From: Lineage 422 of the Kwe Sar
Weapon Type: Single-Edged Greatsword (Obsidian Alloy)
Origin: Forged by Tharion himself during his Second Tempering, this blade was quenched seven times—in lava, steam, oil, blood, sand, salt, and molten glass—each stage etching faint ripples of contrasting color through the obsidian-metal edge.
- Effects:
- Base Damage: 1d10 slashing + 1d4 heat damage.
- Sevenfold Precision: On a critical hit, roll an additional 1d6 and choose to channel heat or concussive force.
- Tempered Form: Once per day, may “retemper” by plunging the blade into fire or water to gain +1d6 extra elemental damage (fire or steam) for 1 minute.
- Perception of Activation: A whistling hum trails the swing; edge glows faint red; faint scent of scorched iron and rain.
- Crafting Materials: obsidian-steel alloy, dragon-fire quenching salts, essence of endurance, runic core crystal.
- Lore: The Seven Tempers mirror the Kwe-Sar life stages—each layer of the blade embodies a lesson in patience, control, and transformation.
Lore:
Among the sacred forges of Acheulean, there is a tale whispered in heat and hammer-fall—that of Tharion’s Second Tempering. It is said that during this trial, Tharion sought not to forge a weapon for war, but a reflection of his soul. To achieve this, he tempered the blade seven times in seven different elements, each embodying a virtue of the Kwe-Sar: endurance, adaptation, focus, balance, patience, resilience, and transcendence.
The first tempering in molten lava granted the blade its fiery heart, binding it to the will of the forge.
The second, in rising steam, imbued clarity, teaching control under pressure.
The third, in black oil, sealed discipline, representing restraint amidst chaos.
The fourth, in the blood of his kin, granted resolve, the duty of sacrifice.
The fifth, in the sands of the Shattered Expanse, taught stability, to endure endless erosion.
The sixth, in the salt of the sea, carried humility, reminding that all things return to the depths.
The final, in molten glass, conferred reflection, the acceptance of imperfection through beauty.
Thus, Blade 447 was not merely forged—it was lived into existence. Its edge gleams like cooled magma under light, while faint rainbow sheens drift beneath the obsidian surface. The Va-Shar runes etched along its spine shift hues depending on the wielder’s intent, whispering fragments of Tharion’s lessons when swung with conviction.
Some say the sword sings faintly when rain falls on its edge—a reminder of its seventh tempering in molten glass, where even fragility was made strong. To Acheulean scholars, it symbolizes the Kwe-Sar creed: “Each strike tempers the soul, as heat tempers the blade.”
Tier One Stats:
• Base Damage: 1d10 slashing + 1d4 heat damage
• Critical: +1d6 bonus (choose Fire or Force upon critical hit)
• Attack Bonus: +1 to Hit
• Durability: 60/60
• Weight: 14 lbs
• Required Strength: 13+
Skills Gained:
• +2 Smithing (when using in forgework)
• +1 Insight (linked to patience and measured strikes)
• +1 Intimidation (heat shimmer and tone of authority in stance)
Passive Magics:
- Echo of the Forge: The blade hums faintly in proximity to metal or stone structures, granting advantage on detecting concealed forges, vents, or subterranean heat channels.
- Sevenfold Harmony: Wielder resists temperature extremes (mild fire/cold damage reduced by 25%).
- Enduring Temper: Wielder regains 1 HP/hour while near intense heat sources (lava, furnaces, volcanic vents).
Activatable Magics:
- Retempering (1/day):
- Action: Submerge the blade in water or fire for 1 minute.
- Effect: Blade absorbs elemental essence, gaining +1d6 additional Fire (if in flame) or Steam (if in water) damage for 1 minute.
- Side Effect: Blade glows orange-white (Fire) or emits mist (Steam); wielder feels either invigorated heat or chilling focus.
- Tempest of the Sevenfold Strike (Recharge 6):
- Effect: After a successful hit, may channel all seven temper energies into a single cleaving blow. Deals normal damage plus an extra 2d6 mixed elemental damage (fire/steam/force) in a 5-ft arc.
- Drawback: Weapon loses 10 durability points and requires retempering in a forge to restore its harmony.
- Lesson of Reflection (Bonus Action, 1/day):
- Duration: 10 minutes
- Effect: Wielder gains +2 to Wisdom saving throws and resistance to psychic influence; the blade whispers guiding phrases in Kwe-Va.
- Aftereffect: Faint heat exhaustion; minor –1 penalty to Dexterity checks for 1 hour.
Slot: Weapon (Two-Handed / Primary / Greatsword Type)
Tags: Weapon, Fire, Steam, Obsidian, Elemental, Greatsword, Tempered, Resonant, Forged, Patience, Discipline, Reflection, Kwe-Sar-Forged, Volcanic, Sacred, Reforged, Dual-Element, Rune-Bound, Heavy, Weapon, Obsidian, Fire, Steam, Elemental, Greatsword, Tempered, Versatile
Commerce and Trade of Blade 447 of the Seven Tempers
(Acheulean and broader Saṃsāran markets)
1. Emberforged Sanctum (Sar-Kwe Capital)
Type: Holy Forge-Temple & Relic Auction Hall
Description:
Deep within the volcanic heart of the Acheulean capital lies the Emberforged Sanctum, where relics of Tharion’s lineage are curated, traded, or ceremonially transferred between noble guilds. The sale of a weapon such as Blade 447 would occur only under oath, supervised by three Forge-Wardens and a priest of Korrath. Transactions here resemble adoption rather than purchase—buyers must demonstrate mastery in tempering arts and endurance rituals.
