attacks deal 1d6 slashing damage.
After two weeks, you cannot help but become enraged when
free-men and warriors fail to show deference to you. You gain the following.
-Your tongue is long and thin. You can speak to serpents and
reptiles and they will do your bidding. If the creature is domesticated, it
must to succeed a DC 9 Wis save to resist your influence.
-Your chest burns with potential. You can now breathe acid
in a 30ft line. It’s save DC increases to 14.
After a month, you cannot help but become enraged when
chiefs, shamans, and heroes fail to show deference to you. You gain the
following.
-Your hands are even sharper. Your unarmed melee attacks
deal 1d8 slashing damage.
-Your chest is bursting with energy. You can breathe acid in
a 40ft line. It’s save DC increases to 15. It deals 2d8 acid damage. If a
target fails its save against your breath attack and is wearing armor, their AC
decreases by 2 until they can get their armor repaired.
-Your flesh blossoms with gleaming black scales. Your
unarmored AC increases by 2.
After a month and two weeks, you cannot help but become
enraged when your closest allies fail to show deference to you. You gain the
following.
-Your chest is like a great engine of destruction. You may
use your breath attack 3 times a day.
-Your eyes are that of a great serpent. Once a day as an
action, you may reveal your horrible nature to all creatures who can see you.
They must succeed a DC 16 Wisdom saving throw or be overwhelmed by fear, they
have disadvantage on all attacks and ability checks and they cannot move closer
to you willingly. They can repeat the save at the end of each of their turns.
After another week, your humanity is gone. Your blood is
poison to all life. Your mind has evolved into a completely serpentine
intelligence. You recall your other life, but is the life of another person, a
collection of memories which only happen to be in your head. You are the Great
Jet Serpent now. You cannot suffer these fools any longer. You leave one night
with all the loyal, submissive, followers you can rally.
2. Scale of the Gold Serpent. Grants the holder resistance
to poison damage. You can breathe water easily.
Hanging on to it for too long causes greed to posses your
heart. After a week, you cannot help but covet gold, you cannot bring yourself
to part with it. You gain the following
- Your chest is full of power. Once a day as an action, you
can breathe a cloud of poison gas in a 10ft cone. The cloud lingers for 2
rounds, or until winds blow it away. Any creature who begins their turn in the
cloud, must make a DC 12 Con saving throw. They take 2d6 poison damage on a
failed save and half damage on a successful one.
-Your hands are full of sharpness. Your unarmed melee
attacks deal 1d6 slashing damage.
After two weeks, you cannot help but covet silver, you
cannot bring yourself to part with it. You gain the following.
-Your tongue is long and thin. You can speak to serpents and
reptiles and they will do your bidding. If the creature is domesticated, it
must to succeed a DC 9 Wis save to resist your influence.
-Your chest burns with potential. You can now breath poison
in a 15ft cone. It’s save DC increases to 14.
After a month, you cannot help but covet copper, you cannot
bring yourself to part with it. You gain the following.
-Your hands are even sharper. Your unarmed melee attacks
deal 1d8 slashing damage.
-Your chest is bursting with energy. You can breathe poison
in a 25ft cone. It’s save DC increases to 15. It deals 2d8 poison damage. If a
target fails its save against your breath attack, it is weakened for a round.
-Your flesh blossoms with gleaming yellow scales. Your
unarmored AC increases by 2.
After a month and two weeks, you cannot help but covet
everything which is not made of a precious metal and has a value of at least 5
GP, you cannot bring yourself to part with such items. You gain the following.
-Your chest is like a great engine of destruction. You may
use your breath attack 3 times a day.
-Your eyes are that of a great serpent. Once a day as an
action, you may reveal your horrible nature to all creatures who can see you.
They must succeed a DC 16 Wisdom saving throw or be overwhelmed by fear, they
have disadvantage on all attacks and ability checks and they cannot move closer
to you willingly. They can repeat the save at the end of each of their turns.
After another week, your humanity is gone. Your blood is
poison to all life. Your mind has evolved into a completely serpentine
intelligence. You recall your other life, but is the life of another person, a
collection of memories which only happen to be in your head. You are the Great
Gold Serpent now. You cannot afford to live with these thieves any longer. One
night you slip into the water and are gone with all the loot you can carry.
20. A Missing Eye. It comes in a leather pouch filled with
water. Its pupil is rectangular and misty with cataracts. Its optic nerve
twitches slightly. It is not given lightly. It should not be One-Eyed Chief’s
to give. But here it is, in your hand, watching you. If you hold the eye for 3
hours, your right eye’s iris begins to turn a dark blue, after 6 hours your
pupil begins to elongate, after 10 hours you begin to go blind in your right
eye. After 14 hours, your eye is identical to the one in the pouch. If you
relinquish the Eye before this point, your eye returns to normal by next
morning. If you do not, your new eye feels cool in your skull, it no longer
blinks and cannot close but is always wet, dripping. When you try to shut your
eyes, you still see. You see a vast ocean, a massive tree, the memory of
destiny in a water droplet, and the intention of the future in a shard of ice.
It takes awhile to get used to.
- You are blind in one eye. You have poor depth perception,
you have disadvantage on all ranged attacks. Even your good eye’s vision seems
foggy sometimes, clouded with visions. You have disadvantage on all perception
checks relying on sight.
-No matter what skin he wears, you can identify One-Eyed
Chief but you cannot reveal his identity to others. He will smile and wink at
you.
-When you look a person in their eyes, you can see their
plans for the future. Peasants see eternity stretched before and behind them
but chieftains and heroes see change and upheaval and victory.
-If have spoken to a person recently, you can hold a
possession of theirs, concentrate and see through their eyes. You can do this
until it has been as three days since you last spoke with your target.
-You can sit in meditation for an hour under a tree. While
you do so, you see visions of the past replay themselves over the landscape
around you. You can do this once a day.
-You may whisper the name of a place, a person, or an object
which is known you to the Eye in its pouch. For a week, the Eye acts as a
compass and stares at the object of your desire. You must fill the pouch with
the blood of a chief before you can use this ability again. It takes 1d10 days
for the blood to be absorbed by the Eye.
If the Eye is removed from your person for an hour, your
right eye begins to burn, you can feel your optic nerve dying. This continues
for another hour, after which you are left with a dry socket full of dust. You
lose all the abilities the Eye granted you, except the blindness. A cataract
like ice will form over your one good eye in a month and render you blind.
One-Eyed Chief will come to reclaim the Missing Eye, where ever it is.
This post is dedicated to Dan McCoy, thanks for responding to my, admittedly rude, email. I hope the Gnosticism thing goes well
needs more tickle boys
ReplyDeleteWhat system is this for?
ReplyDeleteWill you be putting all this stuff into a creepy setting book?
These were written with 5e in mind, though I tried to be system agnostic. I'm really not sure where I'm going with this all. I'd like to publish something at some point, but that's a long way from where I am now. Maybe I'll do a zine.
Delete