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Aventuria Armory

Credits
ORIGINAL GERMAN VERSION ENGLISH VERSION

Publishing Director Ulisses North America Studio Director


Markus Plötz, Michael Mingers Timothy Brown

Managing Editors Managing Editor


Nikolai Hoch, Alex Spohr Kevin MacGregor

Rules Design Editing and Additional Material


Markus Plötz, Alex Spohr, Fabian Talkenberg Kevin MacGregor

Authors Copyeditors
Thomas Craig, Marie Mönkemeyer, Alex Spohr, Ariane Dana Hagengruber, Daniel Ley
Willumeit
Layout
Copyeditor Matthias Lück
Carolina Möbis

Editors Copyright © 2018 by Ulisses Spiele GmbH, Waldems.


Carolina Möbis, Thorsten Most, Timo Roth, Josch K. Zahradnik
THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND,
THARUN, and UTHURIA are trademarks of Ulisses Spiele. The
Art Director title and contents of this publication are protected under the
Nadine Schäkel copyright laws of the United States of America. No part of this
publication may be reproduced, stored in retrieval systems,
Cover Illustration or transmitted, in any form or by any means, without written
Elif Siebenpfeiffer consent from Ulisses Spiele GmbH, Waldems.

Layout, Composition, and Design Special thanks to Andreas Widmann, Alex Mai, Lukas Keese,
Thomas Michalski Thorsten Most, Lydia Spohr, Michael Heinz, Nikos Petridis, and
Rui Costa Fraga
Layout Design ISBN 978-3-95752-600-7
Patric Soeder
Printed in EU
Interior Illustrations and Maps
Verena Biskup, Marc Bornhöft, Anja Di Paolo, Ben Maier, Nikolai
Ostertag, Nathan Park, Matthias Rothenaicher, Nadine Schäkel,
Wiebke Scholz, Elif Siebenpfeiffer, Sebastian Watzlawek, Karin
Wittig, Maurice Wrede
Thanks to all who helped to create Aventuria
Table of Contents
Forward......................................................................................6 Provisions.............................................................................40
Differentiating Between Rules, Quadrant...............................................................................41
Crunch, and Fluff ......................................................................7 Red and White Camels Board Game.................................42
A. Rules....................................................................................7 Roast Skewer........................................................................43
B. Crunch................................................................................7 Rolling Pin............................................................................44
C. Fluff.....................................................................................7 Rope, Binding.......................................................................44
Complexity Levels for Rules....................................................7 Rope Ladder.........................................................................45
Basic Rules..............................................................................7 Shoulder Bag........................................................................45
Focus Rules Level I................................................................7 Sleeping Bag.........................................................................46
Focus Rules Level II..................................................... 7 Sickle.....................................................................................46
Snowshoes............................................................................47
Equipment..........................................................9 Soap.......................................................................................48
Item Overview.........................................................................10 Spade and Pickaxe...............................................................48
Rules for Items.........................................................................11 Telescope..............................................................................49
Item Advantages..................................................................11 Tent.......................................................................................50
Astrolabe...............................................................................12 Tinderbox and Tinder.........................................................51
Backpack, Leather...............................................................13 Torch.....................................................................................51
Belt Pouch.............................................................................13 Underwear............................................................................52
Blacksmith’s Hammer.........................................................14 Vademecum of Combative Crafts.....................................53
Boltan Card Set ...................................................................14 Waterskin.............................................................................54
Breviary of the Twelvegods...............................................15 Woolen Blanket........................................................ 54
Candles and Magic Candles................................................16
Cartographer’s Tools..........................................................17 Weapons and Armor.......................................55
Chalk and Magic Chalk.......................................................17 Overview of Weapons and Armor........................................56
Climbing Hook.....................................................................18 Weapon Characteristics ....................................................56
Climbing Rope......................................................................18 Elven and Dwarven Weapons............................................56
Cloak......................................................................................19 Wielding Two-Handed Polearms with One Hand...........56
Codex Albyricus...................................................................19 Sanctified and Unsanctified Ceremonial Items..............56
Coin Bag and Coin Pouch...................................................20 Counterfeit Weapons..........................................................57
Compass (South-Pointer)...................................................21 Variants of Complete Armor.............................................57
Copper Cauldron.................................................................22 Format for Close Combat Weapons..................................57
Crowbar................................................................................22 Format for Ranged Weapons.............................................57
Encyclopaedia Magica........................................................23 Format for Armor ...............................................................57
Dice........................................................................................25 Close Combat Weapons..........................................................58
Dressing Material (Bandages and Splints).......................25 Amazon Saber......................................................................58
Flask.......................................................................................26 Barbarian Battle-axe...........................................................58
Flint and Steel......................................................................26 Barbarian Sword..................................................................59
Figurines of Gods and Goddesses......................................27 Basilisk-tongue....................................................................59
Grapnel..................................................................................27 Bastard Sword......................................................................60
Gwen-Petryl Stone..............................................................28 Battle-axe.............................................................................60
Hand-axe or Hatchet...........................................................29 Brabak Cudgel......................................................................61
Helpful Primer for the Traveling Adept..........................30 Brass Knuckles.....................................................................61
Herbarium Kuslikum..........................................................31 Broadsword .........................................................................62
Hookah..................................................................................32 Buckler..................................................................................62
Hourglass..............................................................................32 Club........................................................................................63
Lantern..................................................................................33 Cudgel....................................................................................63
Lockpick................................................................................33 Cutlass ..................................................................................64
Mage Robe............................................................................34 Dagger...................................................................................64
Oil Lamp................................................................................36 Double-Khunchomer .........................................................65
Padlock..................................................................................37 Dragon Tooth.......................................................................65
Paper and Parchment.........................................................37 Dshadra.................................................................................66
Perfume.................................................................................38 Dwarf Cudgel........................................................................66
Phial.......................................................................................38 Executioner’s Sword...........................................................67
Pocket Watch (Vinsalt Egg)...............................................39 Foil.........................................................................................67
Prem’s Wildlife.....................................................................40 Glaive.....................................................................................68

