The King of Kings
- Born into the modest life of a farmer during the Age of Elves, Arthur's early years were defined by the toil of the land and the simple rhythms of rural existence. Yet within his unassuming heart beat a flicker of determination and a vision for a world free from oppression.
- In the wake of the devastating 1st Demonic Invasion that shattered the Elven Empire's southern homelands, the remaining elven rulers of North Rassoran clung to their power and pride. With an iron grip, they perpetuated the rule over human serfs who had suffered greatly at the hands of the invading demons. The resilience of humanity's spirit smoldered beneath the weight of oppression, waiting for a spark to ignite the flames of change.
- Guided by destiny and emboldened by a fervent desire for justice, Arthur, along with his stalwart knight and beloved Gwenivire, forged a path of rebellion against the elven overlords. Their indomitable spirit and unwavering dedication rallied the oppressed humans, culminating in a triumphant revolution that shattered the chains of servitude. The empire of old crumbled, and from its ashes, a new era emerged.
- Arthur's victory marked the birth of the Northern Kingdoms, a realm forged in the fires of revolution. He divided the reclaimed lands into four distinct realms, each under the stewardship of capable leaders. Arthur's visionary leadership led to the establishment of Gladria, a bastion of hope for the liberated humans. Lancelot, his valiant general, became ruler of the Arnet Isles, while the enigmatic Merlin nurtured the magical and intellectual pursuits of Omur. The wild and untamed Barbarians of Madgar were left free, a testament to Arthur's wisdom in recognizing the value of independence.
- As Arthur's years passed and his legacy grew, the Platnium Dragon beheld his noble deeds and recognized the essence of his being. In a grand ceremony of transcendence, Arthur was elevated to godhood, earning the title of the King of Kings. As a divine entity, he assumed the role of Patron of Kings and those entrusted with positions of authority and power. A counterpoint to the good-aligned deity Sol, Arthur personified the impartial responsibility of leadership, representing dedication to law and order, even when it conflicted with what might be perceived as "right."
- Arthur's divine influence echoes through the ages, inspiring leaders to embrace their roles with integrity and equanimity. His legacy serves as a reminder that leadership carries not just the weight of power, but the obligation to maintain balance and ensure justice prevails. As the Northern Kingdoms flourish under the guidance of his principles, the legend of King Arthur the Great endures as a beacon of hope and a reminder that even from the humblest origins, greatness can be forged, and the course of history forever altered.
Relic of Arthur: The Crown Unbroken
"To rule is not to command—it is to answer for all who suffer under your silence."
Wondrous Item (Crown or Circlet), Legendary → Artifact
Requires attunement by a Paladin, Cleric, Fighter, or any creature who has led others (as a ruler, general, judge, or spiritual guide).
Forged from the melted symbols of the four founding nations, this crown gleams not with gold, but with integrity. It is adorned with ever-shifting sigils: the Sword of Gladria, Sails of Arnet, Books of Omur, and Axe of Madgar—each representing a pillar of the law, united through service.
Initial Form: Crown of the Northern Accord (Level 10–13)
Stat Bonuses:
- +2 bonus to AC while wearing the crown, and advantage on Charisma (Persuasion) and Wisdom (Insight) checks made to command or mediate.
- You have resistance to psychic damage.
- While wearing the crown, allies within 10 feet cannot be frightened.
Daily Spells (1/day each):
- Command
- Zone of Truth
- Warding Bond
- Sending
- Detect Thoughts
Features:
- King’s Judgement (1/long rest):
As an action, you may name one creature you can see and demand their answer. They must succeed a Charisma saving throw (DC = 8 + your proficiency bonus + Charisma modifier) or be forced to truthfully answer one question posed to them, as if under Zone of Truth. On failure, they also become frightened of you for 1 minute (they may repeat the save at the end of each turn). - Oath of Rule:
While attuned, you may designate one creature under your care (an ally, subordinate, or companion). If that creature is reduced to 0 HP within 60 feet of you, you may use your reaction to take half their damage and give them advantage on their next saving throw or attack roll.
Awakened Form: Crown of the King of Kings (Level 17–20)
(When fully awakened, the crown sheds radiant light in four colors—each aligned with one of the founding nations. Its presence inspires both awe and fear, depending on the intent of its wearer.)
Stat Bonuses:
- Your Charisma score increases by 2, up to a maximum of 24.
- You gain immunity to being charmed and frightened.
- Allies within 30 feet of you have advantage on saving throws against being dominated or magically compelled.
Additional Daily Spells (1/day each):
- Mass Suggestion
- Geas
- Legend Lore
- Wall of Force
- Greater Restoration
Upgraded Features:
- Royal Edict (1/day):
You may issue a divine proclamation affecting all creatures in a 60-foot radius. Choose one: - Peace – All creatures must succeed on a Wisdom save or be unable to take hostile actions for 1 minute.
- Justice – One creature of your choice becomes the target of a divine trial; for 1 minute, they cannot lie, teleport, or turn invisible, and they have disadvantage on all deception or illusion-based effects.
- Unity – Up to six creatures of your choice gain a bonus to saving throws equal to your charisma modifier for 1 minute.
- The Crown Remembers:
When a creature who holds a position of leadership ( such as a captain, noble, or priest, DM discretion) dies within 120 feet, you may absorb their remaining resolve. For 1 minute, you gain: - Temporary HP equal to their level/CR × 5
- Advantage on all saving throws
- The ability to cast Heroism once as a bonus action
Awakening Trigger:
The Crown awakens when its bearer chooses law or justice even when it contradicts personal morality or desire—especially if they must sacrifice something of deep personal value (a friendship, an ideal, or a moment of happiness) to preserve unity or stability. Alternatively, it may awaken when the wielder prevents a war, civil collapse, or unjust purge through wisdom and authority alone.