The Eye of Zull

Zull an elven half-fiend with the blood of demonic sorcerors running through his veins. Dying his hair red and wearing red leathers and silks, Zull was a striking figure wherever he went. Zull -- whose full name was Zull'ethan Tinethelebra -- commanded hefty fees for his lethal work. Zull was one of the best assassins in all the western ranges, capable of breaking into any compound and killing almost any mark.

Zull's luck turned when he faced off against a powerful warlord using the Johnathon Hills. Hired by one of the princes in Kur Maeth to assassinate the warlord and his bandits, Zull managed to infiltrate their compound and even kill a number of the warlord's guards. However, the assassin lost his eye in the battle, and was forced to retreat into the Choranil Desert to lick his wounds.

Terrifying a small band of ogres by killing their ogremai, Zull took as trophy an enormous ruby pendant that the ogremai had worn. Careful polishing, and the use of a number of spells in his retinue, allowed Zull to refashion the ruby into a prosthetic eye for himself. The eye appeared as a ruby, but glowing deep within it was a fiery mote of red light that could not be quenched.

Zull'ethan Tinethelebra returned to the warlord's compound to finish what he had started -- but the warlord had fallen ill with some disease that killed him and his entire band. Zull came down with the disease, and stubbornly fought it off until his death, somewhere near the eastern Warkore Mountains. What happened to the eye after that is a story of tragedy, winding its way from the raven that found it, to a greedy ranger, to an Inquisitor dwarf, to a trespassing elf, and then into the Rakoran Forests.

The eye can only be used by placing it in the empty socket of an eye already lost -- but the Eye of Zull restores the lost sight, as well as granting a number of other abilities. The wearer gains the ability to use locate object once per day as as a full-round action. Zull's last-resort enchantment of the eye was the ability to cast flame arrow -- translating 4d6 of his own hit points into a single, fiery arrow of damage, as per the spell (sor3 for purposes of range, fiery bolt version). Those hit points lost because of the flame arrow are treated as normal, and can be regained by rest, and spells such as cure light wounds. Use of the flame arrow is treated as a spell-like ability, and can be performed so long as the wearer has at least 1 hit point. (Use of the eye to lower hit points below 0 results in unconsciousness; a result of a 4d6 roll that would drain the wearer to -10 hit points or more kills him.) The eye does not function in an antimagic zone, magical darkness, or if removed from the eye socket.

Caster Level: 3rd. Prerequisites: Craft Wonderous Item, flame arrow, locate object, vamypric touch. Market Price: 6,300gp (glass) 15,300 (ruby).

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