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THE TWELVE KATANAS

(all that is known of these wondrous heirloom swords and the Orders to which they belong)

 

Not much is known specifically about each of the twelve Orders.  There is one glaring exception, however, that nearly every sage has learned and about which many travelers have told tales.  Each of the original Twelve darknights crafted one of the finest katanas ever made, priceless heirloom artifacts of amazing quality, beauty and power.  Each katana is etched with runes that reserve special extraordinary or supernatural abilities for the wielder that has proven his mettle or achieved some particular purpose.  The process that must have gone into fabricating these weapons is lost to us, but many have supposed an arch-wizard (or perhaps an immortal) was involved.

The sages say that the original Twelve darknights who crafted the swords passed from this life into the next as demigods, reigning over the limited world that their descendents possess.  Each one had a son who received the katana of his father upon his father’s passing.  Thus, the lineage continued, and as that son grew in strength, honor, and power, so grew his sword again in its abilities.  In time, the son died and left his father’s sword in the hands of his own heir, thereby maintaining the heritage for hundreds of generations.  Each time the sword passes hands, its powers fall into remission until the new owner has proven himself.  What follows is all that is known:

 

The Order of the Twelve is divided into color guards, and these colors are clearly evident in the runes and decorative features of the swords.  When a rune activates, it typically burns bright with the ancestral color of its maker, granting a power or advantage to the wielder.  The original Order was Alabar (Maroon), Constant (Grey), Tharnala (Black), d’Nucian (White), Scarphon (Forest), Eklestre (Navy), Arccogh (Violet), Druskat (Auburn), Khalh (Silver), Zhentarim (Gold), Klavinaugh (Maize), and Kruusta (Sienna).  The descendents of the Twelve are darknights of their particular order, and carry out the traditions, philosophies, and specific bidding of their ancestors.  The katanas they bear are not only family heirlooms of a thousand generations, but a very piece of their souls, and are inseparable from their wielders.  Should the weapon ever become lost or stolen, or should its wielder ever die, the demigod who crafted it will appear on the spot and snatch the blade away, soon handing it to another worthy descendent of his line.  There are always twelve darknights, and for all of history, these katanas have never been wielded by another.

 

The Shimmering Blade of Alabar (Maroon)

From the beginning, Alabar was the chief darknight, but when his progeny, Trudella, gave in to the hideous practices of mutilation and torture, she was slain by darknights of the Navy and Grey orders.  Alabar’s mountain crumbled, his power greatly diminished, and his supremacy passed to Khalh.  Over the past 700 years, Alabar’s mountain has returned to full height and power, but his role as chief will never return.  The katana he created, however, in no way diminished, and each descendent who wields it may potentially realize its full power.

The maroon katana is a keen weapon from the outset, dealing d10 damage, x2 on a 17-20.  It grants light at will.  Its “shimmering” feature forces any attacker into a 20% miss chance as if the sword’s owner were affected by a blur spell.  It has a slight sentience, and will alert its owner to any impending attack, preventing any surprise attacks, including during sleep.  It has six runes running up the base of the blade.

Law:  When the wielder by himself first slays a chaotic creature, the foremost rune sparkles a deep crimson and thereafter grants for each successful hit an additional 2d6 damage versus Chaos.

Extra damage:  When the sword has been with its new owner for one continuous year (or he reaches 5th level), it enlivens the second rune and grows four inches in length, a quarter-inch in girth.  The blade now deals 2d8 damage (critical remains unchanged) and may be wielded with two hands if desired for x1.5 strength damage.

Wounding:  When the wielder has encountered insurmountable odds, and has overcome those odds through wisdom, bravado, and quickness, the sword charges the third rune with a grayish red and a slight vibration.  This power infuses each hit with small shock that leaves wounds open and bleeding, inflicting 2 HP per hit per round of continuous damage on the victim until magically healed.  Natural healing cannot occur.

Spell storing:  Upon single-handedly slaying its first spellcaster, the sword enlivens the fourth rune with a shower of dark red light that flickers all about the wielder.  From then on, any spell or spell-like ability with the darknight as target will be absorbed into the sword, up to 10 spell levels per day.  During any 8-hour period of inactivity, these stored energies will be harmlessly drained away.

Energy attack:  The fifth rune is closely tied to the fourth, and often the two activate together.  When the wielder has reached 10th level, or when he slays his first spellcaster, whichever comes last, the stored energy of targeted spells may be discharged as raw energy upon any target of melee attack, dealing d8 additional damage per spell level absorbed.  During any 8-hour period in inactivity, these stored energies will be harmlessly drained away.

