caption
| Type | type |
|---|
Zephyr is a hand-and-a-half sword whose blade is forged from a talon of Halcyone. It first appeared in the 500s PR and has had a handful of appearances across Quelmar's history.
Description[edit | edit source]
Zephyr's blade is a carefully shaped piece of draconic cartilage, three feet in length. The edge is razor sharp, and the flat of the blade is polished until it gleams. The hilt is a shaped piece of brass that looks like rippling flames, and a large topaz is set in the pommel. Because Zephyr is so large and heavy, it is quite difficult to wield; only competent warriors can use it for more than ceremony (limited to martial classes).
Powers and Abilities (for DMs)[edit | edit source]
The exact powers of Zephyr are dependent upon the system you intend to run! The focus should be on fire damage and fierceness in battle. Ideas for you:
D&D 3.5: The base of this weapon is a +3 flaming burst bastard sword. (Insert second ability about fierceness in battle here.)
DDWN: Once per round, when you land a blow with Zephyr, the wielder may deal extra damage as though they had the Pyre of Heaven feat. (Insert ability about fierceness in battle here.)
Fate Core: Zephyr has the following aspects: Mask of the Aztecs, Strikes of Cleansing Flame
