Solwhip 1947

From: Lineage 5298 of Khet Amra Sunveil

Slot: Held (counts as one weapon, auto-attuned when gripped)

Tier: 1

Description: A 9-foot braided cord of river-reed fiber interwoven with sun-heated copper filaments and tipped with a prism-cut quartz bead. When swung, the whip channels solar veins to extend a 15-ft lash of searing light (1d6 radiant + silver fire option). On a critical hit, the bead fractures into blinding motes (15-ft radius, 1 round). Retracts to belt-coil form; weighs 2 lbs.

Lore: Woven under the blood-red eclipse of the 1947th minute during the Renaissance “Copper Sun Cataclysm”—a celestial anomaly where Saṃsāra’s dual suns aligned with Itchme Sate’s alchemical flares, superheating dune silica into molten copper rivers—Solwhip 1947 stands as the legendary signature weapon of Syrak Sunveil, birthed from a desperate River-Sand alliance amid Raiderspool’s brutal privateer wars. Crafted by Lirra Khetflow (Syrak’s prospective Tier 2 partner) in Riverbend Sate’s clandestine reed-looms, the whip’s 9-foot cord fuses 1947 strands of “Riverwhisper” reed fiber—harvested from flood-submerged groves—with sun-heated copper filaments drawn from Seatown’s salvaged zeppelin wreckage. The prism-cut quartz bead, faceted from a single Sun-Tear crystal shattered in the cataclysm, was tipped by Talia Oasisborn’s Sandwhisperer rite, channeling solar-vein resonance to extend lashes of searing light.

During its forging, Lirra chanted Khet-Zaf over a steam cauldron infused with Syrak’s shed scales; the filaments ignited, braiding autonomously into a self-retracting coil. First wielded in the “Tide-Lash Skirmish,” the whip’s 15-ft light-lash vaporized a privateer boarding party, critical bead-fracture blinding 20 foes in motes that lingered like Dustveil embers. Retractable to belt-coil via reed tension, it weighs a mere 2 lbs, perfect for zeppelin duels. Sand Folk revere it as “Sunreed Fang,” River Folk as “Eclipse Coil.” Serial 1947 etches the eclipse minute and strand count. Lirra holds twin 1948; myth holds the bead “screams” Kharveth echoes on criticals, alerting hidden watchers.

Tier 1 Stats

  • Damage: 1d6 radiant (melee reach 15 ft)
  • Weight: 2 lbs
  • Attunement: Auto (held)
  • Durability: 12 HP (cord frays, bead chips; functional until 6 lost)

Skills Gained

  • Light Lash Mastery (trained): +1 to attack rolls with whip; advantage on trips/disarms.
  • Prism Retract (expert): Bonus action retract/extend; +1 to initiative when coiled.

Passive Magics

  1. Solar Lash – Extends 15-ft searing light lash (1d6 radiant + silver fire option).
  2. Bead Fracture – Critical hit: 15-ft radius blinding motes (1 round, DC 13 Con save).
  3. Coil Form – Retracts to belt (no slot taken when stored).

Activatable Magics

  1. Eclipse Lash (3/day, 1 mana boost): Lash range 20 ft, +1d4 radiant.
  2. Mote Swarm (1/long rest, no cost): Fracture bead early (15-ft blind, 1d6 radiant AoE).
  3. Vein Sync (1/short rest, 2 mana boost): Sync with arm/torso gear; next lash pulls target 10 ft.

Specific Slot

  • Held (one-handed weapon, auto-attuned; retracts to belt coil, no slot when stored).

Tags:
Tier-1 Weapon, Solar-Light Whip, Radiant Lash, Critical Blind, Retractable Coil, Renaissance Eclipse, River-Reed Copper, Prism-Bead Tip, Trip-Disarm Master, Silver-Fire Synergy, Privateer Bane, Sun-Vein Channel, Dustveil Echo

Solwhip 1947 – Acquisition Venues & Pricing in Saṃsāra All transactions use Amratian coinage (10 Copper = 1 Silver; 10 Silver = 1 Gold; etc.). Prices fluctuate ±25% by eclipse phase, copper purity, and privateer raids. Haggling via Khet-Zaf lash-chant or Mind’s Eye bead appraisal grants 1d8 × 2% discount. Whips require grip test (free at forges).