Vorpal:  This dreaded power resides in the sixth and final rune, and is activated only under two possible conditions.  The first and more common occurs when the wielder and sword have been together long enough for the darknight to reach 15th level.  The other condition is satisfied if the darknight ever participates in and survives an Ancestral Battle.  In either case, the sixth rune explodes with concussive force strong enough to deafen all within 30 feet who fail a Fort save DC 15.  Further, the sonic energies deal 4d6 damage to all in this radius with no save.  For several minutes after activation, the runes “bleeds” what many have sworn to be the actual blood of its countless slain enemies as a deeply crimson maroon shade of thick liquid weeps from the etching.  Thereafter, the sword automatically severs the head of an opponent on a natural attack roll of 18-20, rules for critical hits abiding.

 

The Dancing Blade of Constant (Grey)

Little is known about Constant or the grey katana he created, for the descendents of Constant have kept mostly to themselves, interacting little with the world.  Possibly, there are very few living descendents remaining.  Some reports indicate that Constant was a reluctant participant in the Order of the Twelve, but whether or not this is true is simply unknown.

It is known that the grey katana “dances,” or attacks its opponents…free of the darknight’s grip, dealing its normal d10 damage, x2 on an 19-20.  It can fight in this manner so long as the owner can see it.  If the darknight ever loses sight of his blade (or more appropriately, if the blade ever loses “sight” of its owner), it immediately returns to its owner’s hand.  If his hands are occupied, it re-sheathes itself.  If anyone attempts to grasp the dancing blade, it gains an attack of opportunity against the hand or object reaching for it, with no penalty for a called shot, automatically dealing double damage and triple damage on a critical hit.  (10 or more HP just might sever a human hand.)  Should a grasp be made, the wielder becomes prime target number one.  None to date have controlled it.

So far as anyone knows, the sword has only two runes.

True Strike:  Once the wielder has dealt out a certain (unknown) number of particularly lethal blows, this rune grants the wielder the ability to perform a true strike, as per the spell, three times per day.

Healing:  When the darknight first falls from wounds received in battle, the sword’s second rune glimmers a dull grey and empowers its fallen owner with a full heal.  Thereafter, the darknight may call upon this heal as many times per day as he has been rescued from the brink of death.  That is, if he has fallen but not died three times, this katana grants him three full heals per day.  Of course, should the darknight ever actually die, this rune cannot bring him back from beyond death.  It only rescues him from unconsciousness and certain death.

 

The Living Blade of Tharnala (Black)

When one views a darknight of the Black order, one thinks immediately of powerful and supreme evil.  Many darknights wear black clothing, but this is essential for a descendent of Tharnala.  Add to that a viciously carved katana with runes that implode with a black void, and the impression becomes strong indeed that something vile is at work.  This is merely a guise.  While all the original Twelve (and all their trained darknight descendents) are basically lawful with no specific bias toward good or evil, Tharnala, Scarphon and Klavinaugh were the three most bent toward goodness for all.  Black is merely his chosen color.

Then it is most tragic that Aizhan, a very recent son of Tharnala, should stoop to consorting with demons and destroying innocent people who stood in the way of his conquest of a city.  His decidedly evil deeds were put to a sudden end when Malachi, a darknight of the Auburn order, destroyed him in an Ancestral Battle, ending Aizhan’s lineage forward and back and reducing Tharnala’s ancestral mountain to rubble.  The once powerful Tharnala is now impotent, but has already chosen another to wield his heirloom.  Very few are the children of the Twelve who would defile the Order.

Much has been learned recently about Tharnala’s katana.  It is a vicious weapon, dealing d10 damage, x2 on an 19-20.  It provides a constant protection from evil, an ability that, remarkably, Aizhan was able to suppress in his dealings with demons.  It has six runes of incredible power, and one previously unknown ability, which manifested during the Ancestral Battle.

Holy:  Once the darknight has reached 3rd level, the first rune “glows” black (casts shadows on the walls) and grants its owner an additional 2d6 damage versus evil.  (It remains a mystery why the sword would continue to associate with Aizhan, given this and the protective qualities.  Perhaps he was constantly at odds with his sword.)

Teleport:  When the wielder first encounters a situation from which there is no escape, the sword snatches him away to a safe place, a place with which the wielder is familiar, likely to his home.  The darknight becomes aware of this ability and is free to use it twice per day thereafter.

Intelligence:  Once the darknight has reached 6th level, the third rune activates and the sword begins conversing with its owner.  It is lawful good and has a INT score of 18, a WIS of 15 and a CHR of 15.  It knows Common, Celestial, and its ancient homeland tongue of Farnesi, and communicates telepathically in these tongues.  Further, the sword detects magic and identifies each twice per day.  The katana has immediate rapport with any good creature.

Polymorph Self:  At 9th level, the sword conveys the fact that its owner may now appear as any living thing upon command, twice per day.  (Once to polymorph, and once to change back to original form.)

Heal:  When the darknight first falls from wounds received in battle, the sword’s fifth rune glimmers a hollow black and empowers its fallen owner with a full heal.  Thereafter, the owner may call upon this heal twice per day.

