Sun Spiral Halberd 381 of the Dune Horizon

From: Lineage 2741 of the Zaf Amra

Primary Weapon

Description:
A long, elegant polearm forged from river-bronze alloy, its haft wrapped in desert silk reinforced by brass steam-filaments. The crescent blade bears engraved Khet-Glyph spirals that shimmer with molten gold when exposed to heat. At the base sits a vented steam core that exhales a soft hiss with each movement, like the breath of a living forge.

Function & Effects:

  • Deals slashing + heat damage; strikes emit short bursts of radiant steam that cauterize wounds.
  • Active (1/day): Solar Arc Sweep — projects a 10-ft arc of superheated sand and light, disarming or blinding foes.
  • Passive: Maintains +10% balance control on shifting terrain through counter-weighted vents.
  • May be used as a climbing or pole-vaulting implement in desert combat.

Lore:
Tradition holds that halberds like this were first wielded by Sand-Wardens guarding the dunes during Zephara’s early trials. Each blade is forged beneath an open sky at noon, symbolizing illumination through endurance.

Expanded Lore:
The Sun-Spiral Halberd 381 of the Dune Horizon is said to trace its lineage to the First Sand-Wardens of Amratian—those who walked the burning dunes when the faith of Zephara was still whispered only among wind and stone. In that primordial age, the desert was a place of trial, where heat itself was considered sacred breath. The Sun-Spiral Halberds were born from this belief, each one forged during the ritual known as The Noon Tempering. At the height of the sun, forge-priests would carry molten bronze to the summit of sacred dunes, where they would hammer the crescent blades under unrelenting light until they rang with resonance that mirrored the pulse of the desert itself.

Legend claims that the spirals carved into the blade’s edge are more than ornamentation—they are ley conduits that capture Zephara’s solar aspect, storing heat and releasing it as purifying fire when called upon. The steam-vent core, a later innovation of the Renaissance age, symbolizes the union of elemental fire and water, transforming the divine heat of the sands into a living, breathing weapon of equilibrium. Each hiss of the halberd’s vents is said to echo the rhythm of the wielder’s heart, syncing body and weapon into one harmonic flow of intent and endurance.

Over centuries, ownership of a Sun-Spiral Halberd became a rite of passage among the desert sentinels of Sandhaven. To be granted one was not only an honor of skill but of character—a recognition that the bearer could hold the balance of creation’s two harshest forces: the sun and the sand. Those who failed to master its energy often left behind scorched footprints that glowed faintly for days after their fall. Among Amratian’s archivists, the 381st forging is legendary for having been tempered during a solar flare that split the dunes of Khaz-Ur into glass. It is said the blade hums with fragments of that moment still, and when lifted in defiance, the air around it bends with heat as if reality itself remembers the forge that birthed it.

In modern Amratian tradition, wielders of the Sun-Spiral Halberd are called Wardens of the Dune Horizon—those who guard both civilization and desolation, ensuring that the sun’s brilliance never becomes the world’s undoing.


Tier One Values:
Tier: 1 (Amratian Standard – Artisan Forge Grade)
Attack Bonus: +2 to hit; +1d6 heat damage on hit in addition to base slashing damage.
Damage Type: Slashing / Heat / Radiant hybrid (amplified in direct sunlight or near steam vents).
Critical Feature: On a critical strike, the wound seals with molten light—target takes no bleeding but suffers -2 to Perception until healed due to glare exposure.

Skills Gained:
• +2 Athletics (Polearm control, vaulting, balance)
• +2 Insight (reading environmental heat currents or mirage distortions)
• Proficiency in Polearms or equivalent martial discipline
• Partial immunity to weapon overheating or backlash (due to harmonized venting system).


Passive Magics:

  1. Breath of the Forge: Constant low-temperature steam flow from the weapon’s vent core maintains grip temperature, preventing burns or frostbite in extreme climates.
  2. Equilibrium of Sand and Sun: +10% balance and footing stability on loose terrain (sand, gravel, ash) due to dynamic counterweight venting.
  3. Solar Resonance: When under direct sunlight, faint motes of golden heat spiral along the blade’s edge, granting +1 bonus to attack rolls against constructs or undead.
  4. Mirage Veil: Slight heat shimmer distorts the wielder’s outline, imposing a -1 penalty on ranged attacks made against them in desert or daylight environments.

Activatable Magics:

  1. Solar Arc Sweep (1/day):
    The halberd channels its stored heat into a sweeping radiant burst extending 10 feet ahead. The arc blinds all creatures in its path for 1 round unless they succeed a moderate difficulty Fortitude/Constitution/Resilience save (depending on system). In addition, enemies struck must make a Reflex/DEX save or drop held weapons due to searing pain.
    • Duration: Instantaneous.
    • Range: 10 ft arc.
    • Secondary Effect: Sand in the area crystallizes temporarily, providing +2 AC cover for the wielder for one round.
  2. Dune’s Edge Refrain (2/day, minor action):
    The halberd emits a resonant hum of heat and pressure for 6 seconds, boosting melee precision and destabilizing opponents’ footing. Allies within 10 ft gain +1 to melee hit rolls until the effect ends.
  3. Pole of the Horizon (1/long rest):
    The wielder may drive the halberd into the ground to form a temporary 5-ft radius field of balanced air pressure that negates sandstorms, heatwaves, or smoke obstructions for 30 seconds.

Slot:
Primary Weapon Slot – Two-Handed Polearm Class
(Sub-slot interactions: can function as staff for balance-based abilities or vaulting during travel; integrated with steam gear arrays common to Amratian military magitech.)


Tags:
Halberd, Steam-Assisted, Heat Weapon, Radiant, Desert Guardian, Amratian Forge, Solar Ritual, Zephara’s Ward, Elemental Harmony, Magitech Armament, Renaissance Craftsmanship, Sacred Weapon, Sand Combat, High Magic Equipment, Halberd, Steam-Assisted, Heat Weapon, Desert Guardian, Radiant Strike, Renaissance Magitech, Amratian Honor Blade

In the world of Saṃsāra, the Sun-Spiral Halberd 381 of the Dune Horizon is among the most coveted relic-weapons of the Amratian Renaissance — a masterwork of elemental harmony and spiritual metallurgy. Its mixture of sacred craft and industrial precision makes it too rare for simple blacksmiths, yet too pragmatic to belong solely in temples. It occupies a middle world of commerce between devotion, art, and warfare, and is handled only by those who understand both the economic and spiritual weight of balance under the sun.


