Showing posts with label d20 System. Show all posts
Showing posts with label d20 System. Show all posts

Monday, June 16, 2025

THE CROSSROADS - Fiction by L.L. Hundal & Steve Miller

The Crossroads


The slam of the car door echoed through the night like a gunshot, followed immediately by the screech of tires on asphalt. Jess stood frozen on the gravel shoulder of Lovers Lane, watching the red taillights of Derek's Camaro disappear around the bend, taking with them her purse, her phone, and apparently two years of what she'd foolishly believed was love.

The silence that followed was deafening. No crickets chirped in the tall grass that bordered the narrow road. No wind rustled through the oak trees that formed a canopy overhead, their branches intertwining like fingers against the star-scattered sky. Even her own breathing seemed muted, as if the very air had thickened around her in the wake of Derek's cruel departure.

She pulled her cardigan tighter around her shoulders, suddenly aware of how the temperature had dropped since sunset. The thin fabric of her sundress offered little protection against the night chill, and her sandals weren't designed for the long walk home that now stretched before her. Five miles through winding country roads, past empty fields and darkened farmhouses, with nothing but the pale moon to light her way.

"Bastard," she whispered into the darkness, her voice cracking slightly. The word felt inadequate for the rage and humiliation burning in her chest. Two years of dates, of holding hands in movie theaters, of letting him pick the restaurants and the movies and even her friends. Two years of heavy petting and the occasional blowjob. Two years of never setting a romantic scene for their first time to truly make love. Two years of "maybe next time" and "when you're ready" and "I can wait." Until tonight, when his patience had apparently run out along with his pretense of being a decent human being. But there was no way she was ever going to have sex in a car like a randy teenager.

The memory of his hands on her, insistent and rough, made her skin crawl. The way his voice had changed when she'd pushed him away tonight, going from pleading to angry to something darker. "Fine," he'd snarled, reaching across her to throw open the passenger door. "Walk home then. Maybe that'll teach you what you're missing."

Jess began walking, her sandals crunching on the gravel shoulder. Each step sent small stones skittering into the weeds, the sound unnaturally loud in the oppressive quiet. She'd walked this road before, during daylight hours when Derek would drive them out here for picnics or to watch the sunset from the hill that overlooked the valley. It had seemed romantic then, pastoral and peaceful. Now it felt like a gauntlet she had to run, every shadow potentially hiding some new threat.

The first mile passed slowly, her feet already beginning to ache in the impractical shoes. She tried to focus on her anger rather than her fear, using Derek's betrayal as fuel to keep moving forward. How many times had she defended him to her friends when they'd called him controlling? That time he'd "accidentally" deleted her college applications because she was "getting too big for her britches." When he'd convinced her to quit her book club because "those women are filling your head with feminist nonsense." How many red flags had she ignored because he could be so charming when he wanted to be? The flowers he'd brought after their first real fight, the way he'd apologized with tears in his eyes, promising he'd never raise his voice to her again. Promises that had lasted exactly three weeks—right up until he'd grabbed her wrist so hard it bruised, hissing that she was "lucky to have him" because "no one else would put up with her attitude."

By the second mile, the anger was giving way to a bone-deep exhaustion that had nothing to do with the physical exertion of walking. This wasn't just about tonight, she realized. This was about every compromise she'd made, every time she'd bitten her tongue when he'd made decisions for both of them, every moment she'd felt like she was disappearing a little more into the shadow of his expectations.

The road curved ahead, and Jess found herself slowing, disoriented. Something felt... different. Wrong, maybe, or perhaps more right than it had ever been. The familiar stretch of asphalt seemed to shimmer in her peripheral vision, like heat waves rising from summer pavement, though the night air was cool against her skin.

She blinked hard, wondering if exhaustion was playing tricks on her mind. But when she opened her eyes, an intersection sprawled before her where none had existed moments before. Four roads met in a perfect cross, each stretching away into darkness that seemed deeper than the night around her. An old-fashioned street lamp stood at the center, its yellow glow casting light that felt thick as honey, pushing back shadows with an authority that defied physics.

Jess stopped walking entirely, her heart hammering against her ribs. She'd driven this route dozens of times, had walked portions of it during Derek's sunset picnics. There had never been a crossroads here. Never.

Yet here it stood, as solid and real as the gravel beneath her feet, as if it had been waiting for her all along.

Standing beneath the lamp was a man.

He was elderly, perhaps in his seventies, with silver hair slicked back from a face that might have been handsome once but now carried the weight of too many years and too many secrets. His suit was impeccably tailored, the kind of expensive clothing that whispered rather than shouted its quality. Despite the late hour and the remote location, he appeared completely at ease, as if standing at deserted crossroads in the middle of the night was the most natural thing in the world.

"Good evening, my dear," he said as Jess approached, his voice carrying a slight accent she couldn't quite place. "You seem to be having a rather difficult night."

Jess hesitated, every instinct screaming at her to keep walking. Strange men at crossroads in the middle of the night were the stuff of horror movies and urban legends. But something about his demeanor—calm, almost grandfatherly—made her pause.

"My boyfriend left me stranded," she found herself saying, surprised by her own honesty. "I'm walking home."

"How terribly ungentlemanly of him." The man's expression conveyed genuine sympathy, though something flickered in his dark eyes that might have been amusement. "A young lady should never be abandoned in such circumstances. Tell me, what would make this situation right? What would you consider... adequate compensation for such treatment?"

The question struck her as odd, but the events of the evening had left her feeling reckless. "I'd want to meet the most handsome man in the world, and then make love to him love to him," she said, the words tumbling out before she could stop them. "And I'd want Derek to watch. I'd want him to see what he threw away, what he'll never have again." She paused, her voice growing harder. "And then I'd want him thrown into Hell for what he did to me tonight."

The man's eyebrows rose, and a peculiar expression, equal parts delighted and impressed, appeared on his face.

"My dear girl," he said, "you've just made both the request and defined the payment in the same breath. How refreshingly efficient."

Before Jess could ask what he meant, the purr of an engine filled the air. A sleek black limousine emerged from the darkness, its headlights cutting through the night as it glided to a stop beside them. The rear door opened with a soft click, revealing an interior of cream leather and polished wood.

"Shall we?" the man asked, gesturing toward the open door.

Every rational part of Jess's mind screamed warnings, but for once, she didn't want to listen to the voice that had kept her small and safe and miserable. She was tired of being rational, tired of being careful, tired of being the good girl who always did what was expected. She thought of Derek's cruel laughter, of two years of dimming herself to fit his expectations, of all the times she'd swallowed her words to keep the peace.

No more.

Tonight, she would choose the unknown over the familiar prison of her old life. Tonight, she would be dangerous.

She slid into the limousine, meeting the man's eyes with newfound determination. "Let's go."

