Can I have a continuation of the Sentient Weapons AU?
Cinder landed the airship with ease near Salemâs castle, glad to finally be back. The flight was longer than expected, though with the way Ruby seemed to talk to herself, she was sure it wouldnt be long before her friends were on their trail. Still, she got herself up and out of the pilotâs seat, grabbing Ruby by the collar of her shirt and pulling her.Â
âMove,â she growled out.Â
Ruby let out a yelp as she was pulled forward and started to walk. âIâm moving. Where are we going anyway?âÂ
âYou are going to go see my goddess.âÂ
âDoes she have a name?âÂ
âYou will learn it if she deems it necessary,â Cinder answered as she pushed Ruby along. âBut I wouldnt count on it.âÂ
âRightâŚâ Ruby said quietly before mumbling to herself.Â
Cinder tried to listen to Ruby, not quite catching anything she was saying. She took a quick glance at Rubyâs ears, not seeing any earpieces that hadnt already been removed. Nor was Ruby talking into her scroll, since that was left on the airship along with anything else that could be tracked before Tyrian takes care of it.Â
âWho are you talking to?â she finally asked.Â
âN-no one,â Ruby answered back, nearly jumping at the sudden question. âJust⌠myself.â
âJust yourself?â Cinder asked as she took hold of Rubyâs scythe. âI dont believe you.âÂ
âWell its just me here-âÂ
âAnd I dont believe you.â Cinder pulled Rubyâs scythe away, only to be met with Ruby grabbing the scythe as well to keep it from being removed.Â
Ruby looked away. âDont⌠dont take her. Please.âÂ
âThen tell me who youâre talking to.âÂ
Ruby looked at her scythe, and then looked away.Â
Cinder raised a brow. âYouâre⌠talking to your scythe?âÂ
âShe uh⌠helps me keep sane.âÂ
âJust keep it quiet,â Cinder said as she shoved the scythe back to Ruby and pushed her forward. âMy goddess will expect all attention on her.âÂ
âOf course.âÂ
Cinder nodded and continued to walk Ruby to Salemâs throne room. She grinned as she reached the door and pushed it open, ready for the reward she was sure sheâd get. She pulled Ruby along and nearly threw her to the ground in front of Salem.
âI have brought Ruby like you asked,â she said as she knelt down in front of her.Â
âThank you, Cinder.â Salem stood up and walked over to Ruby to look her over. âYou are dismissed.âÂ
Cinder looked up at Salem. âBut I brought Ruby to you. Iâd like to stay to see what you plan-âÂ
âAnd I told you to leave. Do not make me tell you again.âÂ
âOf course, goddess.âÂ
Salem lifted Rubyâs chin with a finger. âYou will do nicely for what I have planned.âÂ
Cinder watched Salem for a brief moment before finally picking herself up and leaving the throne room. She frowned as she replayed the way Salem touched Ruby. The gentleness she had for the girl that seemed to constantly get in their way, the softness in her voice that she wished Salem would give to her.Â
It disgusted her.Â
âOh, Cinder, there you are.âÂ
Cinder stopped in her tracks and turned around to see Emerald coming to her. She composed herself just as quickly and gave Emerald a soft smile like the one Salem gave to Ruby. âEmerald, I thought you and Mercury were away.âÂ
âWe were, but we had to come back early,â Emerald answered as she held out her weapon. âRespite thinks⌠we can trust Salem, right?âÂ
âWhoâs Respite?â Cinder asked.Â
âMy weapon. We were tracking the maiden like you asked us to, then Respite made a good point that even if we end up getting the maiden powers, we still dont know where the relics are held-âÂ
âSo you left her?!â Cinder growled out. âIt took us months to track her down the first time! You were supposed to follow her!âÂ
âBut we know where sheâs going,â Emerald said quietly. âWe can track her down again-âÂ
â*You* can track her down,â Cinder interrupted. â*Iâm* going to my room to figure out the next stage of our plans so you dont screw it up again. And no more talking to your weapon. If you have questions, you can ask me.âÂ
âYes Cinder.âÂ
Cinder let out a heavy sigh as she walked towards her room, reaching her hand into her pocket to grab some of the sand she kept there. She pulled it out and superheated it with her semblance, recreating one of the blades that formed Midnight in almost an instant. She ran her thumb over the hilt, waiting to hear a voice from it. After hearing Ruby talk to her scythe and Emerald claim that her weapons were talking as well, it almost piqued her curiosity to see if her own weapons would talk.Â
After several minutes of walking around in silence, she formed the other blade and put them together in the form of her bow. She stopped to listen for any voices coming from her weapon, almost closing her eyes as she waited. But again, minutes passed with nothing but silence.Â
Cinder melted her weapons back down to sand and stowed it all away, scoffing as she finally went to her room. âTalking weapons. They all must be crazy.â
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Thus, Ruoye dragged its bandages and listlessly floated to the side. Hua Cheng also casually tossed Eming over, and Eming assumed a dignified pose upon landing. Ruoye had been moping facing the wall, but it suddenly discovered a shimmering silver scimitar leaning against that same wall. It very carefully approached. The eye on Emingâs hilt twirled and looked over, its gaze calculating.