4 Table of Contents
Great Shield..........................................................................68 Cast-net.................................................................................96
Great Slave-death................................................................69 Composite Bow....................................................................97
Great Sword..........................................................................69 Cut-tooth..............................................................................97
Halberd .................................................................................70 Discus....................................................................................98
Heavy Dagger.......................................................................70 Elf Bow..................................................................................98
Hook Dagger.........................................................................71 Iron Forest Crossbow..........................................................99
Horse Whip...........................................................................71 Hand Crossbow....................................................................99
Hunting Knife.......................................................................72 Heavy Crossbow................................................................ 100
Hunting Spear......................................................................72 Light Crossbow................................................................. 100
Katar......................................................................................73 Long Bow........................................................................... 101
Khunchomer........................................................................73 Short Bow.......................................................................... 101
Knife......................................................................................74 Throwing Axe................................................................... 102
Leather Shield......................................................................74 Throwing Club.................................................................. 102
Long Sword...........................................................................75 Throwing Dagger.............................................................. 103
Mace......................................................................................75 Throwing Disc/Ring/Star............................................... 103
Mage’s Staff..........................................................................76 Throwing Spear................................................................ 104
Main Gauche.........................................................................76 Armor..................................................................................... 105
Mengbilar.............................................................................77 Chainmail........................................................................... 105
Molokdeshnaja.....................................................................77 Half Plate........................................................................... 106
Morningstar.........................................................................78 Iryan Armor...................................................................... 107
Nightwind.............................................................................78 Leather Harness................................................................ 108
Ogre Catcher........................................................................79 Linothorax Armor............................................................ 109
Ogre Swatter........................................................................79 Mirror Armor.................................................................... 110
Orchid....................................................................................80 Scale Mail........................................................................... 111
Orc-nose................................................................................80 Toadskin............................................................................ 112
Ox-herd.................................................................................81 New Rules for Equipment................................................... 113
Quarterstaff..........................................................................81 Concealing Weapons and Items......................................... 114
Rapier....................................................................................82 Damaged Weapons and Armor.......................................... 114
Raven’s Beak........................................................................82 Breaking Point Ratings for Weapons............................ 114
Reaper...................................................................................83 Armor Sturdiness............................................................. 116
Rock-cleaver.........................................................................83 Supplements to the Crafting Rules................................... 117
Rondra’s Crest......................................................................84 Appraising Items.............................................................. 117
Saber......................................................................................84 Crafting/Gathering Projectiles...................................... 117
Seal-killer..............................................................................85 New Materials for Weapons and Armor....................... 117
Short Sword..........................................................................85 Crafting Weapons and Armor from Magical Metals........118
Slasher...................................................................................86 Weapon and Armor Features............................................. 119
Slave-death...........................................................................86 Weapon Features.............................................................. 119
Spear......................................................................................87 Armor Features ................................................................ 120
Spiked Vambrace.................................................................87 New Combat Techniques.................................................... 121
Sun-scepter..........................................................................88 New Combat Special Ability .............................................. 123
Sword Cane ..........................................................................88 New Combat Style Special Ability .................................... 123
Thorwaler Shield.................................................................89 Combat Special Abilities..................................................... 123
Trident..................................................................................89 Advanced Combat Special Abilities................................... 125
Tuzak Knife..........................................................................90 General Special Ability: Threatening Gestures............... 127
Two-lilies..............................................................................90 Hit Zone Protection............................................................. 127
Waqqif...................................................................................91 Protection in Different Zones ........................................ 127
War Hammer........................................................................91 Improvised Weapons........................................................... 130
Warunk Hammer.................................................................92 Weapon Features for Improvised Weapons................. 130
Wolf-knife.............................................................................92 Equipment Overview........................................................... 131
Wooden Shield.....................................................................93 Improvised Close Combat Weapons.................................. 138
Wooden Spear......................................................................93 Weapons from the Aventuria Compendium.................... 140
Wyvern-beater.....................................................................94 Close Combat Weapon Table.............................................. 141
Ranged Weapons.....................................................................95 Ranged Weapon Table......................................................... 149
Balestrina..............................................................................95 Armor..................................................................................... 151
Blowpipe...............................................................................95 Availability............................................................................ 153
Bullet-shooting Crossbow..................................................96 Index...................................................................................... 157

