The Ages - Rune Items

(Version 1.01 - Last Modified: 01/17/2006)
All artwork owned and copyrighted by Wizards of the Coast



Introduction

The Ages is a powerful set of artifacts built during the final days before the beginning of the Elf-Dwarf war and its history is intertwined with the tragic history of war. Even while tensions between the Dwarves and the Elves rose to record levels, there were some that could not, would not, believe that war was inevitable. To this end, a group of powerful wizards, both Dwarven and Elven, gathered together to create a set of powerful artifacts to represent eternal peace between their two great powers. Ironically, the five artifacts that make up The Ages were completed on the very eve of the start of the war.

While work on the items had been done in both the Dwarven Empire and the Elven Empire, the finishing touches were completed outside of both. Even though the rulers of the empires did not fully believe in the mission of peace that the items represented, they did recognize their power and the moral authority that possessing them would provide. When the war broke out, both sides claimed the artifacts and agents were sent to retrieve them. Soon the village where the items were located was attacked by first Dwarven agents and then Elven agents, both trying to take the items after their creators refused to hand them over peacefully to the war effort. In the end, the battle for The Ages became one of the longest and bloodiest battles in the first years of the Elf-Dwarf war. However, when the blood dried and the armies withdrew, the Elves had claimed the artifacts. It was not to last.

Over the course of the war, The Ages passed back and forth between the two sides and the refusal to hand them over caused more then one peace agreement to collapse into fighting. Throughout the war, the mere rumor of the presence of one of these items would send agents to investigate and eventually armies if the rumors were true. The items, forged for lasting peace, became drenched in blood. By the time the war finally ended, The Ages were lost. It is thought that some of the descendants of the wizards that forged the Ages had finally tracked them down and reclaimed them, determined to keep them out of the hands of the undeserving empires. However, most believe they were destroyed during those final brutal months of the last war or unknowingly during the purges that followed the war.

In truth, the items did survive, but in the hands of unknown warriors and wizards. As the great warriors, wizards, and leaders that used The Ages died, one by one The Ages fell into the hands of those who sought peace. The original creators of The Ages were killed during that first battle over the items, but their story lived on with those that wished the war would end but could do nothing to stop it, but with the war coming to a close, they finally saw their chance. Since that time, The Ages have passed from person to person, staying out of the spotlight, but they are inevitably drawn towards conflict. For example, The Ages were present during the last great war against the Western Empire that ended in the signing of the White Paper, mostly in the possession of those that opposed the conquests of the Empire of Sin. For those that know their tragic history, the presence of The Ages are a harbinger of war. Unfortunately, most of the artifacts can can now be found in the possession of anonymous people in the border region between the Wolfen Empire and the Eastern Kingdom.

The Ages are a set of five artifacts: the Crown of the Ages, the Pentagram of the Ages, the Shield of the Ages, the Staff of the Ages, and the Sword of the Ages. Each was crafted to be a powerful artifact and a symbol of peace and they were to be presented to the gathered leaders of the two empires in an elaborate ceremony dreamed up by their creators. Unfortunately, the ceremony never occurred, and the items never became the symbol of everlasting peace their creators had intended. The items were created using Rune Magic and used volunteers from their creators own ranks to be the sentience behind the power of the item. Unfortunately, the intelligence in each item knows how much devastation The Ages have caused and how they seem to be drawn to war. This knowledge, coupled with the continuous sadness of the failure of the creator's mission, has affected the personality of each item differently.


The Ages: Common Abilities

While created to be a single set of artifacts, even if their intended owners were far apart, The Ages share several powers as well as a powerful curse that developed over the course of the Elf-Dwarf War. Each of The Ages has the following abilities:

  1. Communication:
  2. Sense The Ages:
  3. Drawn to War:

Crown of the Ages

Crown of the Ages
Illustration by Dan Frazier. ©1993-2005 Wizards of the Coast, Inc.

The Crown of the Ages was created to be worn by the leader of the Elven Empire and is beautifully crafted. Designed to manipulate and power magical abilities, the crown also provides a limited number of psionic powers to the wearer. More then any of the other items, the personality of the crown wishes to become involved in any conflict as a potential peacemaker or dealmaker and the wearer will be encouraged to seek out that role in any conflict they witness. The Crown of the Ages possesses the following abilities:

  1. Magic Manipulation:
  2. Communication:
  3. Magic Spells:
  4. PPE Battery:
  5. Bonuses:
  6. Indestructible:
  7. Link to Owner:
  8. Alignment:
  9. Personality:
  10. Appearance:

Pentagram of the Ages

Pentragram of the Ages
Illustration by Douglas Shuler. ©1993-2005 Wizards of the Coast, Inc.

The Pentagram of the Ages is a decorative amulet with an intricately carved pentagram on its face. The pentagram was to be given to the high mage of the Elven Empire and was designed to protect its wearer from damage and attacks. Unfortunately, the level of protection provided by the pentagram does not satisfy the personality in the amulet. The personality has seen so many wearers violently killed during the Elf-Dwarf War that it has become paranoid about the safety of its wearer. The amulet will constantly be reminding its wearer about his safety and about the danger that the amulet senses around it, even if those dangers are highly unlikely, such as a friend betraying the wearer. The Pentagram of the Ages possesses the following abilities:

  1. Physical Damage Prevention:
  2. Elemental Damage Prevention:
  3. Magic Damage Prevention:
  4. Psionic Damage Prevention:
  5. Bonuses:
  6. Indestructible:
  7. Link to Owner:
  8. Alignment:
  9. Personality:
  10. Appearance:

Shield of the Ages

Shield of the Ages
Illustration by Anson Maddocks. ©1993-2005 Wizards of the Coast, Inc.