1. Riverbend Sate Reed-Loom Arsenal (Dock 19 Eclipse-Hall) Shop Type: River Folk Weaver-Warrior Guild – “Eclipse Coil Forge” How Sold: Eclipse-night auction in steam-lit hall; whip uncoils on reed mannequin, light-lash demo blinds targets. Bidders offer reed cords or quartz shards. Cost:

  • Base Bid: 19 Gold (honors 19 ft lash)
  • Final Sale Range: 45–70 Gold (includes 12% guild tithe)
  • Bundle Option: 110 Gold with matching Prismfang Dagger 5823

2. Khet-Vara Royal Zeppelin Lash-Dock (Berth 47 Apex) Shop Type: Queen’s Privateer Outfitter – “Sunreed Fangs” How Sold: By appointment in zero-gravity chamber; whip arrives via pneumatic tube in copper case. Buyer tests 15 ft lash on holographic foes; retraction demo. Warranty: free cord re-braid if frayed. Cost:

  • Fixed Price: 85 Gold (includes eclipse certification)
  • Trade-In: Any Tier 1 whip for 25 Gold credit

3. Raiderspool Tide-Dock Contraband Armory (Deck 19 Hold) Shop Type: Privateer Lash-Smuggler – “Tide-Lash Trove” How Sold: Invite-only in rocking hold; access via eclipse tattoo. Whip coiled in steam-locker; buyer lashes decoy targets in mud-sim. Quick critical test or no deal. Cost:

  • Cash: 120 Gold (raid-risk premium)
  • Favor Trade: 95 Gold + 1 privateer cargo manifest OR safe zeppelin passage

4. Sandhome Dune-Edge Reed-Forges (Level-4 Spiral Tent) Shop Type: Sand Folk Copper-Braider Exchange – “Fang & Filament” How Sold: Bi-weekly barter under bronze-red canvas at Dune Lash Market. Whip on retracting stand; Sand Folk trade copper, River Folk offer reeds. Demo: bead-fracture blinds illusory raiders. Cost:

  • Cash: 65 Gold
  • Barter Equivalents:
    • 1947 copper filaments OR
    • 9 mana-boost prism shards OR
    • 1 griffon raid escort

5. Oasis Fort Mud-Reed Caravan (Mobile Lash-Tent – “Coil of the Cataclysm”) Shop Type: Nomadic Eclipse-Peddler – “Sunreed on the Wing” How Sold: Pop-up during Oasis Lash Conclave (monthly). Whip uncoils on steam-pulley; trader demos 15 ft lash in oasis mud. Includes bead-polishing kit. Cost:

  • Cash: 75 Gold
  • Desert Barter: 55 Gold + 2 days raid escort OR 1 Sun-Tear quartz

Resale & Reforging

  • Damaged/Used Units: 25–40 Gold at any forge (bead sold separately: 15 Gold).
  • Reforging Fee: 30 Gold + 1 mana boost copper crystal to re-braid cord and re-cut bead (Riverbend exclusive).

Solwhip 1947 – Roleplay in Defense & Offense Across Environments


1. Serene Dunes (Unsafe Area – AC halved) Defense Roleplay: Syrak coils whip at belt, bead humming. Sandworm lunges—Prism Retract bonus action uncoils; Solar Lash extends 15-ft light-lash, 1d6 radiant sears worm’s hide. Critical—Bead Fracture blinds 15-ft radius; worm thrashes away. Offense Roleplay: Raider charge. Syrak spins; Eclipse Lash (1 mana) 20 ft +1d4 radiant. Vein Sync (2 mana) pulls foe 10 ft into Quagmire Burst from greaves—restrained.


2. Great Khet River Valley (Somewhat Safe – AC doubled) Defense Roleplay: Barge ambush. Arrows fly—Light Lash Mastery +1 trip; lash wraps archer’s bow, disarms. Mote Swarm (no cost) fractures bead—15-ft blind; pirates stumble. Offense Roleplay: Boarding. Syrak lashes 15 ft; silver fire 1d6 radiant. Vein Sync pulls captain into Forge Vent steam.