Estimated Cost: 40,000–50,000 gp (artifact value; bound by spiritual contract).
Method: Ritual exchange, not currency alone—requires service or crafted tribute of equal merit.
2. Ironhearth Consortium (Ironflow River Trade-Arc)
Type: Industrial Guild Exchange
Description:
A legitimate yet fiercely competitive artisan’s guild market where obsidian-steel and ley-aligned weapons circulate. The Consortium occasionally receives lesser Seven Temper replicas forged by Tharion’s apprentices. Genuine relics command astronomical value and are typically secured by industrial magnates, ducal houses, or temple patrons seeking prestige.
Estimated Cost: 25,000–30,000 gp (rare artifact)
Method: Combination of coin, metal rights, and future production contracts. Buyers often barter heat-resistant alloys or ley-core fuel rather than gold.
3. Smelter’s Veil (Underforge Market beneath Sar-Kwe)
Type: Shadow Auction / Blacksmith’s Black Market
Description:
Hidden among the tunnels where slag flows like rivers, master forgers deal in “lost tempers”—weapons reclaimed from ancient tombs or melted for parts. Here, Blade 447 might surface after being disassembled, its runic spine traded in secret. Prices depend on how intact the blade’s temper runes remain. Transactions are often silent, mediated by runic sign or vibration-code rather than speech.
Estimated Cost: 10,000–15,000 gp (damaged or unbound variant)
Method: Anonymous barter—often through obsidian ingots, blood contracts, or debt-bonded services.
4. Hall of Aether & Iron (Coralis Dominion)
Type: Inter-island Relic Exchange / Museum-Market
Description:
Located within Saṃsāra’s coral-steel diplomatic city, this hall brokers trade between Acheulean relics and other nations. Merchants use flame-proof vaults, crystal-sealed contracts, and Mind’s Eye attestation to verify authenticity. The Hall’s archivists document each blade’s forging pattern and resonance signature.
Estimated Cost: 32,000–38,000 gp
Method: Recorded sale under the Archivum Protocol—buyers sign psychic “ownership echoes” binding them as stewards rather than owners.
5. Pilgrim’s Forge Caravan (Wandering Market of the Ash Wastes)
Type: Nomadic Relic & Pilgrim Vendor
Description:
Traveling caravans bearing the sigil of Korrath’s Hammer cross the ash plains selling minor relics and reproductions. Occasionally, a retired master smith will bear a true Seven Temper blade, selling it to a worthy warrior whose life reflects the seven virtues. Such exchanges are ceremonial, occurring at dawn beside an open forge or lava vent.
Estimated Cost: 15,000 gp base; 5,000 gp ritual tithe to Korrath
Method: Dual offering—payment plus demonstration of endurance through a trial (standing in volcanic steam for one full hour).
6. Elemental Auction of Dreamtide (Saṃsāran Floating Port City)
Type: Cross-Nation Artifact Auction
Description:
Here, relics of every element—fire, steam, lightning, coral, and light—are bid upon by nobles, mercenary orders, and scholars. Blade 447 would be displayed suspended over lava-lit water, its glow refracting like stained glass. Prices soar according to legend, lineage, and demonstrated resonance during the pre-auction “flare test.”
Estimated Cost: 50,000–60,000 gp (museum-grade artifact with documentation).
Method: Open bidding with mandatory magical verification and a 10% ley-tax to the city treasury.
In Saṃsāra, Blade 447 of the Seven Tempers is more than a weapon—it is a chronicle of patience and transmutation. Whether traded in sacred halls or smoky tunnels, every sale is less a transaction and more a rite of inheritance, where coin merely measures the weight of one’s worthiness to wield a legend born of seven fires.
Roleplay Use of Blade 447 of the Seven Tempers
(Defensive and Offensive Application Across Environments in Saṃsāra)
1. Volcanic Forges and Industrial Zones
Environment: Blazing heat, molten streams, hammering foundries of Acheulean.
Offense:
The blade’s obsidian edge cuts through tempered metal like clay when superheated. In industrial duels or defense of forge halls, each swing channels the stored heat of the environment—its red glow flaring with each impact. Strikes can cause molten spray or steam bursts when hitting heated machinery or armor.
Defense:
The wielder may drive the blade into the ground, creating a shimmering field of convection heat that blurs incoming projectiles or deflects weaker blades. Its tempered harmonics stabilize footing on vibrating catwalks or trembling volcanic platforms.
Roleplay Tone:
In this setting, the wielder becomes part of the forge itself—a symbol of mastery and control over fire and metal. The weapon’s hum blends with industrial noise, like a song of the living forge.
Personality Portrayal: Calm, deliberate, methodical—like a smith choosing every strike with purpose.
2. Mountainous and Subterranean Terrains
Environment: Rocky caverns, seismic corridors, tremor-prone depths beneath the Great Fire Mountain.
Offense:
Each strike resonates through the stone, disorienting subterranean foes. The wielder can choose to channel concussive force rather than flame, sending shockwaves along walls or through the ground—knocking down or unbalancing burrowers, constructs, or tremor-sensitive creatures.
