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Yellow Ring of Night Vision

Darkness be no Bane to Me

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Description

A stone ring that is pale yellow in color. It fits a size 6 finger. There are runes on the inner side that glow a pale orange. The ring itself has a Lyhavian aura.

[Translated from the Runic]: "Darkness be no Bane to Me"

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History

The first of these night-sight rings to appear, was on mercenaries travelling the Salt Route. Naturally, when their time of duty arrived, they carried the rings into the legion and used them to best effect. Legend says the eyes of the wearer of such a ring begin to glow with the same pale orange as the runes if the ring is worn too long.

About a dozen of these rings seem to have been created and traded to a merchant travelling from Kaldor to Coranan, along the Salt Route. He gave them to his mercenaries to help them be vigilant against tribal raids. Unfortunately he was not as vigilant as his mercenaries and died during the trip. The secret of who created the rings seems to have died with him. Research in and around Tashal has found no mage willing to admit to the creation. There are many Sindarin and Khuzdul visitors to the area, any of which could have created the rings.

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Powers

Once the ring is attuned to its wearer - it removes the -3 penalty to eyesight when seeing in darkness. It does not remove any other cumulative penalty on vision (such as the penalty to see in the fog -3, etc.).

The ring has a Weapon Quality of 10. It is easily damaged and broken. While they do not explode upon breaking, they do stop functioning.

The ring was created using Sight of Terri, a II Level Odivshian spell, and the Jorum Spell (Neutral II). The spells were cast as the ring was carved. The runes appear to be purely decorative. The Lyhavian aura is completely fake. The secret of how to fake an aura is lost to the known chantries, but this ring proves it can be done.

Anyone testing the ring for magical properties will learn the aura is fake, but not how it was done. The only way to learn such a secret would be a request for divine intervention from Save-K'nor, god of riddles, puzzles and secrets. The success of which, is highly unlikely.

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This page was last updated on January 23, 2002
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