3. Khet-Vara Sky-Dock (Designated Safe – AC tripled) Defense Roleplay: Zeppelin duel. Assassin strikes—Prism Retract initiative +1; lash parries blade. Bead Fracture blinds mid-air; foe falls. Offense Roleplay: Royal challenge. Syrak cracks whip; Eclipse Lash 20 ft. Mote Swarm blinds crowd—honor intact.


4. Subterranean Sandhome (Designated Safe – AC tripled) Defense Roleplay: Cave collapse. Syrak lashes falling rock—Light Lash Mastery +1 disarm; debris redirected. Coil Form retracts instantly. Offense Roleplay: Rival duel. Solar Lash 15 ft; Vein Sync pulls foe into Daylight Flare cone.


5. Raiderspool Black-Market Sky-Alley (Unsafe – AC halved) Defense Roleplay: Zero-gravity ambush. Syrak uncoils; Solar Lash severs garrote. Bead Fracture blinds floating foes. Offense Roleplay: Shard theft. Eclipse Lash 20 ft; Mote Swarm blinds guards—escapes with prize.


Universal Combo (Any Environment)

  • Defense: Pair with Crestcrown 8139Vein Sync + Daylight Flare = 30-ft blind cone.
  • Offense: Sync with Lumivest 4271silver fire + halo = +1d4 radiant AoE.

Roleplay Note: Syrak narrates whip’s crack as sun’s roar; bead screams on critical, prompting Khet-Zaf chants for +1 to next attack.

Perception of Activation:

User’s Perspective (Syrak Sunveil): The moment grip tightens, a snap of copper heat races up the arm—reed fibers tighten like drawn bowstring, 9 ft uncoiling in a heartbeat. Solar veins flare along filaments; prism bead ignites with inner sunfire, extending 15-ft lash of searing light that hums like zeppelin turbines. Each swing cracks air with ozone scent; radiant lash leaves afterimage trails, silver fire option tingles as mana sip. Critical hit—bead shatters into 15-ft blinding motes, screaming Dustveil echoes in mind. Extra-sensory: ley lines pulse along cord; foes’ weak points glow violet in lash path.

Positives:

  • Instant 15-ft reach; Light Lash Mastery +1 attack felt as perfect balance.
  • Bead Fracture blinds sensed as mental flash—foes’ panic audible.
  • Prism Retract bonus action coils whip—ready for next strike.

Negatives:

  • Overuse (3+ lashes/day) risks bead crack—roll 2d4 pain interval/HP loss.
  • In darkness, lash dims to 10 ft—mana cost +1.

Observer’s Perspective (Ally or Foe): A sharp crack splits air as Syrak flicks wrist. Reed-copper cord unfurls 9 ft, bead blazing; 15-ft light-lash slices forward, trailing radiant arcs. Air sizzles with ozone; silver fire option flashes blue-white. Critical—bead explodes into 15-ft mote cloud, screaming high-pitched wail. To foes: eyes burn, world whites out. To allies: lash edges glow safe gold. Scent: hot copper and scorched reed. Extra-sensory (Mind’s Eye users): observer feels solar pull—lash path reveals foe vulnerabilities as violet threads.

Positives:

  • Allies within 15 ft gain +1 to detect foe weak points (shared lash).
  • Vein Sync visible as golden thread linking whip to synced gear.

Negatives:

  • Foes gain +1 to target arm (lash glow).
  • In deathly areas, lash flickers—range halves to 7 ft.

Recipe: Solwhip 1947 – Eclipse Light-Lash

Materials Needed

  1. River-Reed Fiber (Eclipse-Grade): 1947 strands – harvested from Riverbend “Riverwhisper” groves during eclipse (19 Gold).
  2. Sun-Heated Copper Filaments: 9 ft – salvaged from Seatown zeppelin wreckage (47 Gold).
  3. Prism-Cut Quartz Bead: 1 – faceted from Sun-Tear crystal (45 Gold).
  4. Khet-Zaf Binding Resin: 1 vial – Lirra’s steam-cauldron blend (30 Gold).
  5. Zaf-Amra Shed Scale Dust: 1 pinch – post-shedding, radiant grade (clan donation or 25 Gold).