Protection, good governance, and authority were three traits that the original creators of The Ages saw in their leaders, even if those same leaders eventually disappointed the creators, and nothing embodied these traits more then the Shield of the Ages. Although the Pentagram of the Ages was designed for protection, its method of damage prevention was suitable when the wearer was expecting a small number of attacks, such as an assassination attempt. In contrast, the Shield of the Ages was to be wielded in battle and was to be given to the Dwarven Empire for use against the violent Orc tribes on its borders. The beautifully crafted shield projects an aura of authority; this aura does not destroy the will of those that see, but commands their respect. The shield's wielder can use this projected aura to encourage allies or dishearten enemies, but he always commands respect, even from his enemies. Over the years, the Shield of the Ages has been used in battle the most of all The Ages. While it does not relish combat, its knows it is necessary, but it demands a leader role for its wielder, often verbalizing how important its wielder is to those around it. Unfortunately, the shield expects to be wielded by the strongest and bravest warrior of any group and will not understand if this is not the case. In its mind, no one else deserves to wield it, so it expects that no one would. Life is, however, never that simple. More then one owner of the Shield of the Ages has perished at the hands of his fellows after the shield demanded that the others obey its owner's commands. The Shield of the Ages possesses the following abilities:

  1. Damage Prevention:
  2. Aura of Authority:
  3. Aura of Condemnation:
  4. Combat Abilities:
  5. Bonuses:
  6. Partially Indestructible:
  7. Link to Owner:
  8. Alignment:
  9. Personality:
  10. Appearance:

Staff of the Ages

Staff of the Ages
Illustration by Daniel Gelon. ©1993-2005 Wizards of the Coast, Inc.

The Staff of the Ages has the longest history in the Elf-Dwarf War, but it is one of the bloodiest. Taken by an Elf Wizard-General following the battle to claim The Ages from their creators, the Wizard-General was one of the best generals in the early part of the war. He was such a capable strategic and tactician that the Dwarves sent several assassins to kill him, but no attempt ever succeeded. Survivors from these failed missions reported that despite their best efforts, despite silently disabling all magical and mundane protections around the general, he was always fully aware and prepared when the assassins entered his personal chambers. The secret to the general's success was in his possession of the Staff of the Ages, which allowed him to sense the assassins long before they reached his chamber and allowed him to perfectly locate the leaders of any army he faced despite their best efforts to remain hidden.

Unfortunately, the wizard-general's success also caused his undoing. The leaders of the Elven Kingdom chose him to lead a secret army into the heart of the Dwarven Empire. But he was far removed from his previous area of operations and entered an area where no one had heard of him and where no one sought to harm him directly, so the Staff of the Ages was unable to detect a massive Dwarven army that was undergoing training when the wizard-general's army stumbled upon it. Within a few short hours, the wizard-general and every single member of his hand-picked 10,000 strong army was dead. The Staff of the Ages passed into the hands of the victorious Dwarven general. His fate was identical to that of the Elven wizard-general and on and on it went until the end of the war when the staff was lost during long millenia of purification following the end of the war. However, the staff was not destroyed, it became the possession of a long line of Human farmers scratching out of bare existence on the slopes of the Old Kingdom mountains where it remains to this day.

Powers

  1. Danger Tracking:
  2. Danger Sense:
  3. Magic Spells:
  4. PPE Battery:
  5. Combat Abilities:
  6. Bonuses:
  7. Indestructible:
  8. Link to Owner:
  9. Alignment:
  10. Personality:
  11. Appearance:

Sword of the Ages

Sword of the Ages
Illustration by Dan Frazier. ©1993-2005 Wizards of the Coast, Inc.

The Sword of the Ages was to be given to the leader of the Elf military, a powerful wizard and a skilled swordsman. With a similar arrogant personality, the sword's builders hoped to find the perfect companion for the solitary general, who was the only person that was to receive one of the Ages to actually be involved in its creation. When finally ordered by the Elven king to lead his army against the village housing the Ages, the general reluctantly agreed, but even as his armies successfully claimed the artifacts, the general refused to wield the powerful artifact. One of the few people that believed in the original mission of the Ages, the general did not want to believe the bloodshed that the artifacts had caused. The general carried the artifact with his entourage for years until a Dwarven assassin killed him and claimed the sword of the Dwarven Empire. For centuries after that, the sword passed back and forth between the generals of the Dwarven and Elven armies until the destruction of the city of Baalgor, when the sword was lost to both sides.

The Sword of the Ages remained lost of several millenia until it was discovered by accident by a traveling nomad. Recognizing that the sword was a powerful artifact, the nomad took it from the rubble of an ancient Elven house and sold it to a merchant in the Western Empire colony on the edge of the Baalgor Wasteland, where the sword passed from one merchant to the next. Eventually, the sword became lost in the Middle Kingdom of the Western Empire, where the dangers of a rebellion are once again rising.

Powers

  1. Magical Blast:
  2. Life Blast:
  3. Combat Abilities:
  4. Bonuses:
  5. Indestructible:
  6. Link to Owner:
  7. Alignment:
  8. Personality:
  9. Appearance: