Quedoth’s blade is a graceful, willow-leaf shaped sword, with its deep silver-blue metal exclaiming its aquatic origins. The hilt bears exquisite sapphires and black opals, and grip sharkskin with platinum wire.
Underwater, the blade leaves a trail of effervescent bubbles that create tiny flashes of light when they collapse. In the air it simply sings.
Quedoth earned the thanks of the otherwise hostile, and man-eating merfolk of the Kanarstead islands, through his rescue of their queen. She had been captured by the sea witch Anatha who intended on stealing her body for her own use. Quedoth took on the mission after he was himself captured by the mer-folk, who were somewhat aware of his surface-side reputation. He succeeded of course, though his less than gentlemanly manner with the rescued queen nearly cost him both reward and life.
The weapon is forged from Ve'laan and as such is a thing of the sea. It can pass through water unimpeded by resistance, much of this simply due to its exquisite thinness. It is very sharp and deadly both above and beneath the waves.
By intentionally wounding themselves with the weapon, the bearer of the blade will transform into a large shark, the blade temporarily disappearing in the process. No other items are so stowed. To leave shark form, they must somehow beach themselves and let their skin dry out. They can then emerge from the now paper-thin sharkskin in their normal form along with the sword. This process is quite hazardous as it is possible for them to suffocate during the process and they are terribly vulnerable throughout. Generally one would have allies carry them somewhere warm, dry and protected to return to normal. Quedoth has a hidden, partially underwater cave he uses for this purpose.
Should the PC’s lack a means to adventure below the depths, the sword could include the ability to grant a limited number of water-breathing abilities.
The blade’s location is detectible by the merfolk, and so are any sounds made in its proximity.
The weapon is still of the sea - and the merfolk are fickle. The merfolk are aware of the location of the blade, and can hear anything nearby. Quedoth’s disdain for the merfolk , their queen (“a ruby-lipped salmon”) and his petty plans and intrigues are known to them, and he is a marked man. Unfortunately for the PC’s, this same Quedoth is the captain they have booked passage with. And today is the day they have chosen to settle matters.
While Quedoth succeeded in rescuing the Queen, he did not slay the Sea Witch, and so left behind a powerful enemy. Should the PC’s perhaps defeat/kill Quedoth and seize his sword, the Witch may choose this timeframe to seek out Quedoth. There is enough of Quedoth’s spirit entwined into the blade that her scrying would lead her to the PCs. She is not terribly rational, so if Quedoth is unavailable for vengeance, then the PC’s will simply have to do. She has, unfortunately, dispatched her ‘Thing’.
The sea witch who created this thing never deigned to name it. It is a terrible combination of creatures - a flesh golem of the waves. The torso of the creature - a sea lion of great size, with bits and pieces of shells forming armor on much of it. For arms, on the left are four octopus tentacles, the right, some giant crab or lobster claw of sufficient size to encircle a stout man’s waist. Legs perhaps taken from some unfortunate ogre allow it to walk on land, while the back third of a shark gives it a powerful tail for swimming. Its head is a massive beaked sea turtle while its back is covered with the tentacles of giant sea anemones. It cannot talk nor understand the speech of anyone beside its creator. It is somewhat alive but highly resistant to all but the most potent of poisons. It has phenomenal healing power but may be slain with most weapons, though it is well armored and can survive wounds beyond mortal man.
For King and Country
The PC’s have been tasked with apprehending the Pirate who carries the blade, either directly, or in response to an open bounty. When they find him, either of the above plots could come to fruition as well. Prior to that point, the PC’s would have been lead on quite the wild goose chase as Quedoth does not stay in one place long, and has a nose for dangerous locations.