![[Zealot Sword.png]] **Zealot, Blade of [[Perserphina]]** **Weapon (longsword), Legendary Artifact** _Requires attunement by a Fighter, Rogue, Ranger, or Cleric of good alignment_ --- ## **Overview** **Zealot** is among the most revered divine weapons in all of Solare—an artifact of radiant will and holy judgment forged in the **First Age**. The blade is sentient, discerning, and merciless toward corruption. It does not merely serve its wielder; it **chooses** them. Only those aligned with good may bear Zealot without suffering its rejection. --- ## **Origin & Lore** Forged at the dawn of the First Age, **Zealot** was once wielded directly by the goddess **[[Perserphina]]**, acting as her instrument of divine retribution during the shaping of mortal kingdoms. Following the **Dragon Wars**, the blade was sealed within **Castle Polaria**, embedded in a sacred stone reliquary that became the keystone of the city’s arcane defenses. There it remained for centuries—until its disappearance, its fate lost to history. Legends claim Zealot has never been destroyed—only **waiting**. --- ## **Sentience** Zealot is a sentient lawful good weapon. - Communicates **telepathically** with its attuned wielder - Possesses unwavering devotion to [[Perserphina]]’s ideals - Rejects creatures of evil alignment outright - May withdraw its power—or turn hostile—if its wielder strays from its purpose --- ## **Weapon Properties** While attuned, Zealot grants the following benefits: - **+6 bonus** to attack and damage rolls - Deals an additional **2d8 force damage** on every hit - Grants **+5 bonus to AC** - Grants **resistance to all damage types** - **Spell Absorption:** When the wielder takes spell damage, Zealot absorbs damage up to the wielder’s current hit points before reductions --- ## **Spellcasting (30 Charges)** Zealot holds **30 charges**, regaining all expended charges daily at dawn. Spell save DC is **18**, unless otherwise stated. ### **Arcane Spells** - _Magic Missile_ (9th level) — 5 charges - _Fireball_ (9th level) — 5 charges - _Meteor Swarm_ — 15 charges - _Prismatic Spray_ — 5 charges - _Antimagic Field_ — 5 charges - _Web_ — 1 charge - _Prismatic Wall_ — 10 charges - _Wish_ — 20 charges (**1 use every 6 months**) ### **Clerical Spells** - _Remove Curse_ — 2 charges - _Heal_ — 10 charges - _Greater Restoration_ — 5 charges - _Create Food and Water_ — 1 charge - _Resurrection_ — 20 charges (**1/year**) --- ## **Chosen of Zealot** Each generation, Zealot selects **one member of the Talbain line** as its true bearer. When wielded by the **Chosen**, Zealot’s power intensifies: - Spells cast through Zealot deal **+3 additional damage dice** - Spell save DC increases by **+5** - Weapon bonus becomes **+8 to hit and damage** The blade recognizes its Chosen instantly—and will not serve another while they live. --- ## **Castle Polaria Synergy** When placed within its sacred stone holder in **Castle Polaria**, Zealot activates ancient defensive wards: - Projects a **city-wide Prismatic Wall dome** - Undead and hostile creatures touching city grounds take **30 radiant damage per round** - Automatically regenerates **structural damage** to the castle walls Without Zealot, these defenses slowly unravel. --- ## **Adventure Hook** **Zealot has gone silent.** The prismatic dome over Polaria flickers. The wards weaken. No Talbain has claimed the blade. As enemies gather and the city’s ancient protections fail, a single question remains: _Who will awaken the Blade of [[Perserphina]]—before Castle Polaria falls?_