The limousine's interior was pure seduction—butter-soft leather that seemed to caress her skin, crystal decanters catching the amber glow of hidden lights. The elderly man settled beside her with surprisingly fluid motions, and she felt the electric charge of power radiating from him.

"Where are we going?" she asked, her voice barely a whisper.

"Somewhere that will fulfill your heart's desire," he replied. "Tell me, have you ever noticed the mansion on Hillcrest Drive?"

Jess frowned. "There's no mansion on Hillcrest Drive."

"Just as you'd never noticed that crossroads before tonight." His smile was knowing. "Many things exist only when we're ready to see them."

The limousine crested the hill, and Jess gasped. A magnificent mansion materialized from the darkness—Gothic spires twisted toward the sky beside Art Deco windows that gleamed like watchful eyes. The very air around it shimmered with otherworldly energy.

"How—?"

"You asked properly," he said as they swept up the circular drive. "And now you'll receive properly."

The mansion's doors opened to reveal corridors that seemed to pulse with sensual promise. Tapestries depicting scenes of passion and power lined the walls, and the air itself felt thick with anticipation. Every surface seemed designed to awaken desire—silk that begged to be touched, marble that gleamed like naked skin in candlelight.

Finally, they arrived at a set of double doors carved from what appeared to be a single piece of ebony. The man placed his hand on the handles and paused.

"Beyond this door, you will find exactly what you asked for," he said. "Are you certain this is what you want?"

Jess thought of Derek's hands on her, of his cruel laughter as he'd driven away, of two years of her life wasted on someone who saw her as nothing more than an obstacle to his desires. "Yes," she said firmly. "I'm certain."

The doors opened to reveal a chamber that took her breath away. The room was enormous, with a vaulted ceiling painted with scenes of angels and demons locked in eternal battle. Rich tapestries covered the walls, and Persian rugs in deep jewel tones covered the marble floor. A sitting area near the fireplace featured velvet chairs and a sofa that looked like it belonged in a royal palace, while against the far wall stood the most beautiful bed Jess had ever seen. It was massive, with posts carved from dark wood and curtains of midnight blue silk that seemed to move with their own breeze.

But none of this registered fully, because standing near the fireplace was the most magnificent man she had ever laid eyes upon.

He was tall, perhaps six and a half feet, with the kind of perfectly proportioned physique that belonged on classical sculptures. His hair was dark as midnight and fell in waves to his shoulders, framing a face that seemed to have been crafted by angels. His features were sharp and aristocratic—high cheekbones, a strong jaw, and eyes the color of storm clouds that seemed to see straight through to her soul. He wore a white shirt open at the collar and dark trousers that emphasized his powerful build, and when he smiled, Jess felt her knees go weak.

"Good evening," he said, his voice a rich baritone that seemed to resonate in her chest. "I've been waiting for you."

The elderly man had vanished, though Jess barely noticed. She was completely captivated by this vision of masculine perfection who moved toward her with the fluid grace of a predator. When he took her hand and brought it to his lips, the touch of his mouth against her skin sent electricity racing through her entire body.

"I'm Carwyn," he said, his eyes never leaving hers. "And you are the most beautiful woman I've ever had the pleasure to meet."

Jess felt herself blushing like a schoolgirl. After Derek's rough handling and cruel words, Carwyn's gentle reverence was intoxicating. "I'm Jess," she managed to say.

"Jess," he repeated, as if tasting her name. "Perfect. Would you care for some wine? You've had a difficult evening, and I'd like to help you forget all about it."

He led her to the sitting area, where a bottle of wine that probably cost more than her monthly salary waited in a silver bucket. As he poured, she found herself studying his hands—long-fingered and elegant, with the kind of strength that promised both gentleness and passion.

"Tell me about yourself," Carwyn said, settling beside her on the sofa. "What do you do when you're not being mistreated by unworthy men?"

The question made her laugh, though there was little humor in it. "I work at the library downtown. I know, not very exciting."

"On the contrary," Carwyn said, his eyes lighting up with genuine interest. "Libraries are repositories of human knowledge and dreams. You're surrounded by every story ever told, every piece of wisdom ever recorded. That sounds quite exciting to me."

When was the last time Derek had shown interest in her work? She couldn't remember him ever asking about her day, let alone listening to her answer with such focused attention.

"What about you?" she asked. "What do you do?"

Carwyn smiled mysteriously. "I help people get what they truly desire. It's more fulfilling than you might imagine."

They talked as the wine flowed through her veins like liquid fire, each sip making her more aware of Carwyn's presence. His voice was hypnotic, the way he leaned closer when she spoke making her breath catch. When he asked about her dreams, his fingers traced lazy patterns on her wrist that sent shivers racing up her arm.

"I write poetry," she confessed, the wine making her bold. "Secret things. About desire and longing and feeling trapped."

"Recite something for me," he murmured, his storm-gray eyes never leaving hers.

She found herself speaking words she'd never shared with anyone, verses about aching need and unfulfilled hunger. As she spoke, Carwyn's hand moved higher, caressing her forearm with touches that made her skin burn. When she finished, his thumb traced the sensitive inside of her wrist.

"You have the soul of a poet," he said, his voice dropping to a rumble that seemed to vibrate through her bones. "And the presence of a goddess. Any man who can't see that deserves to burn."

The touch of his skin against hers was electric, awakening nerve endings she'd never known existed. Derek's fumbling attempts at romance felt like children's games compared to this—Carwyn seemed to know exactly where to touch, how much pressure to apply, how to make her body sing without even trying.

"I want you," she whispered, surprised by her own boldness. The words felt like a declaration of war against every constraint Derek had placed on her, every moment she'd made herself smaller to accommodate his insecurities.

Carwyn's eyes darkened with desire, but his voice remained gentle. "Are you certain? I don't want you to do anything you might regret."

She thought of all the nights she'd pulled away from Derek's fumbling advances, not because she didn't want intimacy, but because she'd craved something sacred, something that honored the magnitude of giving herself completely. Here, finally, was someone who understood that her body was a temple, not a convenience store.

"I've never been more certain of anything," she breathed.

In response, she leaned forward and kissed him. His lips were soft and warm, and when he kissed her back, she felt like she was drowning in sensation. His arms came around her, pulling her closer, and she could feel the strength in his embrace, the barely controlled passion that threatened to overwhelm them both.

"Yes," she breathed against his mouth. "I'm certain."

Carwyn stood and extended his hand to her. "Then come with me."

He led her to the magnificent bed, and with reverent hands, he began to undress her. Each piece of clothing that fell away was accompanied by kisses and caresses that set her skin on fire. He worshipped her body as if she were a goddess, his touch both tender and passionate, building her desire to heights she'd never imagined possible.

He led her to the magnificent bed, and with reverent hands, he began to undress her. Each piece of clothing that fell away was accompanied by kisses and caresses that set her skin on fire. He worshipped her body as if she were a goddess, his touch both tender and passionate, building her desire to heights she'd never imagined possible.

It was then that the doors burst open.

Two large men in expensive suits dragged Derek into the chamber, his hands bound behind his back and a gag in his mouth. His eyes were wide with terror, and he struggled against his captors with desperate strength. They forced him into a chair that had appeared near the foot of the bed, binding him securely before removing his gag.

"What the hell is this?" Derek gasped, his voice high with panic. Then his eyes found Jess on the bed, and for just a moment, something that might have been genuine anguish flickered across his face. "Jess, Jesus Christ, what's going on? Who are these people?" His voice cracked slightly. "Look, I know I was an asshole tonight, okay? I know I left you out there and that was... that was really fucked up. But this—whatever this is—"

He looked around the supernatural chamber, at the impossible architecture, at Carwyn's otherworldly beauty, and Jess could see the exact moment when his mind tried to process what he was witnessing. The Derek she knew—the one who mocked anything he couldn't understand, who dismissed her poetry as "weird shit"—was suddenly confronted with something far beyond his comprehension.

"This isn't real," he whispered, and for the first time since she'd known him, he sounded small. Frightened.

Jess felt a moment of shock, but it was quickly replaced by a fierce satisfaction. Here was Derek, the man who had humiliated her and abandoned her, forced to watch as she experienced pleasure beyond his ability to provide.

"This is what you threw away," she said, her voice steady despite her nakedness. "This is what you'll never have."

Carwyn's hands continued their exploration of her body, and she moaned with pleasure, her eyes never leaving Derek's face. She could see the jealousy and rage warring with fear in his expression, and it only heightened her arousal.

"Please," Derek begged, struggling against his bonds. "Jess, don't do this. I'm sorry about tonight. I was angry, I didn't mean—"

"You meant every word," Jess cut him off, gasping as Carwyn's mouth found a particularly sensitive spot on her neck. "You showed me exactly who you are, Derek. And now I'm showing you who I am."

Carwyn lifted her onto the bed, his powerful body covering hers as he kissed her with a hunger that made her forget everything else. His hands roamed her body with reverent passion, finding every sensitive spot, every place that made her gasp and arch beneath him. When his mouth followed the path his hands had traced, she cried out with pleasure so intense it bordered on pain.

His tongue and lips creating sensations that had her writhing against the silk sheets. When he finally claimed her, filling her completely, she felt something inside her shatter and rebuild itself stronger. They moved together in perfect rhythm, his thrusts deep and powerful, each one sending waves of ecstasy through her trembling body.

"Look at me," he commanded, his voice rough with desire, and when their eyes locked, she felt the connection between them deepen beyond the physical. He took her to heights she'd never imagined possible, her body responding to his with an abandon that shocked her. She climaxed with a force that left her screaming his name, her nails raking down his back as pleasure consumed her entirely.

But he wasn't finished. He positioned her on her hands and knees, his hands gripping her hips as he took her from behind with an intensity that made her sob with pleasure. Each thrust sent shockwaves through her oversensitized body, building toward another peak that seemed impossible. When it crashed over her, she felt herself dissolving into pure sensation, her body convulsing around him as he found his own release with a roar that echoed through the chamber.

Through it all, Derek was forced to watch, his pleas and curses providing a soundtrack to their passion. She could see the tears streaming down his face, could hear the desperation in his voice as he begged her to stop, to come back to him, to forgive him. But his words only fueled her desire, each sob and plea a vindication of her choice.

Carwyn was tireless, his stamina seemingly endless as he brought her to peak after peak of pleasure. When she thought she couldn't take any more, he would find new ways to drive her wild, new positions that sent her spiraling into ecstasy. She lost count of how many times she climaxed, lost track of time itself as they moved together in perfect harmony.

Finally, as dawn light began to filter through the windows, they collapsed together in exhaustion, their bodies slick with sweat and trembling with the aftershocks of their passion. Jess had never felt so satisfied, so complete, so utterly fulfilled.

It was then that the floor began to crack.

The marble split with sounds like thunder, and sulfurous smoke poured through the fissures. Derek's screams reached a new pitch of terror as creatures began to emerge from the depths—demons with burning eyes and claws like razors, their forms shifting between human and beast as they climbed into the chamber.

"No!" Derek shrieked, struggling frantically against his bonds as the demons surrounded his chair. "This isn't real! This can't be happening!"

But it was happening. The demons seized him with claws that left smoking wounds on his skin, their laughter like the sound of breaking glass. They lifted him from the chair, ignoring his pleas and screams as they began to drag him toward the gaping hole in the floor.

"Jess!" he cried out one last time, his voice breaking with desperation. "Please! I love you! Don't let them take me!"

She watched with cold satisfaction as the demons pulled him down into the fiery depths, his screams echoing long after he disappeared from sight. The floor sealed itself as if it had never been broken, leaving only the faint scent of sulfur to prove what had occurred.

"Well done, my dear."

Jess turned to find the elderly man standing beside the bed, his expression one of genuine admiration. Carwyn had vanished as silently as he had appeared, leaving her alone with her mysterious benefactor.

"That was quite a performance," the man continued, offering her a silk robe that she gratefully accepted. "You have a natural talent for this sort of thing."

"What happens now?" Jess asked, surprised by how calm she felt. She should have been horrified by what she'd witnessed, traumatized by the supernatural events that had unfolded. Instead, she felt oddly peaceful, as if a great weight had been lifted from her shoulders.

"Now, my dear, you return to your life," the man said with a smile. "The limousine is waiting to take you wherever you'd like to go. Your purse and phone are in the back seat—retrieved from that unfortunate young man's vehicle before his... departure."

Jess nodded, wrapping the robe more tightly around herself. "Will I see you again?"

"Perhaps," the man said, his eyes twinkling with mischief. "If you ever find yourself at another crossroads, in need of another favor. Though I suspect you'll find your life much more satisfying from now on."

With that, he stepped away to allow her to get dressed.

As they walked back through the mansion's corridors, Jess noticed that the artwork and treasures seemed different now, as if the building itself was shifting and changing around them. By the time they reached the front door, she was no longer certain she could find her way back to that magnificent chamber even if she tried.

The limousine waited in the circular drive, its engine purring softly in the pre-dawn quiet. As promised, her purse and phone were on the back seat, along with a small velvet box that hadn't been there before.

"A token of appreciation," the man explained when she looked at him questioningly. "And a tool for your new life."

Inside the box was a ring unlike anything she'd ever seen—a band of white gold set with a stone that seemed to contain swirling galaxies within its depths. Ancient symbols were etched along the band, pulsing with their own inner light. When she slipped it onto her finger, it fit perfectly, and she felt a surge of power that made her gasp. The ring grew warm against her skin, and she could feel it bonding with her, becoming part of her very essence.

"What does it do?" she asked, flexing her fingers as energy coursed through her.

"It's a conduit for your true power," the man replied, his eyes gleaming with satisfaction. "You'll find that men who try to control or harm you will... encounter difficulties. The ring reads souls, you see—it knows the difference between clumsy expressions attraction and predatory intent. It protects those who've been marked by my favor. But more than that—it amplifies your natural magnetism, your ability to inspire both desire and fear. You'll never again be powerless, my dear."

As if to demonstrate, the ring pulsed with warmth, and Jess felt something fundamental shift within her. She was no longer the timid librarian who'd been abandoned on a dark road. She was something new, something dangerous and beautiful and free.

With a nod and a warm smile, the old man closed the door to the limo, and it pulled away from the house. When Jess looked back toward the mansion, she saw only empty fields and the old Morrison farmhouse, exactly as they had always been. Even the old man was nowhere to be seen.

The limousine drove down the winding roads from the hills and then through the empty streets of town as the sun began to rise, painting the sky in shades of pink and gold.

"Where would you like me to drop you off, miss?" the driver asked without taking his eyes off the street ahead, his voice professionally neutral despite the unusual circumstances.

Jess considered her options. She could go home, crawl into bed, and pretend this had all been an elaborate dream. She could return to her quiet life at the library, her small apartment, her predictable routine. Or she could embrace the change that had been awakened within her, the power that now flowed through her veins like liquid fire.

"Take me to the airport," she said finally, surprising herself with the decision. "I think it's time I saw the world."

As the limousine carried her toward her new life, Jess fingered the ring on her hand and smiled. Derek was gone, banished to whatever Hell awaited men who treated women as objects to be used and discarded. Carwyn had shown her pleasures beyond imagination, awakening desires she'd never known she possessed. And the mysterious man at the crossroads had given her the power to ensure she would never again settle for less than she deserved.

The sun climbed higher in the sky, burning away the last shadows of the night. Somewhere behind them, at a crossroads that existed only when needed, an old man in an expensive suit smiled and began walking toward his next appointment. After all, there were always people in need of his particular services, always souls willing to make bargains at the intersection of desire and desperation.

And sometimes, just sometimes, everyone got exactly what they deserved.

--

The Ring of the Crossroads (OGL d20 System rules)
This rare magic item is gifted by the Man at the Crossroads to exceptional individuals he had dealt with. It is a ring made of white gold with a set gem that seems to glitter with several colors and if studied closely appears to contain swirling galaxies. The band is inscribed, both on the outer and inner sides of the band, with mysterious symbols that match no known language or magic system. If read magic or read languages spells are used in an attempt to determine what the symbols mean, the caster sees there's a meaning to them, but that meaning remains beyond his or her ability to understand. If any number of clerical spells is used to decipher the symbols, the caster is informed that knowledge is the pervue of the gods and that the ring should be deposited in a church or temple as soon as possible; it is not for mortals to possess. If studied with detect magic, the ring radiates a strong mixture of Divination, Enchantment, and Transmutation magics.
   Functions: Once a ring of the crossroads has been claimed and worn by the person it was gifted to, it becomes attuned to that person. It cannot be removed from the owner's finger by anyone but the owner him-or herself.
   As soon as the character puts on the ring, he or she gains a +6 bonus to all Sense Motive skill checks. His or her Dexterity, Wisdom, and Charisma attributes all increase by 2 points. The character also gains an aura of protection that causes anyone who successfully attacks him or her to suffer twice the damage inflicted (Fortitude save DC13 for half).
   If anyone steals or loots the right and then tries to wear it, he or she immediately suffers 2d4 fire damage (Fortitude save DC13) that bursts from the ring. The finger the ring was placed on is completely incinerated.
   If a character to whom the ring was regifted or sold wears it, nothing happens. In fact, if the ring isnt returned to its original owner or the Man at the Crossroads within three days (72 hours for acquisition, the ring fades away over the nxt hour.

Tuesday, May 27, 2025

The Dragon's Throne

Located in Brigid the Red's home in Virginia, the Dragon's Throne did not belong to a dragon until Brigid took it after incinerating its co-creator with a blast of her fiery breath.



THE DRAGON'S THRONE
Carved from a large block of obsidian to appear like a crouching black dragon, the seat is the creature's back haunches and the back being its body and neck. The armrests are his front legs. The head of the carved dragon appears to be looking over the person sitting on the throne's left shoulder, and it has been enhanced with red gems for eyes and a selection of wolf and snake fangs to serve as teeth in its open maw. It is an amazing piece of art.
   The Dragon's Throne is the work of French sculptor Camille Claudel, done as a commission for the spellcasting illusionists and would-be dragon-impersonator Phillipe Garraud. He used his skills as an illusionist to make Claudel forget she created the Dragon's Throne, and then he spent almost two years, from 1914 through early 1916 enchanting it so it. The Throne was created to be the centerpiece of a scam which Garraud hoped would make him to owner of a vanished dragon's hoard. 
   Firepit was an isolated town deep in the Ozarks that had been officially founded in 1822, even before the region had been officially opened for settlement by the U.S. federal government. Local legends claimed that the founding families (who still lived in the town) had been brought there by a dragon who charged them with watching over its hoard until it returned at some point in the future. Garraurd knew that dragons were more than legend, so he also assumed the existence of an absent dragon's hoard was also real. His arcane studies had led him to be certain that what dragons remained on Earth had gathered in Australia, so whatever the leading families of Firepit had been guarding, it would never be claimed... well, not by its rightful owner. By Garraurd, however... 
   In the summer of 1916, after making a show of surreptitiously moving into the long-empty, but still meticulously maintained by the townsfolk, house that had been the dragon's residence. When the local authorities came to confront him, he used the magic of the chair (and his own spells) to convince everyone that he was the dragon returned. He then instructed the mayor and the police chief to recruit other townsfolk to relocate the treasure they were guarding to another location.
   As the citizens of Firepit distributed gold, gems, and strange artifacts (even some things that appeared to be junk), the real dragon returned, Brigid the Red. First, she killed Garraud in a fit of rage, then she decided to let the townsfolk have the gold and gems and assisted them in relocating to wealthy lives in Ohio, Virginia, and West Virginia. She reclaimed the magical artifacts and other items she cared about, ultimately spreading them out between her dozen or so active lairs and treasure hoards. She claimed the Dragon's Throne and gave this unique item a prominent place in her Virginia mansion, often sitting in it when receiving guests in her human form.

Functions
   * When sitting in the Throne, a person gains the ability to cast any illusion or enchantment spell levels 1 to 3 that he or she has at least theoretical knowledge of. The character can cast a number spells equal to his or her Intelligence plus Wisdom attribute bonuses per day.
   * Any spells the character seated on the Throne knows and can cast function at 1 level above the character's actual caster level, while Illusion and Enchantment spells function at 2 levels above the character's actual caster level.
   * While seated on the Throne, a character gains a +4 enchantment bonus to all Charisma-based skill checks.

The Dragon's Throne is not an artifact, just a powerful and one-of-a-kind magic item.

