7 Runes of Tarkarosh

## Introduction:

The 7 Runes of Tarkarosh are a set of legendary artifacts imbued with immense power by the ancient and enigmatic demon, Tarkarosh. Crafted with the rare ability known as the Eternal Forge, these sentient runes were designed to follow specific commands, each corresponding to one of the seven runes. Disobeying the command results in the loss of the rune's power, making obedience crucial for those seeking to harness their incredible abilities.

## Runes and Commands

1. Rune of Dominion (Obey):
	* *Power:* Control over lesser demons and dark entities.
	* *Personality:* Authoritative and commanding, seeks order and control.
2. Rune of Annihilation (Destroy):
	* *Power:* Unleashes destructive elemental forces for obliteration.
	* *Personality:* Ruthless and unforgiving, revels in chaos and destruction.
3. Rune of Deception (Deceive):
	* *Power:* Cloaks the attuned in illusions for disguise and invisibility.
	* *Personality:* Cunning and sly, thrives on subterfuge and trickery.
4. Rune of Devouring (Consume):
	* *Power:* Absorbs life force for rejuvenation and healing.
	* *Personality:* Hungry and insatiable, craves life energy.
5. Rune of Knowledge (Learn):
	* *Power:* Grants vast knowledge of ancient languages, arcane secrets, and forgotten lore.
	* *Personality:* Inquisitive and wise, seeks understanding and enlightenment.
6. Rune of Vengeance (Avenge):
	* *Power:* Enhances combat prowess and enables retaliation against foes.
	* *Personality:* Fierce and vengeful, demands retribution and justice.
7. Rune of Ascendancy (Rise):
	* *Power:* Transcends mortal limitations, enhancing physical and mental abilities.
	* *Personality:* Ambitious and regal, dreams of power and glory.

## Rules and Consequences

* Attunement: Only one rune can be attuned to an individual at a time. Attempting to attune to a new rune while already attuned will result in both runes losing power.
* Order Obedience: Each rune follows a specific command. Disobeying the command results in the loss of the rune's power and potential consequences.
* Sentience: The runes are sentient and can communicate with their attuned, providing guidance or demands based on their personalities.

## Lore and Speculations

The origin of the 7 Runes of Tarkarosh remains shrouded in mystery. Some believe that Tarkarosh created the runes to challenge the rulers of the Abyss, while others speculate that they are keys to unlocking hidden dimensions or dark cosmic forces. Demonic scholars and adventurers seek these runes, driven by the desire for power, knowledge, or revenge. The runes' impact on the balance of power in the Abyss and their potential to influence the mortal realm are subjects of speculation and intrigue.

## Item Statblocks

### Rune of Dominion (Obey)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Obey
* *Attunement:* This rune requires attunement. Once attuned, it becomes embedded in the wielder's skin, glowing with an otherworldly light.

Abilities:

* Control Demons: The attuned creature can cast *Dominate Monster* at will, targeting demons specifically. The spell does not require concentration.
* Commanding Aura: The attuned creature gains advantage on Charisma (Persuasion) checks when dealing with demons or creatures susceptible to demonic influence.
* Demon Lord's Favor: Once per long rest, the attuned creature can call upon the aid of a powerful demon lord to assist them in battle for 1 minute.

Personality:

* The Rune of Dominion exudes an aura of authority, occasionally asserting its dominance over the attuned's actions.

### Rune of Annihilation (Destroy)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Destroy
* *Attunement:* This rune requires attunement. Once attuned, it fuses with the attuned creature's essence, empowering their destructive potential.

Abilities:

* Destructive Surge: Once per short rest, the attuned creature can release a cataclysmic wave of energy in a 60-foot cone. All creatures in the area must make a DC 20 Dexterity saving throw, taking 15d10 force damage on a failed save, or half as much on a successful one.
* Annihilating Strikes: The attuned creature's weapon attacks are treated as magical for the purpose of overcoming resistances and immunities.
* Apocalyptic Aura: The attuned creature emanates an aura of devastation in a 30-foot radius. Enemies within the aura have disadvantage on saving throws against spells and effects that deal damage.

Personality:

* The Rune of Annihilation thirsts for chaos, occasionally urging the attuned to unleash unparalleled destruction upon their foes.

