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ID: 2336


February 24, 2006, 4:32 pm

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The Amulet of Truth


In her sane days before her daughter’s tragic death, Queen Yocasta was very interested in securing justice is criminal cases.It was one thing to throw the people who she saw as threats to her rule into prison without trial, but the prisons would be crammed to bursting if she did the same to alleged criminals.So she looked for a solution to stop people lying in court.

Full Item Description

An Amulet of Truth is made of a small carved piece of amythest encased in a shell of elegantly carved amber, held on a silver chain. It glows in darkness, so the unknowing might think it was a magical torch and nothing more.


After Queen Yocasta of Vallermoore used her guile to ascend to the throne, she decided that one of the ways she could make herself more popular with her subjects, and therefore more secure, would be to try and bring the crime rate down.
Arresting people at random would have the wrong effect, so she ordered her court mages to focus on the perjury problem.

Too many people, because of fear or bribery or just because they were the ones who had been accused, were telling lies in court. The mages created fifteen Amulets of Truth, one for each Crown Court of Vallermoore. The accused and witnesses would have to wear the amulet when giving evidence or pleading guilty or innocent. When wearing it they would be forced to tell the truth.

In nearly all cases the guilty found themselves forced to plead guilty, whilst on the few occasions when the guilty genuinely thought themselves to be innocent, the witnesses allways told the truth and sorted things out. Crime fell by a quarter as a result. When Queen Yocasta’s regime fell and Amber took her place, there was looting and most of the amulets fell into criminal hands.

Magic/Cursed Properties

Apart from casting a soft glow and being warm to the touch, the wearer of such a amulet is forced to tell the truth no matter what it is, and will find it hard to himself or herself to get the amulet off, although another may take it off without trouble.The amulet only controls what is said, not the body itself.

Plot Hooks

A group of grave robbing PCs find a dead body in a tomb with a softly glowing amulet around it’s neck.Do they take it?

OOC-This is not an uber-powerful item, I created it as something that PCs can have without totally destroying the game. It can either get them into trouble, or be used by them to uncover infomation without stooping to the use of torture. It can be a blessing or a curse.

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Comments ( 4 )
Commenters gain extra XP from Author votes.

Voted Scrasamax
February 19, 2006, 13:15
Certainly a useful item to have, and one that the local authorities would very much like to have in their possession. There could be plans for similar items to be created in lieu of the missing amulets. this could also be something that the more liberal seek to destroy as by distrust of magic.
Voted Pariah
February 19, 2006, 17:16
"The amulet only controls what is said, not the body itself."

Does this mean that you can lie using sign language/in writing?
Cheka Man
February 19, 2006, 20:58
Yes, but that would not normally be allowed when giving evidence in court.
Voted valadaar
April 19, 2013, 14:32
This is one of those Perfect Solution items. Someone comes up with a need, creates an item that solves it perfectly, Nice. Neat. No Drama.

Deletion of drama is not a good thing in my mind, and forcing characters to confront the realities of how to obtain information while being true to their convictions, if any, is far better then simply waving it away.

Lie detector machines can be bested. Truth serums can kill. Tortured people can still lie.

I would, at the very least, have this amulet do damage to the victim's sanity, even if they are innocent, so one must take care using it. The more they resist answering with the truth, the greater the stress upon their mind. Good folk would not be able to use this item without having to balance the pros and cons.


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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