Sunday, March 30, 2025

The Ring of Darius

One of the more infamous artifacts in existence is the Ring of Darius, as the historical record actually confirms the accuracy of the tales that are told about it. Since ca. the year 50BC, only one individual who have claimed the Ring as theirs and not died a violent or unnatural death after having done so.

THE RING OF DARIUS
This is a bulky gold ring that is filigreed with overlapping Celtic symbols that represent humans drawing power from their native lands. The most remarkable thing about the item, however, is the large, deep red diamond, a shade so dark and intense that both its size and hue make it one of a kind among an already extremely rare type of diamond. The Ring of Darius has been described as priceless, and it is.


Functions
When worn by the rightful owner of the ring, in the proper place, possessing and wearing the Ring of Darius provides powerful benefits. When worn by someone who come to have the ring through dishonest or violent means, it is an almost-guaranteed death sentence.

On the Hand of the Rightful Owner
When worn by its rightful owner--someone of Darius' bloodline, or someone who has come by the ring via legitimate means, such as purchasing or having it gifted by a rightful owner--the ring functions as a ring of protection +2. It also grants the wearer a +2 bonus to three crucial skill rolls per day. (The player can choose which rolls, unless the GM wants to reserve determining what's crucial for him- or herself.)
  When worn by its rightful owner in the lands that used to be home to the Gauls--currently claimed by the modern-day nations of France, Belgium, and Luxembourg-- the ring functions as a ring of protection +4. Further, it provides a +1 bonus to all skill checks and attack rolls made by the wearer.
   Unfortunately, its method of creation (assistance from a demon) left the ring with a curse: Whenever a character sees the ring for the first time, he or she must roll a Willpower saving throw (DC13). If the saving throw fails, the character becomes obsessed with the idea of possessing the ring. If the owner isn't willing to part with the ring when asked nicely or offered compensation, the obsessed character starts making plans to have the ring stolen and its (unworthy) possessor killed. Once the obsessed character gains possession of the ring, the cycle stars all over again. 

On the Hand of Someone who Acquires the Ring through Theft or Violence
There is no benefit from the ring to a character who acquires it through theft or murder, although the ring appears provide all the benefits described above. The wearer also becomes increasingly convinced that the ring has boosted all of his or her abilities and talents. Eventually, he or she becomes so arrogant and self-assured that a confrontation that will end badly is a sure thing.

Art by Harold DeLay


A Brief History of the Ring of Darius
The item now known as the Ring of Darius was made by a Circle of Druids, intended to provide magical assistance to a hero who would lead the Gauls into final battle against the Romans and drive the invaders from their lands. 
    Before they could give the ring to a hero of the stature who could save their nation and tribes, the Romans attacked the area, killing all the druids. One of them, as she lay dying, gave the ring to her son, Darius, telling him that the powerful ring would help him restore freedom to their lands and people.
    This was not to be, however. Darius was captured by the invaders and sent to Rome as a slave. He did his best to keep the ring that could restore his people, but, eventually, his captures spotted it. Darius became the first person to be killed over a greedy need for the right, but dozens (possibly even hundreds) more would follow. Darius' ghost has also cursed the ring, intensifying its negative qualities, a fact confirmed by psychic Edward Kelley in 1588 after he came into possession of the ring. Although he tried to keep others from becoming aware of the item, he fell victim to its curse in 1597, after narrowly escaping ring-caused doom on two previous occasions.
     Since 1939, the ring has been in the possession of the ancient red dragon know as Brigid. Aware of the ring's curse, she, like Kelley, has been careful about letting anyone--especially other dragons--know that she has acquired the ring. She keeps it secured in a hidden compartment under the fourth (from the top) back step leading out of her Arizona mansion/lair. Whenever she gets wind of someone seeking to loot one of her treasure hoards (of which she has 15, spread across the globe), she grabs the ring and places it in a prominent spot so it's one of the first extremely valuable items the thieves will find. Brigid then keeps track of the thieves and recovers the ring and any other unique items she baited them with, once they have met their predictable ends for stealing the Ring of Darius.

ACKNOWLEDGEMENTS
The preceding article was inspired by "The Ring of Darius", an unusual comics series that appeared in issues 1, 4-5 of Lucky Comics , an anthology titled published by Consolidated Magazines in 1945-1946. This unusual series will be collected in its entirety for the first time in a forthcoming comics/rpg hybrid product from NUELOW Games. 
   The paragraph "On the Hand of the Rightful Owner" is Open Game Content, and it is presented under this license. "The Ring of Darius" is Copyright 2025 by Steve Miller

Monday, February 17, 2025

The Dragon and the Commanders-in-Chief

In 1772, an ancient red dragon who had taken a shine to humans and their civilizations moved her primary home to the British colony of Virgina on North America's eastern coast. She became fascinated with the amalgam of philosophies that were taking shape as the guiding principles of a different sort of human society. From July of 1776 onward, she has been making North America one of her main focuses of attention. Not since the Roman Republic had she enjoyed watching--and even taken part in--the evolution of a political governing system and the culture around it. 
 

The republic of the United States of America has so far lasted roughly half the amount of time as the Roman republic, and Brigid hopes to see it last at least as long as its antecedent. She really loves the structure of three equal branches of government that are always slightly at odds even as they must work together to benefit the people of the nation. 

Because she enjoys the U.S. and its people, she wants to see wants to see the nation be as successful as possible. Therefore, she has offered her assistance to almost every U.S, president from George Washington through Donald Trump. Generally speaking, she has lent her vast knowledge of history, of magic, and the various life forms that are native to Earth, as well as those that come and go via outer space or dimensional portals.

In observance of Presidents Day, here's a little bit on a couple U.S. presidents that Brigid has advised (or just hung out with), as well as a magical item that she made for them (either something unique, or the first example of an item she's made several of).


GEORGE WASHINGTON
George Washington was a key figure in guiding the British colonies in America down the path to independence, as well as the first president of the United States. Brigid loved discussing historical figures and military tactics with him.



Washington's Presidential Chair 
Originally made by Thomas Burling in 1790, this barrel-back upholstered armchair featured, at the time, a unique swivel mechanism that allows the circular seat to rotate on four bone rollers. It was made for use in George Washington's presidential office, and Brigid used magic to make the already comfortable chair even more so. Washington found the chair so comfortable that he brought it home with him when he left the presidency in 1797 and used it in his personal study for the rest of his life.
   Function: If Washington's Presidential Chair is examined with a detect magic spell, it is shown to radiate powerful Alteration and Healing magic. 
   While seated in the Chair, a character gains a +2 bonus to all Intelligence- and Wisdom-based skill checks. Additionally, for every consecutive two-hour period spent working while seated in the chair, the character gains 1 temporary bonus hit point, due to how comfortable the chair is, as well as a +1 temporary bonus to all Fortitude saves for every two hours. These bonuses last until the next sunset, or, in the case of the temporary hit points, until the character is injured.