1. Zepharic Forge Sanctuaries (Amratian Religious Forges)
These sanctified workshops are dedicated to Zephara—the Sunmother of Balance and Endurance. Weapons here are not “sold” in the common sense but bestowed following rites of purification and skill trials. The forge-masters test the buyer’s ability to endure heat, weight, and balance before agreeing to the exchange.
Transaction Method: Offering-based trade; the equivalent of 3,500–4,200 gold in relics, fine gems, or sacred materials (no coin may directly touch the anvil).
Crafting Requirement: May take 30 days, as the forge must align its vents to the solar apex.
Guarantee: Each weapon is ritually named by the forge-priest and bears the wielder’s mirrored reflection engraved into its molten core.
Atmosphere: Steam-laden air filled with golden light; acolytes chant sun-cycle hymns; the heat alone serves as the first test of worthiness.
Notes: Ownership of a Zepharic-forged halberd marks the wielder as a lawful protector or emissary—guardians, lawkeepers, and Sun-Wardens often carry such proof of favor.


2. Sandhaven Mechanist Guilds (Artisan Technomancer Bazaars)
Located along the eastern dunes of Amratian’s Great Khet Basin, these guilds blend mechanical precision with religious reverence. They sell and commission magitech-grade weaponry incorporating both enchantment and steam engineering.
Typical Cost: Between 2,400 and 3,000 gold (depending on the level of enchantment and balance calibration).
Trade Preference: Accept rare desert minerals (silica amber, obsidian sand cores), enchanted brass, or fragments of ley-reactive quartz instead of full gold payment.
Buyer Process: Prospective customers must demonstrate proper steam pressure control or risk refusal—untrained buyers often ignite minor explosions during testing.
Guildmark Warranty: Mechanist hallmarks etched into the vent core guarantee balance and sustained resonance for 20 years, assuming proper ritual maintenance.
Availability: Only one or two authentic halberds are ever displayed at once, always under steam-sealed glass and guarded by warding constructs.


3. Noble Weapon Houses of Vara-Sul (Collector and Duelist Markets)
In Vara-Sul, the inland Amratian capital, noble armories stock relics for duelists, guards, and collectors. Here, the Sun-Spiral Halberd is less a battlefield tool and more a statement of prestige—its radiant engravings catching the light of indoor skylamps and its venting sound regarded as artful music.
Typical Cost: 4,800–5,500 gold depending on historical provenance, engraver lineage, and heat crystal purity.
Trade Culture: Buyers negotiate through stewards, and final payment may include rare artwork, military titles, or property shares in lieu of coin.
Risk: Many “gilded forgeries” circulate in these markets—brass-filled counterfeits made for ceremonial parades rather than combat.
Experience: Elegant marble halls lined with relics under glass; appraisers in silken gloves test resonance tones by striking tuning forks against the haft.
Target Clientele: High-ranking officers, merchant princes, scholars of solar symbolism.


4. Nomadic Trader Caravans (The Dune Horizon Convoys)
Across the sands between Sandhome and Seatown, traveling caravans of independent merchants carry both legitimate relics and rediscovered arms scavenged from ruins. Their barter system blends coin, stories, and reputation.
Typical Price Range: 1,200–2,000 gold or equivalent barter value in artifacts, essences, or safe passage contracts.
Conditions: All items are sold “as found,” with no spiritual or structural guarantees. Many are dormant replicas that require reawakening through proper rites.
Trade Ritual: The seller will often demonstrate the weapon’s vent-breath once—any buyer who cannot handle the steam pressure forfeits the right to negotiate.
Ambience: Canvas tents glowing by firelight; dunes humming in the night wind; the faint hiss of the halberd blending with the rhythm of desert songs.


5. Black Sand Auctions (Underground Relic Markets)
In shadowed bazaars beneath the glassed dunes near Itchme Sate, relics like the Sun-Spiral Halberd circulate among thieves, mercenaries, and rogue magi. Here, the blade’s worth is measured by its lethality, not its sanctity.
Typical Cost: 3,000–3,800 gold or equivalent in illegal magitech cores, captured spirits, or stolen ley keys.
Hazards: Some halberds here are corrupted—heat spirals reversed, vent valves fused. Mishandling such a weapon may cause explosive backflow of radiant steam.
Seller Conduct: Masked auctioneers speak in Khet-Line cipher; all sales are final; duels occasionally break out over bidding disputes.
Surroundings: Torchlight gleaming on molten glass floors; echoing auction calls in ancient tones; faint whispering from cracked vent chambers.


Summary of Valuation by Venue (Saṃsāra Standard Coin):
• Zepharic Forge Sanctuaries: ~3,500–4,200 gold (sacred trade)
• Sandhaven Mechanist Guilds: ~2,400–3,000 gold (craft-grade trade)
• Noble Weapon Houses: ~4,800–5,500 gold (collector value)
• Nomadic Trader Caravans: ~1,200–2,000 gold (frontier barter)
• Black Sand Auctions: ~3,000–3,800 gold (unregulated relic market)


Each sale of the Sun-Spiral Halberd 381 of the Dune Horizon carries its own symbolic price—measured not just in coin, but in character. In Amratian culture, those who buy such a blade without reverence are seen as wielding sunlight without understanding its burn.


DESERT OPEN DUNES — OUT IN THE SUN
Defense — In wide, sunlit dunes the halberd’s passive Solar Resonance and Mirage Veil are at their strongest. The wielder plants stance and uses the halberd’s counter-weighted vents to remain steady on sliding sand, taking advantage of the added balance to hold chokepoints on dune ridges. Pole of the Horizon can be driven into the sand to form a small calm field that clears steam, smoke, or drifting sand for allies to breathe and stand in; this field also stabilizes footing for a short time, letting allies recover balance after being knocked down by rolling dunes. When enemies charge across loose ground, the halberd’s equilibrium bonuses let the wielder pivot and intercept with fewer penalties, turning the environment into a defensive advantage.
Offense — Solar Arc Sweep is lethal here: a midday blast in open sun throws superheated sand and blinding light, disrupting enemy formations and forcing flanking maneuvers. In pitched fights, the halberd’s radiant steam cauterizes wounds on the strike, reducing bleeding and denying enemies continued damage-over-time tactics; used offensively it wounds and immediately reduces an opponent’s ability to recover or continue to fight. The mirage shimmer makes ranged foes misjudge distance, increasing survivability while the wielder closes to strike.