5
Forward
Reliable weapons, protective armor, rations, climbing gear,
map-making equipment—where would adventurers be
without these indispensable items? The Aventuria Armory
expands the item lists from the Core Rules, offering more
detail and new rules for all types of personal equipment.
Each item presented here includes a detailed description,
complete game rules, and a full-color illustration to help
you visualize the world of the Dark Eye.

This book is divided into three major sections. The first


section, Equpiment, presents everyday items that traveling
heroes find most useful. You may already know that a
mage’s robes contribute to spellcasting ability, and that a
lockpick grants a bonus for opening locks, but the Armory
also shows you why a coin pouch, a skewer, and a sleeping
bag are more useful than you might think.

The second section, Weapons and Armor, introduces many


weapons that did not appear in the Core Rules, such as
the enigmatically-named nightwind, the fierce Amazon
saber, and the dreaded ogre-swatter. New entries for armor
include Iryan leather and toadskin armor variants, which
enjoy popularity in certain regions. The book’s Appendix
includes a summary list of all weapons and armor from
the Armory and gives stats and rules for every weapon in
the Core Rules.

The third section, New Rules for Equipment, introduces


new focus rules, new advantages, and new disadvantages
designed especially for equipment. New rules for hit
locations and item creation expand on material introduced
in the Aventuria Compendium. None of the rules presented
here are mandatory, but each gives you exciting new
options for customizing the game.

The Armory is not intended to be a catalog of every piece of


equipment known to exist. Instead, we wanted to present
you with a large selection of highly useful adventuring
gear. I hope you enjoy reading this book as much as we
enjoyed producing it.