ABRAHAM LINCOLN
Abraham Lincoln was president when the United States was at war with itself over, in Brigid's opinion, the dumbest and most self-destructive thing humans had ever come up with--the institution of slavery. She had known and liked him since he was a teenager and she was glad when one of her favorite humans had the drive and mental fortitude to achieve the greatness she knew he was capable of.
   Brigid made several items for Lincoln between the years of 1828 and 1864. The final item she made for her friend was the Top Hat of Escape which she hoped would save him from assassination attempts. All the magical items created for Lincoln radiate moderate Abjuration magic.



Pocket Watch of Timeliness
This ornate pocket watch--with a flip-cover that sports a highly stylized pentagram and a face featuring small roman numerals--is on a 10-inch gold chain that must be fastened to an item of the character's clothing. When the watch on the chain is spun rapidly in a clockwise direction for a round, it puts the wearer under the effects of a haste spell for six rounds. When spun rapidly in a counterclockwise direction, all other creatures within a 12-foot radius must roll Will saves of be subjected to the effects of a Slow spell for six rounds. The watch can only evoke a magical effect once every 12 hours, but it tells perfect time.


Bow Tie of Personality
This black bow tie provides the wearer with a +2 bonus to all Charisma-based skill checks when worn. 


Topcoat of Protection
This black overcoat grants the wearer a +1 bonus to Defense Rating, as well as a +2 bonus to all Fortitude saves made against damage from any elemental source (like the fireball or ice storm spells).


Opera Hat of Escape
This black, collapsable top hat provides the possessor with a +1 bonus to Dodge checks whether the hat is being worn of carried. If the hat is collapsed and then thrown to the ground or against a wall, it transforms into what appears to be a circular black hole some three feet in diameter. The effect lasts for 1d6+2 rounds, or until the owner of the hat, and up to three friendly/allied characters, enters the hole. It then closes. If the owner went through the hole, the hat appears where he or she is, but if the hole closes due to its duration running its course, the hat reappears, no longer flattened.
   If "black hole" is a portal that leads to one of Brigid's many homes scattered around the world--the one she is presently spending time in. 
    Roll on the table below. The locations listed are the homes Brigid had established and was still using prior to 1864. The hat is keyed to those, so if she is at another spot are those that she controlled prior to 1864, so if she is presently not in one of those, the hat's owner is transported to a random home.

Roll 1d12    Destination
1.                Morocco
2.                Egypt
3.                Turkey
4.                China
5.                Australia
6.               Wales
7.                Austria
8.                Virginia
9-12.            Roll again, ignoring results of 9-12. The character is transported 
                    to a home Brigid is not presently at.    



--
More to come about the Dragon Who Loves Christmas (and humanity) soon. Meanwhile, if you want to read about the magical gift she gives ALL U.S. presidents, click here.

Monday, February 10, 2025

Brigid's Serving Tray of Deadly Delights

Over her long life, Brigid the Dragon has created many unique magic items that, to this day, she is the only one who knows the secrets to create them. One of these is the Serving Tray of Deadly Delights. 
   The Serving Tray of Deadly Delights appears to be an elegant golden tray of a kind that would be part of a very expensive set of formal tableware. If examined using detect magic, the Serving Tray is shown to radiate strong interlaced Conjuration and Divination magical energies, with a hint of Necromantic magic.


   Brigid created the first Serving Tray of Deadly Delights in 1104. It was her response to an elaborate scheme on the part of several noblemen, members of the clergy, and a dragon hunter to either kill or capture her and steal all her lands and treasures. Her would-be conquerors were planning on turning their might upon her during a feast Brigid was hosting in honor of a scholar visiting all the way from Hamburg. They thought she hadn't discovered they knew her secret, and she felt this was a perfect opportunity to find out who her true friends were... while dispatching some true enemies. And, of course, having some fun by trying out an idea for a magic item she'd been mulling over for about a century.
   By the time the day of the feast arrived, Brigid had created three Serving Trays of Deadly Delights... and they worked exactly as she had hoped! Her friends were revealed, her enemies were dispatched, and that who weren't terribly negative nor positive about her were left in blissful ignorance.
   Brigid rarely makes Serving Trays of Deadly Delights anymore. As human civilizations increasingly adapted more egalitarian forms of governments, and the rise of more efficient means of travel and the powers of both nobility and clergy waned, they seemed no longer fitting. Nonetheless, she made an additional 26 trays between the years of 1105 and 1819. As is her habit, she gave most of them to humans she liked and felt could benefit, but one is in the treasure hoard of the Dragon Conclave and the original three are in her own hoard.


THE SERVING TRAY OF DEADLY DELIGHTS
When these trays are presented to guests, either as containing reception treats, hors d'oeuvre, palate cleansers, or dessert cookies. They contain a mix of items, each type of which is a favorite of someone attending the gathering. These are all magically created, and they react to those who consume them based on the guest in question's true intentions and feelings toward the host.
   Functions: To prepare the trays, the host of the event must hold a guest list near each tray that will be used in the event and read the names of each person attending. Three pieces of the guest's favorite reception treats, or other small food items depending on the point of the dinner at which the serving trays are presented. Not only are the items the favorites of guests, they taste better than any other example had of this food.
   Upon taking the first bite, all guests must roll Will saving throws (DC22). If this saving throw fails, the guest feels compelled to eat all three pieces of food intended for him or her. If the first roll succeeds, the character must roll again if he or she eats another item from the tray.
   For each food item consumed from the trays, the guest must roll a Fortitude saving throw (DC24). If the roll is successful, nothing happens. If the Fortitude saving throw fails, the consumer is affected in a manner dependent on how he or she feels about the gathering's host.


   The host can end any of the effects of a Serving Tray of Deadly Delights either by touching a guest being influenced, or by loudly stating "I extend hospitality even those who make themselves my enemies". In the former, the host ends the effect on the person touched, and in the latter it ends on everybody. 
   Feels loyalty to, love for, or deep gratitude toward the host: Upon failing the Fortitude saving throw, the character feels energized and feels with absolute certainty that the host has the same feelings toward him or her. As other guests fall victim to the magical reception treats, the character who is friendly/supportive of the host receives the explanation that the food was enchanted to reveal whether those who consumed it were friends or foes... or maybe just hapless people caught in the middle of something that had no part in.
   Has no strong feelings toward the host, except maybe friendship or respect: Guests with this view of the host fall into a hypnotic trance, completely oblivious to what is going on around them. They remain in this trance until the host claps his or her hands together three times or they suffer at least 1 point of damage. In this way, they can remain neutral in or ignorant to any machinations unfolding around the host. 
   If the Fortitude save is successful, they remain fully aware and witness all that happens around them and hear the host's explanation to devoted allies. How this might sway their opinions is up to players and the GM.