Tools Required

  • Eclipse Loom – steam-tensioned, copper-threaded (Riverbend rental: 9 Gold/day).
  • Prism-Facet Cutter – diamond vibro-stylus (Raiderspool black market: 8 Gold/day).
  • Light-Lash Cauldron – quartz-lined, solar-heated (5 Gold).
  • Coil-Retract Spring – reed-micro, steam-calibrated (4 Gold).

Skill Requirements

  • Alchemical Forging: Expert (DC 19) – for filament infusion and bead sync.
  • Steamcraft Calibration: Trained (DC 17) – for retract mechanics.
  • Zaf-Khet Chant Mastery: Trained (DC 16) – for light-lash resonance.
  • Mind’s Eye (Passive): +1 bonus from solar lineage (Syrak auto-passes).

Crafting Steps (Total Time: 19 minutes – sacred to eclipse lash)

  1. Minute 1–7: Fiber Braiding
    • Braid 1947 reed strands with copper filaments on eclipse loom under blood-red light.
    • Steam-temper at 470 °F for 7 minutes; coil into 9 ft cord.
  2. Minute 8–13: Bead Faceting
    • Cut quartz into prism bead with vibro-stylus; 47 facets for 15 ft lash.
    • Infuse with scale dust in light-lash cauldron—bead ignites briefly.
  3. Minute 14–17: Tipping & Resin
    • Tip cord with bead; seal with Khet-Zaf resin.
    • Steam-cure at 300 °F for 4 minutes—cord hums with solar veins.
  4. Minute 18–19: Final Bind
    • Wearer grips whip under eclipse shadow.
    • Chant Khet-Zaf “Zephara Lash-Khet” (6-second ritual) – 15-ft light-lash snaps out.
    • Critical test fracture; whip retracts to belt coil. Final crack seals attunement.

Success: Whip gains all Solwhip 1947 properties. Failure (DC fail by 5+): Bead misaligns—roll 1d4 facets lost; retry after 1 long rest. Cost Summary: 166 Gold (materials) + 26 Gold (tool rental) = 192 Gold total (or 19 Gold with eclipse salvage + partner labor).

Lash That Cut Sun in Two

In the time when the sun was one and the river was many, when the sky had no end and the lash had no name, there came a weaver whose name is broken, though some say Khet-Lash, others Sul-Zar, and still others whisper Fang-That-Was-Not-Yet.

He walked the places where the river burned into the sand, where the reed grew sharp as teeth and the copper bled from the dune’s heart. His hand was young, his grip dull, for the First Shedding had not come, and his heart was heavy with the quarrel of two peoples. The River Folk cursed the sun that scorched their water. The Sand Folk cursed the river that drowned their fire. And the weaver walked between, carrying nothing but a coil of reed from the river’s tongue and a bead of quartz from the sun’s eye.

The bead was small as a tear, bright as the moment before blindness. When the weaver held it to the sun, the light did not pass through—it stayed. It curled inside the bead like smoke, waiting. The weaver saw this and did not understand, but he kept the bead in a pouch of reed, and he walked.

He walked until the river vanished and the sun swallowed the horizon. There, at the place where the two lights fought, he set his loom. Not of iron, not of stone. He set his will. He braided the reed with the copper, each strand a word in a tongue older than the quarrel, older than the lash, older than the sun that had not yet learned to bleed. He sang as he braided, and the song had no words, only cracks—nineteen cracks, rising, falling, lashing, blinding, level—like the breath of the world before it learned to burn.

When the whip was done, it was long as the silence between heartbeats, sharp as the sun’s own blade. The weaver took the bead and set it at the tip. He pressed it with his palm, and the bead melted—not with heat, but with path. It became a prism, faceted like the sun’s eye, etched with a fang that was not a fang, but a question.

He gripped the whip.

And the sun split.

The lash did not fall upon the sand—it cut through it. It did not touch the river—it drank it. Fifteen feet of searing light, radiant as the sun’s blood, silver fire as the river’s scream. The lash touched the River Folk, and their water boiled. It touched the Sand Folk, and their fire blinded. The people looked up from their burning. They saw the light. And for the first time, the sun bled.

The weaver walked between the bleeding places. He did not speak. He did not need to. The whip spoke. The bead spoke. It showed the River Folk the fire beneath the river’s flow. It showed the Sand Folk the water beneath the sun’s glare. And the quarrel ended—not with peace, not with silence, but with seeing.

But the whip was not done.

