Raiment of the Four

The items of the  raiment of the four are energized by the four cornerstones of the world: earth, sky, sea, and sun. When you don pieces of the four, you become more attuned with reality itself, even gaining a measure of control over it.

Individual items from the raiment are useful to any character, and the entire set is particularly useful for druids, rangers, and any other spellcasters who travel to difficult, dangerous places.

Collection Benefits

Wearing multiple pieces of the raiment of the four grants you an increasing number of protections derived from aspects of the sky, sun, sea, and earth.

When you wear all four parts and use a belt of the wide earth to teleport, it seems as if a pillar of fire strikes down from the sky to engulf you (and anyone else being transported). When the flame dissipates, the travelers are gone.

  • 2 Pieces: You gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  • 3 Pieces: You gain resistance to cold 5 and electricity 5, which stacks as described above.
  • 4 Pieces: You gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Once per day, you can ask four questions of the spirit of the druid Alain, as the commune spell (CL 9th), but using this ability negates the energy resistances granted by the raiment until the next sunrise

Raiment of the Four

Piece Body Slot Price(Lvl) Ability
Gloves of the Starry Sky Hands 1,100 gp (4th) Emit light; 3/day spontaneously cast magic missile
Goggles of the Golden Sun Face 4,000 gp (8th) Immune to blindness, dazzling; 3/day spontaneously cast fireball
Periapt of the Sullen Sea Throat 6,000 gp (10th) Hold breath 12 hours; 2/day spontaneously cast freedom of movement
Belt of the Wide Earth Waist 8,000 gp (11th) Carrying capacity doubled; 2/day spontaneously cast teleport

Lore

Characters who have  ranks in Knowledge (arcana) or Knowledge (nature), or who have the bardic knowledge ability, can research the  raiment of the four to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.

DC 15:

A charismatic druid named Alain made his home in the village of Ra’anan. The village was the target of various natural disasters—droughts, floods, tornadoes, and more. Alain was able to fend off many of these disasters because of his bond with nature. One night a vision came to him, instructing him in the methods to create a set of magic items tied to the earth, sky, sea, and sun. Following the instructions from his vision, Alain traveled to the four corners of the world to gather the necessary components for each item.

Once constructed, the raiment of the four aided Alain in his exploits, which eventually expanded beyond the small village in which he was born. With the raiment he could travel safely through deadly areas of the world, and survive once there. Alain never again returning to Ra’anan.

DC 20:

Alain’s spirit is said to be drawn to pieces of the raiment. If all four pieces are brought together, Alain’s spirit can communicate with the wearer, imparting secrets of the multiverse.

DC 25:

The orc shaman Grotarb the Sly once wore the raiment of the four, but only briefly. The orcs of Grotarb’s tribe heard strange cries in the night from the shaman’s private cavern. The next day, the orcs of the tribe found the drowned, burned, and partly dismembered body of their shaman, but no pieces of the raiment. It’s said to this day that Grotarb’s dark spirit is sometimes drawn to those who find two or more pieces of the raiment, hoping to v isit upon them the same harm that the great spiritual force visited upon him.

DC 30:

A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore

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