   Feels powerful hatred toward, a desire to kill, or to remove the host from their place in the world through imprisonment, exile, or death: If the character's initial Fortitude saving throw is successful, he or she feels pangs of hunger and feels an uncontrollable compulsion to eat all three of the treats. As the character starts eating the second one, he or she must roll a Fortitude saving throw (DC30), and if that one is successful, he or she must roll a Fortitude saving throw (DC36) as the third snack is consumed. 
   If all saving throws succeed, the character suddenly feels very sick, immediately loses half his or her hit points, and begins vomiting controllably. Any actions (other than vomiting forth a vile mixture of stomach content and blood) are taken with a -6 penalty and spellcasting of any kind is impossible. The character must make Fortitude saving throws (DC30) for six rounds, and when one fails, the character is reduced to 0 hit points and falls, unconscious. The character loses one hit point per round and dies once he or she reaches -10.
   When the character fails a saving throw, he or she is subject to horrible pain for a round during which no actions are possible except to cry out in suffering. The character is then reduced to 0 hit points and falls unconscious. The character loses one hit point every minute and dies once he or she reaches -10.
d.
   Even when the host ends the effects of the Serving Tray of Deadly Delights, any loss of hit points or other physical ramifications remain until healed or cleaned through natural or magical means.

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If you enjoyed this post, you might also want to check out For a Song and a Dance, available in our store at DriveThruRPG!

Sunday, February 2, 2025

Something About Dragons and Two Magical Instruments

One of thing about being a dragon is that you have lots and lots and lots of time on your hands. As powerful beings who effectively can live forever (unless they run afoul gods, an army of seriously angry dwarves, or some other source of certain doom), existence itself can become boring. Ancient dragons deal with this growing risk of losing a zest for life in different ways. 

Brigid, an ancient red dragon, meditating in human form.

    Many aging dragons retreat into well-hidden and meticulously guarded places of refuge along with their most valuable and/or prized items from the treasures they've horded. Here, they sleep for centuries at a time, awakening once in a while to enjoy their treasured items and the memories associated with them. They might even venture out into the world to see what has changed and if there's anything new that can hold their interest. After a few weeks or months, these dragons return to their slumber.
   Other dragons leave our world, and even the Elemental Planes where many of them make their homes, to seek out the very edges of reality, beyond which it is believed that the Creator of All dwells--a being from whom dragons still want answers to questions from.
   Some dragons band together in conclaves, pooling their treasures and knowledge to entertain each other, settle disputes between younger dragons and magical societies, and to share wisdom with and guide the younger dragons onto less difficult paths than they trod. Sometimes, "lesser beings", such as normal humans, can be chosen by a conclave to benefit from their knowledge and wealth. (The largest of these conclaves has grown into a great magical city located in Australia, in a particularly isolated and frigid part of the Arthur Range of Tasmania. Maybe we'll tell you about it on the blog someday.)
   The rarest of ancient dragons do not withdraw from the world but instead keep learning and studying and creating, changing as the world around them changes. Some do this to amuse themselves, some do it out of a sense of duty to the "lesser beings", and some do it for a combination of the above. Even these energetic and creative ancient dragons will sometimes retreat into some distant mountain caves and slumber for decades or centuries surrounded by their favorite treasures.
   Not counting dragons who are in conclaves, there are currently 21 ancient dragons active in the modern world, all of them interacting with human civilization to one degree or another. There is one gold dragon (Count Ouro), three silver dragons (Argento, Gumus, and Hopea), five black dragons (Adalet, Cole, Iustus, Pravda, and Unmei), three blue dragons (Celeste, Dagda, and Taron), two green dragons (Dadirri and Nerthus), five red dragons (Azar, Branton, Brigid, Cyrus, and Enya),and three white dragons (Batak, Buzz, and Donmus) that travel around the world, visiting with each other and checking up on their various homes and any long-lived or Immortal friends they have.

Showing that ice and fire can co-exist, the white dragon Domus
visits with the red dragon Brigid at his home in Lappland (aka Sapmi).



   One of the most active of these dragons is a red dragon, Brigid. She has been mingling with humans since their earliest civilizations emerged in Morocco 350,000 years ago. Throughout the period, she has perfected the ability to mimic human forms; become proficient with nearly every human-made melee weapon invented; mastered 142 human martial arts styles and two dragon ones; has mastered every language spoken on Earth (including those of otherworldly beings such as Atlanteans and Olympians); become a virtuoso with 1,491 human-invented instruments and 10 dragon ones, as well as mastering 52 human singing styles; mastered 312 dance styles, with ballet, swing, and Irish dances being her favorites; writes music and lyrics in 563 different styles and 2,845 languages; become a master chef of 604 types of cuisine; learned to brew all kinds of alcoholic beverages discovered and consumed by humans; mastered the art of building 98 human musical instruments; mastered architecture and engineering, designing and personally overseeing the construction of the many different homes she's had over the millennia; mastered many different forms of graphic arts, jewelry-making, weapons-smithing, and gained at least some slight ability in nearly any other arts and crafts invented by humans; become an expert at enchanting magic items and brewing potions; and mastered all types of elemental magic, protection/warding magic, enchantment/charm magic, illusion magic, and divination magic, as well as gained some (comparatively) slight skill with evocation magic, necromantic magic and summoning magic.
   If this seems like a lot for one being to achieve (while traveling the world and engaging with human civilizations as they rise and fall), Brigid has been alive for more than 400,000 years. Also, unlike many of her kind, she has yet to feel compelled to rest on her treasure piles for centuries at a time; instead, the older she gets, the more energized and curious and creative she seems to become. It's as if her very life is a manifestation of the chaotic and uncontrollable nature and spirit of red dragons--she is growing more active and excited about the world around her as she ages, not falling victim to ennui like the typical dragon.
    Brigid maintains her passion for life by constantly looking for new things to learn about, spending festivals and holy days with humans living near her homes, and by applying the many skills she has mastered to creating works of art, musical instruments, weapons, and inventing unusual magic items. Two such items--both enchanted musical instruments--are described below, in d20 System terms.

Cyrus and Brigid, red dragons in human forms, jam in Brigid's home in China.


