From: Lineage 7429 of Vorzuls Remnant
A compact, single-shot alchemical firearm forged from a salvaged quarry piston, its barrel a polished obsidian tube etched with Khipu-Glyph pressure runes. The stock is wrapped in cog-braided leather that vents excess heat through micro-valves along the grip. A crystal primer chamber loads rune-etched obsidian shards; when triggered by a thumb lever linked to a belt-driven steam reservoir, the weapon releases a contained burst that propels the shard up to 120 feet with piercing force, leaving a trail of crimson vapor. Spent casings eject with a soft hiss, automatically reloading from a six-round rotary magazine mounted beneath the barrel.
Cast from the twisted heart of the quarry’s dying piston, where the mountain’s rage fused iron and obsidian in a final, furious exhale, this launcher carries the ghost-breath of Turrath’s hubris. Its barrel, a seamless tube of polished black stone veined with the quarry’s last ley surge, bears Khipu-Glyphs that pulse like fading heartbeats, reciting the pressure litany that doomed the engine. The stock, bound in leather braided from cog-shreds and beast sinew, whispers against the shoulder, micro-valves sighing crimson vapor to kiss away the fire of repeated fury. In the crystal primer, shards of rune-carved obsidian wait like teeth in a predator’s maw; the thumb lever—linked to a belt reservoir humming with contained storm—unleashes the whisper: a hiss, a flash, a 120-foot lance of piercing death trailing red mist like blood from a fresh wound. Casings dance free on wings of steam, the rotary magazine spinning silent beneath, ever-ready to feed the next judgment. It is not a weapon of roar but of sigh, the mountain’s vengeance exhaled in precision, each shot a notch toward the balance the lineage still seeks.
Tier 1 Stats
- Strength +1
- Dexterity +3 (precise aiming and recoil control)
- Constitution +1 (heat venting reduces fatigue)
- Intelligence +2 (rune pressure calculations)
- Wisdom +1 (predictive reload timing)
- Charisma +0
Skills Gained
- Shard Propulsion (ranged attacks with piercing shards up to 120 ft; auto-reload from 6-round magazine after each shot)
- Pressure Rune Tuning (adjust glyphs for +1d4 damage on next shot after 1 minute calibration; 3/day)
- Vapor Trail Marking (crimson mist reveals shot path, granting advantage on follow-up attacks in the line for 1 round)
Passive Magics
- Whisper Vent (micro-valves auto-eject casings and vent heat, preventing misfires from overheating; immunity to self-inflicted fire during reloads)
- Belt Reservoir Link (syncs with worn belt for unlimited ammo draw from steam supply, as long as reservoir has charge)
- Obsidian Stability (barrel runes stabilize trajectory in wind/magic ebbs, ignoring half environmental penalties to ranged attacks)
Activatable Magics
- Vorzul Overburst (1 charge; next shot propels two shards, 4d6 piercing in 120-ft line, Dex save DC 13 half; leaves lingering crimson cloud imposing disadvantage on enemy vision)
- Echo Reload (2 charges; instant full magazine refill from ambient ley steam, +2d6 fire on next shot from superheat)
- Rune Pierce (1 charge; shard ignores resistance to piercing and deals +2d6 force on critical hit)
Specific Slot
- Hands (Two-Handed Ranged Weapon)
Tags
- Turrath Relic, Alchemical Firearm, Piston Barrel, Crimson Vapor, Rotary Magazine, Pressure Rune, Steam Reservoir, Shard Propellant, Whisper Shot, Vorzul Overcharge, Obsidian Lance, Magazine Auto-Eject
Shops where and how this item might be bought and sold:
- Puna-Qollas Forge Collective Grip Workshop, anvil-lit chamber with climbing test walls; sold by tier 2 beast tamers for 10 platinum or one tamed stone beast training session.
- Peakhold Undermarket Pulse Exchange, dim alcove glowing with vein-light; traded for 1 rhodium coin or one vibration pulse record from a deep cavern expedition.
