The Iron Crown


Arthúvial, the Kingkeeper, known simply as the Iron Crown, is the symbol of Arcadia, along with Merthúvial, the Kingmaker and the Utopian Scepter.

Black iron reinforced with mithril and adamantine set with seven angular spikes, the rim of the crown is studded with tiny fragments of crystal, sapphire and ruby in appearance. In reality, these are the remnants of two powerful artifacts destroyed by Knallhart in their pursuit of freedom from tyrannical oppressors. The red crystal is the fragments of the shattered Oculus of Abaddon, recovered from the foul lich Vordakai, smashed by Ilya. The blue shards come from the Fey Queen Nyrissa’s soul-trapping gemstone, broken by Hyandaner’s magic.

The Oculus was designed for watching, perceiving reality with truesight and far away places through scrying. The Soul Sapphire held on to the souls it stole with unrelenting purpose. Below Knallhart Manor, Astoroth bound, modified and wove together the remnant intentions left behind by the artifacts’ powerful auras, binding them into a new entity, one focused on watching out for the Autarch’s safety, and guarding his soul from attacks and scrying.


Arthúvial, Intelligent Iron Circlet of Guarded Souls

Intelligence 11, Wisdom 14, Charisma 11
Senses: Darkvision 120 feet, Blindsense 120 feet, Perception + 10

3/day: Magic Aura (Bard 1)
School illusion (glamer); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Range touch
Target one touched object weighing up to 55 lbs
Duration 11 days (D)
Saving Throw none; see text; Spell Resistance no

You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

3/day: Resist Energy (Ranger 1)
School abjuration; Level ranger 1
Casting Time 1 standard action
Range touch
Target creature touched
Duration 110 min.
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 30 against the energy type chosen. The spell protects the recipient’s equipment as well.

3/day:* Faerie Fire* (Druid 1)
School evocation [light]; Level druid 1
Casting Time 1 standard action
Range long 840 ft.
Area creatures and objects within a 5-ft.-radius burst
Duration 11 min.
Saving Throw none; Spell Resistance yes
Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.


Until Thy Kingdom Come ineluki cthulhucultist