These helms were crafted for triplet brothers who
would one day rule a forgotten kingdom. Legend holds that when the brothers
came of age they would each be gifted a helm from their father. Rare alloys
were used to strengthen the helms and they were accented in gold. Daily since
their youth the triplets passed the helms in the great hall of their castle. They
were constantly reminded they would earn the helms as a symbol of their royal
birthright.
Soon they came of age and the brothers were impatient and
wanted to inherit their lands and vassals. Their father the king was venerable
but still had many good years left to sit upon the throne. The brothers became
tired of courtly meetings, schooling and having nothing to call their own. It
is said that they had eccentric hobbies which included toying with the dark
arts and necromancy.
Perhaps it was the former which lead them down their path of
destruction. The legend becomes blurred soon after but a rash of horrific
murders plagued the royal family. The king was slain in his sleep and the queen
had a terrible accident with a spiral staircase. The captain of the guard was
labeled a traitor and hung from a tree in the castle courtyard. Not long after
the triplets took their seats of power and divided up the kingdom.
Sages argue what happened next but sometime later that year
the brothers were found dead. Near their bodies were the royal helms crafted
for them so long ago. Each brother had a terrible death grimace upon their
countenance which was reflected perfectly on the helm. Some say they made a
dark pact with a demon or arch fey. The brothers were arrogant and did not
uphold a bargain made in blood. The Three Princes were tossed into the sea as
the people felt the helms were symbols of evil. They have never been found and
remain only as fable to spook naughty children throughout the realm.
Example Game Stats (5th Edition)
Property
While wearing one of the Three Princes you gain a +1 to AC.
Wicked: When the wearer contemplates or undertakes a
benevolent act, the helm seeds the mind with doubt and rationalizations to work
against the act.
Evil Imprint: A good creature that touches the helm experiences strong
revulsion. If it maintains contact with the helm for 1 round, the creature
takes 3d6 psychic damage. That creature continues to take this damage each time
it starts its turn holding, carrying
or wearing the helm.
[Attuned]: Invoke Fear (1/day): Each enemy within 30 feet of
you that can see you must succeed on a DC 13 Wisdom saving throw or become
frightened for 1 minute. The target can take an action to make a DC 13 Wisdom
check, ending the frightened condition early on a success.