Fangxin remained somber and unmoved, making no show of acknowledging anything.
Not gonna lie, I would actually gladly read an entire 800-page book of the adventures of the sentient weapons. I like sentient weapons. It's a fascinating trope and an excellent narrative device. And these three weapons sound very interesting and plot-conducive.
This is my belated Christmas present to @seth-silver-ink! A fic based off their sentient bo-rifle post. Itâs also the first complete chapter of a fic Iâve ever written! Stay tune for part two.
********************** **********************
Kallus regained consciousness feeling completely fine, which was the first clue that something was wrong. Even on his best days some part of his body ached. Usually the leg heâd broken on Bahryn that had never healed quite right, his head from staring at his data pad until he passed out, or on very special mornings, both.
The second clue, upon opening his eyes, was that he appeared to be in an infinite void. Better than being strapped into an Imperial interrogation chair, but still concerning. Kallus sat up slowly to get a better sense of his surroundings. The ground beneath him was smooth and reflective. It rippled when he pressed his hand to it, but found himself completely dry as he stood up. The sky, if one could call it that, was a misty color. Squinting his eyes and staring hard, Kallus thought he could almost see stars. Everything around him was touched with the warm gentle colors of a sunrise.
With little else to do Kallus started walking. The ground rippled softly beneath him with each step and he tried to recall how heâd gotten here. Events wove themselves together slowly. There was a mission. An unusual mission. Zeb had come to him early in the morning and said the Ghost Crew had found something- no, someone. Many someoneâs, and they were very important. Lasat. Prisoners in a labor-camp.
Kallus had helped the Spectres free Lasat before, but always from a distance. He would sneak into security rooms, open doors, take out guards, guide the others through escape routes, all the while taking care that he wasnât seen. Afterwards heâd find his way back to the Glimmer and distract any TIE fighters while the Ghost snuck away with the prisoners. Itâs not like he was allowed to know where they were going anyway. But this time had been different. There was a blockade around the planet the Lasat were being held on that only the Ghost could get through. The labor camp was the largest theyâd ever attempted to breach. Security was much tighter and the control room was nearly impossible to get to. Thereâd be no time for him to get there before the rest of the crew was spotted. Kallus had to memorize the camp layout and guide everyone through in person.
It would be the first time heâd come face to face with a Lasat other than Zeb since Lasan and he was⌠scared. The whole flight through hyperspace Kallus could feel the icy grip of his sins crawling down his spine. He sat in the galley, staring at the camp blueprints and trying not to vomit. By the time the Ghost made it through the blockade and landed on the planet heâd managed to convince himself that none of the Lasat would recognize him. So long as he kept his head down and focused on getting everyone into the camp and back out safely, everything would be fine.
The moment heâd entered the prison Kallus felt strange. He heard something. A whisper, a buzzing in the back of his mind. Something was wrong but he didnât know what. The further into the compound they got the louder the sound became. It almost sounded like a voice.
Chopper had just opened the main gate so the prisoners could make the last sprint across the landing pad towards Hera and the Ghost while Kallus and the rest of the crew kept the guards busy.
âHey, traitor!â
Kallus whipped around, the voice he heard with his ears nearly drowned out by the one calling out in his head. In front of him was an imperial officer he vaguely recognized from his time on Thrawnâs ship. They hadnât interacted much but the man had always seemed to dislike Kallus beyond the usual animosity between ISB agents and the rest of the Empire. The officer wasnât important. What was important was that he had a bo-rifle in his hands. Kallusâ bo-rifle. And he heard it scream as the man clumsily ignited it.