Alex Spohr (for the editorial team)


Frankfurt am Main,
On a bitterly cold morning in March, 2016

6 Forward
Differentiating Between Rules, Crunch, and Fluff
This book offers a range of rules on many different topics. Crunch includes stats or other things that are defined in
In the interest of organization, we categorize these terms of rules and cover items such as weapons, armor,
elements into three groups, specifically, rules, crunch, and animals, races, cultures, professions, special abilities,
fluff. spells, and so on (but not their fluff descriptions—
see below). Crunch elements are meaningful only in
A. Rules association with their corresponding rules. The term
Rules include all sections that make up the abstract rule crunch itself does not necessarily refer to new rules.
model behind the gameplay of The Dark Eye. For instance,
if a section explains the procedure for making skill checks C. Fluff
or the effects of exposure to high heat, we are talking Like crunch, this is a term from roleplaying theory.
about rules. Rules have different levels of complexity, Fluff means descriptive text and normally includes all
which we discuss in detail in the text. descriptions of people, places, and things. Fluff and
crunch often go hand in hand. Weapon descriptions count
B. Crunch as fluff, while crunch includes specific information such as
This term from roleplaying theory covers all game damage, modifiers for attack and parry, and so on.
elements that are useless without their corresponding
rules.

Complexity Levels for Rules


The rules of the Dark Eye offer different levels of complexity. Level II Focus Rules
Some rules are resolvable quickly, while others take more Level II Focus Rules introduce more detail and expand on
time, depending on the level of detail they simulate. Level I Focus Rules. Using our example, these rules discuss
Discuss levels of complexity with your player group. This hunting specific animals and the degree to which the
book differentiates between basic rules and different levels difficulty decreases or increases as a result.
of Focus Rules.
Must I Use Focus Rules?
Basic Rules No, Focus Rules are not mandatory! While they make the
The Core Rules offer a great range of abstract rules for many game a little more complex, they are intended for players
different situations, such as moving through a burning who desire greater richness of detail and would like to
house, fighting, diving, sneaking, or casting spells. Because know exactly how and what their characters achieve. The
the rules are somewhat abstract, they are quick to resolve different levels of Focus Rules reflect increasing levels of
but don’t allow for much detail. A good example is the detail. Note that one player might hate something that
rule for procurement of food by using Animal Lore. A single another player sees as a welcome change. Discuss the
check determines how many rations of food the character preferred level of detail with your players and select or
obtains, and while it is simple and fast, it is not realistic. ignore Focus Rules as everyone sees fit.

Official Adventures
Level I Focus Rules
Official adventures usually do not require knowledge of
Dark Eye sourcebooks introduce several new or optional
advanced sourcebooks (or Focus Rules). If an adventure
rules that expand existing areas. They
calls for the use of specific Focus Rules, either the
cover things like how to use modifiers to add detail in
adventure includes those rules, or the product’s back
specific situations. Such rules may take longer to resolve
cover specifies the necessary sourcebook.
but also offer greater levels of detail. These rules are called
Level I Focus Rules.
If a tournament takes place in an adventure, and the
adventure uses only a few specific Focus Rules for
In our ongoing example, we expand the rules for hunting
tournaments (such as described in the Aventurian
by discussing ways to conduct a hunt, which checks besides
Compendium), then we include those Focus Rules in the
Animal Lore to make, and the effects this has on success (in
adventure.
this case, the character may obtain more rations, but the
attempt carries an increased risk of failure).

7
Some adventures make extensive use of Focus Rules from Crunch Elements and Supplements
a specific sourcebook. Instead of reprinting the Focus The Core Rules does not list every spell, liturgical chant,
Rules in that adventure, the product’s back cover lists and special ability, and additional rules appear in
the required sourcebook(s). For example, it would be supplementary books. Whenever possible, we insert the
impractical to reprint every combat-related Focus Rule full text for these rules into adventures. If space is limited,
from the Compendium in an adventure that deals with however, we insert references to the rules instead. For
a gathering of Aventurian sword masters, so the example, the stats for a creature with the special ability
adventure’s cover simply mentions that GMs must have Tentacle Sweep might include the note, “For details
the Compendium. on Tentacle Sweep, see the Aventurian Bestiary, page 8.”
If you own that supplement, you can use this rule for
Note that you may always use Focus Rules in official monsters and villains, as applicable. If you do not own that
adventures, even when an adventure does not specifically supplement, you may ignore the highlighted rule(s).
call for them, though this might require the game master
(GM) to adapt the Focus Rules to the situation. For Adventure Points and Focus Abilities
example, the Level I and Level II Focus Rules for hunting Focus abilities are focus rules linked to special abilities,
are not explicitly required in every official adventure, but advantages, or disadvantages that cannot be used without
many players enjoy using them. the corresponding focus rule. If a player changes groups,
and the new group does not play with a focus ability that
Gaming Groups with Different Focus Rules the player purchased with AP, the player may either
It is even possible for players in the same group to use regain the AP invested in the Focus Rule after removing
different levels of complexity. Someone playing a rogue, the focus ability, or simply stop using the focus ability
for example, might wish to use the basic rules for hunting until the group agrees to use that focus rule. The player
from the Core Rules, while someone playing a hunter in the should discuss this with the GM.
same group might choose to use the corresponding Level
I or Level II Focus Rules. Players should discuss their plans
with the GM, so everyone knows whether specific focus Acquiring Focus Abilities
rules apply to them. This requires more work, especially Optional Rule
for GMs, but it allows players to choose the level of detail
they prefer. A player who wants to use a new Focus Rule connected to
a focus ability may immediately purchase the associated
Naturally, it makes more sense if some focus rules apply focus ability with available adventure points and ignore
the limit of 80 AP for advantages and disadvantages.
to the entire group (for example, the focus rules for hit
zones), but even this is not mandatory. This is your
campaign, so feel free to modify it as you see fit!

