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Melee Weapons

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Comments: 7
Ideas: 0
Rating: 4
Condition: Normal
ID: 6528


November 11, 2011, 3:59 pm

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Cheka Man

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Winter's Fang


A dagger wielded in defense of the Modoc tribe, freezing its enemies in their tracks.


A massive polar bear's fang encased in mithril, with runes of ivory inlaid over much of the surface.  The runes record the names and great deeds of each shaman who has wielded this weapon in the past.


The Fang has the ability to freeze on contact almost anything in nature.  Plunging it into water will cause thick ice to form, while driving it into a body will inflict massive internal freezing on the victim.  The freezing effect continues for as long as the Fang remains in contact with the body, so it is possible to completely freeze a victim from the inside out by simply driving the fang into his chest and leaving it there for 30 seconds.  It is possible for the Fang to become embedded deeply in ice of its own creation, however, if the user is not careful with it.  Additionally, polar bears will not attack the wielder of this item.


The Fang must be used while wearing gloves.  Otherwise, the sweat from combat or fear (sweaty palms) may cause it to freeze on contact with the user’s skin.  The effect is similar to licking a cold flagpole.  It is also highly ineffective against metals and other inorganic substances, and may do even less damage than a normal dagger if it does not come into contact with flesh or something that it can freeze.


During the Runes War of two centuries past, the shaman Ursuol is said to have assumed the form of a great bear to do battle with the Frost Giants of Ulgor.  He defeated the frost giant chief, but was mortally wounded in the process.  Still in bear form, Ursuol ripped out one of his own fangs, soaked in the blood of the frost giant chief, and gave it to his successor.  This item was crafted from that very tooth.

From that time, there have been many great shamans of the Modoc tribe, each wielding Winter’s Fang in defense of his or her people.  And in times of great peril, it is even said that the spirit of Ursuol himself may possess the current wielder and prowl about in bear form once again.


After the wielder has built up a long rapport with Winter’s Fang, it is possible to conquer the weapon's abilities entirely.  If plunged into his own chest, the Fang may choose to "accept" the bearer instead of killing him, and the user will gain the ability to turn into a great polar bear at will.  This effect lasts only as long as the user is fighting the enemies of the Modoc tribe, or some other common enemy.

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Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
November 11, 2011, 19:31

A useful weapon to have, good for keeping food cold when not in combat.

November 11, 2011, 19:59
I think one would have to be an exemplary defender of the tribe to avoid getting the spirit of the shaman very displeased with you, if you use the Fang as a cooler. Though his abilities might be lessened, it seems to be that the shaman, as he gave his life for the tribe, would want to be wielded only by tribemembers defending the tribe. A barbarian PC might use the Fang on a quest for the wellbeing of the tribe, but anyone else better return this weapon to its rightful owners.
November 11, 2011, 23:28
That's pretty much what I had in mind. I decided not to put an explicit restriction on it, though, preferring to leave it to the GM's discretion.
Voted Scrasamax
November 14, 2011, 10:16

An excellent barbarian treasure to sit lost and forgotten on some lord's wall of trophies and banners.

Voted Chaosmark
November 14, 2011, 19:41

I'm seeing this as a very interesting item to encounter on a barbarian. It definitely adds some solid history and lore to what some PCs might chalk up to be yet another nameless tribe of hunters.

Voted MysticMoon
March 19, 2012, 14:42
Only voted
Voted Psykie
March 20, 2012, 17:44

Awesome idea... Do you mind if I borrow it, but tweak it to being the ritual weapon of the High Priest of Ursun (the Bear God) in Warhammer Fantasy Roleplay? It just fits so well!

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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