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{{Greyhawk magic item
{{italic title}}
|image=
{{Item
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|image=[[Image:Druniazth01.jpg]]
|caption=''Druniazth'', as depicted in ''[[dragmag|Dragon]]'' #294 (2002). Art by Richard Pace.
|name=''Druniazth''
|name=''Druniazth''
|type=Weapon
|type=Artifact (weapon)
|price=
|price=
|body=
|body=N/A
|caster=
|caster=
|weight=
|weight=
|first=''[[Dragon mag|Dragon]]'' #294/ ''[[Living Greyhawk Journal]]'' #10 (2002).
|first=''[[Dragon mag|Dragon]]'' #294/ ''[[Living Greyhawk Journal]]'' #10 (2002).
}}
}}'''''Druniazth''''' (DROON-ee-AH-zzth) is a magical bastard sword nicknamed the "Claw of [[Tharizdun]]," and is one of the more powerful artifacts associated with that deity. ''Druniazth'' exists solely to serve the Dark God, in spreading his worship and freeing him from his imprisonment. The sword serves as a type of window into the god's soul, and it is through this power that [[Tharizdun]] tries to obtain his freedom.
'''''Druniazth''''' (DROON-ee-AH-zzth) is a magical bastard sword nicknamed the "Claw of [[Tharizdun]]," and is one of the more powerful artifacts associated with that deity. ''Druniazth'' exists solely to serve the Dark God, in spreading his worship and freeing him from his imprisonment. The sword serves as a type of window into the god's soul, and it is through this power that [[Tharizdun]] tries to obtain his freedom.


==Description==
==Description==
''Druniazth'' appears as a plain and simple bastard sword, but is forged from a mysterious purplish-black metal. Excepting the strange patterns appear to shift and whorl across both blade and guard, the weapon bears no other decoration. The blade of ''Druniazth'' is wider than most bastard swords and it constantly emanates cold--wisps of fog drift from the blade's surface in non-artic conditions, and the sword seems to drink in heat and light (both of which dim or lessen in its presence). Rounded, thumbnail-sized knobs mark the ends of ''Druniazth's'' guard. The sword's tang is wrapped in black, tanned leather--believed to be an addition made by one of ''Druniazth's'' mortal owners. The rounded pommel of the sword twists and locks in place at the end of the tang, which hides the tang nut.
''Druniazth'' appears as a plain and simple bastard sword, but is forged from [[ruinite]], a mysterious purplish-black metal. Excepting the strange patterns appear to shift and whorl across both blade and guard, the weapon bears no other decoration. The blade of ''Druniazth'' is wider than most bastard swords and it constantly emanates cold--wisps of fog drift from the blade's surface in non-artic conditions, and the sword seems to drink in heat and light (both of which dim or lessen in its presence). Rounded, thumbnail-sized knobs mark the ends of ''Druniazth's'' guard. The sword's tang is wrapped in black, tanned leather--believed to be an addition made by one of ''Druniazth's'' mortal owners. The rounded pommel of the sword twists and locks in place at the end of the tang, which hides the tang nut.


== Powers ==
==Powers==
''Druniazth'' serves as a +5 ''frost bastard sword of wounding''. Any non-evil creature struck by the blade must make a successful Will save (DC33). Success results in searing chills that reduce Dexterity by 2 and impose a -4 penalty on attack rolls, skill checks and ability checks for one hour.  
''Druniazth'' acts as a ''+5 frost bastard sword of wounding''. A non-evil creature struck by the weapon must make a successful Will save (DC 33). Success results in burning chills that impose 2 point Dexterity reduction, and a -4 penalty on skill checks, ability checks, and attack rolls for one hour. Failure results in the wounded individual falling into a catatonic slumber for one to six weeks. The victim cannot be awakened during this time, and suffers horrid nightmares and apocalyptic visions of Tharizdun's return. These visions haunt the victim for the remainder of his life, leaving him fatigued each morning upon awakening up every morning until the effect is removed by a ''miracle'' or ''wish'' spell. Given that the sword's goal is to spread the Dark God's influence, the wielder cannot use the weapon to harm or attack a victim sleeping under the blade's influence.