I II
The presence of one of these symbols in the margin
indicates that the section discusses a Focus Rule. The red
Roman numeral within the symbol indicates the Focus
Rule’s level.

8 Forward
Equipment

“Effendi, you’ll never find such goods anywhere else. I deal


only in top-quality, exquisite items. Whatever you need, you
will find it at my stall.

“Do you need a new edition of the Codex Albyricus? No, of


course not. You aren’t one of those despicable ifrit invokers,
after all. So, what will it be then? How about a telescope? It’s
not cheap but it is made with good Fasaran lenses. Ah, I see
that you already have the eyes of an eagle. Well, how about
a rope, a lantern, or a backpack? No?

“Effendi, you seem to have everything an honest man could


want. Perhaps, then, you desire…this. Yes, by Feqz, it’s a real
lockpick! What? You wish to hold it in your hands? Oh no,
no, no, Effendi—one sees with the eyes, not with the hands.
You will never find an implement such as this selling for less
in the bazaars of Elburum...”
-Adjmal ibn Amahl, Elburuman bazaar merchant and
dealer in oddities, 1038 FB

This chapter presents a wide selection of useful


equipment for adventurers. Climbing gear like
climbing ropes, grapples, and hooks, and orienteering
guides like south-pointers, astrolabes, and candle
clocks might mean the difference between survival
and death in unfamiliar territory. All item entries
include descriptions and notes on uses in-game.

9
Item Overview
Item descriptions take the following form. Even
though Aventurians use many different measures
of weight and many different units of currency, this Additional Notes on Items
book presents all weights and costs in pounds and This book presents the most useful, frequently-
silverthalers, respectively, for ease of comparison. encountered items, though with some
Weight: The item’s weight, measured in pounds. exceptions. Note that some of the stats
Structure Points: The item’s toughness, as measured mentioned here apply only when using the
in structure points (SP), which basically work the same focus rules for items (see page 11).
way as life points. At 0 structure points an item is Burning Time: Light sources, such as torches
considered destroyed and may no longer be used for and candles, burn only for a set amount of time.
its original purpose (see Core Rules, page 349). At the end of this time, the light source is either
Cost: The item’s cost, in silverthalers. This value consumed or requires more fuel (such as oil, for
always represents an average version made from an oil lamp).
average materials. Prices vary depending on such Improvised Weapons: Some items can be
factors as scarcity, quality, and even a merchant’s improvised weapons. Their stats as improvised
mood. weapons appear on page 138, but the following
Complexity: Items have different levels of complexity game rules apply to all. Defenders receive a bonus
indicating the relative difficulty of obtaining the of 2 on defense (DE) against improvised weapons.
necessary materials and crafting the item. These levels Also, rolling a 19 on attack (AT) and parry (PA)
are primitive, simple, and complex. requires a confirmation roll against a botch
Anyone can craft a primitive item without special (meaning: botches are more likely when using
tools or materials, as the corresponding craft skill is improvised weapons).
usually sufficient for the task. Simple items require a Protection against Cold Levels:
specific application, which in most cases derives from Items that protect against cold I
a special ability. Crafting a complex item also requires subtract that item’s cold protection
a specific application, but also always requires a trade from the current cold level to determine the
secret. In such cases, the AP value for the relevant net cold level. Other factors that affect cold
trade secret appears in brackets after the complexity. level still apply. For example, if your clothes
Rules: The rules in this entry apply only if your group get drenched, they lose their protection against
is using the associated Focus Rules for Items (see page cold (see Core Rules, page 346).
11). Light Sources and Visibility Modifiers: Light
sources reduce negative visibility modifiers
in a specific radius, as listed in the item’s
description. Within the basic radius, closest to
the light, reduce visibility modifiers by 4 levels;
within twice the radius, reduce the penalty by
three levels; within triple the radius, reduce the
penalty by two; and so on. For example, when
subjected to a darkness that incurs a visibility
modifier of -3, the modifier becomes 0 up to
twice the basic radius, -1 at up to three times
the radius, and -2 at up to four times the radius.
Languages / Scripts: Book listings always
indicate what language and script they were
written in. To understand and benefit from a
book, the reader must be able to read the script
and also must possess the book’s language at
level III.

