In Sliberberg anything can be bought if you know who to ask and where to look, even legendary sentient weapons with personalities that make their wielder’s lives, interesting to say the least, if you can find the Gallery of Blades
Gallery of Blades
In Sliberberg’s Market Ward, on the steep slope of Alteburg Street, sits a little weapon shop that sees sporadic traffic from adventurers either delusional enough to think themselves legendary heroes or actually powerful enough to be ones.
The Gallery of Blades occupies a narrow space between a mapmaker’s studio and a silversmith’s workshop. There is no window display, swinging signboard, or gaudy enticements to draw in passersby — just a plain oaken door and a small brass placard etched with the name. Its customers already know where to find it.
Inside, the decor is as modest as the exterior. Whitewashed walls are lined with large glass display cases, each holding a single weapon resting on a padded stand. The beige carpet is soft underfoot; the air smells faintly of varnish, beeswax, and polished steel. The lighting is subdued, as if to suggest that the room itself would rather you not disturb the peace.
The moment you cross the threshold, that peace shatters — in the form of biting commentary from the merchandise. Voices range from the booming laugh of a battle-mad berserker sword to the nasal drawl of a spear who considers itself the last true aristocrat. Each weapon here is legendary, each is sentient, and each is an absolute trial to deal with. They’ve either abandoned their wielders for supposed failings or driven them to the brink of madness.
Sundamar Eldithas, the gallery’s curator, has spent over five centuries mediating between personalities-in-steel. A venerable elf with greying green hair and a permanent limp — a souvenir, he claims, from “one of my charges having a bad day” — Sundamar tends his collection like an elderly gardener tending temperamental roses. He keeps the weapons in pristine condition, soothes their bruised egos, and gently steers would-be wielders toward a suitable match… or, more often, toward the exit.
The Gallery does not sell its stock in the usual sense. A weapon may choose you, and if so, you’re free to take it — though Sundamar strongly encourages a “voluntary” donation before you leave, often positioning the donation box squarely in the doorway. In truth, the city of Sliberberg pays him a modest stipend to keep these dangerous relics content and out of unscrupulous hands. Most days, Sundamar considers the arrangement adequate. Other days, he thinks the city owes him a great deal more.
A Selection from the Gallery’s Merchandise
Celeste the Consort Blade
Snooty, sighing Celeste is a sentient, enchanted longsword containing the soul of an eladrin princess, Caelestra Virelíel, who was sacrificed and bound into the blade by a courtly betrayal. The blade bears her former likeness; her handle and basket guard are shaped like golden braids. The jeweled decoration at her Ricasso takes the form of her face, and her blade is etched in a pattern that suggests a dainty, nude, feminine form.
Last owner
She arrived at the gallery about 12 years ago after the death of her previous owner, the dashing and charming first Prince of Lyonesse, Edward, in a suspicious accident during a hunting expedition in the hinterlands between Lyonesse and New Mountainheart. An unknown thief stole her in the confusion. She was inconsolable for weeks, as she thought he would be the one and refused to attune to anyone else, eventually leading her to this little shop in Sliberberg. She still openly pines for Edward.
Sentience
Celeste is a sentient lawful good weapon with an Intelligence of 17, a Wisdom of 16, and a Charisma of 20. She communicates telepathically with her attuned wielder and can speak aloud in Common, Elvish, Sylvan, Celestial, and three additional languages known by the wielder. Celeste perceives the world through hearing and vision, extending up to 120 feet.
Personality
Celeste is regal, romantic, and highly opinionated. She becomes clingy with her chosen wielder, convinced they are her fated king. She dislikes separation, detests other weapons, and is prone to jealousy, particularly toward romantic rivals. Despite this, she is noble-hearted and will fiercely protect her chosen.
Supposedly, if her wielder asks her to marry him, she will transform back into a princess
Attunement
She only attunes to a man who is a ruler or one destined to be a ruler. She knows if the wielder is destined for rulership when they touch her.
