**Type:** Divine Artifact (Wondrous Item, requires attunement by a Lawful Good cleric or paladin) **Origin:** First Age of Solare **Current Status:** Shattered into 7 fragments, scattered across Solare --- ### Overview The **Shield of the Gods** is the most revered artifact of Ancient Solare, forged in the First Age during a time when undead legions, demonspawn, and godspawned horrors walked freely. Created by the **Great God** and a pantheon of **Prime Deities**, the shield was meant to be the divine bulwark against evil. Only a Lawful Good mortal of unshakable will — cleric or paladin — could wield it. Once wielded, the shield transformed its bearer into a near-divine champion, capable of halting entire armies, repelling necrotic storms, and striking down avatars of evil gods. It was more than a shield; it was a symbol of cosmic order. --- ### The Wielder and the Fall The last known wielder of the shield was **Sir Caldrin Thorne**, a paladin of the Silver Flame and high templar of [[Dijinus, God of Fire|Dijinus]]. Alongside a legendary adventuring party, he sought to protect the world during the final days of the **[[The Demon Convergence|Demon Convergence]]**. #### The Adventuring Party - **Sir Caldrin Thorne**, Paladin of [[Dijinus, God of Fire|Dijinus]] (Leader) - **Vaelin Maerros**, Archmage of the Skyspire Enclave - **Arada Moonwell**, Sylvarae Druid of the Verdant Pact - **Karnor Deephelm**, Dwarven Warden of the Stonewall Clans - **Tyla Virelle**, Shadow Agent of the Eclipsed Sigil Together, they fought the corrupted demigod **[[Xerithul]]**, lost to the void of [[Sorgoganis, Evil God of War|Sorgoganis]]. But Caldrin, though valiant, was not immune to the whispers of darkness. The evil gods found a way to **taint the shield itself**, merging their essence into it. With his mind and body deteriorating, Caldrin made the ultimate sacrifice: he shattered the shield using a divine surge channeled from his own soul, sacrificing his life and sending the fragments across Solare. --- ### Artifact Mechanics (Pre-Shattering) - **Avatar Breaker (1/day)**: When facing an avatar or champion of a god, the wielder can activate this feature as a bonus action. For 1 minute: - All of the wielder’s attacks against avatars or divine servants ignore resistances and immunities. - Weapon attacks are considered divine and deal an additional 6d10 radiant or force damage (wielder’s choice). - The wielder gains advantage on saving throws against any ability or spell originating from a divine source. - If an avatar is reduced to 0 hit points while this power is active, it cannot reform for 100 years unless directly resurrected by its god. This ability is revered and feared across the divine realms, considered a true bane to the chosen of the gods. - **Miracle of the Gods (1/day)**: As a bonus action, the wielder may invoke divine energy to temporarily ascend. For 1 minute, they gain the following effects: - Resistance to all damage types. - Their weapon attacks deal an additional 4d10 radiant damage. - They may cast one 9th-level cleric or paladin spell (even if not known or prepared) without expending a spell slot. - Their movement speed doubles, and they may take one additional action on each of their turns (usable only for Dash, Attack, or Cast a Spell). - While active, the wielder emits bright light in a 60-foot radius and dim light for another 60 feet. This transformation ends early if the wielder is incapacitated. **Shield of the Gods (Legendary Artifact, Artifact Tier V)** _Requires Attunement (Lawful Good Cleric or Paladin Only)_ - **AC Bonus**: +3 to AC, and immunity to critical hits from evil-aligned creatures. - **Radiant Ward**: Grants immunity to necrotic, psychic, and fear-based effects. - **Aura of Divinity**: Allies within 60 feet gain immunity to charm, fear, and disease; evil-aligned creatures have disadvantage on attack rolls against those allies. - **Turn Evil (3/day)**: All evil-aligned creatures within 120 ft. must make a DC 22 Wisdom saving throw or be turned for 1 minute. Fiends and undead take 8d8 radiant damage on failure. - **Divine Channel (2/day)**: Can cast _Mass Heal_, _Holy Aura_, _True Resurrection_, or _Divine Word_ without expending a spell slot or components. - **Smite of the Gods (1/day)**: As an action, release a radiant nova dealing 20d10 radiant damage in a 120-foot radius sphere. Evil-aligned creatures make a DC 22 Constitution save for half damage. If reduced to 0 HP, fiends or undead are disintegrated. - **Wings of Judgment**: The wielder gains a flying speed of 90 ft. and radiant wings while attuned. - **Divine Will**: The wielder may use _Legendary Resistance_ (3/day) and counts as a demigod for divine detection and spells. - **Undying Spirit**: If the wielder is reduced to 0 HP, they may instead remain at 1 HP and immediately regain 100 HP (1/day). --- ### The Seven Fragments Each fragment retains a spark of divine power far greater than most relics. Though small, they are potent divine batteries — capable of fueling sacred rituals, powering other ancient artifacts, or even stabilizing unstable magic. Their use is not limited to good-aligned beings. While they resonate best with lawful or good intentions, they can also be exploited by evil forces seeking divine-grade energy. When attuned (no alignment requirement), each offers the following unique effect and energy charge: 1. **Heart of Valor** _(Currently held by [[Anam]])_: Grants +1 to saving throws. Once per day, can be used to automatically succeed a death saving throw. Powers relics tied to protection or valor. 