SUBTERRANEAN & CAVERNED SPACES
Defense — Underground corridors favor the halberd’s stability pulse. Pulse of Equilibrium can be used to steady collapsing walkways or prevent sinkhole falls during tunnel combat; a single use stabilizes the immediate area so trapped allies can move. The venting core keeps the haft warm and functional in cold cavern pockets where sudden steam bursts might otherwise lock joints; this prevents mechanical failure of attached steam arrays.
Offense — In tight tunnels Solar Arc Sweep becomes a short, targeted blast that can disarm traps or seal vents by temporarily fusing sand and dust into glassy barriers, denying enemy maneuver. The halberd’s pole functions as a pry and vaulting aid to shift rubble or hook and pull enemies into chokepoints. Care must be taken: steam and confined-space heat can create overpressure—use of the arc in tiny chambers risks friendly concussive backlash.

RIVERINE, MARSH, AND WETLANDS
Defense — Along riverbanks the halberd’s Pole of the Horizon is useful to create a localized calm that repels drifting steam and fog, improving visibility for river patrols. The counter-weighting helps maintain balance on slick planks and boats; in boarding actions the shaft can brace against rolling decks to prevent toppling.
Offense — The halberd’s climbing/pole-vault functions are valuable boarding tools: vaulting across gaps, sweeping with Solar Arc Sweep to blind and push enemies off decks, then using the halberd’s weight to hook and restrain. The steam cauterize effect is less effective in wet environments but still prevents some bleeding and helps prevent infection by sterilizing surface wounds.

URBAN, MARKETPLACES, AND TEMPLE COURTS
Defense — In crowded streets the halberd’s Mirage Veil and the subtle hiss of its vent create a deterrent without overt violence; opponents hesitate when faced with a tool that looks part-weapon, part-ritual object. Pole of the Horizon allows the wielder to create a short peaceful zone during riots: a stabilizing field that prevents buildings or stalls from collapsing in panic, useful to protect civilians or to make an evacuation corridor.
Offense — Solar Arc Sweep in urban settings is primarily a nonlethal control tool—bright flash to blind and disarm, quick snares of molten sand to trip or slow pursuers. However, using it in crowded markets risks collateral damage and social punishment; wielders must weigh ritual sanctity and public order. The halberd’s provenance (a religious/ceremonial history) can be used socially to intimidate or to gain deference from Sandwhisperers and officials.

AIRSHIPS, BALLOONS, AND AERIAL ENGAGEMENTS
Defense — Against boarders or sky-borne raiders, the halberd is a bracing tool: plant the haft as an anchor on deck, use the Pulse of Equilibrium to prevent sudden rolls from upsetting cargo or to steady tether lines in turbulence. Pole of the Horizon can briefly cut through drifting sandstorms that the ship encounters, giving the pilot a small clear patch to navigate by.
Offense — In grappling or boarding between airships, Solar Arc Sweep blinds enemy sailors and melts rope lashings; the halberd’s weight and reach make it excellent for hooking, pulling, and pushing foes across narrow deck edges. The halberd can also be used to vault between rigging and masts, performing rapid strikes while maintaining balance.

SIEGE, FORTIFICATION, AND ENGINEERING SCENARIOS
Defense — The halberd’s stabilizing wave is ideal to protect engineers or dig crews from collapses or tremors during siege-work. It can anchor temporary scaffolds or prevent trench walls from caving for the length of a short operation. The steam-vent core can be coupled to small steam pumps in a pinch, powering emergency valves or venting pressure to protect structures.
Offense — Used to breach light fortifications, the Solar Arc Sweep can superheat mortar lines and soften resin seals; swinging the halberd into fragile glass or obsidian inlay can shatter magical wards that rely on crystalline integrity.

STEALTH, SCOUTING, AND RECONNAISSANCE
Defense — Mirage Veil makes the wielder harder to spot at a distance in daylight; the halberd’s balanced vents lower stumble noise when crossing loose ground. In stealth extra care is needed: Solar Arc Sweep is loud and bright—use only as last resort. Pole-like utility allows silent vaulting across obstacles while maintaining readiness to parry.
Offense — In reconnaissance the halberd’s pole reach lets the scout engage and withdraw while keeping distance; a single well-placed sweep can disable a lone sentry and cauterize wounds to silently stop blood trails. The halberd’s resonance and mirage can mislead pursuing trackers about direction and footprint.

RITUAL, CEREMONY, AND SYMBOLIC APPLICATIONS
Defense — As a sacred weapon forged at Noon Tempering, the halberd can be planted to form a calm sanctified point that steadies minds for rites and protects participants from mental intrusions. Pole of the Horizon in ritual use creates a physical locus that helps Sandwhisperers hold ley line focus without interruption.
Offense — In wartime rituals the halberd’s Solar Arc Sweep is used as a deterrent demonstration—one flash and the enemy may break morale; culturally this is heavy and can draw Zephara’s censure if used for needless cruelty.

NON-COMBAT UTILITIES AND LIFECRAFT
• Pole-vaulting and climbing tool for crossing ruins and chasms.
• Practical engineering tool to lever heavy stones, seat stabilizers, and anchor ropes.
• Ritual focus for Sun-temples and Sandshrines; acting as a conductor to align ley currents in small field ceremonies.
• Rescue implement: used to hook and pull trapped allies from rubble or to brace collapsing supports.

TACTICAL COMBINATIONS & TEAMPLAY
• With a Sand-Glass Mantle or Steam-Pulse Carapace: combine the halberd’s stabilizing pulses with the mantle’s Calm Current to create a protected, mobile flank that suppresses fear and prevents collapse.
• With Ley-Thread Bracers: bracers redirect ambient magic to boost steam-based checks, making Solar Arc Sweep or Dune’s Edge Refrain more reliable or longer-lasting.
• With Mana Boost: one or two mana points used after a hit can prevent a downed ally from death immediately, turning a near-loss into a chance to hold ground until Pulse of Equilibrium is used.
• In safety-zone interplay: in designated safe areas (guarded Sandshrines), the halberd’s ritual aspects are magnified—ritual activations may be performed with reduced disruption and greater effect; in deathly areas the halberd’s magics may still trigger but the universal hit-all rule of deathly zones overrides tactical benefit.

LIMITS, RISKS, AND ROLEPLAY COSTS
• Usage limits: key activations are once-per-day or per-long-rest; expending them in minor scuffles may leave the wielder unable to respond to larger threats later.
• Environmental risk: confined spaces and enclosed ships risk overpressure from Solar Arc Sweep’s heat/steam; use within small chambers can injure allies or break fragile architecture.
• Cultural consequence: using the halberd in profane or wanton ways (scorching holy sites, desecrating Sandshrines) can bring social penalties from Zephara’s faithful and loss of access to sanctified forges.
• Mechanical attention: the visibly breathing vent core invites inspection—guards or inquisitors may demand rite-tests, and rivals may attempt to tamper with the halberd’s venting valves.
• Attraction: the halberd’s hiss and golden shimmer draw attention—use in stealth must be deliberate or you risk becoming the focus of opposing forces.