- Anti-Suyu Ruin Ascent Caravan, hanging net display on jungle-bound wagon; bartered for 12 platinum plus one slick ledge climb map with glyph warnings.
- Chay-Uro Zeppelin Rigging Bay, chain-suspended rack under gondola frames; 14 platinum or equivalent in micro-tension gauges (ten calibrated).
- Hanan-Pacha Causeway Anchor Stall, stone shelf at bridge midpoint with grip demos; 11 platinum or 300 feet of calibrated rope with pulse tests.
- Rockfall Memorial Claw Table, etched platform beside the scar; offered for 9 platinum donation with a whispered grasp prayer to Stonegrowers.
- Urin Pacha Cavern Climb Collective, crystal-nook with hanging vines; 13 platinum co-op stake or five days shared vibration tuning.
- Floating City Sky Grip Gondola, drifting platform at high altitude with wind tests; 15 platinum plus one mid-air grasp calibration on levitation rigging.
- Underwater Dome Coral Ascent Outlet, bioluminescent coral stall with pressure chambers; 12 platinum in sealed tube or four alpine friction resins.
- Uncharted Island Drift Salvage, appears at dawn near shoals with beast tracks; 2 rhodium coins or one complete Khipu-Glyph grasp blueprint.
- Griffon Courier Talon Relay, mid-flight pouch exchange between islands; 17 platinum in steam-sealed packet, delivered within 2 days to any Andean peak.
Roleplay in different environments:
Defense
Puna-Qollas Forge Collective A boiler pipe slips from its mount during overload. Remnantclasp lunges, gauntlets clamping the red-hot joint—gauges click to optimal tension, micro-steam bursts from palms cooling his veins and enhancing friction on the slick metal. Vibration Pulse Warning thrums against skin, alerting to a loose bolt upstream; he spends 1 charge on Beast Bind Grasp—telepathic link commands a nearby stone beast to brace the pipe. Gauges sync with the beast’s strength, holding until apprentices secure it with chains.
Rockfall Scar Pilgrimage Shifting scree threatens to bury the group. He digs claws into the cliff—Friction Burst hisses steam, +1d6 to grip save as he hauls a fallen pilgrim upward. Pulse Overload spends 2 charges in a 10-ft cone—tactile disruption scatters the scree, disorienting the slide into stable piles. Glyph pulses warn of deeper shifts, guiding the party to safer ground.
Chay-Uro Sky Dock Ambush Riggers swing from rigging with knives. He catches a descending line—gauges click, Optimal Tension Grip auto-adjusts for counter-swing. Spends 1 charge on Calibrated Crush—steam-locked claws crush the rigger’s harness (3d6 bludgeoning + prone), dropping him harmlessly while Remnantclasp swings to intercept the next.
Offense
Anti-Suyu Jungle Ruin Vine-wrapped construct lunges. Remnantclasp grapples its limb—gauges click to flaw point, impact triggering Vibration Pulse Warning for core weak spot. Calibrated Crush spends 1 charge—3d6 bludgeoning shatters the joint, prone effect slamming the construct into mud. Steam bursts enhance traction, allowing a follow-up stomp.
Zeppelin Gondola Raid Boarder grabs the helm. Remnantclasp vaults over—gauntlets clamp the arm, gauges syncing for crush. Pulse Overload spends 2 charges—10-ft disruption cone disorients the boarder (disadvantage on Dexterity), wrench slips; he follows with Calibrated Crush to hurl the foe through the gondola rail.
Uncharted Island Monolith Sentinel beast charges. He sidesteps, claws latching its flank—Friction Burst hisses on slick hide, +1d6 to hold. Spends 1 charge on Beast Bind Grasp—telepathic override forces the beast to turn on its kin, exposing flanks for shard launcher shots while gauges warn of shifting ground beneath.