Those who fail their save fall into a catatonic slumber for 1d6 weeks. Sleeping characters cannot be awakened during this period, in which they suffer terrible nightmares and apocalyptic visions of the Dark One's return. Such visions haunt the sleeper for the rest of his/her life, leaving him/her fatigued upon waking up every morning until a ''wish'' or ''miracle'' removes the effect. As the blade's goal is to spread [[Tharizdun|Tharizdun's]] influence, the wielder cannot attack or harm a victum slumbering under the weapon's influence.
Any non-evil individual wielding ''Druniazth'' gains four negative levels. These levels persist for as long as the weapon is held and vanish when the sword is no longer wielded. These negative levels do not result in actual level loss, but cannot be circumvented by any method (including ''restoration'' spells) while the weapon is held.


Any non-evil being who wields ''Druniazth'' gains four negative levels. The negative levels persist as long as the sword is held and disappear when the weapon in no longer wielded. The negative levels never result in actual level loss, but they cannot be overcome in any way (including ''restoration'' spells) while the sword is held.
''Druniazth'' corrupts any non-evil user to the cause of Tharizdun via emphatic suggestions, the slow poisoning of the soul, and subtle nightmares. Roughly one to four weeks after the wielder first comes into contact with the blade, he becomes neutral evil (no saving throw). Alteration in alignment is both mental and moral and the changed individual thoroughly relishes his new outlook. Only a ''miracle'' or ''wish'' can restore one's former alignment, but the affected individual has no desire to return to his previous alignment. If the character is of a class with an alignment restriction, an ''atonement'' spell is also required if the curse is to be overcome.
 
''Druniazth'' perverts any non-evil user to [[Tharizdun|Tharizdun's]] cause through subtle nightmares, emphatic suggestions and the slow poisoning of the soul. Roughly 1d4 weeks after first coming into contact with it the wielder's alignment changes to neutral evil (no saving throw). Alteration in alignment in mental as well as moral and the individual changed by the magic thoroughly enjoys his/her new outlook. Only a ''wish'' or ''miracle'' can restore the former alignment, and the affected individual does not make any attempt to return to his/her former alignment. If a character of a class with an alignment requirement is affected, an ''atonement'' spell is needed as well if the curse is to be obliterated.


== History ==
== History ==
''Druniazth'' was created centuries ago by the [[Doomdreamers]] of [[Tharizdun]] from a secret metallic alloy they call Ruinite. The exact time and place of its creation remain unknown.
''Druniazth'' was created by the [[Doomdreamers]] of [[Tharizdun]] centuries ago from a secret metallic alloy called ruinite. The exact time and place of the sword's creation remain unknown.
 
The sword's first appearence on Oerth was more than eight hundred years ago. [[Lum the Mad|Baron Lum]] wielded a blade in combat that matched perfectly the description of ''Druniazth'' against Ur-Flan sorcerers near what is now the [[Bonewood]] in the [[Ahlissa|United Kingdom of Ahlissa]], but he lost it during the fray. This was many years before the Baron discovered his infamous [[Lum the Mad|''Infernal Machine'']]. He spent his remaining years trying to recover the sword and the search for it drove him slowly mad.
 
''Druniazth'' changed hands many times through the centuries before it was cast into the [[Rift Canyon]] in the early 100's [[CY]] by an unnamed female fighter who wished to end its influence in her life. It remained there for many decades until it was found by a group of [[Illithids]], who in turn traded it to a group of [[Drow]] merchants sometime in 233CY. The drow caravan was attacked and destroyed at some unknown place in the [[Underdark]] between the [[Rift Canyon]] and the [[Crystalmist Mountains]]. At this point, the blade passed out of memory.