Vorpal:  When the darknight reaches 15th level, this final rune flashes out utter blackness and, with a heavy laugh the sword announces that heads will roll by the word of Tharnala.  Thereafter, the sword automatically severs the head of an opponent on a natural attack roll of 19-20, rules for critical hits abiding.

**The one ability that manifested during the Ancestral Battle with Malachi has no rune to represent it.  Theory suggests that this ability showed for the Battle only, and may never manifest again except in the unlikely event that it endure a second Ancestral Battle.  As the sword was whisked away by Tharnala himself the moment Aizhan fell, no one has been able to determine whether or not this is a lasting change.

Time Stop:  Little is known about this powerful ability, but evidence suggests the sword grants the wielder the power to freeze time, moving in and about his surroundings for many seconds while everything else remains motionless.

 

The Tainted Blade of d’Nucian (White)

d’Nucian was among two of the original Twelve with a bent toward evil (the other being Arccogh).  Never were his evil tendencies prominent, or even noticeable, but several anecdotes from history seem to indicate an affiliation with the lesser side of neutrality.  He once made a captive sit continuously on a block of iron heated directly with steam.  The man’s flesh burned as he sat, but d’Nucian would not let him arise.  His captive eventually died without divulging the information d’Nucian sought.  The other eleven darknights chastised him for his actions, and relegated him to a seat of lesser import, but that apparently did not curb his impulses.  On another occasion, he mercilessly severed the right hands of an entire village’s population—about 150 people—because a villager had forced sexual relations with his cousin, Jeremine.  It mattered not that the two were later married and lived happily together; he deemed the punishment justified.

Why d’Nucian chose white as his color guard is still a matter of debate among those who have studied the darknights.  Some postulate that he was ashamed of his tendencies, and wanted to wrap himself in a continual reminder of the path he should take.  Others have suggested he was actually trying to cloak his nature in a disguise of purity.  And some say he used his color as a front simply to better infiltrate certain arenas.  Regardless, just as Tharnala’s color guard matches not his inherent qualities, so d’Nucian’s matches not his.  This may always be a mystery.

The white katana possesses a constant low rumble, a barely audible rolling sound like the faraway footfalls of a thousand elephants.  This sound may be increased at will by the wielder to an unbearable volume, forcing all within hearing distance to make a Will save or be shaken with fear.  There are essentially four volume levels, each having differing effects.  At the first stage of volume, when it sounds like a small waterfall, all within a 30’ radius must save at DC 10 or be shaken.  At stage two, as the volume increases to that of a lion’s roar, all within 30’ must save at DC 15 or be shaken, plus the wielder must save at DC 5 or be shaken.  At stage three, where the sound is like that of an army of men yelling out their battle cries, all within 60’ must save at DC 20 or be frightened, and the wielder must save at DC 10 or be shaken.  When the volume is its loudest and the sound resembles the thunder of an earthquake, all within 60’ must save at DC 25 or panic, and the wielder must save at DC 15 or be frightened.  This is a constant at-will ability.  The white katana delivers d10+3 damage, x2 on an 19-20.  It has three runes.

Wounding:  When the darknight achieves 4th level, this rune sizzles with a white hot heat, inflicting 3d4 HP to the wielder, but thereafter granting an additional 2 HP of damage per round per hit as the target bleeds incessantly.  These additional HP cannot be cured naturally, and the victim will continue to lose hit points at this rate until dead or until he receives enough curing magic to heal them all.

Vampiric Touch:  An indication of the darker side of d’Nucian, the second rune lights up with brilliance when the wielder first cuts a victim through to the heart.  (This rune may activate very soon or very late—possibly never—in the life of the darknight.)  Upon activation, every successful hit transfers half the damage dealt to the wielder in the form of healing, up to maximum.  [Note: this means a natural 20 followed by 90+ on a d%.]

Soul Stealer:  Once the darknight has spent long years with his white blade, when he has reached 12th level, the third rune lights up the night sky in an instant blinding flash.  All within 30’, including the wielder, are blinded for d4 rounds with no save (if they can be blinded) since it so sudden and without warning.  The characteristic low rumbling rises to deafening levels in that same instant, rendering all within 30’ deaf for d4 rounds, including the wielder (if they can be deafened).  In another split second, the lights and sound is gone, sucking in some of the ambient light and sounds with it, drawing the energy into the rune.  (The area around the sword is now darker and quieter than it was before the rune activated.)  From then on, the sword steals the soul of anyone it kills, drawing that soul into itself.  A constant repression of light and sound emanates from the sword henceforth, as those energies are continually siphoned off by the third rune.  All within this area of effect will suffer a –2 morale penalty to attacks and saves from this eerie aura of the sword.

