1. Objects

Urn of the Fallen

Wondrous Item (Requires attunement)

The Urn of the Fallen is an awe-inspiring artifact of Khein Dynasty craftsmanship, standing as tall as an adult human. Its surface is adorned with the haunting visage of a face believed to represent the being trapped within. The urn exudes an otherworldly aura, both captivating and unnerving, and it seems to hum faintly when approached.

Its origin remains shrouded in mystery, though records indicate it appeared in the Rivermond town of Moorn centuries ago, where it was hidden beneath the Tytan Cathedral. Enclosed within a glass case, the urn has become a forgotten relic, its sinister history buried by the Church. Tales persist, however, of those who have ventured too close, feeling an unshakable pull and hearing faint whispers promising power or redemption.

Attunement:
To attune to the Urn of the Fallen, a creature of good or neutral alignment must spend 1 hour in meditation within 10 feet of the urn, focusing on its presence and overcoming the aura of unease it radiates. During this process, the creature must succeed on a DC 18 Wisdom saving throw. On a success, the creature completes the attunement and gains access to the urn's properties.

If the saving throw fails, the creature takes 3d6 psychic damage and experiences overwhelming dread, unable to attempt attunement again for 24 hours. Each time the creature attempts to attune, the DC increases by 2, resetting after a long rest.

Once attuned, the creature feels a subtle connection to the entity within, gaining an instinctual awareness of its sealed power. However, the creature is also subject to the Curse described below.

Effects:

  • Imposing Relic: The urn is nearly immovable without the use of magic or great physical strength (weighing 500 lbs).

  • Aura of Unease: Any creature that comes within 10 feet of the urn must succeed on a DC 16 Wisdom saving throw or be compelled to stay within range, unable to willingly move further than 10 feet away until they succeed on a saving throw made at the end of each of their turns.
  • Whispers of the Fallen: Once per day, a creature within 10 feet of the urn may make a DC 18 Insight check. On a success, they gain a fragment of insight into the nature of the being within: a banished fallen angel, though its name, purpose, and allegiances remain unclear. On a failure, the creature is frightened for 1 minute and hears incomprehensible whispers that haunt their thoughts.
  • Sealed Entity: The urn contains the essence of a fallen angel whose identity and deeds have been lost to time. While the seal is intact, the entity cannot escape or interact directly with the world. However, its presence leaks through in subtle ways, influencing the thoughts of those nearby and amplifying emotions such as despair, ambition, or curiosity.

Curse:
Any creature that remains attuned to the urn for more than 24 hours must succeed on a DC 20 Charisma saving throw or fall under the influence of the fallen angel's whispers. The creature begins to feel a compulsion to break the seal and free the entity within. This influence manifests as recurring dreams, paranoia, and a growing obsession with the urn. Only a Greater Restoration or Remove Curse spell can sever this connection.

Breaking the Seal:
The urn's seal can only be broken through an intentional ritual involving powerful magic, such as Dispel Magic cast at 9th level or a similar effect. Breaking the seal releases the fallen angel, whose motives remain unknown. Attempts at breaking the urn with force will result in a violent reaction. The DM determines the angel’s alignment and abilities upon release. If malevolent, it may act vengeful in a fiendish form, wreaking havoc upon the material plane. If benevolent, it may aid the party in fulfilling a divine mission.