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SWORD OF AKMAR


The Sword of Akmar is a fairly powerful weapon. There is a drawback to using the weapon, though. Any person who carries the weapon is hunted constantly. Here is how it works: 

Akmar, son of Daubin, had a special sword made that would help him in his quest for ultimate suffering. His blood is actually infused in the weapon! One of his ‘allies’, who had similar goals, decided to take the weapon for his own. What he didn’t realize was that due to Akmar’s bond with the weapon, any time the weapon sheds blood (or even causes damage) Akmar can feel it’s presence. He sent minions to destroy the thief, which they accomplished. Unfortunately, his minions were destroyed in the process of returning the weapon to their master. Akmar has not seen the weapon since, but throughout the years has tracked the weapon, unknowing to the weilder of the weapon. 

One of the other drawbacks to the weapon is that the sword itself somehow revels in the joy of causing pain. Ultimate good character will feel ‘sick’ after battles, when the sword gloats at the caused destruction. The character may even feel a need to remove the weapon from his person. If this weapon is owned by a truly good character, Akmar can actually feel the sword’s pain whenever the character wields the weapon! 

Akmar will send his minions ahead to find and take the weapon. They may actually take the weapon without a fight if it is given freely. Akmar will not be more than a day behind the first group of minions and will send more if the first group fails. Eventually the character wielding the weapon (if he destroyed all of the advance minion groups) will face Akmar, who will fight with a fervor to get his beloved weapon back. Any attempts to bargain with him WILL fail, and he will trust no one who wishes to be “allies”.

SWORD OF AKMAR
+2 to attack
+3 Against good-aligned characters
User gains +1 to AC.
+20% Spell immunity bestowed upon wielder (when held, in use)

XP Value: 5000

Contributed by Nikademus