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Rating: 4.2857
Condition: Normal
ID: 4090


July 7, 2007, 9:59 am

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Cheka Man

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Ring of Oblivion


So much gone, so much I can’t remember. but I have my spells, and that is all I need to deal with you.

Last words of Thuulgar the Wicked

Full Item Description
A silver man’s ring set with a large flawlessly cut black diamond.

Thuulgar the Wicked will be only vaguely remembered by history at best, as his deeds though wicked, were not quite as far reaching as he would have liked. Possessing a copy of the Hexakosioihexekontahexacron, he was privy to the evil magics within, most notably the spell Minion’s Murmurs, which he used frequently. Being privy to such a trove of lost information, Thuulgar sought to create a magic item that would allow him to use an amplified version of the spell and not require him to shed so much of his own blood in the process.

Several years passed in research and petty villainy, but he perfected the technique of creating what he called a Ring of Whispers. Once donned, the wearer could wet the black diamond with a drop of his own blood to activate the powers of the ring. As long as the ring was wet, the wearer would have access to the lore that belonged to hell and the dead, and with concentration could find certain bits and pieces as they needed them. Thuulgar found that by using the blood of another, the ring would allow him access to their oldest and forgotten memories, including the wisdom of magic spells.

The Forgetting
There was an unforseen side effect to wearing the ring and using it. The longer it was worn, the more and more of Thuulgar’s own memories seem to slip away. At first it was things he paid no heed to, such as memories of his early childhood, beloved pets, and other things he considered sentimental rubbish. After wearing the ring for a year, he couldnt remember his time as an apprentice unless he empowered the ring. After his sixth year of wearing the ring, the skeletal and frail sorcerer could barely remember his own name and only by the actions of his familiar feeding him did he remain in a wretched state of life. Plans of villainy and vengeance were forgotten as he would spill his blood to loose himself in memories of his childhood, or of his first love, or his early days as a promising apprentice in the wizards academy.

The Ring of Nothing
The Ring of Oblivion follows the axiom of an eye for an eye, taking a memory or secret for every one the wearer gleans from obscurity. This power is very seductive for magic users as it allows them to draw forth lost spells from antiquity without ponderous research and dangerous experimentation. Clerics can use the ring to reclaim texts long since lost, just as rogues can use it to recall the locations of treasure troves so secretly hidden that none even remember them.

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Comments ( 8 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
July 7, 2007, 10:19
Very useful and very dangerous if used wrongly.
Voted valadaar
July 7, 2007, 18:09

The Forgetting paragraph is great!
Voted manfred
July 8, 2007, 14:53
Now this is much better! A villain of the typical 'evil' bent, creating an interesting item... and paying the price.

Like it.
Voted Pieh
August 26, 2009, 20:16
What they said!
Voted sverigesson
September 30, 2009, 19:40
A great submission that deserves to come out from the pile. It is powerful to be sure, but it quickly takes a toll on its user, the way every good magic item should.
Cheka Man
October 1, 2009, 11:24
Not something to use lightly.
Voted Ramhir
September 25, 2010, 12:30
Very powerful, perhaps too powerful for a game. Anything with a riddle, or a mystery, would be ridiculously easy for the PCs.

"Oh, the Codex of the Ultimate Weapon! Great, let's go get it!"

Would have to be very carefully used. Perhaps as a quest item that vanishes after use?
Voted RGTraynor
June 4, 2011, 23:17

Nifty item, and I don't think it's too powerful ... I don't, for instance, presume that the "lore of hell" includes every conceivable secret ever known to mortalkind.  The memory effects alone are a nasty drawback, never mind that the wielder would likely get a reputation for blood magic he might find hard to live down -- or live through.

It could stand a little more info.  How long do the memories last?  How long do they take to find?  I'd also throw in another drawback - that the wielder get compulsively secretive over revealing the ring's power, going to some lengths to disguise his true source of information.

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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