''Druniazth'' was recovered from a buried temple of [[Tharizdun]] in the [[Jotens]] sometime in the middle 570's [[CY]], though how it arrived at the temple is still a mystery. The party of adventurers that discovered the blade soon lost it and it passed through various tribes of [[Ogres]] and [[Giant|Hill Giants]] in that area for some twenty years.
The sword's first appearence on Oerth was more than eight hundred years ago, no later than circa [[-210 CY]]. [[Lum the Mad|Baron Lum]] wielded a sword in combat against the [[Ur-Flan]] sorcerers of the [[Bonewood]] that matched perfectly the description of ''Druniazth'', but he lost the weapon during the fray. This was many years before the Baron discovered his infamous ''[[Machine of Lum the Mad|Machine]]''. He spent his remaining years attempting to recover ''Druniazth'', and the search for the blade slowly drove him to madness.


In 591 CY the blade resurfaced in the city of [[Dyvers]] in the possession of an assassin named Kerrab, who was in the service of [[Iuz]]. Kerrab was slain by the city's Watch, which set the blade aside to be investigated, given its strange appearence. Regrettably, one of the guardsmen handling the sword was converted to [[Tharizdun|Tharizdun's]] service through ''Druniazth'''s influence. This guard, a cretinous half-[[Elf]] named Nizar Drav'va, stole away with the sword and began to travel overland to the [[Kron Hills]]. The half-elf could not know where he was headed or what he was looking for. The only sure thing is that neither Nizar Drav'va, nor the sword ''Druniazth'' have been seen since that time.
''Druniazth'' changed hands many times through the centuries before being cast into [[Rift Canyon]] in the early 100's [[CY]] by an unnamed female wielder who wished to end the blade's influence upon her life. The sword remained in the canyon for many decades until being found by [[illithids]], who bartered it to [[drow]] merchants sometime in [[233 CY]]. The drow caravan was attacked and destroyed at some unknown place in the [[Underdark]] between the [[Rift Canyon]] and the [[Crystalmist Mountains]]. At this point, the sword passed from living memory.


The sword's presence whereabouts are unknown.
In the mid-570's [[CY]], a party of adventurers recovered the blade from a buried temple of [[Tharizdun]] located in the [[Jotens]]. The blade then passed from the adventurers to various tribes of [[Giant|hill giants]] and [[ogres]] in Jotens until [[591 CY]]. That year, the sword resurfaced in the city of [[Dyvers]] in the possession of an assassin named [[Kerrab]], who was in the service of [[Iuz]]. Kerrab was killed by the city watch, and the weapon was set aside for further investigation, given its strange appearence. Regrettably, one of the guardsmen handling the sword, a half-[[elf]] named [[Nizar Drav'va]], was converted to the Dark God's service through ''Druniazth'''s influence. The cretinous Drav'va stole away with the sword and began to travel overland to the [[Kron Hills]], uncertain of where he was bound or what was seeking. The whereabouts of both Drav'va and ''Druniazth'' remain unknown.


==Bibliography==
==Bibliography==
*[[Alan Grohe|Grohe, Alan]], and [[Erik Mona]]. "Artifacts of Oerth." ''[[Dragon (magazine)|Dragon]]'' #294. Renton, WA: Wizards of the Coast, 2002.
*[[Allan Grohe|Grohe, Allan]], and [[Erik Mona]]. "Artifacts of Oerth." ''[[dragmag|Dragon]]'' #294. Renton, WA: Wizards of the Coast, 2002.




[[Category:Greyhawk magic items]]
[[Category:Magic items]]
[[Category:Artifacts]]{{index}}

Latest revision as of 22:26, 29 December 2024


Greyhawk Item
Druniazth
Druniazth, as depicted in Dragon #294 (2002). Art by Richard Pace.
General information
Type:Artifact (weapon)
Rules
Body slot:N/A
Publishing
First published:Dragon #294/ Living Greyhawk Journal #10 (2002).

Druniazth (DROON-ee-AH-zzth) is a magical bastard sword nicknamed the "Claw of Tharizdun," and is one of the more powerful artifacts associated with that deity. Druniazth exists solely to serve the Dark God, in spreading his worship and freeing him from his imprisonment. The sword serves as a type of window into the god's soul, and it is through this power that Tharizdun tries to obtain his freedom.