 

The Just Blade of Scarphon (Forest)

Scarphon was most likely the most noble of all the original Twelve, desiring to work justice and goodness in all he touched.  This trademark of his character is clearly evident in his forest green katana, and the subject of concern for many of his fellow darknights.  Too often, they thought, his judgment and actions were clouded by an overpowering longing to help the needy and unfortunate.  Though Scarphon championed justice, several considered his justice to overlook completely the balancing aspects of harshness.  Where d’Nucian failed, Scarphon failed to the other extreme.  He might let an offending man go because executing him would leave behind a widow and three orphans.  But never let a foul beast cross paths with Scarphon, for his katana creation is a bane to all that are evil.

The forest katana is a beautiful keen weapon, dishing out d10 damage, x2 on a 17-20.  Most of Scarphon’s descendents train in dealing especially lethal blows with this weapon, extending the critical threat range to 15-20 with the Improved Critical feat.  Five times daily the sword heals 2d8+8 points of damage on any target.  It has four runes of incredible potency.

Lawful Goodness:  When the darknight first slays a chaotic evil creature, this rune glistens with emerald radiance, granting an additional 2d6 HP of damage versus either chaotic or evil creatures, or an additional 4d6 versus a creature who is both chaotic and evil.

Intelligence:  When a creature with at least a 16 INT score is killed (or anything psionic), the second rune activates.  In a dazzling display that imparts sentience to four HD worth of unintelligent creatures in a 100’ radius plus d4 permanent points of INT to the wielder, the katana comes to life with a remarkable intelligence of its own.  Its INT is 20, WIS 12, CHR 17.  It introduces itself as “Carthos” and demands an immediate search-and-destroy mission of another creature like the one that awoke its sentience.  It will badger the owner cordially but continually until this is accomplished.

Psionics:  After the sword has enjoyed a long relationship with its owner (when the darknight reaches 10th level), the third rune dimly lights and the blade vibrates slightly.  If the katana’s sentience has not been awakened by this point, it now gradually wakens, then relates to the wielder that it is imbued with 10 psionic power points, and can activate any of the intelligence-based psionic powers.  The katana gains 2 PP per darknight level thereafter.

Life:  Any time the darknight reaches the brink of death, the fourth rune flashes forth in a blinding green extension of its shape, dazing any creature within 5 feet of the blade (no save).  Raw positive energy courses through the katana, healing the darknight for 4d8+20 HP.  The rune fades to dull soon after activation, but can be used as often as required.  Of course, if the darknight actually dies (drops below –10 HP), the sword can do nothing for him.  As far as the sages know, only three darknights of the forest order have died in combat over the past 1,000+ years, far less than darknights of any other Order.

 

The Shadowed Blade of Eklestre (Navy)

Eklestre, perhaps more than any other darknight, loved the darkened skies of night and the shadows of day.  Some say the convergence of his birth under a new moon with the simultaneous slaying of an ancient shadow dragon not far away caused his essence to be mixed somehow with the mists of the Plane of Shadow.  His continual desire since then to journey through that Plane was granted him when he voluntarily yielded his soul to a nightstalker.  He vanished for ten years.  When he returned, his form was translucent, a shaded spirit essence of vapor.  When it became clear that he was at heart no less a darknight, the Order of the Twelve granted him the seat he had vacated, forever marveling at his hazy nature.

Roughly 400 years ago, Attahla, a darknight descended of Eklestre, used his shadowy form to assassinate dignitaries in a neighboring country under the ruse of rooting out persons unfriendly to his Order.  An investigation uncovered a more selfish (and sinister) plot, and Attahla was accosted by Brutahnn, the darknight of the Maize Order at that time.  The second Ancestral Battle began promptly, with Brutahnn prevailing.  Eklestre watched with sadness as his mountain upon the gearworks of Mechanus fell to disorganized rubble.  Like Tharnala, he chose another heir, and the lineage has continued unbroken ever since.

The shadowed navy katana is difficult to wield properly and requires specialized training due to its lack of solid matter.  Like its creator, this blade is made of shadow essence and has no noticeable weight, mass or structure.  It is barely perceptible in the hands of its wielder, and at night, under the navy-colored skies, the blade is essentially invisible.  Being composed of the stuff of shadows, this katana strikes incorporeal creatures just as if they had solid bodies; there is no 50% miss chance.  On a successful hit, it delivers d10 damage, x2 on an 19-20.  Further, because of its near-invisible appearance, opponents of a navy darknight lose their dexterity bonus (if any) to AC, for they cannot see the blade coming or going.  This katana does not negate physical substance normally, like the touch of a wraith does; thus, armor and shields are still effective to stop a blow…for a time.

