The Sword "Eternity"
Eternity Pic This is the legendary sword of Ronan, champion of the goddess Jhuntara. Armed with this sword and a mighty dragon at his side, he was able to turn back the tide of destruction brought on by the Overlords of Chaos, the dark gods of the realm. The sword was lost in the aftermath of the battle that ended the Great War. Even the mighty dragon Granimyre, one of the few survivors of that battle, was unable to determine its whereabouts. All the current knowledge of the sword and its powers comes from the tales told by this enigmatic and elusive dragon.

Transformed by the power of the goddess Jhuntara, the sword Eternity is believed to be impervious to all known forms of destruction. According to Granimyre, the sword is among the most beautiful and most powerful mortal weapon in the realm. Its blade is a strange blend of white steel and an unknown crystalline material, with an inlay of yellow and blue gold featuring a runic script down the center. The guard is accented with polished gold and silver, and the grip made with silver and fine white ivory. Each face of the guard is sculpted in the image of an angel from the torso up, the angel's wings spread as in flight.

Embedded in the center of the guard, cradled within the angels' arms, is a large, oval-cut crystal. The hilt of the sword is adorned with yellow and blue gold in the design of a celtic cross, featuring a large round-cut crystal embedded into the center of the design, then surrounded by a ring of four inlaid gems. The blade has a constant bluish-white aura about it, which glows brighter when the sword is wielded.

The sword is highly intelligent, but it lacks the ability to communicate via normal speech. Granimyre has surmised this is because the sword contains only the core essence of Jhuntara, and thus can only communicate using a form of empathy. Anyone who holds the sword will "know" what it is trying to communicate, as if by intuition, even though there are no words to accompany what is imparted.

Base Stats (d20 / Pathfinder 1e)
Rarity: Unique
Type: 1-Handed Melee, Exotic
Weight: 6
Base Damage: 2d6 (critical 19-20/x2)
Enhancement Bonus: +5*
Intelligence:17
Alignment: Neutral Good
Special: Proficiency in the use of this weapon is automatic Usable by: Any Non-evil
* The sword functions as a Holy Sword when wielded by a paladin or its bonded owner.
This functions exactly as the Holy weapon enchantment.
Base Stats (All Editions)
Rarity: Unique
Type: Slashing
Size:6
Weight: 6
Speed: 2
Base Damage: 2d6 (critical 19-20/x2)
Attack/Damage Bonus: +5*
Intelligence:17
Alignment: Neutral Good
Special: Proficiency in the use of this weapon is automatic Usable by: Any Non-evil
* The sword functions as a Holy Sword when wielded by a paladin or its bonded owner.
It gains an additional +2 to its attack and damage bonus vs. Evil-aligned targets.
Known Restrictions

Any character of the appopriate alignments may wield the sword without penalty, regardless of class restrictions or weapon proficiencies. Any evil-aligned character that attempts to hold or carry the sword is dealt damage (no save) each round that the sword is in their possesion. They suffer 1 point of damage on the first round, 2 points on the second, 3 points on the third, etc., to a maximum of 7 points per round.

If a character willingly and knowingly performs an evil act while in possesion of the sword, they forfeit their status as the sword's bonded owner (if applicable), and thereafter the sword treats that person as though they were evil-aligned. Characters who perform an evil act while charmed or controlled are unable to use the sword's abilities until they atone for the act.

Finally, the sword will resist all attempts to strike a good-aligned opponent. Any attempt suffers a -10 penalty to attack and damage rolls, and may count as an evil act on the part of the wielder.

Bonding

It is said that the sword reappears in the world during those times when its power is needed most. If the sword does not have a living owner, it will seek out a suitable champion in times of need, often appearing in a nearby (usually hidden) location near a suitable person or party of adventurers. Those of the appropriate alignments will feel drawn to its location, but by no means are forced into locating it. Although it is a Holy Sword by nature, the sword does not specifically seek out Paladins.

Once the intended person claims the sword, that person must go through a test before they can unlock the sword's other abilities and bonuses. This usually entails a small quest or test of character. Paladins of 12th level or higher may automatically pass this test, if they have already proven themselves from past deeds.

Upon passing the test, that person becomes the sword's bonded owner. The sword reveals its true name and abilities to that person, and that person will remain the sword's bonded owner until:

  1. The sword's purpose has been fulfilled, and it disappears back to it's planar home.
  2. The owner dies (and is not resurrected).
  3. The owner willingly and knowingly performs an evil act.
  4. The owner offers the sword of his/her own free will to another character of the appropriate alignment. The new person must pass the test described above in order to gain the full benefits.
Additional Powers
  • Homing (automatic)
    If the sword is lost or stolen, the sword will return to its bonded owner's possession within a day, through whatever means deemed appropriate by the DM.
     
  • Sense Threat (automatic)
    The sword will alert its owner when a potential threat is nearby, within 60' of the sword. This could be a group of creatures lying in ambush, or a harmful ward nearby, for example. The exact location of the danger cannot be determined, only a general direction (ahead, behind, left, right, etc.). The sword must be within 10' of its owner for this ability to work.
     
  • Warding Light (twice per day)
    By holding the sword aloft and activating this power, the owner can cause the sword to glow with a holy light. This light has all the properties of a Warding Light spell, as determined by the owner's level. However, using the sword to attack during the spell's duration will immediately end the spell.

  • Bolt of Radiance (twice per day)
    This ability is available only characters of Good alignment. The sword has the innate ability to cast the Bolt of Radiance spell. When activated, the sword charges with energy, and shoots an energy bolt from its tip. This ability can not be used more than once per 10 rounds.

  • Jhuntara's Chosen (once per week)*
    In times of dire need, the owner can summon a member of Jhuntara's Chosen, the spirits of the heroes that have wielded the sword in ages gone by. However, the owner cannot just summon these mighty figures at will. The sword allows it when justified, and may do it automatically if the need is great or urgent enough.

    When summoned, the hero that appears has the appearance, equipment, and abilities they had in their prime, with the addition of a bright pair of ethereal wings. During their stay, they temporarily gain ownership of the sword, returning it to the original owner when it is time for them to return to the spirit realm.

    The hero can be injured, but only by +3 weapons or better, and has between 25% to 50% magic resistance. The hero regenerates at a rate of 1 hp per round, and can be healed through normal and magical means. If slain, the hero returns to the spirit realm, and cannot be summoned again for at least 1 year.

* This is a role-played ability, and it is up to the DM how to handle the specifics. This is intended for Epic-level campaigns, or if the campaign is reaching it's end-game.