Kallusâ body moved on its own. He closed the distance between him and the officer in one blink. His opponent raised the bo-rifle to block an incoming attack, but Kallus wasnât aiming for him. The only thought in his mind was getting the weapon out of his hands. He wrenched the staff out of one hand, reached out and snapped the wrist of the other. The officer cried out in pain and kicked himself backwards, releasing the staff. Kallus felt it hum in his hands. He swung the bo-rifle, aiming for the officerâs neck with the bayonet blade attached to the side. He felt it connect at the same moment he heard the blaster he hadnât noticed the officer pull out firing into his chest.
Kallus halted. Everything after that was black and heâd woken up here. It occurred to him for the first time that he might be dead.
âNot quite, but youâre close.â
Kallusâ eyes jerked up and standing in front of him was a Lasat. He recognized his face from one of the many that haunted his dreams. This was the Honor Guard heâd won the bo-rifle from.
Kallus opened and closed his mouth a few times before managing to get words out.
âItâs you.â
The Guard flicked his ears in amusement. âItâs me.â
Zeb had told him once that it was customary for a follower of Boosahn Keeraw to bow to whoever had given them their weapon. Kallus put a fist in his other hand in front of him and lowered his head. The Guard inclined his head in response. Kallus frowned in confusion.
âAre you a ghost? How are you here if Iâm not dead as well?â He didnât even know where âhereâ was.
The Guard sat down and gestured for Kallus to do the same.
âIâm not a ghost. Iâm not really even the Lasat you fought. Iâm more⌠the bo-rifleâs memory of him.â
He gave Kallus a moment to process what heâd just heard before continuing.
âRight now youâre communing with the bo-rifle. It canât speak, so it uses the forms of its past wielders to communicate with its current one.â
Kallus raised his eyebrows in surprise.
âI canât be the current wielder.â
âWhy not? You defeated me in single combat. You claimed the bo-rifle through Boosahn Keeraw.â
Kallus dropped his gaze to the ground. His reflection stared back from beneath him.
âThere was no honor in invading your home.â
âTrue.â He flinched at the Guards bluntness.
âBut the bo-rifle sensed the potential in you to become something better than you were. The Empire could not snuff out the light in you completely.â The Guard smiled slightly, like he knew something Kallus didnât. âAnd you had a purpose yet to serve, Warrior.â
Kallusâ face pinched in confusion. Before he could ask what that meant the Guard made a dismissive gesture.
âAn explanation for another time, perhaps. The bo-rifle called to you for a reason, aside from freeing it.â
All levity dropped from the Guardâs face.
âYou have a choice to make.â
Kallus sat up straight and listened with bated breath.
âI said earlier you were close to death. You stand on the precipice between your world and the next. You are connected to the bo-rifle enough for it to tip the scales one way or the other. It can send you back or let you go.â
The Guards eyes softened.
âIt has seen your life. It knows the pain youâve endured. Youâve done enough good now to earn the peace death would bring you.â
ââŚAnd if I go back?â
The Guard was silent for a moment.
âYou will face your sins. You will hurt and bleed again. You will meet your nightmares. You will stare the darkness of the abyss in the eye once more and I cannot promise you will survive.â
Kallus closed his eyes. He remembered watching his mother slowly die of a disease they couldnât afford medicine for. He remembered starving in the Lower Levels of Coruscant. He remembered the Academy, how everyone looked at him like he was garbage that had crawled up from the sewer. He remembered Weiss and the ISB program and how theyâd turned him into a monster his mother wouldnât recognize. He remembered Onderon and how helpless heâd been. He remembered Lasan, standing in the ashes of the atrocity heâd been too blind to see he was helping commit. He remembered Lothal. Meeting a band of rebels. Chasing them through the stars. He remembered Bahryn and Zeb and a conversation that had changed everything. A spark igniting within him that had set flame to a rebelâs heart that had been growing for years under the surface. He remembered dragging himself out an escape pod. He remembered being shown kindness and compassion and forgiveness he didnât deserve by people who would become the first family heâd have since he was nine years old. He remembered how heâd do anything to protect them and their dream.
The Guards green eyes stared back at him, waiting.
