The pillars are a pair of marble columns approximately ten feet in height, and measuring eight inches in diameter. They are carved of snow white marble, and while there is nothing extrodinary about the carving, it is obvious that it is workmanship of the highest quality. The pillars have ten golden discs, five in each pillar, emblazoned with the symbol of a pentacle. Each weighs several hundred pounds and require draft animals, or teams of strong men to move.
The Pillars were the work of a young alchemist and sculptor. He was very talented, and showed the potential to become one of the prominent magi of his age. Unfortunately, such prodigies often have many obstacles to overcome, impulsive behavior and lack of experience are the greatest hazards. The young alchemist labored long on the pillars, carving them from perfect pieces of stone. It is said that each pillar was forty days in the carving.
The alchemist imbued the stone twins with spirits of good luck, and good fortune. Thusly ensorcelled, he lifted them and created a doorway from them and the two served as the sentinels of his laboratory. Protected from ill fortune and mischance, his laboratory became well known for the lack of explosions and accidents so common in other laboratories. He became ever more daring in his studies, seeking after the philosophers stone and the elixer of immortality.
The alchemist became arrogant, and prideful in his work. He demeaned others who failed to succede as he did, and ridiculed the elders who took much longer to reach their goals. What were they to he that forged the philosopher’s stone? But there always comes the fall, and as lofty and mighty as the young alchemist was, so was the span of his fall.
His tower was broken, and his experiments were ended, his notes taken and hidden away. Accussations were many and ranged from dark blasphemy to crimes against man and nature. Some were true and others were not, and the alchemist was punished with exile into the wilds, devoid of his tools and notes where he could cause no more harm. The remnants of his tower were carted away to be put to use in other places.
Much of the stone was reused in the construction of a new aquaduct for the local community. Many of the furnishings were sold as oddities and exotic goods. The library and alchemical supplies were taken into custody by the Guild mages for further use and education. A local merchant purchased the white marble stonework and later used the materials in the building of his townhouse.
The merchant was blessed with long life and his ventures were successful, especially those he negotiated in his own home. He became wealthy and his fortune was passed on from son to son, creating a largesse of wealth that elevated his descendants to the area of the middle nobility. The merchant prince even adopted the Alchemical Pentacle as a family symbol.
The Pillars are valuable in their prevention of accident and mistake. In game specific terms, the possessor of the Pillars can automatically succede in any mundane task and should recieve good bonuses to accomplish any more challenging tasks. Deliberate attempts to fail will work as the pillars are passive in nature and cannot undo malice on their owners part. Gambling and games of chance (dice, stones, etc) will favor the owner of the pillar as well. Anyone who learns of the nature of the pillars will likely covet them for their own.
Note: Both Pillars must be possessed, otherwise the magic will not function.
House Building - The PCs have been enlisted in the procurement of the pillars by a local wizard of some skill. He desires the pillars for their magic, but tells the PCs that he desires them only for their historical and artistic value. Will the current owners sell the pillars, ignorant of their true nature? Or will they rebuff the PCs and chide them for playing the fool. Will the wizard take no for an answer?
Vegas! - A Thief Guildmaster has heard of the pillars and wants them for a new idea he has. The Guildmaster wants to build a house of gambling and liesure and wants the pillars as insurance that his enterprise will not fail.
Rumble Time - Two parties each have a single pillar and are willing to escalate events into bloody street battles to possess the other pillar. It could be a church/Thieves guild rivalry, or the local noble against the mages. Mayhem, and fun, ensue!