Swordtember – mortuary

the Graven

The swords collectively named the Graven have no one form in common; they may be long or short, delicate or workmanlike, flamberge or falx, slab-like greatsword or graceful sabre. What they do share is their making.

All Graven are simple, if well-forged, steel blades, unadorned save for an engraved inscription running along one side of the flat. Their hilts are sculpted wood stained greyish, their quillions a simple crossbar, with a plain steel pommel in which a small disc of bone has been inlaid.

* A Graven blade is placed within the tomb. That is its place, as requested by the dead or the ones who buried the dead.

Its purpose may vary, and abilities likewise: some will animate to attack violators of the grave, others give their dead owner animation to do the same; some ward off undead depredations and prevent their owner from becoming one of the unliving.

Some are actually meant to be found, their owner’s last wish inscribed on the blade.

Most Graven will injure even those immune to mundane weaponry; some double their damage against thieves, the undead, or a specific bane requested by the dead or those that buried them. Some may be capable, as noted, of independent fighting at command; they may also murmur or mindstab the departed’s last messages, or allow instantaneous transport to and from the tomb. All will cast wan light when desired.

* The Graven are forged and infused with their magics by the hands of those known, most commonly, as the Order Of Grey Shrouds Of The Final Rest. Dedicated to the will and the quietude of the dead, the Grey Shrouds see to the burial rites of all that request or require them; while not all can or do receive a Graven blade, they do not stint on the basics of funerary necessity, respect and ritual.

The Grey Shrouds are also not well pleased to see a Graven blade carried by the living unless it was meant to be.

Swordtember – gaudy

Pavane, the Peacock Blade

Gold, glitter, and shimmering iridescent inlays. Intricately patterned chevrons of emerald and sapphire and brass rippling down the length of this exquisitely balanced shortsword’s golden blade. A grip of braided green and blue silks beaded with gold; intricately pieced quillions in the shape of feathery fans, frames the last palm’s-span of blade, a counterpoint to the dazzling cobalt-green orb of the pommel nut.

So ostentatious is Pavane, the sword leaves a sparkling trial of emerald blue in the wake of every stab, slash and gesture.

* Pavane is meant to fascinate, to distract, and it performs its task with literally scintillating colours. Drawing the Peacock Blade, or even presenting it boldly, draws the eye of any within eyeshot not deliberately exempted by Pavane’s bearer; all others keep their attention on the sword and its wielder, to the point of attacking the source of their fascination before all other potential targets.

The effect is lost when Pavane is sheathed, its wielder is overcome, or one who is entranced fights off the fascination.

* It has since seen its fair share of flamboyant owners — not least, briefly, the Prism Wyrm Kiritylith — but Pavane’s commission was to the specifications of Golden-Eyed Jarrala, a mercenary bodyguard as famed for his colourful and eye-dazzling accoutrements as he was for being a stone-fleshed wall of warding between danger and those he contracted to protect. No expense, and no show, was too much when he was on the job, be it for a day or a decade.

Swordtember – cephalopod

Ooru, Deepcoil

A strange sort of blade, if “blade” is the right word — thick, and edgeless, with a texture more like violet-blue, sleek leather than any metal, roughly the size and shape of a sabre and mounted in a hilt of black coral faced with mother-of-pearl, its quillions no more than a shelly disc. Not surprisingly, Ooru bludgeons its targets rather than slashing or cutting them; so much like a tentacle frozen in place, it could not have an edge if one tried.

Ooru is oddly warm to the touch, and looks perpetually wet no matter its actual condition.

* Blunt strikes from Deepcoil are one thing, but it’s in the successful blow that the strange sabre’s phantom coil makes itself known — the victim feels the sword actually constrict around them, then release, only for a translucent tentacle of red-violet force to twine fast around them and hold them fast, paralyzed in place for anywhere from one to ten minutes, twice that if unlucky. During that time their vision is clouded by billowing darkness; all is murk and the unknown.

Deepcoil’s bearer may breathe water as easily as air. An interesting side-benefit(?): Ooru may also bestow that amhibious gift on a coiled victim, or not, as chosen by its bearer in the moment of attack.