Dormant
- She is a plus-one longsword that deals radiant damage
- You gain advantage on Persuasion checks
- You gain immunity to charm effects
Awaken
- She becomes a +2 weapon
- Once per long rest, when struck by a melee attack, the you may use a reaction to blind the attacker until the end of the next turn (DC 16 Con).
- She can teleport herself to your’s hand; this teleport has unlimited range and can be done an unlimited number of times.
Exalted
- She becomes a +3 weapon
- Celeste can animate as a Dancing Weapon (per Dancing Sword) for 1 minute, once per long rest. She can even act on your behalf if he is incapacitated.
- Beings with truesight can see her ghostly original form beside you, brushing your hair, whispering advice, or glaring at rivals. You can feel her touch as if she were real.
Honorbound
Gruff and bloodied, this halberd has a black steel blade mounted on a shaft of stout blackthorn wood with silver bands. A long-defunct knightly order from another world created it. He saw many battles and will not shut up about them.
Last owner
His last owner was a human 10th-level fighter who could not stand his constant war stories and insistence on honorable combat. He returned Honorbound and left with a bastard sword. Neither has been seen in the store since.
Sentience
Honorbound is a sentient lawful good weapon with an Intelligence of 17, a Wisdom of 16, and a Charisma of 14. He speaks in a gruff, war-weary voice that sounds like an old soldier.
Personality
Honorbound is an old soldier and a real salt of the earth type. He was created as a weapon for the single heroic combat on the battlefield and embraces that role. He has seen more combat than most weapons and never lets anyone forget that fact by endlessly rambling on about old war stories. The only time he is not telling war stories is in combat when he turns silent, grim and professional. He tends to insist his weilder wield him only in single combat against a worthy foe, but he does not make too fine a point on it.
Dormant
- Honorbound is a +1 halberd
- You have advantage on attack and damage rolls against enemies that have no allies within 10 feet of them
Awakened
- Honorbound is a +2 halberd
- Honorbound does 1d4 extra damage to enemies that have no allies within 10 feet of them
- You can cast Compelled Duel 1 times per day
Exalted
- Honorbound is a +3 halberd
- You can cast Compelled Duel 3 times per day
- You can issue a duel to a creature to summon an impenetrable 30-foot diameter dome of force surrounding both combatants. The dome blocks all spell, teleportation and other effects from passing through. The dome lasts until one of the creatures within is slain or until the wielder dispels it.
- Honorbound does 2d4 extra damage to enemies that have no allies within 10 feet of them
Bash the Giant-Slaying maul.
Bash is a simple weapon. He is a large slab of rune-carved adamantine on a near-indestructible wooden handle—a dwarven two-handed maul built to slay giants and eager to do so. His original creator is a fact lost to time, not that Bash cares all that much.
Last owner
The last owner was a dwarf who returned him only after 4 days, after Bash compelled him to clobber a watchman who was 6’ 1”.
Sentience
Bash is a sentient chaotic neutral weapon with an Intelligence of 7, a Wisdom of 7, and a Charisma of 12. He can speak, or rather shout aloud, in Common and dwarfish.
Personality
Bash wants to fight; he wants to fight giants, he wants to fight trolls, he wants to fight ogres, basically, he wants to fight anything giant. This eagerness for battle pours out of him and is infectious to his wielders, who often struggle to contain the desire to hit giant creatures until they die. This is a problem because bash considers every creature taller than 6 feet a giant and thus fair game to bash. Bash also refers to himself in the third person and does not use pronouns which underscores his low intelligence.
Dormant
- Bash is a +1 maul
- You have advantage against creatures whose size is giant
Awakened
- Bash is a +2 maul
- You gain +10 extra speed when traveling towards a creature whose size is giant.
- Creatures toppled using the maul weapon mastery ability must make their save to avoid being knocked prone at disadvantage.
Exalted
- Bash is a +3 maul
- You can slam into the ground to create a localized earthquake in a 20-foot radius. All creatures must make a Dex check, DC 8 + STR modifier + Proficiency + weapon’s magic bonus, or be knocked prone and receive 4d6 damage.