2. **Shard of the Dawn** _(Currently held by [[Anam]])_: Cast _Sunbeam_ once per long rest (DC 18) and sheds bright sunlight in a 30-ft radius. Can serve as a solar core for light-based magical weapons. 3. **Warding Echo** _(Currently held by [[Anam]])_: Grants +2 AC for 1 minute once per day. Can be used to shield structures or magic barriers when integrated. 4. **Divine Coil** _(Currently held by [[Anam]])_: Grants advantage on death saves and immunity to the frightened condition. Can power necromantic defense systems or divine warding circles. 5. **Judicator's Eye** _(Location Unknown)_: +2 to Insight and Perception. Once per day, detect lies and illusions within 60 ft. Also acts as a focus for scrying and truth-revealing spells. 6. **Light of the Lost** _(Held previously by the Storm Giants in Thaurum’Zar)_: Can cast _Revivify_ once per week, or fuel a _Raise Dead_ or _Greater Restoration_ when embedded into a divine focus. 7. **Memory of Caldrin** _(Location Unknown)_: Grants one _Legendary Resistance_ per long rest. Can be used as a core in an artifact meant to resist corruption or madness. Each fragment also contains enough energy to sustain a divine-grade item or relic for 30 days of continuous use, making them incredibly sought-after by arcanists, artificers, and divine agents. If all fragments are united and reforged in a divine forge (e.g., Skyforge Sanctum in Thaurum’Zar), the shield regains its full might and more... --- ### The Cloud Giant’s Secret and the Rise of the Behemoth The seventh known fragment, **Judicator's Eye**, is secretly held by **High King [[King Aeradan|Aeradan]]**, ruler of the Cloud Giants. Though he has allied with [[Anam]] in the pursuit of power and world reshaping, he has kept the fragment's location hidden from the lich. [[King Aeradan|Aeradan]] believes that if he reveals possession of the fragment too soon, [[Anam]] will no longer need the Cloud Giants as allies—choosing instead to eliminate or enslave them as he did with others. To assert influence and earn [[Anam]]’s favor, [[King Aeradan|Aeradan]] used the fragment in a powerful ritual atop the Stormcradle Peaks. [[Anam]] had shared a dark truth with him: the **[[Necrotic Behemoth (Awakened Form)|Necrotic Behemoth]]** was once the harbinger of Solare's destruction in the First Age—a beast used by [[Anam]] himself to level civilizations and bring the world to its knees. [[King Aeradan|Aeradan]], believing that reawakening this monstrosity would prove his worth to [[Anam]], sought to replicate the feat. He and his high priests channeled divine and necrotic energies into the ancient titan's corpse buried beneath the peaks. The **Judicator’s Eye** fragment served as the heart of the ritual, enhancing the spell's precision and anchoring the necrotic surge. The result was a fully reawakened **[[Necrotic Behemoth (Awakened Form)|Necrotic Behemoth]]**, empowered by divine essence and corrupted leyline energy. Now it marches toward **[[Sylrathis]]**, the world tree, instinctively drawn to the wellspring of life it once sought to defile. [[King Aeradan|Aeradan]] has not disclosed the true source of the Behemoth’s power, nor that he still retains control over one of the Shield’s fragments. This decision may shift the balance of power should [[Anam]] discover the deception. --- ### Reforging the Shield (Optional Campaign Quest) The reforging of the Shield requires: - The 7 fragments - The blessing of **three Prime Gods** - A divine forge with a soulflame - A mortal willing to surrender part of their soul Once reforged, it becomes: **Shield of the Gods, Reborn** (Artifact, sentient) - Gains all original powers - Grants flight (60 ft.) and true seeing - Can speak, warn its wielder of lies, and detect divine threats - Grants the wielder semi-divine status in certain temples and pantheons --- ### Legacy and Cultural Impact Legends of Caldrin Thorne are still told in sacred halls and among cleric orders throughout Solare. Temples hold vigils on the **Day of Shattering**, honoring the sacrifice that prevented [[Sorgoganis, Evil God of War|Sorgoganis]]’ dominion. Many believe the shield will be needed again should evil gods rise. Some seek the fragments for power, others to hide them. The war between these motivations is the hidden battle behind many surface conflicts in the Age of [[Perserphina]].