* Accounts vary when it comes of Deepcoil’s origin. Some day it was crafted as a treaty gift between a lost sea-kingdom and the Knights Of Mercy; some day it was part of the pearlfolk’s royal regalia, never meant for the surface at all. Others still spin tales of a tentacled ruler of the deeps who sundered one of his own limbs to craft the weapon for reasons now lost.

Swordtember – emotion


Relatively unadorned, Bellwether is a well-balanced and often-sharpened longsword, sporting an oaken hilt studded with brass nails to match the the spots of colour on the tips of its backswept quillions. Its pommel is a smooth brass orb.

Bellwether’s one notable physical feature is the inscription engraved onto both sides of the blade: “Temper thyself, or display thine temper.”

* When Bellwether’s wielder is calm, composed, patient, or otherwise unruffled — in a neutral state, one could say — the sword has a golden gleam when swung and inflicts additional damage (as a dagger) that counts as lightning or light/sun damage, whichever would be more beneficial. (for example, undead and demons probably won’t like light, metal-armoured folks won’t appreciate lightning, etc.)

If Bellwether’s wielder is passionate or enraged, the sword erupts in flames, dealing additional damage as a shortsword (fire), but also causing minimum damage to its wielder.

If Bellwether’s wielder is fearful or shaken or mournful, the sword shrouds itself in ice and frost, dealing additional damage as a shortsword (ice), but also causing minimum damage to its wielder.

* Surely one of the more extreme examples of self-inflicted lessons in self-control, Bellwether was commissioned by one Dareth Falconheart some years ago to teach himself not only equilibrium and that self-control, but how and when to harness his wild emotions to his own will.

The “small pains” of the first lesson, and beyond, Dareth considered worth the utility of the second. (other opinions have varied about this peculiar self-sacrificing habit, though it was certainly effective!)

Swordtember 2022 – dragon

Mairi’s Rapier

A slim, elegant weapon, this rapier is forged of curiously cloud-patterned steel that almost distracts one from the sword’s bare core — a sliver of rippled, golden-pink dragon horn that runs nearly the entire length of the blade.

The hilt is braided silver wirework wrapped around steel; the hand-guard is wrought to resemble intricate knotwork, and the pommel-nut is a cloudy bit of rose quartz carved in the shape of a rose about to blossom.

* Mairi’s rapier grants insight to its bearer — while engaged in a duel, physically or otherwise, the one who bears the rapier may intuit one secret or weakness, however fleeting, of their opponent.

The blade pierces dragonscale like paper, ignoring all draconic armour or other defenses. It’s core flashes with pink-gold light when it wounds a dragon of any variety.

* Mairi Dawnfire was an acclaimed duelist, bodyguard for hire and occasional informant of many stripes, known throughout the Five Dukedoms for her bravery, her wit, and her signature flashing blade.

Those who were surprised when, as years wore on, Mairi swore undying loyalty to Duchess Asheya were few; the same cannot be said for the day after Asheya’s death and the grief-fueled revelation of Mairi’s true identity of Mairahiyan, the Dawnwing Drake.

That very evening she passed on her rapier to an admirer and flew eastward, not to be seen again.

Swordtember 2022 – potion

Kalaila’s Fluid

Under most circumstances, this enchantment is a metallic liquid found in many different possible colours (frosted silver, gold, carmine and turquoise-bronze are all common), stored in a bulbous flask of heavily waxed leather or sometimes thick stoneware. The amount of liquid varies, and the stuff tastes salty and oddly citrusy, with a slightly bloody aftertaste.

When in an active state, the Fluid is a sleek organic-looking metal blade — size dependent on the amount of Fluid consumed — all of one piece with hilt and quillions, in the same colour.

* On its own, Kalaila’s Fluid is basically useless (unless one has a use for non-toxic metallic liquid). What one needs to do is drink the stuff down fast; then, at any time over the next 12 hours, one can summon up the Fluid blade through one’s very flesh and be armed in an instant, with no warning. The Fluid will harm targets immune to mundane weaponry, but has no other intrinsic abilities.

If not summoned to the surface after 12 hours, the Fluid forcibly expels itself through the pores, dealing injury equal to twice the damage it would inflict as a proper blade.

* The Fluid was by far one of Kalaila’s most popular creations, and the signature sigil-stamped flasks can be found in treasure hoards, thieve’s packs, noble wardrobes and all manner of other discreet places, as far-ranging as the Blue Forest clear through the empire of Naruste and beyond.