10 Equipment
Rules for Items
The following are Level I focus rules for Items. I Sometimes an attribute appears multiple times in a
skill check. Before rolling the dice, the player must
All items in this chapter use corresponding focus rules decide which partial check receives the bonus (unless
that grant minor advantages in certain situations. the item’s description says otherwise).
Some items mention specific exceptions, as noted.
Though uncommon, some items grant bonuses for the
complete skill check, and this is noted as such in the
item’s description.

Playing without Rules for Items Example: Carolan wants to use his new lockpick to open a
As with any focus rule, you may ignore these rules bit lock. The GM asks Carolan’s player for a check on Pick
if desired. Also, the GM is free to grant situational Locks (Bit Locks). The check on Pick Locks uses INT/DEX/
bonuses, such as when a character possesses the DEX, and Carolan has an INT of 13 and a DEX of 15. Carolan’s
specific tool needed for a task. lockpick grants a +1 bonus to the DEX partial check for Pick
Locks (Bit Locks). Since DEX is called upon twice in the
skill check, the player must decide which roll receives the +1
bonus. Applying the bonus to the last partial check means
Item Advantages the player rolls against 13/15/16 instead of 13/15/15.
This section discusses focus rules that apply to many
items in the Aventuria Armory. Use or ignore these SP/QL Bonus
rules as you see fit. Another kind of item bonus is the SP/QL Bonus.
When using this item with the corresponding skill,
Bonuses successful checks increase the SP by 1 or more, as
Rules for items frequently indicate if one or more indicated in the item’s description. Certain powerful
attributes gain a bonus for a specific partial check. As items increase the SP of successful checks by 3 SP
a reminder, every skill check consists of three partial (usually by granting an additional QL). Only successful
checks (see Core Rules, page 21). For example, a Magical checks receive this bonus.
Lore check comprises a series of three partial checks
against SGC/SGC/INT. The first and second partial Example: To identify an uncommon plant, a hero consults a
checks are made with Sagacity, while the third partial book called the Herbarium. If the player’s Plant Lore check
check is made with Intuition. succeeds, the player may add +1 SP to the result, thanks to
the Herbarium.
Many items grant a bonus that adds to the attribute’s
value for the corresponding partial check when using
that item.

