Swords of Karadur Each of these singular magic items was forged in the ancient past by the priesthoods of the Lords of Karadur. They are all of excellent quality, being +2 ocv independant of enchantment, and woven through with powerful magics. They will strike any target, even those normally immune to weapons, and ignore most magical defenses (though most treat armor regularly). They are themselves completely unaffected by any and all magics, although they do not necessarily bestow such protection on their wielder. Further, they are effectively weightless, having a minimum STR of 0, and immune to all normal decay, rust, breakage, etc. While the swords are not themselves sentient (at least not so far as is known), they are somehow attuned to the spirit and nature of their god. If owned by one who behaves in a manner the god opposes (a thief wielding Goldseeker, for example), it will usually act to oppose such behavior or change owners; supressing its own powers or giving misleading directions when possible (picking the most dangerous possible route, for example). Kingmaker, sword of Gort. Broadsword. Confers +20 PRE on its carrier, and causes his or her commands to be clearly heard and understood by all, regardless of other noises or language problems. In battle, will point out the quickest path towards the enemy's leader. When wielded by one leading an army or fighting band of any size, its wielder cannot be knocked unconscious or killed, although all wounds accrued take effect immediately upon ceasing to lead the fight. Woundhealer, sword of Mali. Long dagger. Does full damage to unliving/magically animated targets, and +5 BODY to undead and other creatures of necromancy. Does 5d6 healing to living targets, neutralizes illnesses and poisons, and undoes the effects of any damaging magic. Its carrier is aware of all wounds and illnesses of those nearby. Can be made to glow, equivalent to full sunlight in a 3-hex radius, although it neither blinds nor glares. Glows fiercely whenever someone nearby is near death (at 0 BODY or below) and points out the quickest path to the body. Goldseeker, sword of Pyrian. Longsword. If ordered, will lead its wielder to the nearest unclaimed source of wealth. Is +10 skill levels when used to defend property from thieves or invaders; owner is magically aware of any attempts to steal his property. Hilt will glow when touched to any treasure or goods; silver or gold to indicate exceptional value, black to indicate false or flawed goods. Sightbringer, sword of Talian. Longsword. The wielder of this sword is mystically aware of all living beings, natural objects, magical or psionic influences, and mechanical devices within a 3 hex radius, and can analyze them by touching the sword to or through them. Further, the owner is unable to hear or read any spoken or written lie while touching the sword, and is immune to all attempts at mental domination or manipulation. Champion, sword of Krys. Bastard sword. Bestows normal danger sense on carrier, 16-; also +6 overall combat skill levels. The sword disregards all enemy armor, passing through it ghostlike, and its wielder has 50% damage reduction from magical attacks. In combat it will point out the most powerful opponent. Avenger, sword of Jakri. Long dagger. Will lead its owner to whatever is needed to furfill his or her greatest vengeance; is +10 skill levels against the target of said vengeance, +5 in general when used in the spirit of vengeance. The weapon is magically concealable, -5 on PER rolls to notice it. Joybringer, sword of Kayim. Rapier. +10 PRE, +10 COM to owner. Is +10 combat skill levels, but only if used to humiliate an opponent or entertain an audience.