12 Magic Items for the 12 Days of Christmas

Durendal

Durendal, the sword of Roland, is famed in song and story. By some accounts it was made by Wayland Smith, in others Verditius, or the enchanter Maugris, or it is perhaps a relic of ancient Troy. It cannot be broken by mortal means and is the sharpest blade to ever be forged. In its golden hilt is worked some of the blood of saint Basil, the hair of saint Denis, a piece of the raiment of the virgin Mary, and a tooth of saint Peter.

It is a truly legendary item, touched by some of the greatest names of the age of the founders and blessed by the divine. How exactly it was made is beyond the understanding of the order of Hermes in 1220. It is one of the greatest treasures of house Verditius and plays a vital role in the rituals of the confraternity of Roland, the makers of magical blades.

Durendal has two aspects: it is both an awakened magical item and a divine relic. It is the only such enchanted relic known to the order of Hermes. As a relic it will only answer to a righteous Christian warrior. The sole exception to this rule is that it has several times acted as a relic in the hands of members of the confraternity of Roland who exhibit the virtues of Roland regardless of their faith. To the annoyance of the Verditii who value it the sword usually rejects those senior magi who have become too hubristic, meaning only the youngest members receive any benefit from it if at all. It is rarely brandished in battle these days.

Study of Durendal may provide insight into the Confluence of the Realms (see Concitia’s chapter in Legends of Hermes). A magus who studies both Durendal and Concitia’s research will find that they are not the first to draw inspiration from the sword.

Magic Might: 12 (Terram)/ Divine Might: 30

Characteristics: Int 0, Per -2, Pre +3, Com -3, Str +1, Sta +1, Dex +2, Qik 0

Size: -1

Season: Summer

Virtues and Flaws: Magic Thing; Magical Friend

Magic Qualities and Inferiorities: Greater Power; Improved Might x2; Magical Meditation; Terram Resistance; Improved Damage

Personality Traits: Sword* +3, Pious +3, Valiant +3

Combat: n/a*

*Durendal never moves of its own accord, and can only act in combat if wielded by another character

It has the following statistics as a long sword of exceptional quality: Init +2, Atk +7, Dfn +4, Dam +9

Soak: n/a*

*Durendal has divine powers which make it unbreakable by any mundane means

Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)

Fatigue Levels: n/a

Abilities: Terram Resistance (Magical Powers) 9, Magical Meditation (Preventing Acclimation) 2, Folk Ken (Warriors) 5, Theology 4

Powers:

Roland struck upon the dark stone and shattered it in pieces…, 0-3 points, Init 0 to -3, Divine

R: Touch, D: Momentary, T: Individual

This power allows Durendal to cut or break any non-living object no larger than the base individual for the appropriate form. For each additional point of divine might expended the maximum size may be increased by a factor of ten up to a maximum of 3. Because of this power when Durendal strikes any mundane armour it not only ignores the soak granted by the armour, it may render the armour useless from damage.

The sword grates but it does not splinter or break…, 10 points, Init -10, Divine

R: Personal, D: Grace, T: Individual

The most famous power of Durendal, this effect is always active on the blade so long as it is itself not in a state of sin. This means, in effect, that it is constant. While this effect is active the sword cannot be broken or damaged by any mundane means. A suitably powerful supernatural effect can still damage it, especially a more powerful divine one.

Never shall my kinsfolk be reproached on my account…, 6 points, Init -6, Divine

R: Presence, D: Diameter, T: Faith

When this power is activated all the faithful within 50 paces of the sword are buoyed by its holy influence. Each of them gains an increase of +1 to a personality trait associated with the virtues of Loyalty or Bravery, or has a sinful trait related to Pride or Sloth reduced by 1 for the duration. If they have no applicable traits they gain a virtuous personality trait at a value of +1 temporarily.

Comrade Roland, sound your horn…, 7 points, Init -7, Divine

R: Touch, D: Grace, T: Individual

This power can only be used on the wielder of the sword, and grants them the Inspirational virtue so long as they remain free of sin.

When I am in the thick of battle I shall strike a thousand and seven hundred blows…, 0/12 points, Init 0, Terram

R: Special. D: Special, T: Special

This a power derived from a non-hermetic enchantment effect similar to but not identical to certain rune spells. It grants the user of the sword a bonus of +12 to Attack, Defence, and Initiative while using the sword.

Only a wielder who has been bonded to the sword is affected by this power. Such a bonding costs the sword 12 might but once completed subsequent activations of this power cost no might and ignore magic resistance. This bond counts as a constant magical effect for the purposes of avoiding acclimation. Members of the Verditius Confraternity of Roland are bonded with Durendal as part of their imitation rituals and they feed the blade vis afterwards to restore its might.

The power activates as soon as the sword is drawn and ends when it is sheathed. Every activation of this power inflicts a point of warping on the wielder of the sword which cannot be avoided by any means.

Vis: 3 Terram

Appearance: Durendal is a longsword in the style favoured by the Franks in the days of Charlemagne. It is of exceptional craftsmanship and is perfectly unblemished. The hilt is made of gold with a red leather grip. The blade is marked with a mix of Latin characters and saxon runes.

Where is it now?

Not long after the death of Roland members of house Verditius stole (or in their view, reclaimed) Durendal. Since then it has always been held by the members of the Confraternity of Roland, the magical sword-smiths. The initiatory rites of this group mandate that the most junior member of the confraternity displays Durendal in their studio.

The next initiate begins their quest by stealing Durendal from this magus, who pursues them while acting as mystagogue in an ordeal which culminates with the new member undergoing a terrible trial at the vale of Roncevaux where Roland was slain, after which they are bonded with the sword and sworn to initiate the next prospective member.

Because the sword is displayed in a studio at all times knowledge of it is fairly common in the order, however, attempting to steal it by anyone but an initiate to the confraternity of Roland would bring down the deadly ire of a brotherhood of magi who specialise in the making of magical weapons. If it has ever been attempted the culprits evidently have not lived to tell the tale for Durendal remains in Verditius hands.