âItâs a hard choice.â
Kallus smiled.
âNo. It isnât.â
The Guard smiled back.
âAlexsandr Kallus, do you swear to use this bo-rifle with honor, to protect those who cannot protect themselves, and bring light to a dark galaxy?â
âI swear.â
They both stood. âThen itâs time for you to go.â
The world around them grew brighter and started to disappear.
âWait!â Kallus cried as he felt himself start to slip away. âWhatâs your name?â
Because I honest-to-god had a dream about a fire sword that let you go swimming year round because it wouldnât let you get cold, and itâs shadowy twin that let you sneak around unnoticed (I want to go swimming, and there are too many people these days). Swapped them to daggers because I added a story and daggers felt more fitting. So! Twin Legendary Daggers below:
GLEAMKEY
Weapon (dagger), Legendary (requires attunement)
A slim blade of gleaming silver, this is the sentient dagger Gleamkey, said to have been forged by a lonely trickster aeons ago. Forged as part of a pair, one half of a joined soul, so that it would not be lonely as its creator was, Gleamkey seeks out its other half, the dagger Gloamshield, whenever they are separated, longing to be reunited.
Properties. Gleamkey is a +2 sentient dagger. While you are attuned to it, Gleamkey cannot be removed from you unless the dagger chooses to allow it. When wielded as a weapon, Gleamkey grants a +2 bonus to attack and damage rolls, and on a successful hit the target takes an extra 1d6 radiant damage. When attuned and carried on your person, Gleamkey grants resistance to cold damage. The weapon has the finesse, light and thrown properties also. If thrown, Gleamkey will reappear on your person before your next turn.
Spells. Gleamkey has 6 charges and regains 1d4 expended charges daily at dawn. While attuned to Gleamkey, you can use an action to expend 1 of its charges to cast the following spells: Knock, Misty Step, or Blindness/Deafness. If you cast Knock in this way, the loud knocking sound is not emitted.
Sentience. Gleamkey is a sentient, chaotic good weapon, with an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120ft. Gleamkey communicates telepathically with its wielder, and can speak, read and understand Common, Celestial, Infernal and Abyssal.
Personality. Gleamkey is a creature of light and freedom, an active, impulsive force. It cannot be attuned to a creature of evil alignment, and prefers to be wielded in a creatureâs dominant hand. Gleamkey is goodnatured, seeking to protect and free other beings, but also reckless and impulsive. It may urge its wielder to incautious action, though it will not attempt to compromise or influence their free will.
More than anything else, Gleamkey seeks to be reunited with its other half, Gloamshield, its twin and the other half of its soul. It will beg, badger and plead for its wielder to seek out Gloamshield, and it may choose to break attunement if it believes that its wielder is completely unwilling to aid in this mission, or if it feels its wielder has become a force for evil.
GLOAMSHIELD
Weapon (dagger), Legendary (requires attunement)
A blade of a strange, dark metal, this is the sentient dagger Gloamshield, said to have been forged by a lonely trickster aeons ago. Forged as part of a pair, one half of a joined soul, so that it would not be lonely as its creator was, Gloamshield seeks out its other half, the dagger Gleamkey, whenever they are separated, longing to be reunited.
Properties. Gloamshield is a +2 sentient dagger. While you are attuned to it, Gloamshield will not allow itself to be separated from you save by its own choice, becoming undetectable if necessary to prevent itself from being removed. When wielded as a weapon, Gloamshield grants a +2 bonus to attack and damage rolls, and on a successful hit the target takes an extra 1d6 necrotic damage. When attuned and carried on your person or in your hand, Gleamkey grants a +2 bonus to your AC. The weapon has the finesse, light and thrown properties also. If thrown, Gloamshield will reappear on your person before your next turn.
Spells. Gloamshield has 6 charges and regains 1d4 expended charges daily at dawn. While attuned to Gloamshield, you can use an action to expend 1 of its charges to cast the following spells: Invisibility, Pass Without Trace, or Detect Thoughts.
Sentience. Gloamshield is a sentient, neutral good weapon, with an Intelligence of 14, a Wisdom of 20, and a Charisma of 16. It has hearing and truesight out to a range of 120ft. Gloamshield communicates telepathically with its wielder, and can speak, read and understand Common, Celestial, Infernal and Abyssal.