Defense:
The blade vibrates slightly when detecting approaching enemies through rock vibrations—acting as a seismic sensor. It can also be driven into stone to anchor the wielder against landslides or tremors.
Roleplay Tone:
Defensive combat is steady and grounded; offensive strikes echo like drumbeats through the caverns. The wielder speaks softly, every motion measured by the earth’s pulse.
Personality Portrayal: Stoic, patient, unyielding; embodies endurance.
3. Coastal or Steam-Filled Environments
Environment: Steam-forges, coastal geysers, geothermal vents, and mist-choked battlefields.
Offense:
When “retempered” in steam, the blade emits bursts of pressurized vapor with each swing, forming slicing arcs of scalding mist. Enemies struck feel not only the cut but the sudden flash-boil of air around them.
Defense:
By channeling steam energy, the wielder can obscure themselves and allies in a dense vapor cloud, imposing disadvantage on ranged attacks and providing concealment. The mist also dampens sound, allowing tactical repositioning.
Roleplay Tone:
The wielder moves like the tide—each strike a rhythmic flow of pressure and release. When defending, they vanish into the mist like a whisper between breaths.
Personality Portrayal: Adaptable, fluid in motion, using balance and foresight rather than brute power.
4. Urban Combat and Duels
Environment: City alleys, marble plazas, or mechanical districts.
Offense:
In confined spaces, the wielder’s mastery of the Sevenfold Precision ability allows pinpoint strikes that avoid collateral damage while still unleashing intense localized power. Sparks flare off metal surfaces as heat meets steel, intimidating opponents.
Defense:
The wielder can shift to the reflective “glass temper” stance—deflecting blows with mirrored parries, forcing enemies to face their distorted reflections in the glowing edge.
Roleplay Tone:
Urban wielders become performers of the forge arts—every movement ceremonial. Audiences see them as walking testaments of Acheulean discipline.
Personality Portrayal: Proud but not arrogant; uses conflict as demonstration rather than destruction.
5. Cold or Frozen Regions
Environment: Glacial fields, tundras, or polar citadels.
Offense:
The blade’s heat contrasts sharply against frost. Strikes vaporize ice armor, melting shields or freezing weapons made brittle by temperature shifts. It leaves molten streaks across frozen ground that can trip or trap foes as they refreeze.
Defense:
The internal warmth of the weapon sustains both wielder and allies. When planted upright, it radiates life-sustaining heat in a 10-ft radius—an emergency survival measure in frigid storms.
Roleplay Tone:
The wielder becomes a bearer of warmth in desolation—a moving forge that preserves life through creation rather than violence.
Personality Portrayal: Compassionate, disciplined, acting as a guardian of endurance and vitality.
6. Ritual or Ceremonial Contexts
Environment: Temples, coronation forges, and sacred dueling amphitheaters.
Offense:
Symbolic rather than lethal—each swing releases glowing sparks of color representing one of the seven tempers. In ritual duels, these serve as lessons to initiates, each color tied to a moral aspect of the Kwe-Sar creed.
Defense:
The wielder can redirect the energy of an incoming blow into a flare of light, dissipating aggression rather than meeting it with force. This is seen as the final mastery of the forge—the ability to transform fury into illumination.
Roleplay Tone:
Majestic, philosophical, slow. Each motion deliberate, spoken in the silent language of mastery and humility.
Personality Portrayal: Teacher, philosopher, and living embodiment of the Tempering cycle.
7. Battlefield and Large-Scale Warfare
Environment: Open plains, sieges, or volcanic fronts.
Offense:
When wielded in full fury, the blade channels all seven tempers, radiating heat waves across the ground. The wielder’s strikes ignite enemy formations and forge rivers of molten glass.
Defense:
Can be planted as a sigil of morale—its heat creates a zone where frost magic and poison mists dissipate. Soldiers rally around its aura of warmth and light.
Roleplay Tone:
The wielder becomes a living beacon—both weapon and banner of endurance. The sound of the blade cutting through air becomes the rallying cry of fire-born will.
Personality Portrayal: Commanding, resolute, the soul of the forge given motion.

Perception of Activation:
User’s Perspective:
The moment the wielder grips the hilt, the obsidian alloy warms as though alive, pulsing in rhythm with their heartbeat. A deep hum, like the breath of a forge, resonates through their arms and into their chest cavity. The air thickens, shimmering with heat distortion, while faint metallic motes rise from the ground. The blade’s molten-gold veins flare brighter, transitioning from dim amber to vivid scarlet, filling the wielder’s vision with the impression of molten dawn. Each movement leaves behind a ghostly afterimage—a trail of red-orange light that fades like cooling steel. Their senses sharpen: the scent of scorched metal and rain mingles with ozone; the faint hiss of vapor echoes around them. Within the Mind’s Eye, geometric runes flicker briefly, then align—marking the weapon as “awake.” A whisper not of words but of temperance and will murmurs in their consciousness, teaching them to strike not from anger but purpose.
Observer’s Perspective:
To an onlooker, the wielder appears framed in an aura of living heat. Light bends subtly around their form as if reality itself distorts in respect to the blade’s resonance. The sword glows with molten brilliance, its colors cycling in patterns that resemble rhythmic breathing. Each swing emits a distinct harmonic tone—a sound not merely heard, but felt through the chest and bones, as though the world itself is resonating in response. When it strikes stone or metal, sparks erupt in perfect spirals, leaving circular scorch marks in their wake.