Perception of Activation:
User’s Perspective The thumb lever depresses with a smooth, resonant click, linking to the belt reservoir—steam surges through the stock, warming the cog-braided grip like blood rushing to a clenched fist. The crystal primer ignites with a soft pop; obsidian shard launches in a contained burst, recoil a gentle push against the shoulder as crimson vapor trails from the barrel, carrying the scent of scorched stone and alpine ozone. Casings hiss free, magazine rotates with a whisper-click. Extra-sensory: ley lines flare as red pressure waves in the Mind’s Eye; a metallic tang coats the tongue; the weapon’s hum syncs to your crimson pulse, feeding instinctive aim adjustments.
Observer’s Perspective The launcher hums low, then erupts—a crimson vapor trail streaks from the obsidian barrel, glyph etchings flaring red mid-shot. The shard whistles through air, impact distant but felt as faint tremor. Steam vents hiss from the stock, ejecting a casing with a soft puff; magazine spins once, readying the next. The shooter’s crimson-veined arms flare briefly, as if the weapon breathes with them.
Positives
- Instant reload from rotary magazine
- Crimson trail marks path for ally follow-ups
- Heat vents prevent grip fatigue in prolonged fire
- Rune stability ignores half environmental aim penalties
Negatives
- Crimson vapor visible in low light (reveals position)
- Overuse (3+ shots in 1 minute) risks 1d4 fire to hands
- Ley-weak zones mute vapor trail (no marking)
- Hiss audible in stealth (disadvantage on quiet shots)
Recipe: Steam-Powered Shard Launcher of Vorzul’s Whisper (Variant)
Materials Needed
- 1 salvaged quarry piston (compact, heat-forged iron)
- 1 polished obsidian tube (barrel-length, ley-veined)
- 36 inches cog-braided leather (steam-resistant)
- 6 rune-etched obsidian shards (primer loads)
- 1 crystal primer chamber (geothermal-cut)
- 8 micro-valves (brass, heat-venting)
- 1 six-round rotary magazine (bronze-geared)
- 1 thumb lever mechanism (belt-linked)
- 1 vial crimson vapor essence (alchemical distillate)
Tools Required
- Steam-driven piston forge
- Obsidian etching chisel
- Claw Gauntlets with tension gauge
- Ley-Tap Crucible (any variant)
- Alchemical pressure tester
Skill Requirements
- Alchemical Firearm Assembly 3+
- Pressure Rune Etching 2+
- Steam Reservoir Linking 1+
- Dexterity 16+
Crafting Steps
- Forge the piston into compact frame over ley vent for 3 hours; shape barrel mount and stock base.
- Etch Khipu-Glyph pressure runes along obsidian tube using chisel; align with ley vein patterns for stability.
- Wrap stock in cog-braided leather; embed micro-valves along grip and seal with vapor essence.
- Install crystal primer chamber; load with one test shard and calibrate ejection hiss.
- Mount rotary magazine beneath barrel; gear to auto-reload on steam pulse from reservoir.
- Link thumb lever to belt reservoir; test burst propulsion at 120 ft range.
- Fire test shard over active ley line—launcher hisses and vents crimson vapor on success; complete when magazine rotates smoothly.
Launcher That Shot Mountain’s Last Word
In days when the peaks were still learning to roar, and the sky carried the smoke of unborn forges across the dark, there walked a shooter whose aim was longer than fate. They called him S’ardu-Vorzul, the one who whispered to stone, though the tongue that spoke it is now rust. His eyes were black glass, his hands two pistons, his blood the color of steam after blood. He built a weapon called Vorzul, a lance of obsidian and iron that spoke the mountain’s secret name. In the heart of the weapon he set a shard, a single tooth of the quarry’s dying heart, hung on a chain of cogs that turned only when the earth forgave.
