Regalia of Neutrality
The Crown of Neutrality
Constant. So long as this Crown is worn, the owner can automatically distinguish between truth, half-truth, and lies he hears or reads. Only an undetectable lie can conceal the truth.
Random. The crown possesses two abilities from Table 16: Divination.
Curse. The Crown functions best for those of true neutral alignment. Characters of neutral good or neutral evil alignment suffer 3d6 points of damage (no saving throw) when first touching the items, and such characters can use only their invoked powers. Other-aligned characters who touch the artifact suffer 5d6 points of damage (no saving throw).
True neutral characters are possessed of the impartial nature of the cold Neutral powers, and expose all lies they hear. No matter who speaks (even himself), the wearer must reveal falsehoods so fair judgements can be made.
The Scepter of Neutrality
Constant. The holder of the Scepter regenerates 2 hit points per round, but cannot regenerate from fire, acid, (un)holy water, or death, nor will severed limbs regenerate.
Invoked. Upon command, the Scepter will generate a thunderclap like a staff of thunder and lightning. The Scepter also functions as a rod of beguiling.
Random. The Scepter endows the wearer with one power from Table 15: Detection.
Curse. Characters of non-neutral alignment who touch the artifact for the first time suffer 5d6 points of damage (no saving throw), and characters of neutral good or neutral evil alignment suffer 3d6 points of damage (no saving throw). Such characters can only use the invoked powers of the Scepter, provided they can identify them.
Desiring harmony and balance, the powers of Neutrality require the holder of the Scepter to seek a settlement to all disputes. The settlement can be a truce, surrender, payment, bribe, or whatever, as long as peace is attained. The character cannot allow any dispute to remain unnegotiated, be it a war between two kingdoms or a jealous lovers' duel.
The Orb of Neutrality
Constant. When gazed through, the Orb functions as a gem of seeing.
Invoked. The Orb creates a floating fiery symbol of persuasion (1/day).
Random. The orb has two powers from Table 33: Protections.
Curse. Characters of non-neutral alignment who touch the artifact for the first time suffer 5d6 points of damage (no saving throw). Characters of neutral good or neutral evil alignment suffer 3d6 points of damage (no saving throw). Such characters can only use the constant powers of the Orb, provided they can identify them.
The bearer of the Orb must always abide by the terms of any oath, deal, vow, treaty, pact, contract or other agreement that he makes. This power is in effect even when the character is not holding the Orb—possession of the artifact is all that is required.
Resonating (two items). If any two pieces of the Regalia of Neutrality are possessed together, the character who wields them immediately gains one level of experience, and his experience point total is set halfway to the next level. The character immediately gains all the benefits of the new level. This can only happen once per character or adventuring party (unless the current owner dies). Even if the items are stolen and returned to a different party member, the benefit doesn't occur.
The holder of two parts of the Regalia gains one additional power from both Table 26: Minor Spell-Like Powers and Table 25: Major Spell-like Powers.
Resonating (all items). If all three items are held by a single creature, all the benefits described above are received, plus the Regalia reveal another power from Table 13: Conjuration, Table 28: Offensive Powers, and Table 31: Personal Enhancement. These bonuses last only as long as the creature retains all three pieces of the Regalia. If any one of them is lost, stolen, or surrendered, the benefits of having all three are lost.
Resonating Curse. Possession of any two pieces of the Regalia of Neutrality causes no additional harm (beyond those already described). However, once all three items are held, the process of artifact transformation begins. The character is slowly transforms into a marut (see the Outer Planes appendix of the MONSTROUS COMPENDIUM". Once the transformation is complete, a PC is lost forever (NPC status). Should the Regalia be lost or removed prior to the final phase, the character slowly reverts to normal.
Suggested Means of Destruction
- The items vanish when Good and Evil reach a perfect stalemate.
- Immerse them for 1,000 years in the pure essences of the Positive and Negative Material Planes
- They lose power when someone buys them from the gods of Neutrality.
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