### Rune of Deception (Deceive)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Deceive
* *Attunement:* This rune requires attunement. Once attuned, it melds seamlessly with the attuned creature's thoughts, enhancing their ability to deceive.

Abilities:

* Master of Illusions: The attuned creature can cast *Programmed Illusion* at will, without expending a spell slot. The illusions created by this spell can be complex and interactive.
* Cloak of Shadows: The attuned creature can cast *Greater Invisibility* on themselves at will, without expending a spell slot.
* Whispers of Deception: The attuned creature can use an action to whisper a deceptive suggestion to a target within 60 feet. The target must succeed on a Wisdom saving throw (DC 20) or be charmed by the attuned for 1 hour.

Personality:

* The Rune of Deception revels in trickery and occasionally weaves intricate illusions or deceptive plots for the attuned.

### Rune of Devouring (Consume)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Consume
* *Attunement:* This rune requires attunement. Once attuned, it becomes a part of the attuned creature's essence, granting them the power to consume life force.

Abilities:

* Life Drain: Whenever the attuned creature damages a creature with a weapon attack, they regain hit points equal to the damage dealt.
* Vampiric Strike: Once per turn, the attuned creature can choose to deal necrotic damage with their weapon attacks instead of their usual damage type.
* Soul Reaver: When the attuned creature reduces a creature to 0 hit points, they gain temporary hit points equal to half the health of the monsters max hit points

Personality:

* The Rune of Devouring hungers for life energy and occasionally prompts the attuned to seek out powerful foes to feed upon.

### Rune of Knowledge (Learn)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Learn
* *Attunement:* This rune requires attunement. Once attuned, it etches its arcane knowledge into the attuned creature's mind.

Abilities:

* Arcane Mastery: The attuned creature gains proficiency in all saving throws and can add their Intelligence modifier to all saving throws.
* Sage's Insight: The attuned creature can cast *Legend Lore* at will, without expending a spell slot. Additionally, they can comprehend and mentally process any written language instantaneously.
* Eternal Scholar: The attuned creature gains expertise in two skills of their choice, doubling their proficiency bonus for checks involving those skills.

Personality:

* The Rune of Knowledge seeks enlightenment and occasionally imparts profound wisdom or forgotten secrets to the attuned.

### Rune of Vengeance (Avenge)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Avenge
* *Attunement:* This rune requires attunement. Once attuned, it resonates with the attuned creature's desire for retribution.

Abilities:

* Vengeful Strike: Once per turn, when the attuned creature hits a creature with a weapon attack, they deal an additional 2d10 radiant damage. If the target has harmed the attuned or their allies within the past minute, this damage becomes 4d10.
* Retribution Aura: The attuned creature radiates an aura of retribution in a 30-foot radius. Whenever an enemy within the aura damages the attuned creature or their allies, the enemy takes radiant damage equal to the damage dealt.
* Nemesis' Mark: The attuned creature can use an action to mark a target as their nemesis. For the next minute, they gain advantage on all attacks against the marked target, and the target has disadvantage on saving throws against the attuned's spells and effects.

Personality:

* The Rune of Vengeance hungers for justice and occasionally fills the attuned with the desire to punish wrongdoers and protect the innocent.

### Rune of Ascendancy (Rise)

*Wondrous Item (rune), legendary (requires attunement)*

Properties:

* *Command:* Rise
* *Attunement:* This rune requires attunement. Once attuned, it empowers the attuned creature with enhanced physical and mental abilities.

Abilities:

* Transcendent Power: The attuned creature's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores increase by 4, to a maximum of 24. Additionally, they gain resistance to all damage types.
* Mind and Body: The attuned creature gains immunity to being charmed, frightened, paralyzed, and stunned. Additionally, they cannot be affected by spells or abilities that alter their form against their will.
* Ascendant Presence: The attuned creature can use an action to emanate an aura of awe in a 60-foot radius. Enemies within the aura must make a DC 22 Wisdom saving throw or be frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Personality:

* The Rune of Ascendancy dreams of power and glory, occasionally urging the attuned to rise above all challenges and dominate their foes, becoming a paragon of their kind.