Mountain Harness

A harness forged from a mountain’s core, with leather strappings and gwarven brass decorations. The central gem that connects the various pieces houses the soul of its maker, much to the God of Death’s chagrin as it was created without proper contract.

### **History**

As a master smith under a genuine ancestral clan, Unglouve was granted access to the secrets of the Undergwarfs - how to speak to stone, how to breathe Dust, how to dream backwards, how to hammer souls, and, most importantly, how to make their coveted Brass. He had used this knowledge to its utmost. His crafts were more than enough to secure him an honored place in the chronicles of his Clan, to make him an Elder, revered by kin and an inspiration for those who would come after him.

However, Unglouve would only feel fulfilled when he achieved his dream, the dream that possessed the heart of every true gwarf. A dream beheld only by one before him, to mine, smelt and craft Adamantine. A dream which Unglouve failed to achieve. He once came in contact with a few precious strands of the metal, but he could not even weave them. Unresigned, he created the Mountain Harness, and with it,undertook the Anzishmostib - the sacred rite of transferring one's soul into one's greatest artifact - without permission of the Elders. For this transgression, he was stricken from his clan and exiled from the kingdom.

Generations later, due the events of the 2nd War in Heaven, the kingdom grew to regret the loss of what they now considered an Elder, and began to send adventuring parties in search of the artifact - which, until now, remains undiscovered.

## **Personality**

Unglouve is a crude but proud gwarf. He speaks with a heavy gwarfish accent, animating the majestic face cast into Harness’ belt. He will only allow a gwarf to attune to himself, or a man who can earn his respect. He loves alcohol and can taste it when you drink, and therefore, will actively push you to do so. He can become drunk as a result, becoming overly emotional and prone to rant. He looks down on the child-like abilities of inferior, non-gwarven smiths and will usually mock them. He appreciates martial prowess and fortitude, but looks down on “pansy” magic spells and stealth. He values honor and will expect his wearer to act within his code of conduct. Overhaul, he is exactly what one would expect a typical Undergwarf to be like. His voice carries extraordinary weight, as expected of one of great station.

## **Abilities**

This artifact needs to be Attuned to its wearer before they can make use of its abilities. To attune to this item, you must attain the consent of Unglouve, and pour your blood over its centerpiece crystal whilst wearing it or holding it against your chest, after which it will change its size to become a perfect fit for you.

### **Stoneskin**

This item can be used over armor, and doesn’t count as armor for abilities that would only work if the creature wasn’t wearing any. Additionally, you can, as an action, expend all your movement to activate **As a Mountain**.

### **As a Mountain**

Your feet plant themselves onto a surface, growing earth roots and turning you into a magical mountain. As a mountain, your Guard is reduced by 4, but you gain resistance to all damage and immunity to any movement-disruptive effects until the beginning of your next turn. Should you remain immobile, the effect will continue. However, if the effect remains active for more than 3 consecutive turns, you will begin to petrify, growing into a genuine magical mountain over the course of 1d4 turns. For each turn you are suffering petrification, roll for Injury, substituting damage to an organ or bodypart for its petrification. If you still have **As a Mountain** active at the end of the petrification period, you become a natural magical mountain generating a random resource of an appropriate school of magic, and the Harness is destroyed.

## **Legendary Item**

The Mountain Harness can only be destroyed by a specific procedure: by submerging it in salt water with dust and acacia leaves for no more than 40 seconds. The acacia leaves must then be grown into a full acacia, which after the ritual will become a Treant, with 50% chance of having Unglouve’s consciousness. Should the Treant not be possessed by Unglouve’s soul, it will shriek, killing all those who fail a Physique save of DC12, and attack the nearest mountain settlement.