Swords of Fayne (Dunstrandian Blades)

Steel Realms
Value: ? silver crowns

The Swords of Fayne were so named for the place where they were forged. Fayne was an abbey to Ikribu in the south reach of the Rushing Hills, in Kalens Pass in the northern reaches of Dusntrand. In CY 7952, the changes wreaked by the Chaos Storm seemed to give license to Dunstrand and her neighboring Merchant Cities in the north to settle long-standing disputes and make new claims under various pretense. Thus was waged the so-called ‘Storm War of the Rushing Hills’ – for ten full years while the attention of the High King was turned to recovery from the storm itself. Times were at their worst for Dunstrand in the first few years as her resources were stretched thin rebuilding Tarmysia. The chronicle of the Storm War of the Rushing Hills detail the creation and unknown fate of these blades – never to have been seen or recorded of since.

The Realm = Powers that reference “The Realm” encompass the Duchy of Dunstrand, and the ruling and crowned Duke, their family, and their Counts and Earls.

Common Properties: The blades are light and slim, can be wielded with either finesse or strength – a fine, beautiful blade. Under Flame: Normally the hammer and anvil and name etching is not visible unless under an open flame or in the service to a Knight of the Anvil.

  • Purpose: To defend the interests (the continuation of the bloodline and sovereignty of the kingdom) of the King of Dundaria and his ducal Bannermen. The wielder can, with Concentration, detect their type and number within 20m. The blades have #Hostility 1 to evil wielders or those against the Kingdom and/or rulers of Dundaria. Code of the Wielder – All require that the wielder take the Code of Conduct (no CP gain) of the Knights of the Anvil:
    1. Fight the Enemies of Light and Dunstrand
    2. Defend the Innocent
    3. Support Justice Above Authority
    4. Never Leave a Fellow Knight Behind (no matter if they are fallen or not)
    • Intelligence: Average; Senses 20m around them as though they could see invisible objects and had normal sight and hearing.

Swords of Fayne Names

Lyon: ‘The Hungry’

Emuric: ‘The Defender’

Urien: ‘The Unbroken’

Item Powers (common and Attuned) can be found under Common Knowledge tab.


Chronicle of the Swords of Fayne

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

The Swords of Fayne were so named for the place where they were forged. Fayne was an abbey to Ikribu in the south reach of the Rushing Hills, in Kalens Pass in the northern reaches of Dusntrand. In CY 7952, the changes wreaked by the Chaos Storm seemed to give license to Dunstrand and her neighboring Merchant Cities in the north to settle long-standing disputes and make new claims under various pretense. Thus was waged the so-called ‘Storm War of the Rushing Hills’ – for ten full years while the attention of the High King was turned to recovery from the storm itself. Times were at their worst for Dunstrand in the first few years as her resources were stretched thin rebuilding Tarmysia. The chronicle of the Storm War of the Rushing Hills detail the creation and unknown fate of these blades – never to have been seen or recorded of since.

Together they are powerful – the shining light of liberty and security for the duchy of Dunstrand, Apart they dwell in darkness – diminished and weakened. If one of the swords is found, it may be that the others are nearby – they were created together and for a common purpose, its not unthinkable that greater forces should try and keep them together. All knights and soldiers of Dunstrand must be vigilant to return these blades home to the Duchy.
– Tibernus, The Duke of Dunstrand’s Keeper of the Archives; CY 8400

Common Knowledge / Easy Difficulty

Carried as spoils by victorious mercenaries in the employ of the merchant cities (who did not really know what they had) in the drive to the coast. They escaped death at the main battle near the NE edge of the Romain Forest, by fleeing into the forest. One of the mercenaries died, and the blade is believed to have passed into Elvish hands. The other two managed to get to the coast, but were killed outside of Amberswell by Cabellan local troops and lost.

i20™ Swords of Fayne Details

Longsword (can be used as a Finesse weapon); Intelligence = 10

Lesser Attunement (1 Essence)

iCore iCore™ Swords of Fayne Details

Use: Base 10/4 AM/MUS 4 + CRD 4, 3 kinetic apt
Common Properties: Swords must all be within 30m to use all but primary properties.
On doing so, the wielder is granted a +1 team tactics if within 30m of each other, +4 on all consciousness checks, 1 point of fire damage negation and all aggravated wounds lose 1 AG
* All aptitude fuel based costs double outside of territory of Dunstrand
Emuric: +1 fend [primary], synergy (5) for parry only takes 1 AM
Urien: +1 soak and armor use [primary]; sword uses wielders chi (10) to be able to block an attack – no damage to the sword
Lyon: +1 melee [primary], sword can use mana (10) to accomplish a snap attack no penalties

Uncommon Knowledge / Average Difficulty

The blades were carried off as loot by local families in Cabella, eventually one of the families was wiped out at Swallowtown and the blade passed into the Dragon’s Dark in Cabella.

Rare Knowledge / Very Hard Difficulty

Lyon is wielded by Sir Bruce of Darrinvale – knight of West River Run; he does not know what he has.

Emuric is at Red Top, guarded by elves. If another of the blades is brought there, they will test the bearer to see where their outlook lies and give them Emuric.

Urien is at Dragons Dark – stolen by goblins in 2 years of fierce raiding from a home at Swallowtown.

More…

Do not read beyond this point unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will provide relevant information by check or story.

Hidden Knowledge is not available in known references; It is not necessarily Forbidden.

Realm's Aptitude Powers: Divine, Occult, and Psychic