In the night, when the sun slept and the river dreamed, the weaver dreamed. In the dream, the whip cut the sun in two. The bead turned silver, and the lash became a scream that walked beside him. He woke, and the whip was heavy. Not with weight, but with time. It remembered the river. It remembered the sand. It remembered the quarrel. And it remembered the price.

The weaver grew old. His grip withered. His lash slowed. But the whip did not. It cut stronger with each shedding, as if it fed on the light he could no longer hold. On the day of his final shedding, he walked to the place where the sun met the river. He uncoiled the whip. He laid it upon the ground. And he died.

The whip did not fade. It lay there, lashing, waiting.

Centuries passed. The River Folk forgot. The Sand Folk forgot. But the whip remembered. It remembered the weaver. It remembered the light. It remembered the silence. And it remembered the question etched in its bead:

What is the price of cutting the sun in two?

Then came the Renaissance. The zeppelins rose. The privateers sailed. And a hatchling named Syrak Sunveil found the whip in the ruins of the Tide-Dock. He did not know its name. He did not know its scream. But when he gripped it, the bead flared—and the sun bled.

And the quarrel began again.

The Moral of the Story: The lash that ends the quarrel is the same lash that begins it. To wield the whip is to carry the cut, not the silence.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Solwhip of Eclipse Lash

Artifact Description: A 9-foot braided cord of river-reed fiber interwoven with sun-heated copper filaments, tipped with a prism-cut quartz bead. Attunement requires a successful POW roll (normal difficulty).

Powers:

  • Grants +10% to Fighting (Whip) or Occult rolls; extends to 15-foot reach with 1D6 radiant damage (silver fire option adds 1D4).
  • Passive: Retracts to belt coil; critical success fractures bead, blinding 15-foot radius (Opposed POW roll).
  • Activate (1 MP, 3/day): Extend searing light lash (+20% attack chance).
  • Activate (2 MP, once per day): Bead mote swarm (15-foot radius blind, Opposed POW roll).

Sanity Loss: 0/1D4 (lash crack); prolonged use risks 1D6 Sanity loss per week (eclipse screams). Study Time: 1 week (Fighting roll to comprehend; failure inflicts 1D6 Sanity loss). Value: Priceless (privateer relic); black market 900-1800 USD (1920s equivalent).

Blades in the Dark

Eclipse Solwhip

[Special Item, 1 Load]

Effect: Fine (+1 Quality) unusual weapon: braided reed-copper whip with prism bead.

  • Improves effect level when lashing at range or disarming (e.g., Skirmish or Wreck).
  • Activate (Flashback or Devil’s Bargain): 15-pace light lash (Risky → Controlled for reach) or bead fracture blinds 15-pace radius (+1 effect to Command).
  • Drawback: Volatile—overuse risks stress (1d) from bead crack; glow reveals position.

Dungeons & Dragons (2024 PHB / 5e)

Solwhip

Weapon (whip), uncommon (requires attunement)

A 9-foot braided cord of river-reed fiber interwoven with sun-heated copper filaments, tipped with a prism-cut quartz bead. This magic whip has the reach property.

  • Damage: 1d4 slashing + 1d6 radiant.
  • You can expend a mana charge to add silver fire damage (1d6 radiant).

Bead Fracture (1/Day). On a critical hit, the bead fractures, blinding creatures in a 15-foot radius (DC 13 Constitution saving throw).

Properties: Finesse, Retractable (bonus action to coil). Weight 2 lbs.

Knave (2e)

solwhip

(1 slot, weapon) Braided reed-copper whip with prism bead (1 slot). Passive: 15 ft reach, 1d6 radiant (+silver fire); crit: 15 ft blind (save ends). Eclipse Lash (3/day): +1d4 radiant, 20 ft reach. Quality 2: +1 attacks/disarms; retracts to belt.

Fate Condensed

Eclipse Solwhip

Extra

Description: A 9-foot braided cord of river-reed fiber interwoven with sun-heated copper filaments, tipped with a prism-cut quartz bead that channels searing light. Skills: None. Aspects:

  • Fang That Cuts the Sun
  • Bead of Blinding Motes Stunts:
  • Solar Lash: +2 to Fight when attacking with the 15-foot light lash.
  • Bead Fracture: Once per scene, spend a fate point to create the aspect Blinded by Motes (with 2 free invokes) in a 15-foot zone.
  • Eclipse Reach: Gain a +2 to Create Advantage when extending reach or disarming with the whip.