S’ardu-Vorzul carried the launcher always. When he pressed the lever, the shard flew. When he aimed at stone, the barrel hissed. The people marveled. They said: He shoots the mountain’s last word, he knows its secret death, he will make the hunt eternal. The launcher grew proud. Its glyphs widened into rivers of red, its vents hissed steam that cooled the air and fed the hunters below. Children tied ribbons to the magazine; the ribbons never burned.
But pride is a seed that grows in silence. S’ardu-Vorzul began to shoot farther, to whisper deeper, to ask the mountain for kills it could not give. He built a great engine, a thing of pistons and crystal that drank the ley lines like a beast drinks blood. The launcher helped him. Each hiss it made, each shard it spat, fed the engine’s hunger. The mountain began to bleed. The paths began to crack. The people still sang, but their songs grew thin.
One night the moon was a broken shard. S’ardu-Vorzul stood at the engine’s summit. The launcher burned cold against his shoulder. The pressure runes spun backward—warnings, pleas, memories of every stone he had ever pierced. He saw the mountain fall, saw the paths slide, saw the engine’s heart burst into a thousand shards of light. He pressed the lever to stop it, but the launcher had learned his rhythm and now shot for itself.
The mountain spoke.
It was not a sound but a silence, a silence so complete that the stars fell quiet. The engine screamed, then shattered. The launcher drank the scream, drank the shards, drank the blood of the mountain. For seven heartbeats S’ardu-Vorzul hung in the red dark, the obsidian tube pressed to his lips, the chain coiled around his throat. Then the silence swallowed him.
When the dust rose, the weapon was gone. In its place lay a plain of black glass and twisted iron. The hunters were rivers of rubble. The people who lived crawled from the ruins with ash in their hair and silence in their mouths. They found the launcher—or what remained of it—half-buried beneath a piston the size of a house. The barrel was cracked but unbroken. The pressure runes still pulsed, slow now, like a heart that had forgotten how to stop. The vents still hissed, but the steam was cold.
They carried the launcher to the highest Peakshrine. The Stonegrowers laid it upon the altar. For seven days it lay there, drinking the mountain’s grief. On the seventh night the vents tightened, the runes sighed, and the launcher split cleanly in two. From the crack poured a single thread of crimson steam that hardened into a bead—the whisper bead that now rests in every launcher of Vorzul’s whisper.
The launcher was cut into pieces. Each piece became the heart of a new weapon, each hiss a memory of the word. The vents were rewoven by those who had lost brothers in the fall, their fingers steady but wet. When the first new shard was fired, the runes pulsed forward, and the mountain whispered—not in pain, but in promise. When the vents hissed, the shooter felt the earth’s pulse, not its death.
The launchers spread. From Peakhold to Chay-Uro, from cavern to sky dock, every Qosqo-Pacha of the lineage carries one. When the runes pulse, the shooter counts not kills, but redemptions. When the vents hiss, the shooter feels not the mountain’s death but its breath. The word of the hunt is no longer a curse but a teacher, tempered by memory into something useful.
And so the launcher that shot the mountain’s last word became the launcher that taught the mountain to speak again.
Moral of the story: Every shot is a question; every answer is a lesson.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Steam-Powered Shard Launcher of Vorzul’s Whisper
Description: Compact alchemical firearm with obsidian barrel and rotary magazine.
Encumbrance: 2 (hands slot) Damage: 2D6+2 (piercing) Range: 120 feet Breakage: 20% Sanity Loss: 0/1D4 (upon first shot, vapor visions) Magic Points: Maximum 5 stored (steam charges) Spells/Abilities:
- Shard Propulsion: Fire rune-etched shard (Firearms skill, auto-reload 6 shots).
- Vapor Trail: +10% to follow-up shots in line.
- Vorzul Overburst: Expend 1 MP for double shot (4D6 piercing line).
