Last Word

Weapon (Greataxe), Legacy (requires attunement by Barbarian)

A tally is notched into the handle of this terrific greataxe for every kill it makes. When given to a barbarian, you can be sure there will be many more tallies to come. All of its abilities are combat-centric, so be prepared for its PC to become just as bloodthirsty as the weapon!

The head of this greataxe is crudely fashioned from stone, and small chips and fissures along its surface tell the tales of countless battles it must have witnessed. The weapon is roughshod, clearly made to serve its purpose rather than to look impressive, but its construction is solid. Running down its stock to its handle are rows upon rows of tallies, notched into its woodwork. If these are an accurate count of its wielders’ victories, then this weapon is responsible for the deaths of thousands.

History

The warlords of the numerous barbarian clans which roamed the vast wilds often sported immense, great weapons of force only those of incredible strength could wield. Of the warlords that possessed such weapons, none was more terrifying or bloodthirsty than Schall Rageheart, Scourge of Five Empires. The barbarian was cruelly efficient in his conquests, leaving a trail of corpses and rubble in his wake as he led his clan from city to city, and back again. His greataxe was named Last Word, because the warlord always had it, and for each kill he made the barbarian tallied a notch upon its shaft.

Such was Schall’s reputation that seeing his banners on the horizon no longer caused cities to muster an army in resistance, instead prompting them to prepare food and gifts in hopes the clan would spare their homes from raid. Schall earned his namesake as the Scourge of Five Empires, as at one time five separate kings and sovereigns bowed to his whims, terrified to incur his wrath and see their provinces left in ruin.

Last Word passed to Schall’s sons and grandsons after the warlord died, but his memory remains with the weapon. Eventually a peace was brokered between the barbarians, and the other settlers of the lands, and the Greataxe was brought to Rageheart’s final resting place. The legend says Schall’s spirit still travels with the old greataxe, evoking his blood thirst wherever it goes. There may not be any truth to this legend, but without fail, whenever Last Word makes a kill, another tally is added to its count.

The greataxe has a way of winning others over, building armies around its wielder of faithful soldiers.

Personality

Last Word possesses the intensity and passion that fueled Schall Rageheart to his victories. It wants nothing more than its wielder to charge into combat and batter its foes with abandon. It seeks to test the mettle, courage, and strength of one that wields it, and stokes his or her enemies to strike at them with great fury as well. Last Word only finds true solace in the clash of metal that makes the song of war.

The Axe boasts its victories, eager to display its score. Each time the Axe makes a kill, another tally is added to its death toll, tracked in notches upon its shaft. Should the user wish to add notches of their own, the Axe is sure to “correct” its total to an accurate listing. It feels superior to all other arms, especially those fashioned in extravagance, and proudly wears these tallies as a measure of its bloodshed.

Legacy Tier 1

Prerequisites Tier Abilities
n/a Magical. Attacks made with this weapon are magical.
Strength of Schall. While holding this weapon, your Strength score increases by 2 and can exceed 20, but not 30.

Legacy Tier 2

Prerequisites Tier Abilities
lvl 5 or higher Magical. Attacks made with this weapon are magical.
You must have dealt the killing blow to a creature of significant challenge that was Large-sized or larger with the weapon. Strength of Schall. While holding this weapon, your Strength score increases by 2 and can exceed 20, but not 30.
Warlord. While holding this weapon, you can use it to cast heroism as a 1st level spell, using your Strength modifier for its effect. This ability cannot be used again until the next dawn.

Legacy Tier 3

Prerequisites Tier Abilities
lvl 9 or higher Magical. Attacks made with this weapon are magical.
You must have used the weapon to break down a wall, door, or barrier to reach and kill an enemy. Strength of Schall. While holding this weapon, your Strength score increases by 2 and can exceed 20, but not 30.
You must have convinced a group of strangers to assist you in combat Bloodthirst. While you are raging, one per round when you deal a critical hit with this weapon to a creature that is not a construct or undead, you regain 2d8 HP.
Indomitable. While you are raging and holding this weapon you cannot be knocked prone.
Warlord. While holding this weapon, you can use it to cast Heroism as a 3rd level spell, using your Strength modifier for its effect. This ability cannot be used again until the next dawn.

Legacy Tier 4

Prerequisites Tier Abilities
lvl 12 or higher Magical. Attacks made with this weapon are magical.
You must have dealt the killing blow to a creature of significant challenge that was Huge-sized or larger with the weapon. Strength of Schall. While holding this weapon, your Strength score increases by 3 and can exceed 20, but not 30.
Bloodthirst. While you are raging, one per round when you deal a critical hit with this weapon to a creature that is not a construct or undead, you regain 3d8 HP.
Indomitable. While you are raging and holding this weapon you cannot be knocked prone. When you hit a creature with an opportunity attack with this weapon, that creature takes an additional 1d10 bludgeoning damage.
Warlord. While holding this weapon, you can use it to cast Heroism as a 5th level spell, using your Strength modifier for its effect. This ability cannot be used again until the next dawn.

Legacy Tier 5

Prerequisites Tier Abilities
lvl 15 or higher Magical. Attacks made with this weapon are magical.
You must have used the weapon to slay an enemy warlord or leader in war. Strength of Schall. While holding this weapon, your Strength score increases by 4 and can exceed 20, but not 30.
You must have convinced a group of strangers to follow you into a dangerous locale, such as a battlefield or another plane of existence. Bloodthirst. While you are raging, one per round when you deal a critical hit with this weapon to a creature that is not a construct or undead, you regain 3d8 HP.
Indomitable. While you are raging and holding this weapon you cannot be knocked prone. When you hit a creature with an opportunity attack with this weapon, that creature takes an additional 2d10 bludgeoning damage.
Warlord. While holding this weapon, you can use it to cast Heroism as a 5th level spell, using your Strength modifier for its effect. This ability can be used twice and regains both uses daily at dawn.

Last Word

Aversten Zenkall Zenkall