Now, if one found the formula

Lost Emblem Saga: Draconic Tokens

Dragons! Big scaly (or feathery or what have you) beasties with maws of sharp teeth and a tendency towards breathing gouts of flame, venom, or the gods know what at you. Tangling with a dragon, violently or otherwise, can be a Big Thing. A Big Thing with, depending on the dragon, a Big Payoff.

Sometimes it even comes from the dragon itself. It might not even mean slaying the beastie!

Which is good, because some dragons may be like unto gods.

So how does this work?

Here are a few possibilities.

Gifts Granted Freely

To seal a pact, to grant a boon to a loyal friend or follower or worshiper, to give a representative the power to act in their name, to demonstrate power, to sow a little chaos here and there — there’s any number of reasons a dragon might grant a token to one of the “lesser” folk. Whether reshaping an existing object or shaping one wholesale from its own flesh and spirit, the dragon creates a gift for its chosen recipient.

Many of these tokens are weapons, but not all of them. If you don’t have a form in mind, you can always roll for it:

01. Weapon
02. Weapon
03. Armour
04. Grimoire
05. Grimoire
06. Ornament
07. Instrument or Tool
08. Weapon

And also for the mark that the object bears to show its origin:

01. Carved from the dragon’s fang(s)
02. Sheathed in the dragon’s shed scales or other plumage
03. Sports one or more dragoncrysts
04. Contains dragonsblood ampoule
05. Carved from dragon’s horn or talon
06. Dyed or enameled with dragonsblood

Needless to say, all such tokens are finely made specimens. (Dragon magic can do wonderful things.) They aren’t unbreakable, however, unless granted by a dragon of divine power — which isn’t to say that even a more “mundane” token may not show some quirk such as a faint glow, slowly reshaping itself or its ornamentation over time, or slight changes of size and proportion to suit its current owner.

But what does such a token do? The possibilities are endless and boil down to the whims of the dragon in question (and the GM, of course *lol*); here are some basic ideas to get things started:

01. +2 (or more!) to attacks made with it, or while bearing it, as appropriate
02. Grants Advantage when used (or when used for a specific purpose, whether hunting sorcerers, penning the perfect sonnet, or making a first impression)
03. Absorbs incoming energies aligned with those of the dragon (fire, light, death, winter, passion …)
04. Grants (additional) protection equivalent to a specific armour type, such as chain or fullplate
05. Grants the ability to cause injuries that wound like flame, frost, venom, or other draconic energies
06. Will heal one wound, even a lethal one (or one given wound within a certain time cycle)
07. Grants an additional sense or senses (nightsight, magic sensitivity, draconic sensitivity, direction sense, tracking ability …)
08. Protects against a certain type of enchantment or affliction (flame magic, poison, paralysis, mind-tampering …), or grants Advantage against it
09. Allows the owner to take on a draconic form
10. Opens a portal to a specific location or locations
11. Will produce a certain amount of a specific substance (bread, raw metal, stormwinds, water, sunlight), or for a specific amount of time, daily
12. Allows owner to tap into the dragon’s knowledge or wisdom
13. Grants the ability to cast a specific spell or spells as if learned, once a day at maximum efficiency
14. Owner’s magic is resisted at Disadvantage by a specific type of target or targets
15. Subjects of the token (injured, touched by, marked by, they hear it, etc as appropriate) are magically “stained” by it and may be tracked by the owner
16. Grants the ability to communicate with spirits and shades of all types, or other unusual subjects, such as animals
17. Owner is always clean, groomed and generally immaculate-looking
18. Deal maximum damage with an attack involving the token (or, once a day, or once a battle; or a certain number of times a day, or after spending one’s own essence)
19. Grants unusual physical capability, such as aquatic adaptation, flight, burrowing, or resistance to a specific hostile environment
20. Increases one or two attributes by anywhere from 1 to 3

Gifts granted by a draconic token reflect the dragon bestowing the gift — a martially-inclined beast will favour weapons or armour or other such things, a reclusive scaly scholar will gift sources of knowledge or means of defense, a flamedrake a gift of fire, and so on. In many cases a token’s gift or gifts will echo the abilities of the dragon as well, be it elemental affinity, breath weapon, unique sorceries or even the dragon’s own famed feats.

