Ambers of Barovia Item in Zin | World Anvil

Ambers of Barovia

The Three Ambers of Barovia

Item History

  Ambers are ancient "stones" that are are hard like a gemstone, formed during the first generation of the mortal races, after the Fall of the Titans.   They were crafted with the help of Gods and Goddess of Zin like Comta, Goddess of Wonders and Isha, Goddess of the Hunt with its secrets being passed to the forest folk, like the Asrai (Wood Elves, and Forest Gnomes).   After the The Last War these Ambers were lost and scattered to the Hordes of Bool or sometimes taken by evil creatures and twisted with malintent.  

Powers

  These Ambers hold many powers, some of them different, only druids can unlock their whole potential. The more skilled the druid, and in tune with nature (whether good or bad) can harness their full power.   These Ambers are connected to the ancient stone circles, which used to grant boons to the Druids of old, in a way for them to reach and speak to the Gods and Goddess for them to share in their secrets during the Age of Life, Death, Good, and Evil. These ancient practices are mostly lost (and require a nature roll, DC 20 to pass to receive a temporary druidic boon, usually within the circle).   Strahd, is no druid, but the centuries of his undead life in Barovia, and alignment with the mountain tribes, and other fiendish creatures have granted him power of the Ambers, which have given him access to powers that seem unattainable to most mortals, as no one can oppose his will, or so it seems. Barovia, once a glorious valley of beauty, magnificence, and raw untapped natural beauty, is now twisted by the The Darkness, and protected by their unholy champion, Strahd von Zarovich.   In Barovia, these druidic stone circles have been corrupted through the powers of the Bool, God of Oblivion, Strahd von Zarovich and his minions.   The full effect they have on Strahd is unknown (but not to the DM, as they have been written down and set). Strahd may activate or deactivate these boons at any time, while conscious.  

Removing the Boons from Strahd

  One way to break hold of these boons and restore the land, is the Amber is taken back to the circle, where the druid performs a ritual. The druids willpower is tested, and the druid alone must make this "spirit quest." If the druid is found worthy, the desecration can be reversed, and the Amber is used in the "spirit quest," laid in its proper place, where the Goddesses intended it to be.   If successful, the boon from Strahd is weakened for each successful consecrated circle. If all three circles are consecrated, then the Boons that Strahd have are removed.   The process to desecrate the circle is unknown, but it takes powerful evil forces, and time to do so. Without adventurers of pure heart, and goodness, the boons to Bool's champion remain. And if the adventurers fail, the circles will fall into evil once again.  
"You think we have come so far? Torture of heretics, burning of witches since the beginning of mortal's history. No. Then before you can blink and eye, it threatens to start all over again. Evil, or the essence of evil, will always be in the hearts of mortals, waiting for the right climate in which to flourish. Spreading fear in the name of righteousness. Vigilance, this is the price that must be paid to ward off this evil." -Comta, Goddess of Wonders speaking to Votune, Goddess of Seasons at the Yester Hill with the mortal races, circa 25 AT.
   

Restoring the Gaia Tree

The Gaia Tree, within the Deepwood Vale, requires ALL THREE AMBERS to restore life to it. Once restored all creatures (friend or foe) within 500 miles will feel its presence restored. Asrai from across the sea will feel its presence restored, and could be called home once again.    

The Stone of the Mountain:

  • Connected to the Circle at Yester Hill
  • Powers only work within Barovia, as they are connected to the Circle at Yester Hill (Could be changed by a wish spell)
  • Requires attunement. Can only be attuned by a druid.
  • Cast plant growth 2 times/dawn, charges reset at dawn, requires the casting action.
  • Regenerate Plants/Mend Plants (15ft cube). You may repair damage to any plant as an action, unlimited charges/uses. (Cannot bring plants back to life)
  • The creature who is attuned is resistant to lightning damage.
   

Stone of the Forest:

  • Connected to the Circle at the Old Mill
  • Powers only work within Barovia, as they are connected to the Circle at Yester Hill (Could be changed by a wish spell)
  • Requires attunement. Can only be attuned by a druid.
  • Cast freedom of movement 2 times/dawn, charges reset at dawn, requires the casting action.
  • Cast spiked growth 2 times/dawn, charges reset at dawn, requires the casting action.
  • The creature who is attuned is resistant to radiant damage.
 

Stone of the Swamp:

  • Connected to the Circle at the Swamp of Berez
  • Powers only work within Barovia, as they are connected to the Circle at Yester Hill (Could be changed by a wish spell)
  • Requires attunement. Can only be attuned by a druid.
  • Cast fog cloud 2 times/dawn, requires the casting action.
  • Cast levitate 1 times/dawn, requires the casting action.
  • Cast fly 1 times/dawn, requires the casting action.
  • The creature who is attuned is resistant to poison damage.
Item type
Magical

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