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===The Pyramid of Law=== Located in the very middle of the City Square is a solid pyramid, two meters on a side, composed entirely of an unknown silverish metal. An ornate barricade of wood sets the pyramid off, protecting it from the throngs. Two ceremonial guards stand at the entrance to the pyramid's enclosure, collecting a 10 bronze fee from any who wishes to enter and commune with the pyramid. Little is understood about the pyramid except for the fact that it seems to be strongly tied to the Patrons of Law. Because of its most prominent property, the fact that those who touch the pyramid seem to be unable speak untruths, the Pyramid has become a focus of interest to the mercantile community. Many deals, oaths and promises are struck while touching the Pyramid, to take advantage of this property. The Pyramid was first found by the Bakshaans a hundred years ago, when an expedition travelling in the Forest of Troos accidently unearthed it. It was dragged back to Bakshaan, appropriated by the City Council, and placed in the City Square, where it sits to this day. [Use CITY GUARD stats, ''Elric!'' pg. 111, for the two Ceremonial Guards] '''Secrets of the Pyramid:''' The Pyramid was once truly an item of Law, but shortly after it was flung into the world before the Young Kingdoms, it was found by the Doomed Folk, who experimented upon it. They corrupted the Pyramid. Now, its heart is a foul, fetid mass of darkness. Only the exterior is pure and untouched. '''Properties of the Pyramid:''' Citizens of Bakshaan are aware of the first property of the Pyramid, though only a few realize that some can lie. The City Council is awware of the third property of the Pyramid. * Anyone who touches the pyramid can not tell a lie unless their Chaos Affiliation is at least 10 points higher than both their Law and Balance scores. * Anyone who touches the pyramid gains one Chaos Affiliation point if their Chaos score is lower than their Law score, and they have not already gained a point from the pyramid in the last season (3 months). * Anyone who meditates upon the pyramid for an entire week will have a vision if they succeed at a POWx5% roll. This vision will be mildly prophetic, and often have revelence to what the meditator concentrated upon. The vision is always surrounded by the trappings of law, but in actuality, due to the corruption of the pyramid, the visions sometimes arise from the planes of chaos, and suggest a future that favors that force (for any vision, roll. There is a 50% chance the vision was related to law, and a 50% chance it was related to chaos). * The metal of the pyramid is particularly light. Any armor made out of it encumbers at one level lower than normal. Weapons made out of it add +10% to the wielder's skill, due to the ease with which they can be used. Unfortunately, the metal can not be forged by normal means. Fire elementals, specific demon breeds or specific magical spells would be needed to generate flames hot enough. The Council would, of course, not approve of melting the pyramid down. * The pyamid acts as a beacon, occasionally attracting chaos monsters towards Bakshaan. '''Story Ideas:''' * A corrupt merchant who understands the properties of the Pyramid cheats the players after swearing a seemingly true oath upon the Pyramid. * Cardinal Garrick, in nearby Vilmir, has grown jealous that heathens should control such a powerful artifact of law. He hires the players to steal away the huge pyramid from the city of Bakshaan. * The corruption within the Pyramid finally bursts out. The pyramid shatters apart, and the darkness within is revealed. Monsters steadily emerge from the darkness. Initially, there is a surge, but afterwards only a few appear every day. After dealing with the Chaos demons, and fighting their way to the Pyramid, the players will have to determine what to do with the lawless gateway.
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