Merthuvial Sword of the Forgotten King
Merthuvial is a jet-black longsword, with a plain hilt decorated by a single large pearl in the pommel. The blade appears to be in perfect condition
Nonlegacy Game Statistics: +1 Adamantine Longsword; Cost 5,315 gp. Before learning the results of your roll, you can reroll one Diplomacy check per day.
Omen: When unsheathed, the weapon glows with a light the strength of a torch. In combat, this light changes to a deep red, with no change in strength of illumination.
The typical wielder of Merthuvial is a good-aligned character who has some fighting skill, such as a fighter or paladin. It is most useful to a character interested in developing leadership and Charisma-based skills.
Any non-evil except chaotic neutral
Base attack bonus +3
diplomacy 2 ranks
Penalties and Abilities
|Wielder level||Attack Penalty||Save Penalty||Hit Point Loss||Abilities|
|5th||–||–||–||Detect thoughts 1/day|
|7th||–||–||–||Strength of Kings|
|10th||–||–||–||Merciful Redress 3/day|
|11th||–||–||–||+2 Keen Adamantine Longsword|
|14th||–||–||–||Expel from the realm 1/day|
|16th||–||-3||–||Loyal minions 1/day|
|17th||–||–||–||+2 Keen Shocking Burst Adamnatine Longsword|
|20th||–||–||2||King’s command 1/day|
Legacy Item Abilities
the following are the legacy item abilities of Merthuvial.
Detect Thoughts (Sp): Starting at 5th level, once per day, you can use detect thoughts as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th
Strength of Kings (Su): When you reach 7th level, Merthuvial grants you a +2 enhancement bonus to Strength while you carry it.
Loyal Servitor (Su): At 8th level, you gain the continual benefit of an unseen servant as the spell. If dissipated by 6 or more points of damage from an area attack, or it if ceases to exist by moving more than 35 feet away from you, the servant re-forms 1 round later in any square adjacent to you. Caster level 5th>
Merciful Redress (Sp): Beginning at 10th level, three times perday, you can use lesser restoration, as the spell, by touching Merthuvial to the afflicted creature and speaking a command phrase, “Your strength shall return!” Caster level 10th.
Lordly Orator (Su): At 13th level, you gain a +10 competence bonus on Diplomacy checks. In addition, you can attempt a Diplomacy check as a full-round action without the normal -10 peanalty (PH 72) unless the target, you still gain the competence bonus, but you must otherwise perform your Diplomacy check according to the normal rules for that skill.
Expel from the Realm(Sp): Starting at 14th level, once per day by issuing the command word, “Begone!” and gesturing with the sword, you can force a creature to return to its native plane, as by the dismissal spell. the base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Add your character level to this number and subtract the target creature’s HD to determine the final save DC. Caster level equals your character level.
Loyal Minions (Sp):* At 16th level, once per day when you utter the command phrase “To me!” and gesture with Merthuvial, ou can use summon monster V as the spell. You can summon only good or neutral creatures from the spell’s list. Caster level 15th.
King’s Command (Sp): At 20th level, once per day when you issue the command “Hear and Obey!” and gesture with Merthuvial, you can use dominate monster as the spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. Caster level 20th
it is said that Dwarves forged Merthuvial in the heat of a volcano; its adamantine blade proved devastating against marauding cave trolls and mountain orcs. The weapon was one of many, but it earned distinction when its wielder saved the life of the dwarf king by sundering a stone giant’s weapon and spearing the creature on the point of the sword. the kind ennobled this dwarf warrior, and the warrior, in turn, presented Merthuvial to his lord in tribute. (DC 20; King’s Gift)
The dwarf king seldom used Merthuvial in combat, preferring to hang the weapon over his throne as a symbol of loyalty and devotion. As long as the black sword hung over the throne, the dwarven king and his heirs lived peacefully with the other good races in that part of the world.