Extra-Sensory Perceptions:
The wielder’s Mind’s Eye perceives layers beyond sight: ripples of thermal energy radiate in concentric circles, mapping the terrain in waves of heat. They feel the forge-soul of the weapon pulsing, each surge of resonance like the throbbing of a volcanic heart. In the psychic realm, the weapon’s aura forms a radiant sphere of molten glass, ever-turning, humming in seven distinct notes that align with the Seven Tempers. The wielder can sense minute vibrations in metal nearby—armor plates, enemy weapons, or forge constructs—long before physical contact.
Positives:
- Greatly heightened awareness of surroundings, particularly heat, vibration, and magical resonance.
- Connection to the weapon’s will fosters calm and focus, ensuring strikes are deliberate and exact.
- Allies nearby often feel warmth and resolve, emboldened by the harmonic resonance.
- Heat emitted acts as deterrence against lesser creatures and frost-based magic.
Negatives:
- The intense sensory feedback can be overwhelming; extended activation risks disorientation or “forge-blindness” where vision fades into red haze.
- The humming resonance draws the attention of heat-sensitive predators or ley-reactive constructs.
- Emotional agitation increases the blade’s internal temperature—potentially searing the wielder’s gauntlets or nearby materials.
- In quiet places, the rhythmic hum can betray the wielder’s position, echoing faintly across stone and metal corridors.
When activated, Blade 447 of the Seven Tempers transforms the act of combat into a ritual of the forge—every motion, sound, and sensation a dialogue between the wielder’s soul and the weapon’s living fire.
Recipe Title: Forging of the Blade 447 of the Seven Tempers
(The Rite of Seven Quenchings — a sacred forging process of Acheulean tradition)
Materials Needed
- Obsidian-Steel Alloy (60 lbs) – A fusion of volcanic obsidian glass and deep-core iron extracted from beneath the Great Fire Mountain; forged together under ley-aligned conditions.
- Dragon-Fire Quenching Salts (3 vials) – Alchemically stabilized salts that ignite on contact with molten metal, essential for the Fire and Steam Tempers.
- Essence of Endurance (1 flask) – Distilled from the heart crystals of long-lived elemental creatures or high-tier Kwe-Sar essence; grants the blade patience through repeated forging.
- Runic Core Crystal (1 large shard) – A Va-Shar-inscribed crystal tuned to resonance frequencies of the forge’s ley lines; acts as the spiritual “heart” of the weapon.
- Korrath’s Ash Resin (2 blocks) – Sticky, dark resin collected from sacred volcanic vents; stabilizes the elemental harmonics in the blade.
- Seven Tempering Mediums – Representing the seven stages of balance:
- Lava (Creation)
- Steam (Adaptation)
- Oil (Fluidity)
- Blood (Sacrifice)
- Sand (Patience)
- Salt (Preservation)
- Molten Glass (Reflection)
Tools Required
- Grand Emberforge or Equivalent Heat Source capable of sustaining 3,500°C for extended periods.
- Runesmith’s Hammer and Chisel made from tempered mythril or basalt.
- Quenching Trough Set (Seven vessels) lined with volcanic clay and etched with Kwe-Va glyphs for elemental attunement.
- Leyline Regulator Core to synchronize resonance between forgemaster and weapon.
- Protective Gear: Obsidian-forged gauntlets and resonance ear covers (to prevent auditory overload during harmonic alignment).
Skill Requirements
- Smithing (Master Level) — Required for alloy shaping and structural precision.
- Runecraft (Expert Level) — Necessary for Va-Shar glyph inscription and tuning of resonance nodes.
- Elemental Manipulation or Pyromancy (Intermediate Level) — Used for stabilizing heat flow and flame control during tempering.
- Alchemy (Journeyman Level) — To correctly prepare and layer quenching mediums without contamination.
- Spiritual Attunement or Forge Communion (Optional, but traditional) — Enables the crafter to hear the “voice” of the blade during its tempering stages.
Crafting Steps
1. The Alloy’s Birth
Melt the obsidian and deep-core iron together in the Emberforge, stirring clockwise with a Va-Shar rod. Add Korrath’s Ash Resin gradually until the mixture emits a steady hum—an indication of harmonic readiness. Pour into a rough blade mold lined with sand and volcanic ash. Let cool until faintly red.
2. The Runic Etching
Once the metal is cool enough to handle, carve Va-Shar glyphs along the fuller and edge spine using a runesmith’s chisel. These glyphs must represent Creation, Endurance, and Transformation. Apply a thin layer of Essence of Endurance to the runes, allowing them to drink in the substance until they glow faint orange.
3. The Seven Tempers
Reheat the blade to forging temperature and perform the Seven Quenchings, in this precise order:
- Lava – For resilience; submerge for 7 heartbeats.
- Steam – For adaptability; hold within the vapor for 10 breaths.
- Oil – For flexibility; let the surface darken to a mirror sheen.
- Blood – For willpower; a symbolic infusion, not excess. The blade must absorb rather than burn.
- Sand – For patience; bury the blade until cool and silent.
- Salt – For purity; scrub along the edge, sealing microfractures.
- Molten Glass – For reflection; this final temper seals the sevenfold layers, giving the blade its translucent rippling effect.
Each quenching should be accompanied by a chant in Kwe-Va to align the elemental vibrations. A failure to maintain rhythm during any stage may cause internal fissures, reducing both beauty and durability.