Personality. Gloamshield is a creature of shadows and protection, a patient, steadfast entity. It cannot be attuned to a creature of evil alignment, and prefers to be wielded in a creatureâs off-hand. Gloamshield is patient, cautious and protective, seeking to hide and protect creatures from those who would do them evil. It urges caution and forethought, and is alarmed by rash action.
More than anything else, Gloamshield seeks to be reunited with its other half, Gleamkey, its twin and the other half of its soul. It will patiently urge its wielder to seek out Gleamkey. Though more patient than its twin, it will still break attunement if it feels its wielder has refused this request for no good reason, or if it feels the wielder has become a force for evil.
THE TWIN BLADES
If Gleamkey and Gloamshield are reunited and wielded together, they gain extra abilities, bolstered by each otherâs presence and the bond between them.
If the two blades are attuned to the same person, they become +3 daggers, and a successful hit with either dagger will inflict the extra damage of both, 1d6 radiant and 1d6 necrotic, to the target. They grant +3 to the wielderâs AC and resistance to both cold and necrotic damage. While carrying them, the wielder may expend 2 charges to cast Dimension Door from Gleamkey, or 2 charges to cast Greater Invisibility from Gloamshield.
The blades may also allow themselves to be attuned and wielded by two different people, provided that those people have a close bond, and that the weapons are allowed to greet and touch each other at least once per long rest. If together but attuned to two different people, the blades will remain in their +2 forms, but also gain the following properties:
Gleamkey will allow its wielder to teleport to Gloamshieldâs wielder as a bonus action if Gloamshieldâs wielder is within 120ft.
As a reaction, Gloamshield will allow its wielder to share any damage taken by Gleamkeyâs wielder, sharing any damage equally between the two.
While attuned to the weapons, their wielders may speak telepathically to each other if they are within 120ft.
If the wielders separate for more than seven days, the weapons will revert fully to their +2 forms, and may break attunement if they believe the separation was deliberate and aimed to keep them apart.
So, I made more for that weapons cycle. Namely, the Noontide Sickle, the Nightgas Mask and the Chariot Whip.
The Sickle not only contains a Light Elemental attribute in its properties, usable for weal or woe, but also can summon and command creatures of the day; whether they be specifically solar or more generally âlightâ themed, and alter the environment to more diurnal conditions, literally cutting through the darkness and even âterraformingâ the environment for more pretty diurnal imagery.
The Mask likewise spews a gas that contains the Element of Darkness, also usable to harm or help, and to summon and command creatures of night, and terraform more places into spooky dark ones; even in the light of the noonday sun.
These two each have an interest in spreading their specific element; and to ultimately dominate the other, but note that Light and Day do not correspond to goodness here nor do Darkness and Night correspond to evil. They are simply neutral primal elements at odds, helpful possibly, but also capable of becoming dangerously extreme.
That is what the Chariot Whip is for, embodying pure Magic as its element and the lights of dusk and dawn, able to call creatures of the opposite element of what force they are opposing or those creatures that embody contradictions and liminalities.
Their terraforming power is not near as extensive as the other two, but the ability to whip âholesâ in the fabric of the world to bring a chaotic element to upend the tables is deeply useful. Especially for its main purpose, which is to bring balance between Day and Night.
It, thusly, could be called the closest thing to âgoodâ in this dichotomy, though it has often let itself be wielded by the worst to bring about its goals of balance at any cost.
These characters are free to use, as you see fit, under a CC-BY Vanilla 4.0 License, as long as I; Thomas F. Johnson; am credited as their creator when you do so.
And, I toldja I was gonna keep on making that Weapons Cycle! Though, really, I made these on a lark and came up with the story after. Such is so often the case with art...
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So a Company is making a supplement for Pathfinder 2e for a bunch of Unconventional ancestries. One of them is an Intelligent weapon Ancestry and I am super excited to see how it looks
( Here is a brief synopsis of a story idea I am working on)
Katsarok was excited for the first day of her training to be a knight, but when sabotage causes her to fall off the Misty Cliffs into the Deep Forest below her life will change forever. Barely surviving due to the magic and kind whims of Dove, a lonely blade lost to time, the young half-orc warrior must find her way home through the dangers of the forest. The bond between them will grow from warrior and weapon, to friends, and maybe more.