Similarly, a token’s power reflects that of its creator. A young beast is not about to grant a gift loaded down with half a dozen abilities, no matter how much it wishes otherwise — and a gift from an elder dragon means the favour, and attention, of such a vast and powerful creature.

A dragon cannot be magically or physically coerced into making such a token. It must be freely given, of the dragon’s own choice. A dragon is always aware of its gifts, and may glean a vague sense of location, presence, and purpose put to with a bit of concentration.


A canny dragon knows that the lesser folk are just as covetous as any drake can be. A wise dragon keeps its gifts from falling into the hands of any random creature that may take advantage.

There’s a way around these troubles, to a certain extent. If the gifting dragon crafts its token to be bloodmarked, only those who bear its mark may make use of the token’s benefits, while all others wield a finely-made object and nothing more.

Some dragons make this an unseen, spiritual marking but most prefer to drive the point home more viscerally, as much a test of the would-be recipient’s resolve as a proper binding. Anointed with the dragon’s blood — a draft of which must also be swallowed, fresh from draconic flesh — that one is now bloodmarked and their new gift responds to the diffusion of the draconic donor’s power and will through the giftee’s body.

Whether the mark will pass on to their chosen’s descendants is a matter of draconic choice in the moment of marking. It’s generally considered courteous to let them know one way or the other (and sometimes that’s even the point).

Torn From The Fallen

But — the notes above are not quite true. There is a way to claim such treasures from a dragon against its will — or one such, at least, a single token from a single draconic source.

It’s not pleasant, and it begins with the death of the dragon in question.

Through flensing butchery, darkling alchemy, and necropotent sorceries, a dragon’s fading, fleeing power may be bound into a token made by another’s hands. All such objects are crafted from the dragon’s bones, in their entirety or nearly so, and should they bear any ornamentation at all it is of black-scorched inscriptions, bloody enamel and gory dragoncrysts.

These are not pleasant things to look upon, no matter how finely crafted they may be.

They also come with a price for tearing draconic gifts away along with the dragon’s life. All such balegifts grant at least two abilities, and are Advantage weapons against dragons, but also inflict one or more afflictions unto their owner. Some possibilities include:

01. Heal at half the usual rate
02. Constant nightmares, affecting social interactions (-2 modifier)
03. Vulnerable to a specific form of injury (an element, poison, necromantic magic, bleeding …), taking twice damage
04. Haunted by the slaughtered dragon’s restless shade
05. 1-in-6 chance of berserking in combat or under duress until subdued or there are no targets
06. Will rise as undead horror if driven to brink of death

Balegifts may also be bloodmarked, if the first owner consumes the dragon’s blood and at least a sliver of its heart or pearl. On the one hand, this will always bind the token to the owner and also their bloodline; on the other, they will never rid themselves of the acquired afflictions.

We Know Of You

Any dragon that sees a pact token — let alone a balegift — will know exactly what it is and very well may also know exactly who granted the token in the first place, simply by looking at it. This can have some immediate and terrible repercussions in the latter case!

Life And Death

Yes, it is possible for a living dragon to bestow its blessing and then later be killed and butchered to have it stolen from them.

Yes, a bestowing dragon might then become some sort of undead horror later. Such an abomination can still sense its given gifts.

Or other such interesting situations.

Just what may happen? Well, that’s hard to generalize, now isn’t it ~?

Swordtember 2022 – skeleton

Irivan, the Bone Cage

Shaped of bone — of what kind of bone, tales differ, though human, immortal and leopard are most commonly spoken of — with the strength of adamantine, Irivan is the pared-down essence of a sword, a wickedly sharp ribbon of pale cream razor framing nothing but a void. The bare bone outline of a blade, pared down to the essential killing edge.

This shade of a slender longsword sockets into a hilt of fused vertebrae, wrapped in soft and slightly fraying white silks; its quillions are slips of bone, almost nonexistent, and its pommel is a simple bone ring.

* Shaped, sharpened and bound by the bone-priests of the Pale Wish cloister, Irivan was commissioned as a token of favour by Soul-Devouring Eshar for their most loyal grave-rose cavalier, Rurien the Ashen. It is possible that Rurien rides still, Bone Cage in bloodless hand, with tales enough to back up the rumours; there are stories, also, of lesser copies of the blade, and these are supposedly hunted down by the wrathful, mourning cavalier.