EXAMPLE SCENARIOS (ROLEPLAY VIGNETTES)
• Ambush on a dune ridge: The wielder plants the halberd, activates Dune’s Edge Refrain to steady the line; enemies surge—Solar Arc Sweep blinds the first wave, allies close while Pulse of Equilibrium prevents the ridge from slumping.
• Boarding action in fog: The halberd’s Pole of the Horizon creates a clear dome around the boarding point; the wielder vaults, sweeps with the halberd to disarm deckhands, then hooks and pulls the enemy captain off balance.
• Rescue under collapsing tunnel: Engineers are trapped; the wielder thrusts the halberd into the floor and triggers Pulse of Equilibrium, stabilizing a 20-foot radius and letting workers free survivors.
• Market crisis: Thugs riot in a bazaar; the wielder uses Solar Arc Sweep as a warning flash (non-lethal blinding) to disperse crowds, then plants the pole to form a temporary safe corridor for civilians.

ROLEPLAY PRINCIPLES
Use the halberd as both a tool and a symbol: its greatest strengths are environmental control, balance, and crowd/terrain manipulation rather than raw repeated damage. Offensively it excels at decisive, area control strikes that change the battlefield state. Defensively it is a field-stabilizer and anchor that keeps allies standing, prevents collapse, and protects ritual spaces. Roleplay wise, wielders are expected to balance military effectiveness with ritual respect—how, when, and where its solar power is invoked defines the wielder’s reputation across Amratian society.

Perception of Activation:

User’s Perspective:
The moment the Sun-Spiral Halberd 381 of the Dune Horizon awakens, the wielder feels a deep vibration rising from the haft—a hum like the steady breath of a forge within their chest. The desert silk wrapping grows pleasantly warm under their palms, and the brass steam-filaments flex with a living pulse that syncs to their heartbeat. Heat radiates upward, not as pain but as focus; every breath drawn feels purified, sharpened by the scent of hot metal and distant sandstorms. The Khet-Glyph spirals etched along the blade ignite in molten gold, their light bending through the heat haze until reality itself seems to waver. The avatar’s Mind’s Eye perceives spirals expanding outward into luminous mandalas, showing ley-line threads crossing the dunes like veins of living sunlight. Steam exhales in rhythm with the wielder’s motion—breathing with them, steadying every strike. Time feels slower, motion more deliberate, awareness widening like a horizon.

Observer’s Perspective:
To those nearby, the halberd does not simply glow—it radiates a subtle distortion of air, a mirage-like shimmer that turns sand grains into motes of light. Each movement leaves behind brief golden trails, as though the weapon sketches burning arcs in the air. A faint hiss, reminiscent of a living forge sighing, drifts from the vents at the base; the sound grows stronger during swings, resonating with a low hum that unsettles loose sand and dust. When Solar Arc Sweep is activated, a blinding crescent of radiant steam and gold arcs forward, scattering shadows and bending heat into visible ripples. To onlookers, it is like watching the horizon itself cut open for an instant.

Extra-Sensory Perceptions:
The wielder’s aura expands, suffused with the harmonics of heat and equilibrium. The Mind’s Eye interprets this as concentric golden spirals stretching through space, each pulse marking a moment of heightened awareness. Emotionally, serenity merges with vigor—clarity without hesitation. Sounds distort subtly; ambient noise fades beneath the rhythm of the halberd’s venting breath. Some perceive faint whispers within the steam, fragments of ancient prayers or Zepharic hymns, urging balance and patience. The scent of sun-baked bronze, ozone, and dry sand fills the air, accompanied by a metallic tang at the tongue’s edge.

Positives:
• Heightened precision, reflexes, and balance as the halberd’s rhythmic pulse steadies motion.
• Emotional centering: panic and hesitation melt away, replaced by calm focus.
• Visual clarity under intense light or glare—heat shimmer becomes navigable rather than blinding.
• Manifestation of radiant steam deters aggressors and purifies the battlefield atmosphere.

Negatives:
• Prolonged activation drains stamina; the halberd’s radiant heat saps hydration and endurance over time.
• The sound of vented steam can reveal position in stealth or ambush.
• Overuse near allies risks minor burns or disorientation from glare.
• The weapon’s presence attracts elemental entities or creatures attuned to heat and light, mistaking its aura for a challenge.
• The wielder may become addicted to the sensation of harmony and warmth, subconsciously craving the halberd’s attunement even when unarmed.

To wield the Sun-Spiral Halberd in its awakened state is to breathe with the desert itself—each motion a hymn to endurance, each hiss of steam a whisper from Zephara reminding that illumination comes only through balance under pressure.

Recipe Title: The Noonforge Rite of the Sun-Spiral Halberd
(A sacred Amratian forging ceremony performed beneath the zenith sun, combining metallurgy, steamcraft, and divine invocation to recreate the fabled Sun-Spiral Halberd 381 of the Dune Horizon.)


Materials Needed

  1. River-Bronze Alloy (8 ingots) — A rare composite smelted from copper of the Great Khet River and tin dust infused with ley-line silt. Must be refined under direct sunlight to preserve its golden tone and natural resonance with desert energy.
  2. Desert Silk Strands (3 yards) — Harvested from sandweavers in the Serene Dunes; woven with brass micro-filaments to create flexible reinforcement for the haft.
  3. Obsidian-Sand Temper Resin (1 flask) — A stabilizing resin derived from volcanic glass ground into powder and mixed with purified steam condensate. Used to coat the inner haft, preventing heat warping.
  4. Steam Core Crystal (1 unit) — A heart-stone of condensed geothermal energy, typically drawn from the Furnace Wells of Sandhaven. Must be pressure-stabilized to exhale rhythmic pulses.
  5. Solar Khet-Glyph Plate (1 tablet) — A small slab of sandstone etched with Khet-Glyphs representing endurance, clarity, and the horizon. These glyphs are melted into the blade during the final activation ritual.
  6. Blessed Dune Glass Shard (2 ounces) — Ground and added to the molten alloy; when properly mixed, it forms internal reflective veins that glow under heat.
  7. Oil of Forged Breath (1 vial) — An alchemical lubricant of palm resin, mercury vapor, and Zepharic essence used to bind the blade’s steam core and channel radiant energy without corrosion.
  8. Sunseed Coal (2 bricks) — A rare combustion material that burns only under direct sunlight, ensuring a stable, smokeless forge temperature of 2,500°F.

