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Seven Swords of Sin

Ancient Thassilon was not ruled by wizards and spells alone, for even the runelords had their martial champions. Also known as the Alara'hai or the Seven Blades of Conviction, the Seven Swords of Sin were the weapons of those champions, assorted blades imbued with the deadly might of the schools of magic that dominated Thassilon.

The following introduces all of the Seven Swords of Sin in their fully awakened states, along with details on their first wielder, the blade masters who served as the first champions of their respective runelord masters and from whom each blade takes its name and imbued intelligence.


Despite their broad range of differences, the Seven Swords of Sin share a variety of powers.

  • Dormancy: The Alara'hai were crafted to serve the runelords of Thassilon. In modern times, however, these runelords lie dead or dormant. With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master's mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and flare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.
  • Intelligence: In addition to the unique powers possessed by each blade, every one of the Alara'hai is a sentient servant of a runelord. Fanatical in the extreme, the swords seek to force their wielders into serving the lords of Thassilon and furthering the ancient empire's goals. To enforce this purpose of their existence, each can manifest as a lawful evil intelligent item with 18 Intelligence, 25 Ego, telepathy, senses up to 30 feet, the ability to speak and read Common and Thassilonian, and the ability to cast create food and water, endure elements, and cure serious wounds 3 times per day. These properties only manifest while the sword is active, however.


Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.


The Seven Blades of Conviction share a common creation, forged in the arcane crucible known as Runeforge at the height of the Thassilonian Empire. With the empire's destruction at the start of the Age of Darkness, the Seven Blades of Conviction were lost. In modern times, some of the blades—now more commonly known as the Seven Swords of Sin—have resurfaced, typically in close proximity to Thassilon's ancient borders, though some may have wandered much farther from their fallen homelands.


Those who seek out the Seven Swords of Sin adopt the power of Thassilon, but also the potential to share in its grim end.

  • Return of the Runelords: Although significant weapons even when dormant, the swords reveal their true power only when active, states that require the reawakening of Thassilon's infamous runelords. Either dead or locked in the grips of millennia-old dormancy, these runelords number among the most ingenious villains ever to walk the face of Golarion, and even the most selfish of the Alara'hai's wielders seek to awaken these archmages—even if only to empower their weapons. However, the swords also serve as a warning of the runelords' restoration, with an awakened Sword of Sin presaging a far greater threat.
  • Slave of Thassilon: Any creature who wields an awakened Sword of Sin constantly runs the risk of being dominated by the intelligent weapon. For many characters, a Sword of Sin is only a boon if two runelords are awake and the blade is being employed in one's battle against the other.