* Irivan is an enchanted weapon for all purposes, granting increased skill and greater lethality (+1 attack, +2 damage; or equivalent), and, despite its origins, it grants its bearer protection against other death-magics (+2 to tests against necromancy or soul-affecting effects). However, should it deal the killing blow to a victim, that is when the Bone Cage earns its name: the soul of the slain is trapped in the sword’s void, a shimmering roil of spirit essence.

Irivan’s wielder may call on the trapped soul’s knowledge, or their prowess (battle skill, sorceries known, and so forth) seven times before the soul is extinguished. Or, they may choose instead to release their captive at any time, even after inflicting wounds upon that soul. Failing one or the other, the Bone Cage will keep its captive indefinitely.

Irivan may only cage one soul at a time.

Swordtember 2022 – gothic


A two-handed greatsword of massive make, Joyeuse is almost unreasonably heavy.

Its blade is wider than one’s palm and well over an inch thick, shaped like a flattened hexagon in cross-section; both cutting edges are highly polished, as is the chisel-like tip of the blade. The remainder of the sword’s surface, flats and vertices both, are covered in a dizzying array of rows of sunken, arched cells — filled with ornate figures nearly sculpted in the round and framed with stylized foliage — looping volute patterns, and organically branching finials. In contrast, Joyeuse’s hilt is relatively plain, a hexagonal shaft of metal sporting a simple bar for quillions, though both quillions and pommel-nut are sculpted to resemble balls of foliage.

* Joyeuse is an ancient and famed blade, the life’s work of Vorcan Saint-Dove, fourth sorcerer-smith to the Blood Emerald Emperor. The tableaux in the sword’s sculpted cells depict legendry from the Emperor’s nigh-eternal reign: coronation, blood baptism, anointing, war-victories, the slaying of Jairistryx the Scaled Seraph, the conquest of the lands of the Shadowmoon, midnight revelations, and more.

With the shattering of the Empire, Joyeuse was believed lost, though descriptions of a fearfully sculpted greatsword have surfaced over the years, often connected to tales of driven heroism and bloody self-sacrifice.

* Joyeuse grants no new skill at attacking, though it injures creatures immune to mundane weaponry. The sword deals double damage to radiant beings, devils and oathbreakers.

Its intricate sculpture draws the blood and the life from wounds it causes; twice a day its wielder may claim that life as their own, gaining damage dealt as healing. It may also consume its wielder’s life, if desired, converting any amount of life-force (and blood) sacrificed to the blade to twice that in vicious savaging during the next successful strike with the sword.

Claiming Joyeuse for longer than two months invites the invasion of the Blood Emerald Emperor’s shattered psyche into one’s dreams, goading one to save and serve the descendants of those left to the winds when the Empire fell. Communication is difficult; escaping the Emperor’s mad remnants even more so.

Band Of Blades

Everyone likes having npcs to help, hinder, surprise, behind, or ambush the player characters.

Everyone (well, a decent chunk of everyone, anyway) likes magic swords.

Let’s combine them! :D!

Presented here are a dozen sentient, sapient swords. They all have names along with titles; they have personalities, and some magical abilities, and some areas of specialized knowledge they might share with a bearer if they feel like it.

Did I mention that there’s no guarantee you can just pick one of these folks up and get the benefits? Because, yeah, that’s a thing. You’re going to have to make friends, or at least a working relationship — and locking horns with your bladed companion can very well be a surefire trip to badness town where a refusal to communicate is the least of your worries.

All of these npcs have the following traits:

– The ability to injure subjects immune to mundane weaponry
– The ability to communicate, always telepathically and potentially also aloud
(feel free to apply or ignore any (intelligent or otherwise) magical weapon rules that may exist in your system of choice; feel free to tweak any details here that you want to tweak, for that matter)

Oh and just to make things fun —

They also have humanoid appearances. At least some of the time.


Now, how that works is up to the individual using a sword or swords in a game. By the same token, each sword’s description gives a handful of notable (“iconic”?) visual traits for the humanoid form, but declines to commit to things like a complete visual appearance, a species, or a gender. These things may well even change for a given sword, unlike their iconic traits.