But that peace did not extend to the evil, the jealous, and the hateful. Orcs and their monstrous cohorts forged an alliance and eventually drove the dwarves from the underground kingdom, taking the halls for their own. The orc’s chieftain kept Merthuvial, but he gained little joy from the weapon. Before long, his lieutenant assassinated him and took the throng, only to die in a civil war weeks later. Merthuvial passed from hand to claw and back again, never staying with a single wielder for long. Eventually, it left the dwarf mines and found its way to the surface, falling into the hands of an evil half-orc warlord named Kroack.
Kroack had united the nearby orc, goblin, and hobgoblin tribes in an attempt to destroy the local human kingdom. Indeed, by the time the warlord “inherited” Merthuvial he had nearly succeeded. Only one fortified village remained, and the half-orc moved quickly to burn the citizens out.
In desperation, a young warrior named Theron and a few of his friends infiltrated Kroack’s camp as the tribes waited for the order to attack. Somehow, this small band found their way to Kroack’s tent – just before the guards discovered them. Theron and his friends fought for their lives, but most of them died quickly, and Theron himself was disarmed and thrown to the feet of Kroack. Kroack gloated at the young warrior’s defeat and desperate efforts. But when the half-orc lifted Theron by the throat, the man snatched Merthuvial from Kroack’s hip, and a red light shown from the blade for the first time. The guards stumbled back in fear; Theron slew Kroack, freed his remaining friends, and escaped.
Rumors of treachery flew through the raiders camp, and factions set upon each other. Theron rallied the remaining villagers and attacked. Even though the humanoids still outnumbered the villagers five to on, the young warrior broke the spirit of the besiegers and drove them out of the valley. Not surprisingly, the villagers soon named Theron their lord, and his surviving friends became his most loyal retainers. (DC 25; Know the Pain)
Theron realized, however, that the threat of conquest was not gone from the land. Riding to distant settlements, Theron forged agreements with them, ensuring that when the need arose, they would unite with each other against their common enemies. Theron made similar alliances with elves, dwarves, halflings, and all other good peoples. Soon, this young warrior from a small village found himself at the center of a great alliance. Before long, other lords began to acknowledge Theron as a king. This actually surprised the young man, who thought of himself as a servant of the people, not a ruler. And though his victories on the battlefield and his diplomatic successes make him king, it was this humble attitude that made him truly great.
As King Theron’s power and influence grew, Merthuvial’s abilities took shape. The sword became as renowned as the king, and the chosen weapons of Theron’s retainers also became well known. It was said that while King Theron wielded Merthuvial, no enemy could defeat him. Unfortunately for Theron, the tales said nothing about a friend.
One of Theron’s oldest compatriots, a man whose name has been expunged from all histories of the time, betrayed him. This “Betrayer” made a pact with the humanoids and evil races of the Underdark; such was his skill at deceit that he corrupted Theron’s kingdom from within. The humanoids struck the kingdom by surprise and devastated the king’s holdings.
But the Betrayer’s scheme ultimately backfired. Though few in the kingdom fully trusted one another, they all trusted King Theron. Out of the ashes of his court, Theron rallied his loyalists, destroyed the invading army, and battled the Betrayer to the death. Though the king did not survive this final duel, Theron’s remaining supporters captured the Betrayer and cursed him – the treacherous knight was forced to quard the king’s tomb for as long as fate required, atoning for his crimes through the lonely years. (DC 30; Unite the People)
Three rituals are required to unlock all the abilities of Merthuvial.
King’s Gift: You must have the weapon passed on to you willingly by its rightful owner or the owner’s rightful heirs. If no heirs live, you must perform an attunement ritual with Merthuvial, marking you as the weapon’s new owner. Cost: 2,500 gp. Feat Granted: Least Legacy (Merthuvial)
Know the Pain: In combat with real foes, you must allow an enemy to strike you. That foe automatically scores a critical hit. Cost: 12,000 gp. Feat Granted:_Lesser Legacy (_Merthuvial).
Unite the People: You must forge an alliance between two or more disparate groups of people in order to unite them against a common foe, and you must work to protect them from that foe until the danger is past. Cost: 40,500 gp. Feat Granted: Greater Legacy (Merthuvial).