Though they cannot be seen, the navy katana bears three runes:

Incorporeal Form:  When the darknight has destroyed a sufficient number (20?) of creatures of shadow (e.g. shadows, ghosts, wraiths, etc.), the first rune activates, granting its wielder an incorporeal body for 10 minutes once per day for each two levels of darknight.  While in this form, the darknight gains the benefits of being incorporeal, like passing through solid objects and forcing foes into a 50% miss chance when attacking.  Only the darknight’s body becomes non-substantive; his gear and clothing fall limply through him to the ground.  In this form, all other incorporeal creatures become plainly visible, and the darknight gains a +2 circumstance bonus to attacks, damage and saves versus these for the duration of the effect.  At the same time, the katana grants a unique damage reduction of 20 versus incorporeal sources.  These combined effects make the navy darknight one of the most effective ghost hunters known.

Negative Energy:  When the katana has been with its owner through ten levels, the second rune shimmers slightly and fills the air with a sphere of negative energy, concentrated especially on the misty blade.  Thereafter, when a critical hit is scored, the victim receives one negative level on top of any damage or other effect.  The DC to save against a permanent level drain is10+½ the darknight’s level, plus his Charisma modifier.

Extra Damage:  At some point in the darknight’s life with this sword (and the exact timing is unknown), the third rune activates, making the katana a +5 weapon in all respects, dealing 2d6+5 points of damage thereafter.  We think the “trigger” for this is the killing of a sufficiently powerful incorporeal creature, like a true ghost or a lich.

 

The Singing Blade of Arccogh (Violet)

Arccogh was the other original darknight with a bent toward evil, but his tendencies were somehow always justified.  Later reflections seem to indicate that he purposefully covered his tracks, but recent evidence points to his very katana as the culprit of his remarkable justifications.

The violet katana sings a most powerful and mesmerizing tune, forcing all who hear it to make a Will save at DC 25 for each of these three effects:  charm monster, friends, & emotion.  Each of these are as cast by a 20th-level Sorcerer with a 20 INT.  Thousands of creatures of all kinds have been befriended, charmed, and calmed by this katana, making the evil committed by its wielder accepted, admired and overlooked.  A few have been able to resist the charming of this sword, and have accused Arccogh and his descendants of foul play, but none have made the allegations stick.  Still, the Code of the Violet Order requires as strict an adherence to law and order as any other does, and for the past 1,000+ years, no darknight of this Order has steeped to obtuse evil, but they are watched.

The violet blade is a weapon, dealing d10 points of damage on a successful hit, x2 critical on an 19-20.  Emblazoned in the base are three runes:

Holding:  Once the katana has been with its owner for a sufficient length of time (usually enough for fourth level), this first rune sparkles in iridescent lavender, granting the power to magically hold the victims of a successful hit.  When so struck, the victim must succeed at a Fort save DC 14 to resist the effect, otherwise he will be held (as per the spell) for 2d4 rounds.

Sharpness:  To activate this rune, the wielder must perform the “less than neutral” act of three coup d’graces on three separate helpless foes.  As soon as the third kill is done, the second rune flashes with a small peal of thunder.  From then on, a critical hit with this weapon automatically severs some portion of its target, as per the rules regarding a Sword of Sharpness.

Spellslinger:  The first time the katana is used to deal the final blow to an arcane spellcaster, this rune lights up in vibrant purple, signifying its readiness to accept spell “slots” and channel them at the behest of its wielder.  Every instance of killing an arcane spellcaster after this initial kill adds one more “slot” to the total, making this blade incredibly powerful in time.  One “slot” equals one spell level; thus, seven “slots” (representing seven dead arcane spellcasters) could be used for seven 1st-level spells, three 2nd-level spells and one 1st-level, one 3rd-level and one 4th-level spell, etc.  The sword is limited to number of “slots” only by the number of arcane spellcasters it has slain.  It is limited in the spell level it can cast by ½ the darknight level of its owner, rounded down.  Example:  a 9th-level violet darknight who has killed fifteen arcane spellcasters would have fifteen spell levels at his disposal and would be able to spellsling up to a 4th-level spell.

Spells are stored in the sword by direct casting.  Any arcane spell may be cast “into” the sword, wherein the spell has no effect, but is stored for later slinging.  Any arcane spell where the darknight is the target, and which is successfully saved against is automatically diverted “into” the sword for later retrieval.  Spells are stored in either manner only if there are sufficient “slots” to hold them.  Spells are cast by “slinging” them outward while the darknight merely names off the spell to be slung.  This involves a particular swing-and-jerk motion with the blade while uttering the spell’s name.  If the darknight cannot speak for any reason, be he gagged or in an area of magical silence, the slinging fails, but no spell is lost.  Spellslinging is a standard action that provokes an attack of opportunity.

It is common strategy for the violet darknight to leave his katana “empty” of spells, capturing those he successfully saves against, and immediately slinging them back at the original caster.

