At a Glance
Appearance
Golf-ball sized, rough as if freshly broken out of stone, glowing
Currently bound
Shim, Lux, and Russ
Mark
Archaic glowing tattoo on the wrist, notably off-center
Range of pull
Reached across 60+ feet and through an ice block
Cost of use
Drained condition, stacking with each use, inflicted on all bound
From session 2026-10-10-1640
Nathara pressed a small box into the party's keeping before she died, telling them to bring it to the city and not let "them" have it. Inside was a rough, glowing orb slightly larger than a golf ball. The first person to hold it felt compelled to touch it; a tendril of energy flowed into his hand and left an archaic tattoo on his wrist, oddly off-center.
The pull is not a one-time thing. About once an hour, anyone in proximity gets a compulsion to find and touch it. Lux was compelled while riding on Shim's shoulder, and Russ while walking a few feet behind. Both touched it and both received matching tattoos, at which point the compulsion for them stopped and a connection began. The three bound can call the orb back to hand instantly across any distance tested so far, including from inside a sealed block of ice.
Drawing on the orb lets a bound character increase an attack's degree of success by one step. The price is a drained condition that scales with how many times the orb has been used — and it falls on every bound character, not just the one who used it. The party has started calling themselves "team orb," split camps over it, and nobody knows what the drow will want done with it when they reach the city, or whether the tattoo can be removed at all.