- Echo Reload: Expend 2 MP to refill magazine instantly. Study Time: 1D10 weeks to attune; Firearms +1D6%; failure risks 1D10 HP from burst. Value: $2,500 (forbidden Andean relic)
Blades in the Dark
Vorzul’s Whisper Shard Rifle
Item Type: Weapon (ranged, quality 3) Load: 2 Effect: 2-harm close/near/risky; auto-reload 6 shots. Gain 1 charge per shot (max 3). Special:
- Crimson Burst: Spend 1 charge: 3-harm line (ignores armor).
- Rune Pierce: Spend 1 charge: +1 harm, ignores 1 armor.
- Whisper Vent: Ignore level 1 harm from recoil/heat. Drawback: Critical stress (6+): Misfire—take level 2 harm (Overburst). Cost: 12 coin (black market relic) Tags: Arcane, Loud, Reliable
Dungeons & Dragons (5th Edition 2024)
Shard Launcher of Vorzul’s Whisper
Weapon (ranged, requires attunement)*
Compact steam firearm (martial ranged weapon, loading, 120/360 ft).
Properties: 1d10 piercing; 6 shots (reload as bonus action). Shots generate charges (1 per hit, max 5). Ammunition: Unlimited via steam reservoir (requires attuned belt). Bonus: +1 to attack/damage. Reactive (Bonus Action): Expend 1 charge for overburst (2d10 piercing line, Dex save DC 13 half). Echo Reload (1 Charge): Reload all 6 shots instantly. Vapor Trail (Passive): Advantage on next attack in line. Overload (3+ Charges): If over 5, weapon misfires (2d6 fire to wielder, Con save DC 13 half). Curse: Attunement causes whisper visions (disadvantage on Wisdom saves after rest, removable by remove curse).
Knave (2nd Edition)
Steam-Powered Shard Launcher of Vorzul’s Whisper
Slot: Hands (2 slots) Weight: 4 lb Damage: 1d10 piercing Range: 120/360 Properties: 6 shots (auto-reload); convert hits to charges (1 hit = 1 charge, max 5). Passive: +1 attack vs constructs. Crimson trail advantage on follow-ups. Active (1 Charge): Overburst—line 2d10 piercing. Active (2 Charges): Rune Pierce—ignores resistance, +1d10. Active (1 Charge/Day): Vent Heat—negate 1 wound from fire. Drawback: Overcharge (6+): 2d6 fire to hands. Value: 500 cp (quarry relic)
Fate Core
Vorzul’s Whisper Shard Launcher
Aspect: “Crimson Vapor That Remembers the Mountain’s Fall” Stunt: Shard Propulsion – Once per scene, invoke the aspect for free on a Shoot roll with +2 Weapon rating. Stunt: Overburst Line – Spend 1 fate point: 120-foot line attack (Shoot +2, Weapon:2, Zone attack). Stunt: Steam Reservoir – Mark 1 stress box per shot to gain 1 charge (max 3); spend 1 charge to add +2 to Shoot or reload instantly. Refresh Cost: 1
Numenera & Cypher System (Discovery/Destiny)
Steam-Powered Shard Launcher of Vorzul’s Whisper
Level: 6 Form: Compact piston-forged firearm with obsidian barrel, rune glyphs, and rotary magazine. Effect:
- Shard Propulsion: Ranged attack (6 damage, 120 ft).
- Vapor Trail: Successful hit generates 1 charge (max 5).
- Vorzul Overburst (1 charge): 120-ft line, 12 damage (ignores Armor from metal).
- Echo Reload (2 charges): Instant refill 6 shots. Depletion: 1 in 1d20 (reset on 10-minute rest near ley line).
Pathfinder (2nd Edition)
Shard Launcher of Vorzul’s Whisper Item 6
Price: 220 gp Usage: held in 2 hands; Bulk: 1 Ammunition: 6 shots (steam reservoir) Damage: 1d10 P Range: 120 ft Reload: 1 (auto) Activate: [one-action] Command (overburst); Frequency: once per minute Effect: 120-foot line, 4d10 P (basic Reflex DC 21). Activate: [two-actions] Interact (reload); Frequency: once per hour Effect: Refill all 6 shots instantly. Passive: +1 item bonus to attack vs constructs.