4. The Heart Insertion
Split the hilt end slightly and embed the Runic Core Crystal. Hammer the base shut while whispering “Va’Korrath’Sen”—the Binding of Flame to Form. The blade will emit a low harmonic note as its soul fuses with the crystal.
5. The Final Polishing
Buff the weapon with powdered obsidian dust and a molten copper cloth until the surface ripples with black, red, and gold striations. The blade should sing faintly when struck gently—a tone known as the Song of the Seventh Dawn.
6. The Awakening Rite
Hold the weapon before a lit forge and speak its intended name aloud. The weapon will ignite briefly with a blinding light, marking the moment of awakening. From this point, the blade is bound to its creator until another soul reforges it.
Estimated Crafting Duration:
Approximately 9 full days of continuous labor, not including cooling and rune-settling phases.
Final Value in Acheulean Markets:
A completed Blade of the Seven Tempers commands a price between 1,200–1,800 gold pieces, depending on resonance purity and lineage of the forgemaster.
Sevenfold Quenching of Tharion’s Blade
(A fragment from the “Runes of Molten Memory,” translated many ages after the Ashfall by unknown hands)
In the elder days, when the smoke of the mountains hid the stars and the rivers were veins of molten light, there was born a smith named Tharion, whose hands were both gentle and wrathful. The stone elders said that his heart burned with the fire of the Great Forge, and that when he struck metal, the mountains themselves would echo his rhythm.
But in those days, the world trembled with imbalance. The beasts of ash rose from the fissures, and the sky itself broke into red storms. The Kwe-Sar people, still new in their tempered bodies, could not shape metal fast enough to defend their dwellings. The forges grew weary, the hammers cracked, and even the strongest obsidian dulled.
Tharion, who had survived the First Tempering and borne its marks with pride, went before the Ember Throne of Sar-Kwe and spoke thus to the queen:
“Give me not warriors, nor spells, nor crowns. Give me silence, a forge, and time enough to break myself.”
And so, he was given these things. Alone, he descended beneath the mountain where rivers of fire ran like serpents through black stone. There, he sought to make a weapon that could endure all things—heat, fear, and the breaking of the world.
For seven years and seven nights, he labored. It is said that he struck the forge without pause, feeding it with his breath, his tears, and his will. But even Tharion, whose spirit was as iron, found his work unfinished. For each time he quenched his blade, the metal cracked or sang out false. The mountain mocked him with its rumbles.
Then, on the eighth dawn, he cast aside his hammer and cried to the heavens and the stone below:
“I have shaped a thousand times, yet the shape escapes me. O Korrath, Forgemaster eternal, teach me what heat cannot burn and what cold cannot still.”
The mountain answered—not in words, but in silence deeper than death. From that silence came the spark of understanding. Tharion realized that the weapon must not be tempered once, nor twice, but seven times—each quenching not of metal, but of soul.
Thus began the Seven Tempers.
First, he quenched the blade in lava, the fire of creation, that it might be strong.
Second, he quenched it in steam, the breath of change, that it might be adaptable.
Third, he quenched it in oil, the blood of the earth, that it might be flexible.
Fourth, he quenched it in blood, his own, that it might be alive.
Fifth, he quenched it in sand, the patience of time, that it might endure.
Sixth, he quenched it in salt, the memory of tears, that it might remember.
Seventh, he quenched it in molten glass, the mirror of truth, that it might see itself.
When the last temper was complete, the blade sang—not with sound, but with resonance. It shone with seven ripples of color, each one the hue of a different dawn. Its edge shimmered with the rhythm of his heart, and when he lifted it, the mountain ceased to tremble.
He named it The Seven Tempers, though others would later call it The Blade of the Shattered Dawn, for in its reflection one could see the light of rebirth even in ruin.
Tharion descended from the forge, the blade upon his shoulder. The beasts of ash rose once more to challenge him, but when he struck the ground, the earth itself sang. The creatures fell to their knees, their forms cooling into blackened glass. He did not slay them in fury, but in balance.
Years passed. The blade grew quieter, its hum fading to a whisper as Tharion aged. When his body cooled and his forge fell still, his apprentices found only the weapon, still warm, resting across the anvil. It was said to pulse faintly—as if remembering its maker’s heart. They placed it in the Emberforge, to lie in eternal resonance with the mountain’s song.
A thousand years later, those who listen at the deepest forges of Acheulean claim they can still hear the hum of the Seven Tempers echoing through the stone. Some say that the mountain remembers the man who taught it to sing. Others whisper that the blade awaits the next soul who dares to be tempered seven times and not shatter.
Moral of the Story: The fire does not forge the blade—discipline does. Only by tempering the self in many trials can one become unbreakable.
Suggested conversions to other systems:
CALL OF CTHULHU (7th EDITION)
Item: Blade 447 of the Seven Tempers
Type: Two-handed melee weapon (mythic forged artifact)
Damage: 1D10 slashing + 1D4 fire (counts as magical)
Reach/Range: Melee
Armor/Penalty: None (treat as great weapon for maneuver difficulty)
Special:
• Sevenfold Precision: On an impale or critical, roll +1D6; the wielder chooses either fire (extra 1D6 fire) or concussive force (target makes CON×5 or is stunned for 1 round).