(yes, a sword wandering around as a humanoid can remove or even lose iconic clothing items. if they become a blade and then a humanoid again, they have them again. they’re iconic for a reason.)

How to encounter a sword as not-a-sword?

Here are some possibilities — it’s probably best to choose or roll one, maybe two, for a given npc and stick with it:

01. Dream visitation
02. Illusionary projection only visible by bearer
03. Illusionary projection visible by everyone
04. Shapeshift from sword to living being
05. Possess an individual
06. Possess sword’s bearer
07. Visible in reflective surfaces
08. Possess and reshape a corpse
09. Spontaneous independent manifestation (carrying themselves, even)
10. Weapon only (a temporary restriction?)

So, without further ado —

01. Tannah, the Silent Wanderer

– A worn, but still serviceable longsword, blade washed on both flats with a thin shadowy film that almost reveals some sort of calligraphic verse, hilted with cedar and black-enameled iron quillions and pommel

-> As a weapon, can harm all subjects but does no greater damage; however, Tannah’s bearer may never have terror be inflicted on them while on the road, and the blade warns of danger in the dark
-> Specialties: major trade arteries, travel logistics

– A lean figure in simple traveler’s gear, dark leather and rough brown wool, black of eye and grey of close-cropped curls, one hand scarred but functional

: inquisitive : patient : centred : light-footed : silence is golden :

02. Runi, Bring-Hither

– A greatsword, polished mirror-bright and never scratching, with heavy gilded quillions and a hilt of oak threaded onto steel — and an amber pommel that unscrews to reveal a hollow in the hilt itself

-> casts light to two lanterns in strength, as willed; if driven point-first into the earth, any who have placed a drop of tears or blood inside Runi’s hilt hollow immediately sense the blade and bearer’s location
-> Specialties: provisioning, legendary epics

– Strongly built and well-padded, with ready smile and strong features and coiling russet hair, dressed in rumpled linen tunic and leather breeches

: friendly : bridge-builder : guiding : remembrance : the ties that bind :

03. Lian, the Laughing Flame

– A brilliant piece, this: a slim sabre of translucent, orange-red porcelain as strong as steel, hilted with golden mother-of-pearl plates and twisting bronze quillions

-> doubles damage against aquatic or frozen adversaries, erupting in dancing flames; striking with Lian’s flat, however, against any fire extinguishes it no matter the size
-> Specialities: musical history, elemental lore

– Shockingly red-gold hair tumbling around bare, scarred shoulders, golden eyes that dance with mirth, and whirling split-skirts over leggings of multicoloured layers of patterned silks

: joyous : impulsive : instigatory : passionate : it is easier to ask forgiveness than permission :

04. Cor, the Veiled

– A shortsword of rough steel, unpolished save for the edges and tip of the blade, with ivory hilt and silvered, half-basket quillions

-> cannot harm the living; doubles damage against spirits, shades, ghosts and similar incorporeal beings, granting the wielder the ability to sense such even when hidden
-> Specialties: the otherworlds, folk magic

– Grey robes and loose trews; a white shawl over dark, tangled locks and a white veil over which pale blue eyes gaze steadily, bisected by bright scars

: relentless : observant : secretive : fatalistic : be thee now at rest :

05. Turien, Pledgetroth

– A thick ox-tongue of a shortsword, mounted in a hilt wrapped in darkened leather with brass fittings; the blade is of blued steel, but a centre channel glows and flows as if molten

-> wrapping one’s hand firmly around Turien’s blade causes no harm — unless one is an oathbreaker or is actively taking part in a lie or deception
-> Specialties: manuscript illumination, battle tactics

– Fleecy mantle over leather jack; with weathered features, neat silver hair and battlescarred hands stained with scribe’s work

: steady : legalistic : particular : inquiring : uphold your virtues :

06. Anrath, Winterdark

– A bastard sword of odd white metal, mounted with horn hilt-plates on the tang and ornamented with twisted silver wires wrapped around with tassels of white fur

-> freezes the core of those struck; whether the flesh (slowing them to half capability) or the spirit (forcing them to flee or cower)
-> Specialties: law codes, northern histories