 

The Morghani Blade of Druskat (Auburn)

Until the recent Ancestral Battle between Druskat’s descendent, Malachi Tarchannen, and Aizhan, the darknight of Tharnala’s Black Order, very little was known about the Auburn Order.  Druskat was a simple man, quiet and humble.  He ordered the affairs of a small community, preferring negotiations over commands and mercy over retribution.  But when confronted, he stood his ground.  When a lack of balance reared its ugly head, Druskat worked diligently to restore the stability between righteousness and wickedness.  All his descendents followed his example perfectly.

The auburn katana begins its cycle with a new owner as a simple weapon, but increases to one of the most powerful of darknight weapons over time.  From the outset, it delivers d10 damage on a hit, x2 critical on an 19-20.  The actual blade is hollowed from tip to hilt, and none have discerned a method of filling this void, nor have they even determined what its purpose is.  A few sages have suggested that a mysterious liquid called morghani once occupied the space, citing ancient tomes as the source of this information.  This seems to make the most sense, given the name of the blade, but no one to date has been able to ascertain exactly what morghani is or what it is used for.  This is perhaps one of the best-guarded secrets of all the Order of the Twelve, aside from the entire Gold Order (c.f. “The Secretive Blade of Zhentarim”).

The auburn blade boasts six potent runes along its shaft:

Lawful:  When the wielder first slays a chaotic outsider, this rune blazes in brilliant burnt orange, providing an additional +2d6 damage vs. chaos thereafter.

Increased Damage:  When the auburn darknight has risen to eighth level, this rune crackles and comes to life, and the weapon deals 2d6 points of damage thereafter.

Wounding:  Upon reaching tenth level, this intricate rune sizzles with an orange fire, dealing 2d4 permanent HP to the wielder.  Thereafter, all successful attacks leave open and bleeding wounds on the target that will not heal naturally, but require magical healing to mend.  Each consecutive round after the hit, the wound bleeds an additional 2 HP, and an accumulation of wounds can mean a very quick demise for the victim.

Intelligence:  At such time as the darknight has demonstrated a profound understanding of his situation, such as when he has solved some great riddle or fulfilled some grand quest, proving his strength of mind, this fourth rune comes alive.  With a low rumble and a simple glow that swells and quickly fades, the rune awakens the sword’s sentience.  The auburn katana speaks audibly with its owner, calling itself “Shade” and granting a permanent 1-point increase to the darknight’s INT score.  The sword possesses an INT 18, WIS 16, & CHR 12.  It can read magic twice per day and detect magic at will.  It remains ever alert and vigilant, eliminating all chance of surprise attacks being effective against the darknight, and grants the wielder free use of the Alertness and Blind-fighting feats.

Soul Stealing:  The darker side of this weapon is its ability to capture within itself the very essence of those it kills.  This ability becomes active when the fifth rune sparkles a deep auburn color at the point the darknight achieves twelfth level.  Thereafter, the soul of any creature slain by this blade is lost forever, and all attempts to raise or even resurrect the slain are futile.  Only a wish or miracle can restore one brought down by this ability.

Vorpal No-dachi:  One of two conditions must be met before this most powerful rune will activate: either the darknight achieves sixteenth level, or he competes in and wins an Ancestral Battle.  When either condition is met, this sixth rune creates a blinding flash of brilliant orange hues, rendering all within 60 feet stunned for d4+1 minutes unless they make a Fort save at DC 20.  During the next two minutes, the sword slowly grows in girth and stature, becoming a no-dachi, the two-handed equivalent of the katana.  It must henceforth be wielded in two hands, dealing d20(+?) damage, x1.5 STR bonus, and automatically beheading the target on a 19-20.  Truly, a more powerful weapon has not been seen in many ages.

 

The Illuminated Blade of Khalh (Silver)

With the downfall of Alabar’s line through Trudella, Khalh received the honor of chieftain over the Order of the Twelve.  For more than 700 years, his descendents have served as justicars of all that the darknights pursue.  This post is not without its price, though the rewards are also great.  Four times during these 700 years, the silver darknight has died in a conflict, leaving a temporary gap in The Twelve, and a vacated head.  The special charge of purifying the land of undead creatures has fallen upon the Silver Order, and this presents particular challenges and risks.  However, Khalh has equipped his lineage for the task, adding two powers to the heirloom katana he long ago crafted, bringing the total to five.  The silver darknight is now a formidable foe to all the walking dead.

At all times, the sliver katana is a gorgeously crafted weapon, dealing d10 damage, x2 on an 19-20.  It appears almost to have a mirror-like surface, reflecting light (and especially sunlight) in an array of dancing colors across the landscape.  It become readily obvious that this is no ordinary display of reflected light, but rather some harmonious dance the blade engages with light itself.  The katana absorbs and casts off absorbed light at all angles and at all times, though this ability can be suppressed upon command.  When needed, the sword casts light centered on itself, drawing from its stored energy for as many hours as it has spent in harmony with sunlight, but no more than 24 hours.  This light is exceptionally bright, and radiates effectively for 90’, rather than the standard 30’ as per the spell.  At will, the wielder may cast dancing lights or faerie fire.  Once per day, the wielder may discharge a portion (or all) of the cachéd light in the form of a daylight effect, dealing as many d8 hit die of damage as desired, up to one for every hour of light remaining in storage.