• Retemper (1/day): After plunging the blade into flame or water for 1 full round, gain +1D6 elemental damage for 10 rounds. Fire quench = +1D6 fire. Water quench = +1D6 “steam scalding” fire; attacks also impose a Hard CON roll or the target coughs/chokes (–20 to actions) for 1 round.
• Heated Hand: +20% to Craft (Blacksmith) or Mechanical Repair while using the sword as a focus in a working forge.
Backlash/Drawbacks:
• Overpressure: On an attack roll of 96–00, wielder takes 1D4 fire from vented heat.
• Lingering Visions: An hour of continuous carry risks 1D2 Sanity loss (whispers of the Seven Tempers).
BLADES IN THE DARK (LATEST)
Item: Seven-Temper Blade
Load: 2 (Heavy, Rare)
Quality tags: Fine, Fiery, Unbreakable, Loud
Use in action:
• Position/Effect: When carving through metal/stone or fighting in heat/steam, treat effect as one step higher.
• Sevenfold Precision: On a critical, choose Heat or Concussive. Heat: set them on fire (level 2 harm “Scalded”) or fill a segment on a “Burning” clock. Concussive: knockdown and force movement; create the “Ringing Shock” environmental danger (2-clock).
• Retemper: Once per score, spend a downtime action (or a beat in free play at a forge/fountain) to quench. For the next scene, +1 potency and +1d vs armored or construct foes. If quenched in water/steam, you also gain a smoky/steamy veil (improved position to evade or disengage).
• Craft Catalyst: In downtime projects at a forge, +1 quality to items you craft or +1 segment to relevant long-term clocks.
Consequences:
• Attention of elements: On a Desperate roll with the blade, you also risk a consequence from elemental entities or a forge spirit.
• Overheat: On a 1–3, take level 1 harm “Blistered Grip” unless you drop or sheath it.
DUNGEONS & DRAGONS (5E)
Item: Blade 447 of the Seven Tempers
Weapon (greatsword-style artifact), very rare (requires attunement by a creature proficient with martial weapons or Smith’s Tools)
Properties: Two-Handed, Heavy, Magical
Damage: 1d10 slashing + 1d4 fire
Features:
• Sevenfold Precision: When you score a critical hit, roll an extra 1d6 and choose the damage type: fire (searing cut) or thunder (concussive force).
• Retemper (1/day): As an action while adjacent to a significant source of fire or water, plunge the blade to retemper it. For 1 minute, your weapon attacks deal an extra 1d6 elemental damage. Fire-quench: +1d6 fire. Water-quench (steam): +1d6 fire; each hit also creates a brief 5-foot cube of hissing steam centered on the target that is lightly obscured until the start of your next turn.
• Tempered Form: While you are within 30 feet of an active forge, lava, or geothermal vent, you have advantage on Strength (Athletics) checks to shove or break objects, and you have resistance to environmental fire damage (not to spell attacks).
• Forge-Sense: You have advantage on Intelligence (Investigation) checks to identify metals, heat-stressed structures, or hidden vents/flows.
Balance/Limitations:
• Overpressure: If you roll a natural 1 on an attack while the blade is retempered, you take 1d4 fire damage.
• Attunement ends if you willingly submerge the blade in nonmagical saltwater for 24 continuous hours (the runes go dormant until re-awakened at a forge).
Suggested rarity value: not commonly for sale.
KNAVE (LATEST)
Item: Blade 447 of the Seven Tempers
Type: Heavy weapon (2 slots)
Damage: d10 slashing + d4 fire
Bonuses and use:
• Sevenfold Precision: On a critical, roll an extra d6 and choose fire (extra burn) or force (knock the foe back Near and prone if possible).
• Retemper (1/day): Spend a turn at fire or water to empower for one exploration turn or one combat: +d6 elemental damage. Fire-quench: +d6 fire. Water-quench: +d6 fire; each hit throws off steam—ranged attacks against you suffer disadvantage until your next turn if you remain Near the target.
• Enduring Temper: When within earshot of an active forge or natural heat source, you recover 1 HP per hour.
• Maker’s Insight: Advantage on tests to appraise or repair metal arms/armor; you can identify heat-treat faults by sight.
Drawbacks:
• Hot Edge: Each hour you carry the unsheathed blade outside of heat sources, lose 1 HP (it “hunts” warmth) unless you douse it or sheath it.
• Steam Signature: While empowered by water-quench, you are noisy/visible in mist; attempts to hide are impaired.
FATE CORE (LATEST)
Name: Blade 447 of the Seven Tempers
Aspect: “Forged Seven Times in Fire and Patience”
Item Type: Legendary Weapon (Unique, Attuned)
Permissions: Requires the aspect “Tempered by the Forge” or equivalent connection to elemental craft or forgework.
Description: A great obsidian-steel blade with seven rippling hues across its edge. Its heat hums softly even when sheathed, and its wielder feels both its weight and its whisper.
Mechanical Effects:
• Weapon Rating: +3 when using Fight or Physique to make melee attacks.
• Sevenfold Precision (Passive): When you succeed with style on an attack, you may choose to create a boost called “Searing Momentum” instead of dealing extra stress; it represents lingering flame or concussive shock.
• Retemper (1/session): Spend a Fate Point while near a natural element (fire, water, molten metal) to empower the blade for one scene. Attacks gain Weapon:4 and may deal either fire or concussive stress (choose at activation).
