Forged and created in the Age of Might, the year 19 Prae Cataclius, Krynn.
Historical events of the time: Siege on Sorcery. Urged on by the Kingpriest of Istar, the people of Krynn lay siege to the Towers of High Sorcery and nearly win two of the towers. Mages, not willing to let them unleash magic's fury, destory the two towers. Fearful that rampant magic might arise if all five towers are destroyed, the Kingpriest grants the mages exile if they leave the other towers intact. He takes the Tower of Istar for his abode.
Vendetta's creation was seen as favorable by The Queen of Darkness (Dragonqueen, She of the Many Faces, Mai-tat, Nilat the Corruptor, Tames the False Metal, Takhisis). It is possible that the Goddess blessed the weapon herself, though such things are rare and this may be considered to be more speculation than fact. Ask the blade itself, and it will argue the point as undeniable.
Four items were born, intended to have only been one. Strong spirits cannot be denied, however; the magic beckoned and they replied. Vendetta, Terminus and the pair known as The Accomplices came into being. Some might call them artifacts; most likely they are not but they do possess intense power. The sword, dagger and gauntlets are sentient. They take an avid interest in their wielder's life; one should excersize caution around them: the dagger and sword especially find delight in making suggestions which they deem worthy of application. It shall also be noted that these brothers are not above bickering; their incessant banter could perhaps drive a listening telepath absolutely mad.
Created by
two mortals, one dwarf, male, and a human or perhaps half-elven female.
Their names are lost. Virtually no primary sources can be found regarding
either of them; there remains scant secondary sources. It is thought
that both individuals lost their lives during the Cataclysm. Most
of their secrets concerning the weapons they made died with them.
Except...
Vendetta
ven*det*ta (noun)
[Italian, literally, revenge, from Latin vindicta -- more at VINDICTIVE]
First appeared 1855
1 : BLOOD FEUD
2 : an often prolonged series of retaliatory, vengeful, or hostile acts or exchange of such acts <waged a personal ~ against those who opposed his nomination>
Totals 49" end-to-end. 41" of sunsteeled blade, upper 3/4 enscribed with old dwarven runes, lower 1/4 ridged; crosspiece and pommel are of dwarven sunsteel as well. Encrusted hilt is of carved amber: four inlaid rows of nine water sapphires seperate each section of amber. Filling is mithril and silver.
Sunsteel is thought to be nearly as strong as adamantite; this metal is chosen for its incredible resilience and resistance to both physical and magical assault. Vendetta can absorb substantial blows and abuse with little or no damage; this is due largely in part both to its material composition and inherent magical properties.
[In AD&D terms (though I do not seek to define Vendetta solely by such terms) Vendetta is a Longsword + 3.]
Studious examination of the sword's runes should yield these observations of its powers:
(Please note that "Vendetta" can control or even negate most of its abilities at-will.)
Sentience; Extrasensory Perception; Hightened Awareness; Telepathy; Dream, and, to a limited extent Suggestion and Sending
Vendetta has the power, at night, to summon any and/or all spirits within a one mile radius whose deaths demand avenging. These spirits, once called, will visit Vendetta's chosen wielder; the wielder is the only one who can see and/or hear them.
Protection
from Fire
Affects
both sword and chosen wielder. Confers complete invulnerability to
both normal and magical fires. Frequently, Vendetta's water sapphires
will shine a brilliant blue when this power is awakened.
Absorption/Reflection
and Release/Discharge of Fire and Heat
If placed
within normal or magical fire, Vendetta can absorb then release the heat
and/or flames or magical fire. Vendetta must do this within, approximately,
seven minutes, otherwise the energy dissipates and is lost. Similarly,
Vendetta can choose to simply reflect or deflect both normal and magical
flame. In addition, Vendetta has the ability to produce a warm to
searing heat which it can use to increase its own surface temperature (from
pommel to hilt to blade's end).
Variable
Glow
Vendetta's
amber hilt can glow. The intensity of the light produced is at the
sword's own discretion, as is the duration. Sustained observance
of the amber light will induce drowsiness and/or sleep in most creatures.
Limited Teleport
If stolen
or (unlikely) abandoned, or if it so desires, Vendetta has the ability
to teleport itself to a weaponsmith. This power is limited: the sword
can only teleport to the nearest one.
If the chosen wielder of Vendetta concentrates on the sword for seven uninterrupted minutes, Vendetta will point in the direction of Terminus. If asked and then focused upon for another seven minutes, Vendetta will point in the direction of The Accomplices. If Terminus or The Accomplices are located on another plane, Vendetta will point straight up.