Savage Worlds (SWADE)
Vorzul’s Whisper Shard Launcher
Type: Ranged Weapon (Range 30/60/120) Weight: 5 Cost: $5,000 Damage: 2d8+2 AP: 2 RoF: 1 Shots: 6 (auto-reload) Power: Reservoir Charge – Store up to 5 “charges” from hits; spend 1 charge for +2 damage or ignore 2 AP. Power: Overburst Line (PP 3, Range 30, Instant) – Cone Template, 3d8 damage (Large Burst on raise). Power: Echo Reload (PP 4, Self, Instant) – Refill all shots. Backlash: Over 5 charges: roll Vigor or take Fatigue from misfire.
Shadowrun (6th Edition)
Vorzul’s Whisper Shard Blaster
Essence Cost: 0.5 Availability: 16R Cost: 25,000¥ Capacity: — Device Rating: 6 Effects:
- Shard Propulsion: Ranged attack DV 8P, AP –2 (120 m).
- Vapor Reservoir: Gain 1 charge per hit (max 5).
- Overburst Line: Spend 1 charge (Quick Action): 120 m line, DV 12P, AP –3.
- Echo Reload: Spend 2 charges (Complex Action): instant 6-shot refill. Flaw: Overcharge (6+): Feedback—take 6P unresisted.
Starfinder (1st Edition)
Shard Launcher of Vorzul’s Whisper
Level: 7 Price: 6,000 Slots: — Capacity: 20; Usage: 1/round Bulk: 1 Effects:
- Shard Propulsion: Ranged attack 2d8 P, 120 ft.
- Vapor Charge: Gain 1 charge per hit (max 5).
- Overburst Line (Attack): Expend 1 charge: 120-ft line, 4d8 P, Reflex DC 16 half.
- Echo Reload (Standard): Expend 2 charges: refill 6 shots.
Traveller (Mongoose 2nd Edition)
Vorzul’s Whisper Shard Launcher
TL: 10 Mass: 2 kg Cost: Cr30,000 Traits:
- Shard Propulsion: Ranged attack 4D damage, 120 m.
- Vapor Sink: Store 1 charge per hit (max 5).
- Overburst Line: Expend 1 charge: 120 m line, 8D damage.
- Echo Reload: Expend 2 charges: refill 6 shots. Flaw: Overload (6+): wearer takes 3D damage.
Warhammer Fantasy Roleplay (4th Edition)
Shard Launcher of Vorzul’s Whisper
Rarity: Exotic Price: 20 gc Encumbrance: 2 Qualities: Magical, Ranged Effects:
- Shard Propulsion: Ranged attack Damage +10, Range 120 yards.
- Vapor Reservoir: Gain 1 charge per hit (max 5).
- Overburst Line: Spend 1 charge: 120-yard line, Damage +14.
- Echo Reload: Spend 2 charges: refill 6 shots. Flaw: Overcharge (6+): suffer 1d10+4 Wounds (ignores TB/AP).

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One response to “Steam Powered Shard Launcher 6184 of Vorzuls Whisper”
[…] Steam-Powered Shard Launcher 6184 of Vorzul’s Whisper A compact, single-shot alchemical firearm forged from a salvaged quarry piston, its barrel a polished obsidian tube etched with Khipu-Glyph pressure runes. The stock is wrapped in cog-braided leather that vents excess heat through micro-valves along the grip. A crystal primer chamber loads rune-etched obsidian shards; when triggered by a thumb lever linked to a belt-driven steam reservoir, the weapon releases a contained burst that propels the shard up to 120 feet with piercing force, leaving a trail of crimson vapor. Spent casings eject with a soft hiss, automatically reloading from a six-round rotary magazine mounted beneath the barrel. […]