– Tangled coils of long white hair threaded with icy blue, framing high cheekbones, hollow cheeks and a jaw sharp enough to cut, falling around fur-lined woolen robes

: grim : sharp-tongued : resigned : piercing : so shall they fall :

07. Ronken, the Stormlord’s Pride

– A fancy sabre, this, and no mistake: ebony hilt and golden quillions, gleaming blade etched with clouds and raindrops, inalid with gleaming electrum thunderbolts like twisting runes

-> casts a thunderbolt when swung, like a dagger of shocking electricity, while protecting the wielder against storms and lightning (though not drowning)
-> Specialties: gem appraising, liquor appraising

– A brazen shock of shaggy dark hair like a lion’s mane, a square jaw slashed by scars; booming laughter and a long coat decorated with pearl-buttons and pride

: jocular : bombastic : covetous : vengeful : no risk too daring :

08. Adonai, Bane-Breaker

– A longsword of dark finish, blue-silk-wrapped hilt and curving steel quillions, engraved with an inscription in niello condemning foes to lingering, eternal agonies

-> against a specific category (frex. “dragons”, “knights”, “sorcerers”) chosen by Adonai’s bearer when first claiming the sword, Adonai inflicts crippling pain and leaves venom in the wound, destroying life bit by bit over time as black ichor continues to bleed; if Adonai’s bearer ever spares a target, they suffer the same
-> Specialities: heraldry and blazons, genealogy

– Slender, green-eyed, braided hair coiled against fire-scarred scalp; savaged tabard, its insignia slashed, over flowing scarlet tunic

: driven : unforgiven : argumentative : lost : no quarter :

09. Ku, Defender of the Six Fallen Walls of the Charcoal Palace

– no sword of forgework, metal or otherwise; a blade of smooth, iridescently blue-green chitin, its hilt a pad of resinous feel that clasps a brassy-scaled basket around one’s grip

-> Ku’s bearer may designate a subject to be protected, animate or inanimate; all maledicta against said target is redirected to Ku’s bearer in a blue-brass flash
-> Specialties: contracts, architecture

– Broad-shouldered, looming, draped in indigo cloak and forest green mantle whose hood does not hide baroque brass horns nor clashing tusks, nor the barbed bony tail lashing behind, or the chitinous shell along limbs and spine

: loyal : unearthly : sorrowful : redeemed : failure is not an option :

10. Julien, Steel-Dancer

– A slender fighting-rapier, blade engraved with twining ribbons and a declaration of integrity in tiny, graceful script, its basket hilt polished steel wrought like twists of ivy and dotted with green glass ornaments

-> A successful strike may instead be used to automatically disarm (or disable) rather than injure; Julien grants all bearers the ability to wield a blade
-> Specialties: social mores, the etiquette of gifts

– Graceful and lean, dazzling green-gold eyes and a disarming smile, a fillet of steel-wrought ivy holding back shoulder-length, dark ringlets

: cavalier : courtly : amiable : insightful : shall we explore all options :

11. Vetiver, the Pearl Thunder Scholar

– Odd blade; a shortsword of frosted steel inlaid with a row of tiny mother-of-pearl teardrops, but never sharpened, mounted in a simple hilt of cherrywood wrapped in pale leather

-> not meant for physical fighting, Vetiver strikes at spellwork and enchantments; the greater the injury that would be inflicted by a sharpened blade, the stronger the magic severed
-> Specialties: sorcerous identification, herb-work

– Long coils of pearly grey hair, and a night-blue eye — the other lost — and a silver-grey mantle over simple clothing, a girdle-book hanging from a twisted sash

: reserved : obstinate : hopeful : inquiring : be unbound :

12. Benit, the Black Wolf’s Fang

– A longsword of bone? More like a great split tusk, dense and sharp as glass, its sculpted root wrapped in braided leather stained reddish black, etches of the hunt lining the flats and picked out with ochre

-> Doubles damage against manmade or other artifical constructs, alive or dead; Berit’s bearer can forage for sustenance in anything but the most barren, lifeless of environments
-> Specialties: wilderness survival, healing

– Golden-eyed, shaggy grizzled hair; sharp of teeth and striped with scars across throat and chest, dressed in black woolen coat and fur mantle to match

: territorial : possessive : black-humoured : biting : home is everything :