5th Detect Thoughts
6th Lordly Command
7th +3 Long sword
8th Loyal Servitor
9th Strength of Kings
10th +4 Long sword ; Kings Mercy 3/day
11th Keen Edge
12th Reflex of Kings
13th Lordly Orator
14th +5 Keen Long Sword
Detect Thoughts (Sp):Starting at 5th level, once per day, you can use detect thoughts as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 5th.
Lordly Command (Sp):At 6thlevel, twice per day, you can command a target creature as the spell. The save is a Will Save DC 15. Caster level 6th.
Loyal Servitor (Su): At 8th level, you gain the continual benefit of an unseen servant as the spell (CL 5).If dissipated by 6 or more points of damage from an area attack, or it if ceases to exist by moving more than 35 feet away from you, the servant re-forms 1 round later in any square adjacent to you. Caster level 5th.
Strength of Kings (Su):At 9th level, Merthuvial grants you +2 Strength while you carry it.
King’s Mercy (Sp):At 10th level, three times perday, you can use greater restoration, as the spell (CL7), by touching Merthuvial to the afflicted creature and speaking a command phrase, ³Your strength shall return!´ Caster level 10th.
Keen Edge (Su):At 11th level, Merthuvial¶s blade becomes keen (is enhanced with the improved Critical Feat) and doubles its threat range.
Reflex of Kings (Su):At 12th level, Merthuvial grants you +2 Dexterity while you carry it.
Lordly Orator (Su): At 13th level, you gain a +10 competence bonus on Diplomacy checks. In addition, you can attempt a Diplomacy check as a full-round action without the normal -10 penalty (PH 72) unless the target makes a Will Save DC 16. If save successful, you still gain the competence bonus, but you must otherwise perform your Diplomacy check according to the normal rules for that skill.
(DC 20; King’s Gift)
It is said that dwarves forged Merthuvial in the heat of a volcano; its adamantine blade proved devastating against marauding cave trolls and mountain orcs. The weapon was
one of many, but it earned distinction when its wielder saved the life of the dwarf king by sundering a stone giant’s weapon and spearing the creature on the point of the sword. The
king ennobled this dwarf warrior, and the warrior, in turn, presented Merthuvial to his lord in tribute.
(DC 25; Know the Pain)
The dwarf king seldom used Merthuvial in combat, preferring to hang the weapon over his throne as a symbol of loyalty and devotion. As long as the black sword hung over
the throne, the dwarves of that kingdom experienced little internal strife. The dwarven king and his heirs lived peacefully with the other good races in that part of the world.
But that peace did not extend to the evil, the jealous, and the hateful. Orcs and their monstrous cohorts forged an alliance and eventually drove the dwarves from the
underground kingdom, taking the halls for their own. The ores’ chieftain kept Merthuvial, but he gained little joy from the weapon. Before long, his lieutenant assassinated him
and took the throne, only to die in a civil war weeks later. Merthuvial passed from hand to claw and back again, never staying with a single wielder for long. Eventually, it left the dwarf mines and found its way to the surface, falling into the hands of an evil half-ore warlord named Kroack. Kroack had united the nearby orc, goblin, and hobgoblin
tribes in an attempt to destroy the local human kingdom. Indeed, by the time the warlord “inherited” Merthuvial he had nearly succeeded. Only one fortified village remained,
and the half-ore moved quickly to burn the citizens out. In desperation, a young warrior named Theron and a few of his friends infiltrated Kroack’s camp as the tribes waited for the order to attack. Somehow, this small band found their way to Kroack’s tent—just before the guards discovered them. Theron and his friends fought for their lives, but most
of them died quickly, and Theron himself was disarmed and thrown to the feet of Kroack. Kroack gloated at the young warrior’s defeat and desperate efforts. But when the half-orc
lifted Theron by the throat, the man snatched Merthuvial from Kroack’s hip, and a red light shown from the blade for the first time. The guards stumbled back in fear; Theron slew Kroack, freed his remaining friends, and escaped. Rumors of treachery flew through the raiders’ camp, and factions set upon each other. Theron rallied the remaining villagers and attacked. Even though the humanoids still outnumbered the villagers five to one, the young warrior broke the spirit of the besiegers and drove them out of the valley. Not surprisingly, the villagers soon named Theron their lord, and his surviving friends became his most loyal retainers.
(DC 30;Unite the People)
Theron realized, however, that the threat of conquest was not gone from the land. Riding to distant settlements, Theron forged agreements with them, ensuring that when
the need arose, they would unite with each other against their common enemies. Theron made similar alliances with elves, dwarves, halflings, and all other good peoples. Soon,
this young warrior from a small village found himself at the center of a great alliance. Before long, other lords began to acknowledge Theron as a king. This actually surprised
the young man, who thought of himself as a servant of the people, not a ruler. And though his victories on the battlefield and his diplomatic successes made him king, it was
this humble attitude that made him truly great. As King Theron’s power and influence grew, Merthuvial’s abilities took shape. The sword became as renowned as the
king, and the chosen weapons of Theron’s retainers also became well known. It was said that while King Theron wielded Merthuvial, no enemy could defeat him. Unfortunately
for Theron, the tales said nothing about a friend. One of Theron’s oldest compatriots, a man whose name has been expunged from all histories of the time, betrayed
him. This “Betrayer” made a pact with the humanoids and evil races of the Underdark; such was his skill at deceit that he corrupted Theron’s kingdom from within. The humanoids struck the kingdom by surprise and devastated the king’s holdings.
But the Betrayer’s scheme ultimately backfired. Though few in the kingdom fully trusted one another, they all trusted King Theron. Out of the ashes of his court, Theron
rallied his loyalists, destroyed the invading army, and battled the Betrayer to the death. Though the king did not survive this final duel, Theron’s remaining supporters captured
the Betrayer and cursed him—the treacherous knight was forced to guard the king’s tomb for as long as fate required, atoning for his crimes through the lonely years.