Tools Required

Geomantic Sun Forge: A steam-augmented forge aligned to desert ley lines, open to the sky, with mirrored plates to focus sunlight into the crucible.
Steambellows Array: Triple-piston system used to maintain rhythmic air pressure during smelting, harmonized to the crafter’s breathing.
Khet-Hammer and Chisel Set: Bronze-headed artisan’s tools engraved with sacred spirals for fine glyph carving.
Balance Crucible: Specialized rotating mold that maintains even density by counter-spinning molten alloy during infusion.
Brass Vent-Press: Used to form the halberd’s base steam-vent structure and ensure symmetrical pressure flow.
Silk-Weaver’s Loom: Small enchanted frame for wrapping and tensioning desert silk and brass threads around the haft.
Cooling Basin of Stillwater: A sacred pool lined with sandstone where the finished weapon is submerged for one full minute of silence.


Skill Requirements

Expert Metallurgy — The smith must know the precise cooling cycles of mixed alloys and sands to prevent brittleness.
Intermediate Steamcraft Engineering — Ability to integrate the vent-core and pressure harmonics without explosive imbalance.
Runic Artistry / Glyphcraft Proficiency — Must accurately carve and align Khet-Glyph spirals to resonate with the ley fields.
Faith or Spiritual Insight (Zepharic or Amratian) — A ritual understanding of balance and endurance; failure of devotion results in inert resonance.
Basic Elemental Attunement (Solar or Heat) — The crafter must maintain a calm aura to prevent corruption of radiant energy during activation.


Crafting Steps

  1. Sun Alignment & Invocation
    At high noon, the crafter aligns the forge’s mirrors to converge sunlight into the crucible. While chanting the Khet-Vara Hymn of Balance, the first ingots of river-bronze are placed within. The steamforge must remain open to the desert wind—symbolic of Zephara’s breath entering the metal.
  2. The Alloy Fusion
    Once molten, blessed dune glass and tin silt are slowly folded in using the Khet-Hammer’s flat edge. The mixture should emit a pale gold shimmer and a melodic hum. If the hum stutters, the ley alignment is off, requiring the forge to be recalibrated by turning the brass compass a half-degree toward the rising sun.
  3. Core Embedding
    The steam core crystal is suspended above the crucible using brass tongs and slowly lowered as the molten metal begins to cool. The crafter then recites the Four Pressures Mantra to balance the internal flow of air and energy. A low hissing breath will signal successful embedding.
  4. Shaping the Crescent Blade
    The alloy is drawn into the Balance Crucible and rotated to mold the crescent edge. Khet-Glyph patterns of endurance (Ra-Zef) and horizon (Ket-Mura) are chiseled into the surface with rhythmic strikes, each stroke followed by a short exhalation of steam from the vents to temper the line.
  5. Haft Wrapping and Vent Forging
    The desert silk, pre-infused with brass filaments, is wound tightly along the haft under steady tension. The Brass Vent-Press is then applied at the base to create breathing vents synchronized with the user’s pulse. Excess silk is trimmed and sealed with Oil of Forged Breath to prevent unraveling.
  6. The Steam-Binding Ceremony
    When all components are assembled, the halberd is held above the forge, tip downward, while the crafter opens the steam valves and lets vapor hiss through the glyphs. The sound should shift from irregular hissing to a soft rhythmic sigh—symbolizing the weapon’s awakening spirit.
  7. Cooling in Stillness
    The halberd is placed blade-first into the Cooling Basin of Stillwater for precisely 61 seconds. During this time, no sound must be made. When lifted, the metal will glow faintly gold and emit a tone that harmonizes with the wind—proof of successful binding.
  8. Final Blessing
    The crafter marks the blade’s spine with the spiral of Zephara using powdered obsidian mixed with the crafter’s own blood, sealing the weapon’s link between endurance and serenity. If done correctly, the steam core will emit a single sigh, and the blade will briefly reflect the sun’s disk upon its edge—signifying that the halberd now holds the Breath of Noon.

Outcome:

A fully forged Sun-Spiral Halberd of the Dune Horizon, radiant under heat, breathing with steady rhythm, and alive with Zephara’s serene light.

Those who fail the forging rites often create Dune-Forged Echoes—weapons that hum discordantly, leak heat unevenly, or fracture in combat, serving as cautionary relics of imbalance between craft and faith.

Moral of Craft: Balance breath, heat, and heart; the forge obeys only those who master all three.

Horizon That Walked Upon Fire
(Fragment of a fractured epic believed to descend from pre-Amratian oral tradition, later transcribed into the damaged clay codices of the Khet-Vara archives. Its language bears marks of several unknown proto-dialects—half prayer, half forge manual, its grammar warped by centuries of retelling. Scholars believe it recounts the creation of the first Sun-Spiral Halberd, though much is metaphor and myth intertwined.)

In those days when the sand still whispered the names of the first winds, there was no difference between the hammer and the sun. The sky burned low and wide, and the dunes were mirrors of gold where the light forgot to end. From that brightness came the Forgemother, whose name is said as Zephara-Who-Waits, though the oldest texts call her only She of the Quiet Breath.

The Forgemother looked upon the land and saw that all things moved but did not balance: the rivers cut too deep, the mountains slept too long, and the hearts of people were loud and hollow. So she gathered the four great artisans of that age—the Mason of Stillstone, the Weaver of Heat, the Walker Between Winds, and the Listener Beneath Sand.

She said to them, “Forge me a weapon that kills nothing, but teaches the hand to remember its weight. Let it be long as a journey and curved as forgiveness. When raised, let it divide the sun into paths; when rested, let it join shadow to silence.”

The four argued for forty days, for none could agree how to make such a thing. The Mason struck the earth with his fist and said it must be of stone. The Weaver spun threads of light and said it must be of heat. The Walker climbed the dune and said it must be of breath. The Listener pressed her ear to the desert floor and said, “It must be of waiting.”

At last the Forgemother sighed, and her breath became the first steam. It coiled around them and spoke with the voice of water that remembers fire. “Then make it of all,” she said, “and make it at noon, when the sky and earth share no shadow.”

So they built the Noonforge, a pit of mirrors dug deep into the desert’s heart. They fed it sand until the sand became glass, then fed it glass until the glass sang. The Mason poured bronze into the song, and the Weaver stitched sunbeams into the molten flow. The Walker stood upon the rim and breathed until the air itself bowed in rhythm. The Listener placed her hand upon the forge’s edge and whispered to the heat, “Wait.”

When the forging was done, they lifted from the molten bed a blade that curved like the crescent of the dying sun. Its surface was neither metal nor flame but something between—the reflection of what should not yet exist. Around its haft the Weaver wound silk spun from the cocoons of desert-born moths that drank starlight. The Mason etched spirals upon the blade, glyphs of endless return.