• Forge Resonance (Passive): Gain +2 to Crafts or Lore rolls related to metalwork, smithing, or identifying ancient artifacts.
• Compel: The blade’s heat never truly fades—use its presence to attract unwanted attention, ignite delicate materials, or provoke those who covet it.
Drawback: The wielder cannot conceal its aura; any who sense magic can feel its temper burning nearby.
Tags: Legendary, Elemental, Fire, Resonant, Tempered, Great Weapon, Craft Focus.
NUMENERA / CYPHER SYSTEM (LATEST)
Name: Blade 447 of the Seven Tempers (Artifact, Level 6)**
Form: Heavy melee weapon (greatsword)
Depletion: 1 in 1d20 (if used for Retemper)
Effect:
• Base Damage: 7 points (plus +2 fire damage).
• Sevenfold Precision: On a natural 19–20, deal +4 extra damage and choose one: knockback 2 meters or ignite the target (2 damage per round for 3 rounds, Speed defense ends fire).
• Retemper (Active, once per day): When quenched in fire or water for 1 minute, the sword gains a shimmering elemental resonance for 10 minutes. During that time, it deals +3 fire or steam (heat) damage and grants +1 Armor against physical attacks.
• Forge Empathy (Passive): When within 30 meters of a forge or geothermal vent, the wielder gains +2 to crafting, understanding ancient devices, or sensing vibrations through metal or stone.
Special: If the wielder rolls a 1 on any attack, the blade flares and deals 2 damage to the wielder as backlash.
GM Intrusion: The blade’s resonance awakens dormant forge-spirits, summoning an elemental or triggering a tremor.
Tags: Artifact, Fire, Heavy, Tempered, Elemental, Resonant.
PATHFINDER 2E (LATEST)
Name: Blade 447 of the Seven Tempers**
Item Level: 6 (Rare, Magical, Two-Handed Melee Weapon)
Usage: 2 hands; Bulk 2
Weapon Type: Greatsword (martial weapon)
Damage: 1d12 slashing + 1d4 fire
Traits: Magical, Fire, Forceful, Versatile P (piercing)
Potency Rune: +1 (upgradeable)
Resonant Rune (Unique): Counts as both a weapon and a forge focus.
Passive Abilities:
• Sevenfold Precision: On a critical hit, deal an additional 1d6 elemental damage of your choice (fire or concussive force).
• Tempered Form: When standing adjacent to fire, magma, or a forge, gain resistance 2 to fire damage and a +1 circumstance bonus to Crafting checks.
• Forge Attunement: When using Crafting to create metal weapons or armor, halve the time required (minimum 1 day).
Active Ability (1/day, 2 Actions — Concentrate, Interact):
Retemper: Submerge the sword in fire or water; for 1 minute, the weapon gains +1 striking potency (total +2) and its damage die increases to 1d12+1d6 of the selected element. Fire quench grants persistent 1d4 fire damage on critical hits; Water quench generates a 5-foot cloud of steam that grants concealment until the start of your next turn.
Craft Requirements: Forge access; rare obsidian-steel alloy, essence of endurance, dragon-fire quenching salts, and a Va-Shar runic core crystal.
Tags: Elemental, Fire, Resonant, Rune-Bound, Great Weapon, Rare Artifact.
SAVAGE WORLDS (ADVENTURE EDITION)
Name: Blade 447 of the Seven Tempers
Category: Artifact / Heavy Melee Weapon (Greatsword)
Damage: Str+d10; AP 4; Heavy Weapon; Magical
Abilities:
• Sevenfold Precision (Passive): On a raise with Fighting, roll an additional d6 and apply as either Fire or Concussive damage (declare after roll).
• Retemper (Active, once per encounter): Spend a Benny and a full action to quench the blade in fire or water; it gains +2 damage and the Choking Steam or Burning Aura effect for 3 rounds:
- Fire: Attacks cause 1d6 fire damage to all within a Small Burst Template (including wielder if unaware).
- Steam: Generates a 2″ smoke cloud that imposes –2 visibility penalty to ranged attacks through it.
• Forge Resonance (Passive): While near an active forge, volcano, or geothermal vent, gain +1 to Repair, Craft, and any rolls involving heat or metalwork.
Quirks/Backlash:
• On a critical failure with the blade, it overheats—dealing 1d4 fire damage to wielder and destroying nearby flammables.
• Its glow makes Stealth rolls suffer –2 in low-light environments.
Market Value: 150,000 credits or equivalent (nearly priceless to forge guilds of Saṃsāra).
Tags: Fire-Forged, Elemental, Legendary, Tempered, Craft-Bound, Great Weapon, Heavy, Resonant, Forge-Attuned.
SHADOWRUN (6TH EDITION)
Name: Blade 447 of the Seven Tempers
Category: Melee Weapon (Two-Handed Sword) — Rare, Magical, Forged Artifact
Availability: 14R
Cost: 28,000¥ (black market or collector value can exceed 100,000¥)
Damage Value: 8P (Physical) + 2 Fire
Reach: 1
Accuracy: 7
AP: –3
Special Rules:
• Sevenfold Precision: On a critical hit (two or more net hits), the wielder may choose one: add +2P (Fire) or +2S (Stun) representing concussive shockwave.
• Retemper (1/combat): As a Complex Action while near flame, molten metal, or water, “retemper” the blade to channel a chosen element. Fire: +3 Fire DV for 3 Combat Rounds. Steam: +3 DV (Physical) and targets hit must make a Body + Strength (3) test or be knocked prone.