The silver katana has five runes:

Lawful: Shortly after beginning it pilgrimage with a new owner, the first rune sizzles with a blinding light (which does not cause blindness), and grants an extra 2d6 damage to Chaos on a successful hit.  This rune usually activates within the first three levels of the darknight.

Positive Energy: Perhaps the katana draws from the Plane of Positive Energy for this ability…no one quite knows.  And yet, when it first slays a potent undead (typically an incorporeal type), the second rune flares, dealing 4d8 damage to all undead within a 30’ radius from the pure positive energy it channels in from somewhere.  Thereafter, a successful hit versus any undead deals +2d6 damage from positive energy.  Even if the attack misses, the mere presence of so much life-force wracks the undead for d6 damage.

Dispel Illusion: When the darknight has reached tenth level, the third of the original runes shimmers, bringing all things false to light.  All illusions are automatically saved against, and things invisible are seen.  The effect is as the spell true seeing, and is constantly operating.

Since that time when Khalh became the chieftain of The Twelve, there have been two added runes.

Protection from Undead: Upon first facing an undead creature of sufficient power (often a vampire, ghost or lich…10+ HD), the fourth rune flashes in a dazzling brightness, burning its mirror image into any surface perpendicular to the blade and within 30’.  Any undead within that 30’ radius take 8d8 HP damage, REF save DC 16 to avert the eyes and receive only half damage.  Thereafter, the wielder benefits from a constant protection from  undead effect as per the spell, except the duration lasts for as long as there are any type of undead creatures within sight.  Each day, on the first occasion that the rune provides protection that day, it flashes in similar fashion as when it first activated, dealing 4d8 damage to all undead within 30’, REF save DC 16 for half.

Searing Light: Often activating shortly after the fourth rune, this rune burns a white-hot silvery light when the wielder kills its first undead of 12 or more hit die.  Thereafter, it grants the ability to cast searing light once per day, delivering one d8 damage to undead per each hour of stored light it has remaining, up to the full monty of 24d8.  This does not discharge the stored light the katana has; it only draws from that cachéd energy to produce the effect.  Thus, the ability to cast daylight, which actually discharges the energy, is not diminished.  However, any casting of daylight, and all accumulated hours of light employed, will lessen the potential potency of the searing light when it is needed.  Most darknights have not found this materially disadvantageous.

 

The Secretive Blade of Zhentarim (Gold)

The Gold Order of the Twelve remains the one missing piece in all of the sages’ knowledge, though there are many holes in the information on many of the other eleven Orders, and much speculation about them all.  All the other Orders claim that the Gold line of darknights fully exists, but none have offered proof of this.  Indeed, no proof of their existence can be found anywhere.  Either this line does not in fact exist, which would make all other darknights complete liars, destroying much of their credibility on other matters, or the Gold Order is simply the most well-guarded secret of all.  No one representing the Gold Order will step forward with any information on this line, and no one living has claimed so much as having seen a Gold darknight in operation, nor have any seen evidence left behind at the scene of his work.  What a gold darknight does, his purpose, aims, traits, or even a morsel of his history (besides being “gold” and descending from “Zhentarim”)…no useful information has been found for this line.  Substantial reward is available for those with verifiable data to this end.

 

The Earthen Blade of Klavinaugh (Maize)

Two aspects of the Maize Order of darknights strike us immediately: the only known portrait of the Original Twelve is of Klavinaugh, and his heirloom katana is the only one of the twelve not made of some metal, but rather of stone.

Klavinaugh was a peaceful man with a jovial streak, an affinity for dwarves and a love of their ale.  (He was sometimes a little too jovial.  His charge to deliver the ultimatum through Brutahnn to Attahla of the Navy Order was one attempt of the other Over-fathers to sober him up.)  Klavinaugh farmed his land with all gusto and raised what some have called the greatest crops of barley and hops known for a thousand miles around.  It is no wonder that he chose the color Maize for his lineage.  Some of the traits of his katana are also indicative of his loves.

The maize katana has a keen edge, quite the amazing accomplishment, given that it is made of stone.  It deals d10 damage, x3 on a 17-20 due to its extra weight.  Also because of this extra weight, it must be wielded in two hands unless the wielder has a 20 Strength or better (which Klavinaugh did).  When wielded in two hands, the STR bonus to damage increases to x1.5.

One interesting effect of this weapon is to neutralize the intoxicating effects of alcohol that may be rushing through the bloodstream of its wielder, rendering a drunken darknight completely sober.  The darknight must will this ability into effect, but this isn’t always done when needed.