11
Astrolabe Ever since the Starfall, astrolabes have been rendered
“A marvel of mechanics, desired by scholars, seafarers, and unreliable. It is still possible to calculate future celestial
fortune tellers alike.” events from the current starry sky, but often these
-Salim al’Dhalsim, far trader from Thalusa, 1037 FB predictions do not correspond with those obtained on
existing astrolabes, which are now good for seeing only a
Astrolabes are complex instruments that astrologists use few days into the future, at best.
to determine the calendar date, the time of day, the future
position of the constellations, and the arrival of dawn and Researchers are hard at work revising calculations and
dusk. designing more reliable devices, but it will be quite some
time before the changes in the night sky find their way into
It is said Niobara of Anchopal, the most famous astronomer astrolabes and scientists can get back to their research.
in Aventurian history, invented the astrolabe centuries Existing devices still correctly show the positions of stars
ago. Those who particularly use it are scholars dedicated to in ancient days, so they still have some use, but some
astronomy, spellcasters who want to determine the ideal experts wonder whether new versions of these tools will
time to cast rituals, and real and self-proclaimed fortune prove successful.
tellers. Seafarers also can use it to find their position while
at sea. Astrolabes are available across Aventuria, wherever
astronomers conduct their research. This is particularly
An astrolabe consists of a stackable number of discs and true in the Lands of the Tulamydes, in the Horasian
hands. To employ it, the user first sets the current date Empire, in temples of Hesinde and Phex, and wherever
or the date to be calculated, and then sets a prominent prophets make their homes.
celestial body such as the sun, moon, or the North
Star. Next, the user sets the corresponding positions “An astrolabe is an indispensable tool for mages who
of the wandering stars, the Circle of Twelve, and other devote themselves to invocations and thus need to
constellations, if possible. The astrolabe then reveals how determine the paths of the constellations and the
far the stars stand over the horizon, shows if they are wandering stars.”
rising or falling, and describes how they will move in the —Mirhiban al’Orhima, Tulamydian fire mage
next few weeks. Additionally, the user can tell the current
time of day.

Besides flat astrolabes, spherical versions (known as


armillary spheres) mainly reveal the orbits of individual
stars and constellations around Dere and in relation to
each other. Laymen find them much easier to use, as they
require less complex calculations, and art collectors think
they are visually more attractive, but astrologists know
that they are not as precise as flat astrolabes. In fact,
the mere presence of an armillary sphere can help boost
profits for those who cast horoscopes for customers.

Astrolabe
Item Weight Structure Points Cost Complexity
Armillary Sphere 7.5 pounds 8 SP 150 S complex (3 AP)
Astrolabe 6.5 pounds 10 SP 250 S complex (2 AP)
Rules:
Astrolabe – Astronomy checks receive a +1 bonus with an astrolabe. The prerequisite for this bonus is a SR of 8 in
Astronomy.
Armillary Sphere – A successful check on Astronomy increases the SP by 1 (up to a maximum of 18). The prerequisite
for this bonus is a SR of 6 in Astronomy.
An astrolabe or armillary sphere allows a hero to calculate the time to within 5 minutes.

12 Equipment
Backpack, Leather Belt Pouch
“A true follower of Aves always wears a backpack.” “You will need to take many things on your journey, and
-Common saying in the Middenrealm you will find many new things along the way that you wish
to keep. Always carry enough belt pouches with you—if you
Planning is commendable, but too many travelers set out wear a belt, that is.”
with an entire kitchen’s worth of utensils on their back. -The Most Helpful Primer for Wandering Adepts, Magister
Such items are indeed necessary for wilderness survival, Dagabor’s edition, 1035 FB
but nobody, not even a proud and broad shouldered
Thorwaler, can carry all this without risk of injury or Like their cousin, the more sophisticated coin pouches,
mishap. these containers have multiple compartments to easily
store many different trinkets. They are less rectangular
Backpacks are ideal for carrying tools, provisions, treasure, and much narrower in design. Slits on their reverse side
and almost anything else that fits inside. Most are made allow them to slide easily onto a belt and be kept close to
of leather, although cheaper versions are usually made the body. They are either loosely tied shut or elaborately
from cloth and are much smaller and less tear resistant. secured with straps and metal closures so they remain
Backpacks can be worn over one or both shoulders, and closed when moving at a fast pace. These pouches keep
when worn properly, they cover the entire back. belongings and smaller tools (such as vials, healing herbs,
or other alchemicae, but also nails, hammers, or even tiny
Many backpacks have a single large compartment that weapons) within reach for any eventuality. Wearing a long
can be closed with a pull-and-knot closure like that on shirt above the belt easily thwarts a cutpurse, because the
a coin bag, and include straps for hanging and securing pouch underneath is hardly noticeable or at least is more
unwieldy items that do not fit inside. Adventurers often difficult to reach.
carry woolen blankets or tents rolled up and strapped to
the top of the backpack, and carry smaller weapons lashed
to the sides.

Backpack, Leather
Item Weight Structure Points Cost Complexity
Backpack, Leather 2 pounds 8 SP 34 S simple
Rules
A leather backpack carries up to 110 pounds of equipment.