• Forge Resonance: When used in crafting or mechanical repair tests, gain +2 dice to any relevant Technical Skill linked to metalwork, weaponsmithing, or forging.
• Heat Signature: Thermal sensors detect the weapon’s glow even when sheathed; it gives +2 dice to Perception tests for those scanning or observing heat.
Drawback:
Overheating—if the wielder glitches while attacking, the sword flares violently, dealing 2P Fire to both wielder and any adjacent targets.
Tags: Obsidian Alloy, Fire-Tempered, Artisan’s Legacy, Elemental Weapon, Resonant Forge Relic.
STARFINDER (LATEST)
Name: Blade 447 of the Seven Tempers (Level 7 Hybrid Weapon)**
Price: 9,400 credits
Bulk: 2
Hands: 2
Weapon Type: Advanced Melee (Greatsword equivalent)
Damage: 2d10 slashing + 1d6 fire
Critical: Burn 1d6 or knockback (10 feet, target must succeed at Fortitude save DC 18 or fall prone)
Special: Analog, Magical, Powered (20 charges; 1 charge per attack)
Capacity: 20
Usage: 1/attack
Special Properties:
• Sevenfold Precision: On a critical hit, roll an extra 1d6 and select the element type: fire or concussive (Sonic). Apply corresponding critical effect.
• Retemper (1/day): As a full action while adjacent to intense heat or liquid, recharge 10 charges and empower the blade for 1 minute. Fire mode: +1d6 fire and gain Burn 2d6. Steam mode: +1d6 sonic and create a 10-foot smoke cloud that provides concealment.
• Forge Insight: +2 circumstance bonus to Engineering or Physical Science checks involving metallurgy, weapon design, or heat-based energy systems.
Description: A relic of Acheulean forging adapted to hybrid weapon technology, the Seven Tempers blade hums faintly with contained stellar energy. Its runes flare when swung, leaving vapor trails in its wake.
Tags: Hybrid, Fire, Sonic, Two-Handed, Elemental, Craft-Bound, Resonant.
TRAVELLER (MGT2E / LATEST)
Name: Blade 447 of the Seven Tempers
Type: Melee Weapon (Great Sword-Class)
Technology Level: 13
Cost: Cr35,000 (artifact value up to Cr500,000)
Weight: 5 kg
Skill: Melee (Blade)
Damage: 4D6 + 1D6 Fire
Traits: Armor Piercing (–2), Heavy, Rare, Unique
Special Rules:
• Sevenfold Precision: On a natural 12+, add +1D6 Fire or +1D6 concussive force.
• Retemper (1/day): Immersing the sword in extreme heat or coolant (1D6 minutes) grants +1D6 elemental damage for 1D6 minutes. Fire-temper = fire damage, Steam-temper = concussive.
• Forge Resonance: +1 DM to Engineering or Mechanic tasks involving metalworking or industrial systems while the sword is present.
• Power Feedback: When wielded in zero-G or near a power reactor, roll 8+ or the sword discharges (1D6 Fire to wielder).
History: A mythic relic predating the Age of Fragmentation, this greatsword’s layered edge mirrors the seven tempers of Acheulean philosophy—balance through endurance. Its obsidian core contains trace meteoric alloys, making it responsive to both heat and kinetic vibrations.
Tags: High-Tech Artifact, Fire-Forged, Obsidian Alloy, Resonant Blade, Tempered Legacy.
WARHAMMER (FANTASY ROLEPLAY 4E)
Name: Blade 447 of the Seven Tempers
Type: Great Weapon (Artifact)
Encumbrance: 2
Availability: Unique (Rare)
Value: 1,800 gc minimum (forged relic; cannot be reproduced by normal means)
Weapon Profile:
• Weapon Damage: +6 (Great Weapon profile)
• Qualities: Damaging, Impact, Magical, Dangerous, Unbreakable
• Penalties: Requires Strength Bonus 5+ to wield effectively.
• Special:
- Sevenfold Precision: On an Ulric’s Fury (natural 10), the wielder may reroll the damage die once and choose Fire (ignites target) or Force (knock prone).
- Retemper (1/day): Submerge in flame or pure water as a Full Action; for the next 1d10 rounds, gain +1 SL to all Melee (Two-Handed) attacks and add +1d10 fire or steam damage.
- Forge-Bound: While within sight of a forge, volcano, or lava vent, the wielder gains +10 to Trade (Smith) and +1 Armour Point versus fire damage.
Drawbacks:
• The weapon’s constant warmth causes discomfort; every extended test involving focus (Casting, Endurance, or Cool) suffers –10 while holding it.
• If fumbled, the wielder takes 1 Wound (ignoring armour) from heat recoil.
Lore: Said to have been quenched in the molten heart of a dying forge-god’s anvil, the Blade of the Seven Tempers reflects the faith of its maker. Its heat embodies creation’s trial; its edge mirrors discipline born of suffering. Many smiths claim that to wield it unworthily is to feel one’s own resolve melt away.
Tags: Artifact, Great Weapon, Fire, Forgecraft, Elemental, Resonant, Enduring Flame.

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[…] Blade 447 of the Seven TempersWeapon Type: Single-Edged Greatsword (Obsidian Alloy)Origin: Forged by Tharion himself during his […]