Numenera & Cypher System (Discovery and Destiny)

Solwhip

Level: 2d6+2 Form: Weapon (whip) Effect: Deals 1d6 radiant damage with 15-foot reach (ignores armor); silver fire option adds 1d4. On a critical hit, bead fractures, blinding targets in 15-foot radius (Might defense task). Activation: 1 action (Might task for fracture) Depletion: 1 in 1d20

Pathfinder (2nd Edition)

solwhip

Item 5 WEAPON, RARE Price 150 gp Damage 1d4 S + 1d6 R; Bulk L

Melee [one-action] whip (reach 15 feet, finesse, trip, disarm); Ranged [one-action] light lash (range 15 feet). This braided reed-copper whip channels solar veins.

  • Silver Fire [one-action] (magical, radiant); Frequency 3 times per day; Effect Add 1d6 radiant damage to the next attack.
  • Bead Fracture (on critical hit); Creatures in a 15-foot radius must attempt a DC 21 Fortitude save or be blinded for 1 round.

Craft Requirements Supply one casting of daylight.

Savage Worlds (Adventure Edition)

Eclipse Solwhip

Arcane Item

Whip (Str+d4 slashing, reach 3) with light powers. Powers (Trappings: Solar Lash, Prism Bead):

  • Smite: +1d6 radiant (15 ft reach).
  • Blind: Activate (1 PPE) for critical fracture (15 ft radius, Vigor -2 or Shaken; Raise: blinded 1 round).
  • Boost/Lower Trait: +1 to Fighting or Intimidation with whip. Cost: 2 PPE to activate powers (recharges as Arcane Background). Note: Trappings include retractable coil and bead scream.

Shadowrun (6th Edition)

Eclipse Solwhip

Exotic Weapon (Whip) 8 | Reach 3 | Avail 12(R) | Cost 20,000¥

Reed-copper braided whip with prism bead.

  • Damage 6P (radiant, AP –); Reach 15 ft.
  • Custom Fit: +2 dice to Exotic Weapon (Whip) tests; silver fire option adds 2P.
  • Active Program (Simple Action): Bead fracture blinds 15 ft radius (attack rating 8, DV 4S, AP –; resist with Willpower).
  • Passive: Retracts to belt coil (no load when stored).
  • Overload Risk: After 3 activations, roll Device Rating (4); glitch causes 2S feedback.

Starfinder (Core Rulebook)

Solwhip

Level 6 | Price 4,200 | Damage 1d4 S + 1d6 R | Bulk L

Melee (operative) Braided reed-copper whip with prism bead.

  • Critical: Blind (15 ft radius, DC 15 Fortitude save or blinded 1d4 rounds).
  • Special: Reach 15 ft; silver fire (add 1d6 radiant, 3 charges/day).
  • Capacity: 20 (10/hour recharge in light)
  • Activate (Standard Action, 1 charge): Extend searing light lash.

Traveller (Mongoose 2nd Edition)

Eclipse Solwhip

TL 12 | Mass 1 kg | Cost Cr 22,000

Damage 1d6+2 (reach 15 ft).

  • Power Cell: 10 lashes continuous (recharges 1 hour in sunlight).
  • Effect: +1 DM to Melee (Whip); silver fire adds 1d6.
  • Fracture (1 cell): 15 m radius blind; targets roll 8+ or lose next action.
  • Skill Bonus: +1 to Athletics or Stealth when using reach.

Warhammer Fantasy Roleplay (4th Edition)

Solwhip of the Eclipse

Damage +SB+4 | Qualities: Reach, Trip, Light | Price 35 GC (very rare)

Braided reed-copper whip with prism bead.

  • Passive: 15-yard reach; +10 to WS tests with whip.
  • Silver Fire (1 Round, Channelling Test CN 10): Add +1d10 radiant damage.
  • Bead Fracture (on critical): 15-yard radius; creatures must pass Agility Test or be Blinded (–20 WS/BS) for 1 round.
  • Drawback: In darkness, lash dims; –10 to WS tests (solar hunger).