But the weapon had no heart. It was beautiful and still, yet cold. The Walker, who had been silent, knelt and placed his palm upon the haft. He bled into the grooves of the glyphs and said, “Let my pulse be your breath.” The blade trembled, and a hiss of golden vapor rose.

Then the Forgemother reached out and struck the weapon with the flat of her hand. The sound of that strike was so pure that even the sand froze to listen. “Now it is awake,” she said.

The first wielder was not a warrior but a guardian of wells. She was called Amra of the Two Horizons, who walked between river and dune. When she lifted the halberd, the air around her glowed, and the dunes bent as though bowing. She carried it across the wastes to where the winds fought endlessly. Each swing carved a new silence, each rest healed a wound in the land.

But people, being people, feared what they did not understand. They saw the halberd’s glow and thought it devoured the sun. They came against her, bearing mirrors and smoke, shouting that no one should hold the breath of Zephara alone.

Amra stood upon a high ridge, her feet upon burning sand that did not scorch. She lifted the halberd in both hands and said, “The sun is not mine to keep, but I will hold its balance until the next dawn.” Then she struck the ground with its butt, and a great sigh of steam rolled outward, turning battle to stillness. The mirrors melted, the smoke settled, and those who came to slay her found themselves weeping without reason.

When the wind cleared, Amra was gone. Only her footprints remained—each filled not with sand, but with tiny shards of clear glass that rang softly when the night wind passed. The halberd was never seen again, though some claim the dunes still hum when the sun stands directly overhead. Others say the weapon buried itself, cooling the wrath of the desert until another guardian proves worthy to bear it.

Moral of the Story: That which holds the light must also learn its weight. Balance is not found in the hammer’s strike or the weapon’s edge, but in the silence between the breath and the burn.

Suggested conversions to other systems:


Call of Cthulhu 7th Edition — Sun-Spiral Halberd 381 of the Dune Horizon
Item Type: Arcane polearm (two-handed), steam-vented river-bronze with Khet-Glyph spirals.
Skill: Fighting (Spear or Polearm) or Brawl at Keeper’s discretion.
Damage: 1D8 + Damage Bonus slashing; on a successful hit also inflicts 1 point of heat (ignores armor unless specifically heat-insulated). Counts as magical for creatures requiring enchanted weapons.
Properties: Reach; may be used as an improvised climbing/pole-vault tool (+20% bonus to Climb tests made as part of the maneuver).
Passive Balancer: While wielded, the bearer gains a bonus die on rolls to avoid being knocked prone, to keep footing on shifting or unstable ground, and to resist sandstorm shove effects.
Solar Arc Sweep (1/Day): Action; trace a 3-meter arc in front of you. Make a single Fighting roll opposed by each target’s Dodge; on success deal 1D6 heat-radiant damage to all affected and force an opposed CON×5 test or the target is blinded for 1 round. Instead of damage, you may declare a Disarm Maneuver against any one target in the arc with a bonus die. Fumbles vent scalding steam toward the wielder for 1D3 damage that bypasses mundane armor.
Cauterizing Steam: When you deal a Major Wound via this weapon, you may choose to cauterize (stabilize) the injury immediately, preventing further bleeding effects.
Attunement: Brief sunrise rite (no roll) grants access to Solar Arc Sweep; re-attune after another user handles it for an hour.
Keeper Notes: Treat “heat” as fire for vulnerability/resistance, but it does not ignite targets unless you choose to; using the pole as a vault never deals extra damage by itself.


Blades in the Dark — Sun-Spiral Halberd 381 (Fine Arcane Polearm)
Load: 2 (counts as a heavy two-handed weapon).
Quality: Fine (increased effect on strikes); Arcane (affects entities vulnerable to arcane sources).
Tags: reach, brutal, radiant-steam, balanced.
Special: Steam Counterweights grant Potent position when maintaining footing on unstable terrain (sand, scree, ship decks), and you gain +1d to Resist rolls vs being knocked down or disarmed when braced.
Solar Arc Sweep (2 charges per score): When you Wreck or Skirmish with area effect, expend 1 charge to project a crescent of superheated sand-light. You gain increased effect and may also inflict a level-2 harm “blinded by glare” on a struck cohort or small group; on a strong hit you may instead force a disarm on one notable foe (they lose a weapon or tool unless they Resist).
Cauterizing Strike: On a Skirmish that would cause bleeding fallout, you may mark 1 stress to cauterize, converting the fallout into level-1 harm “seared welt” instead.
Attune Sync: When you Attune under open sky at noon, regain 1 spent charge and take +1d on your next Skirmish against foes on shifting ground.
GM Guidance: Treat the halberd as a fictional justification for greater effect versus sand/ash/veil hazards and for setup actions that stabilize terrain for the crew.


Dungeons & Dragons (5e) — Sun-Spiral Halberd 381 of the Dune Horizon
Weapon (halberd), rare (requires attunement)
Properties: Martial melee weapon, heavy, reach, two-handed; base damage 1d10 slashing. The weapon is magical.
Radiant Steam Edge: On a hit, the weapon deals an extra 1d4 fire or radiant damage (choose on each hit). When the extra damage reduces a creature to 0 hp, the wound is cauterized (stops ongoing bleed effects or similar).
Counter-Vented Balance: You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks made to keep your footing, resist being knocked prone or shoved, and you ignore nonmagical difficult terrain comprised of sand or loose scree.
Solar Arc Sweep (1/day): As an Action, sweep a 10-foot arc originating from you. Each creature of your choice in a 10-foot cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier; choose when you attune). On a failure a target takes 2d6 radiant damage plus 2d6 fire damage and is blinded until the start of your next turn; on a success it takes half damage and isn’t blinded. Immediately after, you may force one creature you can see in the cone to make a Strength saving throw against the same DC or drop one held item of your choice (disarmed; it falls at the creature’s feet).
Desert Vault: As part of your movement, you can plant the halberd to pole-vault. You can clear a horizontal gap up to 10 feet without a check if you have a 10-foot run-up; challenging vaults may call for a DC 10–15 Athletics check at the DM’s discretion.
Tuning the Sun-Spiral: If you complete a short ritual at noon under open sky, the next Solar Arc Sweep you use within 24 hours deals an additional 1d6 radiant damage.
Attunement Restriction (optional, for Amratian-focused play): Zaf-Amra or a creature trained in Zaf-Khet litany may attune normally; others require a DC 15 Arcana check during attunement or the weapon’s extra damage is radiant only until properly tuned.


