"There are other forces at work in this world, Frodo, besides
the will of evil. Bilbo was meant to find the ring, you were also
meant to have it...and that is an encouraging thought."
- Gandalf, The Fellowship of the Ring
Some heroes do not gain the title through bravery,
skill, or cunning. These (un)lucky few have found
that their destinies intertwined with
a Relic of grand and
terrible power. Magic rings which grant limitless arcane potential;
lamps which can summon and bind Jinn; peerless
blades with soul-stealing spirits lurking within them. Both
blessed and accursed,
those who come to possess these items find
themselves pulled into dramatic events beyond their control.
Until the artifact's
destiny is achieved, these Bearers, otherwise known as Keepers,
cannot part with
their Relic.
In spite of
their nature as fate's
chewtoys, Bearers never lack for companions.
Circumstances conspire to draw others to them,
and the relic in their possession allows them audiences and favors
far beyond their often humble beginnings.
Keepers bring no shortage of strange powers and dangerous risks to
their companions,
and while
it is not uncommon for destiny to be a partner to tragedy, they
often become the heart of their fellowship.
Regardless of what their future holds,
Keepers seem to inevitably find themselves at the center of
world-shaking events.

The Bearer
|
Level
|
Experience
|
HP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
Beseech
|
1
|
0
|
1d6
|
14
|
15
|
16
|
14
|
15
|
1/week
|
2
|
1,500
|
1d6
|
14
|
15
|
16
|
14
|
15
|
3
|
3,000
|
1d6
|
14
|
15
|
16
|
14
|
15
|
4
|
6,000
|
1d6
|
12
|
13
|
15
|
12
|
13
|
5
|
12,000
|
1d6
|
12
|
13
|
15
|
12
|
13
|
6
|
24,000
|
1d6
|
12
|
13
|
15
|
12
|
13
|
2/week
|
7
|
48,000
|
1d6
|
10
|
11
|
13
|
10
|
11
|
8
|
96,000
|
1d6
|
10
|
11
|
13
|
10
|
11
|
9
|
192,000
|
1d6
|
10
|
11
|
13
|
10
|
11
|
10
|
288,000
|
+2*
|
8
|
9
|
11
|
8
|
9
|
11
|
384,000
|
+2*
|
8
|
9
|
11
|
8
|
9
|
3/week
|
12
|
480,000
|
+2*
|
8
|
9
|
11
|
8
|
9
|
13
|
576,000
|
+2*
|
6
|
7
|
8
|
6
|
7
|
14+
|
+96,000/lvl
|
+2*/lvl
|
6
|
7
|
8
|
6
|
7
|
B/X & OSE Rules
|
Requirements
|
WIS 9
|
Prime Requisite
|
WIS
|
Hit Dice
|
d6
|
Thac0 Table
|
As Magic-User
|
Maximum Level
|
14
|
Armor
|
Any, including shields
|
Weapons
|
Any
|
Languages
|
Alignment, Common
|
The defining feature of a
Keeper is their Relic. This item is an object of uncanny power
that has bound itself to the Bearer's soul. While bound to a soul, no
one else may use it, even if they were to kill the owner and take it
from them. A relic is useful for it's intended purpose, a sword can
be used to deadly effect, and a lantern can be filled with oil and
used to cast light. Relics register as magical items to aura sight or
other sensory-enhancing effects.
Each Relic has three
aspects to it; a Power,
Blessing, and Curse.
A relic's Power is
generally something which
either resembles a spell, and can be used a discrete number of times
per day or per week. The relic's Blessing
is in effect whenever the object is openly carried by the Keeper.
Finally, the relic's Curse
afflicts the character so long as their destiny is intertwined with
the object's. A relic must be openly brandished or shown in order for a Keeper to gain the benefits of it's Power, but the Blessing and Curse are always in effect.
Relic Details
|
4d6
|
Tales tell of the...
|
...which grants the owner the power to...
|
...blesses them with...
|
...and curses them with...
|
1
|
Ring
|
Bind primal spirits such as Elementals or Minor Jinn to their
service. They may call these beings to them by bathing their relic
in blood.
|
Immunity to non-magical diseases or poisons. Saves to resist
magical versions of these maladies are made with Advantage.
|
Blindness in the presence of divine or semi-divine beings. This
includes gods, their direct servants, and high-level clerics.
|
2
|
Weapon
|
Ensorcell the minds of the week and pliable. May cast Suggestion,
Mass 1/week,
as well as
Charm Person 1/day
& Suggestion 3/day.
|
Freedom from sleep, exhaustion, fatigue, thirst, and hunger.
|
An extremely interesting
life. The GM
secretly rolls a d10 at
the start of each session. On an 9
or higher, some strange setback presents itself.
|
3
|
Lamp
|
Bolster
the hearts of the many, and drive them to glory. 4/day the Bearer may cast Bless. They may also cast Remove Fear at will.
|
The courage to resist all fear, magical or otherwise.
|
The unending enmity of some religion, faction, or terrifyingly
powerful being within the campaign world. They will hunt the
Keeper relentlessly.
|
4
|
Armor
|
Put a thumb on the scales of fate. 3/day, whenever a roll is
performed within the Character's presence, they may call for a
re-roll, choosing which result applies afterwards.
|
Immunity to natural environmental effects like drowning,
being blown away by a storm, or burning to death in a volcano.
|
Terrifying visions of things to come or things that have already
happened. These visions come at times of great stress, and you
must save vs magic, or be overcome with their power during the
first round of combat.
|
5
|
Mask
|
See the truth of all things. Lies and misdirection will not work
on them; Illusion magic of any sort fails to convince them. 1/day
they may extend this effect to another person.
|
Immunity to instant death effects such as Disintegrate,
Power Word: Kill,
or Vorpal weapons.
They are also immune to blood loss or other similar effects. They
may still die to violence or other causes.
|
The relic afficts you with a lunacy which waxes with the phases of
the moon. Each waxing phase (New, 1/4, 1/2, 3/4) finds you taking
a cumulative -1 penalty for all rolls to notice fine details.
|
6
|
Belt
|
Raise the bodies of the dead as mindless undead servants. 3/day,
the character may touch a corpse the size of a human or smaller.
For the 1d4 days, this corpse obeys their will and then collapses
into dust.
|
Freedom from any magical effect which could hold or otherwise bind
them.
|
Anytime an NPC learns of the relic and know of it's power, they
will immediately grow covetous. They may resist effect this with a
successful save against magic.
|

The only ability which
Bearers possess beyond those of their relic is that of their uncanny
capacity to enlist aid from others to aid them on their quests. Known
as Beseech, this ability may
only be used a number of times per week as indicated upon the
Bearer's class table above.
In
essence, Beseech may
be used to convince someone to aid the Keeper in some tangible,
material sense. This can take many forms, but as a general rule it
should be something that an individual NPC could provide without
necessarily plunging themselves into poverty or trouble. This can
range from asking for a set of horses without cost at a livery, to
three hairs from the elf queen's head. Especially costly or otherwise
wide-ranging
requests may be denied, but
the Bearer is still entitled to help in some meaningful sense.