To an unfavored
wielder, Vendetta can weigh seventy-five pounds. This is purely at
the blade's own discretion.
Terminus
ter*mi*nus (noun), plural -ni or -nus*es
[Latin, boundary, end -- more at TERM]
First appeared circa 1617
1 : a final goal : a finishing point
Totals 18" end-to-end. 12" of sunsteeled double-edged blade, upper 3/4 enscribed with old dwarven runes, lower 1/4 ridged; crosspiece and pommel are of dwarven sunsteel as well. Encrusted hilt is of carved amber: two inlaid rows of seven water sapphires seperate each section of amber. Filling is mithril and silver.
Sunsteel is thought to be nearly as strong as adamantite; this metal is chosen for its incredible resilience and resistance to both physical and magical assault. Terminus can absorb substantial blows and abuse with little or no damage; this is due largely in part both to its material composition and inherent magical properties.
[In AD&D terms (though I do not seek to define Terminus solely by such terms) Terminus is a Dagger + 3.]
Studious examination of the dagger's runes should yield these observations of its powers:
(Please note that "Terminus" can control or even negate most of its abilities at-will.)
Sentience; Extrasensory Perception; Hightened Awareness; Telepathy; Dream, Suggestion and Sending
Penetrate
Terminus's
primary function: draw combat to a close. This chief directive was
central to the dagger's creation, hence Terminus can pierce most organic,
magical, and inorganic materials and fields including magical elven chain
mail, drow chain mail, magical dwarven plate mail, Leomund's Tiny Hut,
Wall spells, Sphere spells, etc.
Terminus will instinctively seek major arteries/veins when driven into a living body, its inherent goal to 'terminate' the victim's life.
Protection
from Sleep, Paralysis and Poison (Slow Poison)
Affects
both sword and chosen wielder. Frequently, Terminus's water sapphires
will shine a brilliant blue when this power is awakened. Increased
resistance to sleep, paralysis and poison - magical and/or not.
Obscurement
Terminus
has the ability to obscure itself from normal and infravision. The
dagger employs this power rather frequently as a means of hiding itself
on its chosen wielder.
Variable
Burn
Terminus's
amber hilt and sunsteeled blade can burn with an extraordinary intensity.
The intensity of the heat produced is at the dagger's own discretion, as
is the duration. Actual temperature can vary from 80 degrees F to
above 220.
Limited Teleport
If stolen
or (unlikely) abandoned, or if it so desires, Terminus has the ability
to teleport itself to a weaponsmith. This power is limited: the dagger
can only teleport to the nearest one.
If the chosen wielder of Terminus concentrates on the dagger for seven uninterrupted minutes, Terminus will point in the direction of Vendetta. If asked and then focused upon for another seven minutes, Terminus will point in the direction of The Accomplices. If Vendetta or The Accomplices are located on another plane, Terminus will point straight up.
To an unfavored wielder, Terminus can be particularly difficult to deal with. The dagger will most likely concentrate on keeping its blade at a scorching, searing temperature in an effort to maintain its freedom from such undesired attention.
The Accomplices
ac*com*plice (noun)
[alteration (from incorrect division of a complice) of complice]
First appeared 1589
: one associated with another esp. in wrongdoing
Heavy, black
leather gauntlets; magically adjust to the size of the chosen wielder's
hands for an always-perfect fit. Each glove features eight, large
oval-shaped water
sapphires
set around the wrist.
[In AD&D terms (though I do not seek to define The Accomplices solely by such terms) The Accomplices are Gauntlets + 3.]
(Please note that "The Accomplices" can control or even negate most of their abilities at-will.)
Sentience; Extrasensory Perception; Hightened Awareness; Telepathy; Dream, Suggestion and Sending
The Accomplices are impervious to immersion in water.
Resist Cold
Affects
gauntlets and their chosen wielder; increasted resistance to cold, immunity
to mild conditions (reaching into snow, for example) and moderate to strong
protection from intense cold (natural or magical) such as frostbrand swords,
ice storms, wands of frost, white dragon's breath, etc.
Strength
Imbues the
chosen wielder with an increased physical strength.
Swim
The Accomplices
will magically enable the chosen wielder with the ability to swim (when
in water) for as long as necessary to maintain survival.
To an unfavored
wielder's hands, The Accomplices will cause severe, intolerable itching.