Knave (2e) — Sun-Spiral Halberd 381
Type: Heavy Polearm (Reach, Two-Handed). Damage die: d10 (magical).
Traits: Heat-Radiant Edge, Balanced Vents, Vaulting Pole.
On Hit: Deal normal damage; you may declare heat or light for the strike—add +1 damage and the blow counts as fire or radiant for resistances.
Balanced Vents: You treat sand, gravel, and loose scree as normal ground. You gain Advantage on tests to resist being knocked down, shoved, or losing footing.
Solar Arc Sweep (1/day): Sweep a 10-foot arc. Creatures in the arc must save vs DEX; on a fail they take 2d6 damage (split as fire and radiant) and are blinded until their next turn; on a success they take half and are not blinded. After resolving, you may force one creature in the arc to save vs STR or drop one held item.
Cauterize: When your attack would cause ongoing bleeding or similar, you may negate that ongoing effect (the target instead suffers a seared mark).
Desert Vault: With a short run, you can automatically clear a 10-foot gap; longer or trickier vaults call for an appropriate test with Advantage.
Notes for Referees: Treat “magical” as overcoming mundane resistances; Solar Arc counts as a single use per rest or per day in your cadence.


Fate Core — Sun-Spiral Halberd 381 of the Dune Horizon
Item Type: Artifact Weapon (Polearm, Two-Handed)
Aspects: Breath of the Noonforge, Edge of Radiant Steam, Balance Between Dune and Sky
Weapon Rating: Weapon:3 when used in melee combat.
Stunts and Effects:
Solar Arc Sweep (1/Scene): Spend 1 Fate Point to unleash a 10-foot arc of molten sand and light. Make a single Attack roll against all opponents in a zone; add +2 to the attack if they are blinded by light or standing on unstable ground. On a success with style, you may also create the Aspect Blinded by Radiance on the zone with one free invoke.
Balanced Counterweights: +2 to Overcome rolls made to keep footing, balance on unstable terrain, or resist knockdowns and environmental displacements (sandstorms, airship decks, shifting ruins).
Cauterizing Edge: When you inflict a Consequence of “Bleeding” or similar, you may choose to immediately convert it into a “Scorched” or “Cauterized” Aspect—still painful, but no ongoing loss.
Steam-Whisper Resonance: When performing an Overcome or Create an Advantage action involving engineering, smithing, or desert navigation, gain +2 if the halberd is used as a symbolic or literal focus.
Refresh Cost: 2 (counts as a Major Artifact).
Compel: When the weapon overheats or draws solar resonance, compel Breath of the Noonforge to cause sensory disorientation or unwanted radiant discharge.


Numenera / Cypher System — Sun-Spiral Halberd 381 of the Dune Horizon
Level: 5 Artifact (Depletion 1 in 1d20 uses)
Form: Two-handed halberd of river-bronze and radiant steamcraft.
Effect: Acts as a Medium weapon (6 damage) that also inflicts 2 points of ambient Heat damage (ignores 1 point of Armor).
Special Features:
Solar Arc Sweep (1/Day): As an action, release a 3-meter arc of superheated sand and light. Affected creatures in a cone must make a Speed Defense roll against Level 5 or take 5 points of damage (3 fire, 2 radiant) and suffer blindness for one round.
Counter-Vent Stabilizers: The user gains +1 Armor against environmental heat and +1 on Speed Defense rolls to resist being knocked prone or disoriented by terrain shifts.
Cauterizing Steam: Once per combat, after inflicting a critical hit, the wielder may choose to immediately heal 1 point of damage or cancel a bleed or corrosion effect on themselves or an ally within reach.
Vault Functionality: The halberd can be used as a pole for climbing or leaping; adds an asset to related Might or Speed tasks.
Depletion: 1 in 1d20 uses (each activation of Solar Arc Sweep).
GM Intrusion: Overheating creates a blinding flash or steam explosion, inflicting 2 points of Intellect damage (ignores Armor) to the wielder.


Pathfinder 2e — Sun-Spiral Halberd 381 of the Dune Horizon
Weapon (halberd), rare, +1 striking, requires attunement or spiritual resonance with Amratian sand-magic.
Usage: Held in 2 hands; Bulk 2.
Traits: Magical, Evocation, Fire, Radiant, Reach, Sweep, Two-Handed d10.
Damage: 1d10 slashing + 1d4 fire (or radiant).
Passive Effects:
• You gain a +1 circumstance bonus to Acrobatics checks to Balance and Athletics checks to resist being Shoved or Tripped while standing on sand or loose ground.
• You gain resistance 3 to fire and radiant damage.
Activated Ability — Solar Arc Sweep (1/day) [two-actions]:
You channel the energy of Zephara’s forge, releasing a crescent wave of molten sand and solar light in a 15-foot cone. All creatures in the cone must attempt a Reflex save (DC = your class DC or 22, whichever is higher).
Success: Half damage.
Failure: 4d6 fire and radiant damage and the target is blinded for 1 round.
Critical Failure: As Failure, and the target drops one held item of your choice (Disarmed).
Additional Functions: The weapon can serve as a climbing pole or staff. When used as an exploration tool, it grants a +2 circumstance bonus to Climb or Leap checks.
Craft Requirements: Must be forged in an open forge under direct sunlight, requiring 500 gp of materials and successful Crafting and Religion checks (DC 23).
Value: 1,250 gp.


Savage Worlds (Adventure Edition) — Sun-Spiral Halberd 381 of the Dune Horizon
Gear Type: Heavy melee weapon (Reach 1), Steam-Attuned Artifact.
Damage: Str+d8 + 1d4 heat (counts as Fire damage).
Weight: 12 lb.
Parry: +1.
Notes: Counts as magical; ignores 2 points of armor from nonmagical protection.
Special Abilities:
Solar Arc Sweep (1/Day): As an Action, the wielder projects a blazing 10″ cone of superheated sand and steam. All within must make an Agility roll at –2 or suffer 2d8 Fire damage and be Distracted for 1 round. Raise: Target also becomes Shaken.
Balanced Vents: The wielder gains +2 on Athletics rolls to resist being knocked prone, maintain footing, or traverse unstable ground (sand, gravel, ship decks).
Cauterizing Edge: When causing a Wound with this weapon, the wielder may forgo dealing an extra die of damage to instead heal one Wound of a bleeding ally within 1″.
Radiant Resonance: The weapon glows when exposed to direct sunlight, granting +1 on Intimidation or Persuasion rolls involving divine or desert-related symbolism.
Drawback: After the Solar Arc Sweep, the weapon must vent; the wielder must skip one round of attacking or suffer 1 Fatigue from heat exposure.
Rarity: Relic (requires a Zepharic blessing or Faith d6+ to attune).
Market Value: 2,000 credits / 15,000 gold equivalents depending on the campaign economy.


