[D&D 2e] Magic Item: Zorr / Gorlandor

Background
Forged by Regor Nikful, Dwarven Forgemaster, in dwarven centuries long gone, Gorlandor is a sentient blade which awaits a bloodthirsty follower of Tempus to awaken it.

The axe’s metal haft has Regor’s personal rune engraved into it.

This particular axe was found by Zorr Granitecleaver, a newly appointed Battleguard. When it came time for Zorr to head out into the world to propagate Tempus’s truth, the elders suggested that he take the axe with him.  Unknown to Zorr at the time was the sentience sleeping within the axe. Someday the sentience, Gorlandor, will awake and challenge a certain foe in deadly melee. This sentience, when awakened, also speaks Ancient Dwarf.

Zorr was killed by a Flame Strike spell in the Caves of Chaos which melded his spirit into the axe. Unfortunately for Gorlandor, Zorr's willpower is higher than its own and Zorr is the sentience now in control. Now the axe goes by either the name Gorlandor or Zorr.

Powers
When handled by a non-specialty priest of Tempus, the weapon is dull and heavy. It could be lost in the bowels of a dwarven treasure room for ages if not touched by the proper hands.

Due to magical alterations at the time of the Flame Strike, it now also has the power of a Heat Metal spell if someone other than a worthy dwarf hero (or hero-to-be) picks it up. The spell will eventually burn through anything until the axe is dropped.

In the hand of a Battleguard, the axe is perfectly balanced. Any such priest cleaning the weapon will uncover a shine to dull other magical weapons.

The axe gets stronger as the PC goes up in levels. At level one, it is a sword +1. At level two, it is a sword +2. Ad infinitum.

At lower levels, if the PC fails to overcome the axe's ego, they can find themselves nudged in certain directions. Zorr is not shy in making his opinions known. At higher levels, the PC's will could be dominated if they have not yet overpowered the axe. And then there is the possibility that Gorlandor could awaken at any time suitable to the DM's story.

Mechanics
To fuel the power of the axe, it feeds of experience points.

D&D 2e: The axe will suck all the PC's fighting XP until the axe levels up (use fighter leveling charts). If the DM doesn't assign XP in fighting/non-fighting increments, split the XP 50/50 between the character and the axe. The axe is +1/+1 per user level. It is an intelligent, speaking axe with Zorr's dedication to Tempus. Gorlandor has a seething hatred of a specific race or specific enemy, left up to the DM to decide. When that enemy is met, Gorlandor's personality will temporarily take over in a berserker rage.

WFRP 1e: The axe bonus is +10WS (as allowed by current career)/+1D per career. The axe has its own advance scheme, separate from the character. All advances to WS will be on the axe's scheme while in possession. Advances on weapon's scheme are lost to the character if the weapon is lost. It is an intelligent, speaking axe with Zorr's dedication to Grungni. Gorlandor has a seething hatred of a specific race or specific enemy, left up to the GM to decide. When that enemy is met, Gorlandor's personality will temporarily take over in a berserker rage.

If anything above is confusing, let me know and I can give examples of how to use the mechanics.

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