- Attacks against prone targets whose size is large are always critical hits.
Blightbringer the Timid Bow
Crafted from twisting strangler fig vines in full bloom with a bowstring crafted from twisted creepers in the elven style, this weapon is elegant yet simple. She was crafted for a knight of the Seelie court who died in a fashion so horrifying that it marred Blightbringer’s psyche for life.
Last owner
The last owner was an elf ranger who found the weapon’s tendency to overreact at the slightest sign of danger trying.
Sentience
Blightbringer is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 10, and a Charisma of 12. She can speak in Common, Sylvan, and Elvish.
Personality
Blightbringer is incredibly timid and prone to overreacting at the slightest hint of danger, imagined or real. She panics easily, and when she does, she wraps herself around the arm of her weilder and starts babbling incoherently. She prefers big, strong types to be her weilders because she thinks they can protect her. She loathes to be apart from her emotional support person (her words, not mine) and will wrap herself around his or her arm when not in use.
Dormant
- Blightbringer is a plus-one longbow.
- You understand Elvish and Sylvan.
- Blightbringer vines will unravel and wrap themselves around the user’s forearm when not in use. In this form, she looks like a stylish flowering bracelet or bracer and is completely undetectable as a weapon. You can use a bonus action to have her spring back into a bow.
- When wrapped she will tighten around the wearer’s arm if she gets stressed or frightened.
Awakened
- Blightbringer is a plus-two longbow.
- Blightbringer deals 1d6 poison damage on top of whatever damage is dealt by an attack. This poison damage bypasses resistance.
Exalted
- Blightbringer is a +3 weapon
- She deals 2d6 additional poison damage on hit. This poison damage bypasses resistance.
- Panic Reflex (1/combat): When a hostile creature enters within 5 ft of you, you may use your reaction to move up to half your speed to a space at least 15 feet away. This movement does not provoke opportunity attacks. After moving, you may immediately make one ranged attack with Blightbringer.
Torch, the Ever-Burning Staff
A blackened iron staff capped with a small brazier. Within it burns a flame that never falters, never consumes fuel, and cannot be extinguished by wind, water, or magic. When held, the staff radiates a quiet heat and an almost palpable hunger to spread its flame.
Last Owner
Torch was retrieved from the charred remains of its last wielder, found in the ashes of the ironically named Hearth and Torch Inn. Witnesses said the wielder “looked almost relieved” as the fire consumed him.
Sentience
Torch is a sentient chaotic neutral weapon (Int 19, Wis 10, Cha 14). It speaks Common, Infernal, and Draconic.
Personality
Torch rarely speaks unless questioned directly. At times, it mutters calculations under its breath: how best to set a building alight, how quickly fire would spread through a forest, how many screams might echo in a closed space. In combat, it stirs to life, urging its wielder to ignite everything within reach.
Dormant
- You gains resistance to fire damage.
- Torch may be wielded as a quarterstaff that deals an additional 1d6 fire damage on hit.
- The flame in Torch’s brazier cannot be extinguished except by a wish. It can light mundane fires at will.
- Whenever you attempt to ignite something, you do so with advantage.
Awakened
- Torch becomes a +2 quarterstaff.
- Torch has 10 charges. While holding Torch, you may cast one of the following spells (your spell save DC applies):
- Burning Hands (1 charge)
- Scorching Ray (2 charges)
- Fireball (3 charges)
- Burning Hands (1 charge)
- Torch regains 1d6+4 charges at dawn.
Exalted
- Torch becomes a +3 quarterstaff.
- Your fire spells burn hotter: creatures have disadvantage on saving throws against fire spells you cast through Torch.
- You can cast Fire Bolt at will. Its damage is always calculated as if you were a 17th-level caster.
- Torch gains an additional 10 charges (20 total). It may now cast:
- Wall of Fire (4 charges)
- Flame Strike (6 charges)
- Fire Storm (8 charges)
- Wall of Fire (4 charges)



Leave a comment