Because the weapon is made of stone, it does not conduct electricity, will not rust, and gives its wielder a +4 bonus to damage when used to “strike an object.”  This especially includes attempts to break a foe’s weapon.

This dull gray stony blade has three runes:

Earth Affinity: After the owner has spent an accumulation of one year underground, this rune rattles and hums into being, granting the darknight a +4 circumstance bonus on all attacks, damage and Fort saves any time he is underground.  If he above ground, and at least making contact with the ground, he receives a +2 circumstance bonus to attacks, damage and Fort saves.  If the darknight is airborne, in or on water, or within some other place where contact with the ground is not possible, he loses these bonuses, but does not incur any penalties.

Dwarf Affinity: When the maize darknight goes on a particular mission or quest for dwarvenkind, this second rune activates, giving the wielder a +2 morale bonus to all attacks and saving throws while on the mission, whether any dwarves are actually present or not makes no difference.  These bonuses stack with others also granted by this katana.

Ale Affinity: Perhaps as a final joke upon his brethren Twelve, Klavinaugh imbued a most interesting ability into his weapon during its creation.  This rune will activate any time the wielder says the words, “I wish I had a ____.”  The missing word need be only the name of an alcoholic beverage made of grain, and may be as generic or as specific as desired.  “I wish I had a beer” will produce a generic beer.  “I wish I had a quart-glass of Alamar Oakenhammer’s 5th-year butternut ale on the rocks” will produce exactly that.  Whatever is spoken for will appear within seconds and within grasp of the wielder.  That the sword produced the drink is evident in the third rune pulsing until the entire drink is quaffed.

(A little-known fact, even among the maize darknights:  If the sword is laid on its side, rune side up, and the called-for drink is shared with the katana by pouring a sample onto the third rune, the rune will literally drink the liquid.  The katana will then increase in stature, becoming four inches longer and a ½-inch thicker, dealing 2d8(+?) damage, x3 on a 15-20.  This effect will last for one hour, until the katana is no longer…well…drunk.)

 

The Fiery Blade of Kruusta (Sienna)

Legend says that Kruusta was once burnt to cinders under the fallout of a volcano, trapped beneath the sudden onrushing avalanche of molten lava and hurtling rocks of fire.  The other darknights of the Twelve spent months excavating his body, and a fortune having his soul reunited with it.  The effect was scary.  Kruusta rejoined his body, and rejoined the Prime Material with a literal fiery vengeance.  Claiming that the blast was sent upon him by some unrevealed enemy, he vowed the death of that foe…by fire.

Legend says he did in fact exact his revenge, but at a personal cost.  He worked diligently to gain an affinity to fire, and eventually bonded his soul with the Elemental Plane of Fire.  This pact with the element gave him a personal power unlike any other darknight, and they feared him.  Kruusta remained loyal to his brother darknights, but was denied any position of direct power or authority over the Order of the Twelve.  He and his lineage must always possess a subservient role.

The power Kruusta gained, evidenced by his orbs of fire that were once eyes, included the ability to set aflame anything he touched, even substances not normally susceptible to fire.  He also could throw fire from his katana in detonating billows, wreaking much destruction across the land.  This ability, in part, he passed on to his progeny.

The sienna katana is a weapon of fire, dealing d10 damage plus d6 fire, x2 on an 19-20.  The fire damage cannot be suppressed, so care must be shown in what objects are struck, for whatever it hits is subject to catching fire.  As the blade is constantly wrapped in flames, it cannot have a normal sheath or even be held close to the body.  Indeed, finding a place to store the weapon is a matter of much consternation.  In recent years, the sienna line of darknights have fashioned a special sheath that will contain the flames of the blade, effectively snuffing them out until the blade is drawn again.

Three runes of fiery power are barely visible on the side of the shaft:

Protection from Fire: Almost immediately after coming under a new owner, the blade activates its first rune, granting a constant protection from fire effect.  The trigger for this activation is typically a month’s worth of dedicated involvement in Kruusta’s calling.

Fiery Burst: After a year of service, or when the darknight has reached sixth level, the second rune sends out a perpendicular shaft of fire that circles the blade twice, swelling, then drawing back into the rune.  Thereafter, a critical hit with this weapon causes an additional 2d6 fire damage as the rune erupts much like a volcano, striking the target with a small wave of fire.

Fireball: After five years of service, or when the darknight has reached twelfth level, the third rune explodes in a fiery blast, dealing 10d6 fire damage to all except the darknight within 60’ and igniting everything combustible.  Many houses have been destroyed because of this.  Once this is done, the katana grants its wielder 20d6 fire damage per day to be divided and consumed as he will, in a little as 20 separate d6 shots of fire, to one enormous 20d6 ball of hellish flames upon a single target.