THE ACCORDION OF GOOD TIMES
This item appears to be a vintage piano accordion that is both well-used and well-maintained. In the hands of a skilled player, it put out music that rivals that you'd expect from the very finest accordions. If examined with a detect magic spell, the instrument is seen to radiate strong enchantment magic with an undertone of protection magic.
   Functions: The Accordion of Good Times grants the musician playing it a +2 bonus to Perform (Accordion) skill checks, as well as a +4 to AC/DR versus thrown weapons and objects, such as rotten tomatoes. These bonuses last from the moment the character picks up the instrument to the moment he or she puts it down.
   Additionally, all who hear the music played following a successful Perform (Accordion) skill check on the part of the musician feel their spirits lifted and general outlook on life improved. Everyone hearing the music will also have a positive view on the performer unless the performer is found to be associated with someone they view as an enemy or attacks them in some way.
   If the performer shouts, "Let's all sing!", everyone hearing the music must roll a Will save (DC15) or sing along with him or her. The audience continues singing, feeling joyous and happy even if the performer stops singing but keeps playing. Once the performer stops playing, the crowd stops singing and breaks into cheers and applause. They also stop singing if attacked or confronted by some obvious danger. Unless the performer is the one attacking, those who sang along with him or her are considered to be under a charm person spell cast by the performer (caster level 12).
   If the performer says, "Everybody dance now!", everyone hearing the music must roll a Will save (DC15) or dance until the performer stops playing. Once the performer stops playing, the crowd stops dancing and breaks into cheers and applause. They also stop dancing if attacked or confronted by some obvious danger. The dancers respond to any threats by attacking back, gaining a +2 bonus to all attack rolls. Unless the performer is the one attacking, those who sang along with him or her are considered to be under a charm person spell cast by the performer (effective caster level 12).
   For three days (72 hours) after watching and listening to a character performing live, all who were present gain a +1 enchantment bonus to all saving throws and skill checks, because the feel happy to be alive.

THE RED UKITAR
This instrument is a finely built, bright red ukitar--a cross between a guitar and a ukelele, also known as a ukitar, with a sound that's closer to a guitar than a ukelele. It's smaller that a guitar and thus more portable, or more easily played by children and small beings like kobolds, dwarves and halflings. If examined with a detect magic spell, the instrument is found to radiate a powerful mingling of elemental and evocation magic 
   Functions: The Red Ukitar grants the musician playing it a +2 bonus to Perform (string instrument). If he or she spends at least one round playing the tune of a song involving fire as part of its topic, then plays and sings the song's refrain and/or lines involving fire while pointing the ukitar's arm at an intended target, a fireball streaks from the tip instrument as soon as the final syllable is uttered, striking the target for 4d6 points of fire damage (with a successful saving throw reducing the damage by half).
   The performer can cast up to three fireballs through the ukitar per day by following the process described above. If the campaign is set in the "real world" after 1960, if the performer uses "Great Balls of Fire" as the song, and prepares the launch of the fireball by ending with "... goodness gracious, great balls of fire!", the damage increases to 6d6+6. (with a successful saving throw reducing the damage by half).
xxx

Sunday, January 19, 2025

The Dragon and the Presidents of the United States of America

Brigid is an ancient red dragon who enjoys being with humans.

Since 1701 A.D., Brigid the Dragon has maintained at least one dwelling ("lair" to the traditionalists) in what is presently the United States of America, with her oldest being in the mountains of Virginia. She has always loved the idea of a republic, and she found she loved it even more when a stripe of democracy was thrown into the mix. She REALLY loved the idea of branches of government being at odds with each other in certain ways, ensuring that the totalitarian bent that is so fundamental to humans wouldn't creep in. Well, it wouldn't creep in if humans weren't so easily corrupted by greed and lust for personal power and glory.

Since George Washington was first elected President of the United States in 1789, Brigid has been meeting with them shortly before they are to assume the office. Since the 1930s, she has tended to have the meeting take place with both the outgoing and incoming president, because she wants to be sure that there is no miscomprehension about the fact that so long as the American government remains centered in the Constitution, she would provide support to a president who has legitimate claim on the office. 

Joe Biden, Brigid, and Donald Trump in November of 2024

Her support is expected to be kept secret from the public, advisors, and anyone not approved by Brigid. Still, she works occasionally with the U.S. military and intelligence and law enforcement agencies. Basically, she's an open, but deeply classified government secret, like the existence of space aliens and Immortals. 

But what is the support Brigid offers? Aside from the perspective of a highly intelligent and creative being that is almost 400,000 years old, she grants a magical blessing to the President. Here is that blessing in d20 System terms, presented as a feat.

THE DRAGON'S BLESSING [Dragon Magic, Supernatural]
By sharing a drink and/or a meal with a mortal whom the dragon wants to help overcome great challenges, the dragon bestows a magical gift to the character. 
    Prerequisite: The character must be the leader, or key participant in executing, of some great enterprise that will benefit untold numbers of other mortals. The character must accept the invitation of the dragon to have the meeting and then must partake in the food and/or beverage the dragon offers.
The sharing of food and drink is a subtle ritual through which the dragon 
    Benefit: For a number of years predetermined by the dragon (4, 8, 12, 16, or 20), the recipient of the Dragon's Blessing gains the following bonuses:
    * +4 bonus to Bluff, Diplomacy, and Sense Motive skill checks
    * +2 bonus to all other Intelligence-, Wisdom-, and Charisma-based skill checks
    * +1 bonus to all Dexterity- and Constitution-based skill checks.
    The bonuses last from the person's first day undertaking the mighty task and/or playing an important role in the organization to which the belong, through the exact end of the period specified. The blessing ends early if the recipient breaks promises made, acts against the expected morality or purpose that the recipient is supposed to defend/working toward.
    Special: This feat temporarily replaces another feat the character possesses that gives bonuses to skill checks; the player of the character gets to choose which one is replaced. Dragon's Blessing overrides the specified feat until the end of the duration set by the dragon. If the character loses the benefits of the feat through actions contrary to his or her vows and duties, the other feat still remains ineffective until the duration of the blessing has ended. 
   While the blessing is in effect, the character can choose to shift this feat into a feat slot gained through level advancement instead of choosing a new feat. The feat that was replaced by the Dragon's Blessing once again provides a benefit in this case. When the Dragon's Blessing ends, the feat slot opens, and the player must choose another feat to fill it.

--
And to round out this post, here are a few pictures of Brigid with U.S. presidents of the past many years, mostly while meeting them either in her Virginia or Arizona homes. Two of the three are among her favorite presidents. Can you guess which two?

Brigid and Barack Obama in August of 2011


Brigid and Barack Obama in April of 2014




Donald Trump, Brigid, and Barack Obama in November of 2016

Barack Obama, Brigid, and Donald Trump in November of 2016


Donald Trump, Brigid, and Barack Obama in January of 2017

Donald Trump and Brigid in October of 2019






Donald Trump, Brigid, and Joe Biden in January of 2021

Joe Biden and Brigid in March 2021


Brigid and Barack Obama in September of 2021

Brigid and Joe Biden in November 2021


 
Donald Trump, Brigid, and Barack Obama in April of 2022

Joe Biden and Brigid in July of 2022


 
Donald Trump, Brigid, and Barack Obama in October of 2022

Joe Biden and Brigid in December of 2022


Brigid and Joe Biden in February of 2023

Joe Biden and Brigid in May of 2023


 
Donald Trump, Brigid, and Barack Obama in September of 2023

Joe Biden and Brigid in November of 2023


 
Donald Trump, Brigid, and Barack Obama in July of 2024

Donald Trump, Brigid, and Joe Biden in January of 2024