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Scarab of Aradros

The Scarab of Aradros is a golden medallion shaped like a beetle, ringed with ancient arcane runes.

Nonlegacy Game Statistics: Scarab of resistance +1;

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Cost 1,500 gp. You also gain a +1 bonus on caster level checks made to dispel or counter a spell. Omen: If you are capable of casting arcane spells and wear the scarab for at least 1 hour, it grows warm and the beetle occasionally twitches and chirps (audible only to the wearer). HISTORY

The Scarab of Aradros was forged in ancient days when the world was dif- The Scarab of Aradros ferent, and races more protected its noble wearer primal than those alive in ancient times today stalked its primordial darks. Humans were all but unknown, and elves were numerous. Several mighty clans of elves battled each other for supremacy over lands since fallen beneath the waves. One of these great elven houses was named Aradros, and the Scarab of Aradros takes its moniker from that lineage. (DC 17) In the time primeval, the water-bounded dominion of Aradros grew strong and influential. Neighboring realms, on nearby isles and the distant mainland, began to have their doubts about the house. Other clans started to fear that the magically inclined scions of Aradros wished to expand their influence more significantly and at the expense of other domains. Perhaps this fear was justified, because it was during the reign of Aradros VI that the Scarab of Aradros was secretly forged and given to an agent of the crown—the prince himself. Prince Dalwin, who was charged with reconnoitering the surrounding isles, used the scarab to protect himself during his quest in unfriendly lands. (DC 19; Quest of Far Journeys) Prince Dalwin of Aradros was known as an accomplished thaumaturge, despite his relative youth. When he journeyed forth from the land of his birth, he did so in the company of magical familiars and under the cloak of a sorcerous guise, one that would protect him from notice by those he wished to observe. However, despite the secrecy of his quest and the supernatural disguises he created, Aradros’s enemies discovered the prince’s quest. They engineered an ambush. When Prince Dalwin made landfall at the third island kingdom on his itinerary, a magical conflagration slew everyone in his company, but the protective forces of the Scarab of Aradros saved him. The prince barely escaped inland, burned but alive, all alone in a nation alerted to his presence and certain of his evil intent. Dalwin was overcome despite several heroic stands, including the Clash at Umandil, the Battle of Uyn, and the Stand at Sea’s Edge. The Scarab of Aradros was lost and its power forgotten. (DC 27; Dalwin’s Lament) LEGACY RITUALS

Two rituals are required to unlock all the abilities of the Scarab of Aradros. Quest of Far Journeys: You are required to journey from whatever locale you currently inhabit and spend at least one week traveling. During that week, you must journey at least one hundred miles from where you began and end up in a place you have never visited.

Cost: 2,500 gp. Feat Granted: Least Legacy (Scarab of Aradros). Dalwin’s Lament: You must pay special homage to Dalwin on any shoreline of a great ocean or sea, the words and form of which are revealed as part of the successful Knowledge (history) check.

Cost: 13,500 gp. Feat Granted: Lesser Legacy (Scarab of Aradros). WIELDER REQUIREMENTS

Arcane spellcasters derive the most benefit from the

Scarab of Aradros. Wizards and sorcerers are the most common users, but discovering the scarab’s mysteries is also rewarding for a bard.

Scarab of Aradros Wielder Requirements

Ability to cast 2nd-level arcane spells Knowledge (arcana) 3 ranks

Illus. by J. Nelson

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