Shadowrun (6th Edition) — Sun-Spiral Halberd 381 of the Dune Horizon
Category: Exotic Melee Weapon (Polearm), Restricted Gear (Rating 6 License Required).
Availability: 12R • Cost: 15,000¥
Damage: 7P (Physical) + 2S(e) Heat • Reach: 2
Accuracy: 6 • AP: –2 • Initiative Penalty: None
Weight: 5 kg • Skill: Exotic Melee Weapon (Halberd)
Modes and Modifications: Steam Core (Power Cell), Heat Venting Filaments (custom modification), Radiant Edge (arcane filament).
Special Rules:
Steam Vent Counterbalance: The weapon’s internal vents maintain equilibrium, granting +2 dice on any Athletics or Acrobatics tests made to maintain footing, vault, or resist knockdown in unstable terrain.
Solar Arc Sweep (1/Encounter): Free Action after a successful Melee Attack. The weapon releases a 3-meter-wide arc of radiant sand-light. All targets in the arc must resist (Body + Armor –2) or take 6P(fire) damage and suffer the Blind (1) status for one Combat Turn. Each use drains 25% of the steam core’s power cell (requires 1 minute cooldown or Engineering + Logic [4] test to recharge).
Cauterizing Edge: The halberd automatically stabilizes any Physical damage wound caused to the target, ending further bleeding effects.
Heat Signature: The weapon’s radiant blade emits a detectable thermal aura; anyone with Thermographic Vision can spot the wielder with +3 dice to Perception tests when active.
Game Master Notes:
The halberd counts as both technological and magical in origin; mana-barrier contact causes a brief hiss of vented steam but does not deactivate it. If used by an uninitiated character, roll 1D6 each use; on a roll of 1, the steam vent malfunctions and deals 2S heat recoil to the wielder.


Starfinder — Sun-Spiral Halberd 381 of the Dune Horizon
Level: 8 • Price: 8,500 credits • Bulk: 2 • Type: Advanced Melee Weapon (Two-Handed, Powered)
Damage: 2d10 S + 1d6 Fire • Critical: Burn 1d6
Usage: 1 charge per attack • Capacity: 20 charges (rechargeable steam capacitor)
Special: Reach, Analog, Powered, Solar, Amratian Artifact
Properties and Effects:
Steam Core Balance: The wielder gains a +2 circumstance bonus to Acrobatics or Athletics checks made to maintain balance or avoid being tripped.
Solar Arc Sweep (1/Day): As a Standard Action, you may expend 5 charges to unleash a 20-foot cone of molten sand and light. All creatures in the area take 4d6 fire and 4d6 radiant damage (Reflex DC 17 half) and are blinded for 1 round on a failed save.
Cauterizing Steam: When a creature is reduced to 0 HP by this weapon, the wound seals instantly—preventing stabilization checks or death saves from bleeding effects.
Desert Vault: The halberd can serve as a traversal aid, granting a +2 bonus to Athletics checks to jump or climb in desert or sandy environments.
Overheat Drawback: If all 20 charges are expended before a 10-minute cooldown, the weapon overheats, dealing 1d6 fire damage to its wielder and disabling Solar Arc Sweep until recharged.
Description: A relic of pre-Gap desert civilizations, powered by crystallized ley-steam energy. It is treated as a hybrid item, both technological and magical.


Traveller (Mongoose 2e) — Sun-Spiral Halberd 381 of the Dune Horizon
Item Type: Advanced Melee Weapon (Artifact, Two-Handed)
TL: 14 (Ancient Amratian origin) • Weight: 3 kg • Cost: 25,000 Cr
Damage: 3D6 + STR DM, Fire Trait
Reach: Long • Traits: Steam-vented, Balanced, Powered (Rechargeable).
Special Rules:
Heat and Radiance: Counts as both Fire and Energy damage; ignores 3 points of armor.
Solar Arc Sweep (1/Day): As a significant action, create a 6-meter cone of radiant sand and steam. Each target must make an Endurance check (DM–2) or take 4D6 damage and suffer the Blinded condition for 1D3 rounds.
Counterweight Balance: The wielder gains DM+2 on Athletics checks made to keep footing or avoid falling in difficult terrain.
Cauterizing Edge: When an attack with this weapon would inflict Bleeding or Wound loss over time, negate the continuing effect automatically.
Maintenance: After each use of Solar Arc Sweep, make an Engineer (Electronics) or Mechanic (Power Systems) check (8+). On failure, the halberd’s steam core seizes, rendering it inert until repaired.
Background Note:
The Sun-Spiral Halberd is often found among lost Amratian caches or Zaf-Amra tombs, revered as both weapon and engineering marvel. The steam core is non-reproducible with current TLs; collectors pay millions for intact examples.


Warhammer (Fantasy Roleplay 4e) — Sun-Spiral Halberd 381 of the Dune Horizon
Type: Halberd (Two-Handed) • Encumbrance: 3 • Availability: Very Rare
Group: Polearm • Damage: SB + 5 (Fire, Magical)
Qualities: Reach, Defensive +1, Radiant, Steam-Forged
Traits: Blessed (Zephara), Flaming, Durable (3), Warding (Sun).
Special Rules:
Solar Arc Sweep (1/Session): As a Full Action, the wielder may unleash a radiant arc of molten sand in a 20-yard cone. Make a Melee (Polearm) test opposed by the Dodge of each target. Those struck suffer +4 Damage and gain the Blinded condition for 1 Round. On a critical success, the arc also forces an opposed Strength Test; failure causes the target to drop one held item.
Counter-Vent Balance: +10 to Athletics Tests to resist being knocked down, tripped, or unbalanced.
Cauterizing Strike: When the halberd inflicts a critical wound, it immediately seals it with radiant heat—negating Bleeding conditions. However, the wielder suffers 1 Fatigue due to the weapon’s backflow of heat.
Steam Core Blessing: Once per day, spend a Resolve point to gain +1 Success Level on all Melee (Polearm) and Athletics Tests for 1 Minute as steam vents release a rhythmic hiss that steadies movement.
Drawback:
Each use of Solar Arc Sweep requires the wielder to pass an Average (+20) Endurance Test or take 1 Wound from exhaustion and overheating.
Value: 1,800 GC.
Lore: Forged at noon in the first temples of Zephara, the Sun-Spiral Halberd is both relic and sermon—a balance of serenity and destruction. In Amratian lands it is still blessed beneath open dunes; elsewhere, it is deemed a relic of “the Quiet Flame.”