Concept: cursed blade rehabilitation center. Destroying a sentient weapon is expensive and highly unethical, so adventurers bring them to the center where highly trained staff can care for them and eventually find them forever homes. It turns out most cursed weapons are products of trauma and are not strictly evil themselves. Some blades turn out to be fiercely protective companions. Others don't even want to be weapons at all, finding joy in simple work like blacksmithing or farming. Most blades just need to be loved.
A pack of bandits descend upon a seemingly undefended town. But the blacksmith's hammer, the farmer's scythe, the woodsman's axe, they have not forgotten what they once were, and they *will* defend the town that they have come to love.
This sweet girl has been with us for seven seasons. She was forged in the heart of a volcano and would be ideal for anyone with a preexisting fire affinity (she's a cuddler and is guaranteed to keep you warm in winter). She still loves burning, but it turns out you can only reduce the world to ash once. She would be perfectly suited for forest management that regularly requires controlled burns.
This weary old soul has grown tired of bloodshed and would much rather spend his days as an ominous decoration in a tavern or common room, a perfect fit for an adventurer looking to leave their dungeon crawling days behind. He likes peoplewatching with his single glowing eye, preferably from high, prominent locations with views of entrances and exits.
Dark king Grรผtmoreโs edge of annihilation consumed 10,000 souls in the first era, and as it turns out, statistically a lot of those souls heard stories that never got written down. It works in a library now.
The throngler, however, is just irrevocably fucked up. We put it in a stone in a forest and hoped nobody ever finds it