Description

Druniazth appears as a plain and simple bastard sword, but is forged from ruinite, a mysterious purplish-black metal. Excepting the strange patterns appear to shift and whorl across both blade and guard, the weapon bears no other decoration. The blade of Druniazth is wider than most bastard swords and it constantly emanates cold--wisps of fog drift from the blade's surface in non-artic conditions, and the sword seems to drink in heat and light (both of which dim or lessen in its presence). Rounded, thumbnail-sized knobs mark the ends of Druniazth's guard. The sword's tang is wrapped in black, tanned leather--believed to be an addition made by one of Druniazth's mortal owners. The rounded pommel of the sword twists and locks in place at the end of the tang, which hides the tang nut.

Powers

Druniazth acts as a +5 frost bastard sword of wounding. A non-evil creature struck by the weapon must make a successful Will save (DC 33). Success results in burning chills that impose 2 point Dexterity reduction, and a -4 penalty on skill checks, ability checks, and attack rolls for one hour. Failure results in the wounded individual falling into a catatonic slumber for one to six weeks. The victim cannot be awakened during this time, and suffers horrid nightmares and apocalyptic visions of Tharizdun's return. These visions haunt the victim for the remainder of his life, leaving him fatigued each morning upon awakening up every morning until the effect is removed by a miracle or wish spell. Given that the sword's goal is to spread the Dark God's influence, the wielder cannot use the weapon to harm or attack a victim sleeping under the blade's influence.

Any non-evil individual wielding Druniazth gains four negative levels. These levels persist for as long as the weapon is held and vanish when the sword is no longer wielded. These negative levels do not result in actual level loss, but cannot be circumvented by any method (including restoration spells) while the weapon is held.

Druniazth corrupts any non-evil user to the cause of Tharizdun via emphatic suggestions, the slow poisoning of the soul, and subtle nightmares. Roughly one to four weeks after the wielder first comes into contact with the blade, he becomes neutral evil (no saving throw). Alteration in alignment is both mental and moral and the changed individual thoroughly relishes his new outlook. Only a miracle or wish can restore one's former alignment, but the affected individual has no desire to return to his previous alignment. If the character is of a class with an alignment restriction, an atonement spell is also required if the curse is to be overcome.

History

Druniazth was created by the Doomdreamers of Tharizdun centuries ago from a secret metallic alloy called ruinite. The exact time and place of the sword's creation remain unknown.

The sword's first appearence on Oerth was more than eight hundred years ago, no later than circa -210 CY. Baron Lum wielded a sword in combat against the Ur-Flan sorcerers of the Bonewood that matched perfectly the description of Druniazth, but he lost the weapon during the fray. This was many years before the Baron discovered his infamous Machine. He spent his remaining years attempting to recover Druniazth, and the search for the blade slowly drove him to madness.

Druniazth changed hands many times through the centuries before being cast into Rift Canyon in the early 100's CY by an unnamed female wielder who wished to end the blade's influence upon her life. The sword remained in the canyon for many decades until being found by illithids, who bartered it to drow merchants sometime in 233 CY. The drow caravan was attacked and destroyed at some unknown place in the Underdark between the Rift Canyon and the Crystalmist Mountains. At this point, the sword passed from living memory.

In the mid-570's CY, a party of adventurers recovered the blade from a buried temple of Tharizdun located in the Jotens. The blade then passed from the adventurers to various tribes of hill giants and ogres in Jotens until 591 CY. That year, the sword resurfaced in the city of Dyvers in the possession of an assassin named Kerrab, who was in the service of Iuz. Kerrab was killed by the city watch, and the weapon was set aside for further investigation, given its strange appearence. Regrettably, one of the guardsmen handling the sword, a half-elf named Nizar Drav'va, was converted to the Dark God's service through Druniazth's influence. The cretinous Drav'va stole away with the sword and began to travel overland to the Kron Hills, uncertain of where he was bound or what was seeking. The whereabouts of both Drav'va and Druniazth remain unknown.

Bibliography

The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.

Topic Type Description Product Page/Card/Image

Druniazth {Claw of Tharizdun} Item Artifact, Dragon magazine #294 95, 96
Druniazth {Claw of Tharizdun} Item Artifact, Dragon magazine #299 101