Puppeteer's Palm

A blasphemous gauntlet of cold iron, created in a dark ritual by one of the few mage associations of the Kingdom of Dragonfell. It is decorated with copper. A large, indistinct face forms in the backhand of the gauntlet whenever it wishes to communicate.

## **History**

Originally, the gauntlet was meant to strengthen Dragonfell's Northern Guard, safeguarding the border against the abominations of the Wastes. The idea behind it was to animate undying, loyal automatons from abundant and cheap materials, allowing quick and endless deployment in the harsh, inhospitable environment of the north - and, if all went well, in the south. The design of unknown authorship was submitted to the High King by the Chillstrides, and subsequently approved. However, the guild quickly found they weren't actually capable of making the gauntlet. Desperate to keep the favor of high society, which at the time had a lukewarm attitude to magic, the magi entered a pact with Levian, Demon Lord of Envy. Their conspiracy, as expected, quickly degenerated into demon worship. The guild turned to sacrificing the souls of nearby villagers to Levian in exchange for fiendish knowledge and artifices.

Eventually, the sacrifices grew so numerous, and their rituals so profane, that various holy men within the Kingdom were deprived of sleep from the constant assault of demonic energy. After a costly assault of the guild's headquarters, witnessing the extent of the fiends’ corruption, a request for a Scorch was sent. All was ground to dust, set ablaze, and the land it sat on was cursed, making it impossible to ever again settle near the site. No trace of guild was left, save for the gauntlet. The guild's arch-mage’s had bound his very soul to it following a desperate last pact with Levian, forever binding him to it, and it to this plane of existence. As it was unable to destroyed, it was thrown into the the frozen sea, and sealed away by the Pontiff of the God of War.

If one were to ask a northerner why Dragonfell is so distrustful of magic and spell-casters, at least one in three would think of the Chillstriders, and the Puppeteer's Palm.

## **Personality**

The soul of Chillstride's arch-mage resides within the gauntlet. Being in a position of power and influence in his previous life, he is knowledgeable in history and etiquette, as well as Necromancy and Muomancy, being a Master of both Schools. However, he does not remember his own name. He can communicate by forming and animating a face in the gauntlet's backhand, speaking with a monotone and raspy voice.

Overhaul, he is a nervous wreck and quick to anger. He has few desires aside from freeing himself from his pact with Levian, reading other's memories and consuming flavorful souls. He is incredibly distant and reserved, never enthusiastic nor optimistic, and cares little for the opinions of others. He is rather creative, yet, is completely uninterested in art, preferring pragmatic designs that get the job done. He does not display his own emotions, and, frankly, has no awareness of them. He is open-minded, but stubbornly resistant to change. He does not go out of his way to help others. He is primarily rational, easily compromising to reach his own goals, and would never let an objective judgement be tempered by mercy or pity. He greatly respects the ancient traditions and etiquette of his previous life, but, concurrently, finds them confining. He is ambitious and driven, but easily lead astray.

## **Abilities**

### **Bind to the Earth**

Puppeteer's Palm feasts upon the souls of living and dying, processing them and, for the lack of a better term, shitting it back out in an appropriate form. As an action, when you kill a creature, you may feed its soul to the gauntlet, gaining a charge for every 5 levels the creature possessed, minimum of one charge. The gauntlet can hold up to 4 charges at any time.

You may expend a charge to animate a chunk material no smaller than a 4-by-4 meter cube, creating a Golem out of the said material. You may elect to crate another type of construct by succeeding on an Intelligence check against a DC equal to two times the creature's level. The golems can follow simple commands of four or fewer words, can distinguish enemies from allies, and last for about an hour before crumbling into rubble.

If the soul you use to create a golem belonged to an intelligent creature, it is entitled to a 18DC Charisma or Wisdom check (their choice) to retain their memory and personality in their new form, keeping their abilities and proficiencies.

Alternatively, you may, as an action, take control of an unconscious creature. They will be reanimated to a Condition of 1 and placed under your control, following basic commands and answering any questions you make them for the next hour, until you dismiss the effect, or until you damage them. The target is entitled to a 16DC Charisma save to resist this effect.

### **Fiendish Artifact**

Any spell-caster proficient in the Terolean method, as well as any creature bearing a divine blessing, within 2km of the artifact becomes aware of its location.

Additionally, this artifact will exert its evil influence on its wearer, forcing them to roll a 14DC Wisdom or Charisma (wearer’s choice) saving throw whenever they deal non-lethal damage. On a failed save, the damage becomes lethal.