Belt Pouch
Item Weight Structure Points Cost Complexity
Belt Pouch 0.5 pound 3 SP 4S primitive
Rules
Retrieving an item from a belt pouch takes only 1 action.

13
Blacksmith’s Hammer Boltan Card Set
“I used to look down on the blacksmith’s trade. “Let’s see your cards.”
As a bookworm and Nandurite, it seemed neither -Alrik of Kilnground, rogue, 1038 FB
interesting nor important. Tall, brawny men and
women hitting pieces of iron with hammers…. But, No other card game is as popular as boltan, sometimes
when I saw Thorn Eisinger, the Smith of a Hundred called Five Aces, and travelers can often encounter a
Heroes, swing his blacksmith’s hammer, I couldn’t game in progress in any pub or tavern in Aventuria. The
help but watch in awe.” game normally uses the 72 elemental cards from an Inrah
-Eglamo Wagonholder, Nandurite, 1037 FB deck. Cards represent the six elements (Fire, Water, Air,
Ore, Humus, and Ice). Each element has a set of seven
A blacksmith’s hammer may resemble a cards numbered from 1 to 7, plus five picture cards (Squire,
weapon, but closer investigation reveals Knight, Fortune Teller, Mage, and Prince).
it is top-heavy and unsuited to parrying
and making feints. This signature, pleasing To win, one must be good at bluffing and Phex-pleasing,
unto Ingerimm tool of Aventurian smiths is skillful betting. The player with the best card hand wins.
designed only to strike hot steel and, so, give it form. Variants of the game, such as Hidden Five or Five from Seven,
Forging requires strength and endurance—traits that all are popular in different regions. Rules for such variants
blacksmiths share. sometimes differ considerably from the standard game.

Boltan cards can be made from quite different materials.


“Of course, when no weapon is available, you Cloth and wood, hardened with glue, are common
can always crush orc skulls with a blacksmith’s
hammer, but this tool was not made for combat.
Luckily, hammers and other gifts from Angrosh
allow us to craft much more useful weapons.”
—Arbosh son of Angrax, forge dwarf master smith

Blacksmith’s Hammer
Item Weight Structure Points Cost Complexity
Blacksmith’s Hammer 2.5 pounds 30 SP 100 S simple
Rules
Strength receives a +1 bonus on the third partial Metalworking (Blacksmith) check when using a blacksmith’s hammer.
A blacksmith’s hammer can be an improvised weapon (see page 138).
Boltan Card Set
Item Weight Structure Points Cost Complexity
Boltan Card Set, Cloth 0.5 pound 1 SP 5S primitive
Boltan Card Set, Paper 0.4 pound 2 SP 20 S primitive
Boltan Card Set, Cloth, Marked 0.5 pound 1 SP 10 S simple
Boltan Card Set, Paper, Marked 0.4 pound 2 SP 40 S simple
Rules
When using marked cards, someone with the special ability Cheating receives a +1 bonus on Gambling (Card Games)
checks. However, this bonus only comes into effect after a failed first check (see Core Rules, page 214).

14 Equipment
materials. The Horasian Empire usually makes them out Breviary of the Twelvegods
of paper. Pictures are not required on so-called picture “In the beginning, there was infinity. Los, the All-God, traveled at
cards and many are simple and unadorned, using only will, and, lo, he gazed upon SUMU, the primordial titan.”
symbols and numbers. Expensive editions feature
detailed, hand-painted color portraits. Affluent patricians Thus, or in a similar fashion, begins the Breviary of
and nobles prefer to play with such decks and are willing the Twelvegods, a tome that presents the creed of the
to commission great artists to produce works of beauty. Twelvegods in clear and understandable language for all
Marked cards exist for those who prefer to cheat, and readers.
while such decks are expensive, and strict punishments
await cheaters, the lure of winning is so strong that some The Breviary has gone through many editions, each
rogues still try it. differing in quality, use of illustrations, and content, but all
start by describing the creation of the world. Subsequent
One variant of the game uses dice instead of cards, though chapters discuss each of the twelve gods and their
this version is far less popular. demigod children. Also, most editions contain a section on
the Nameless One, his capture, and the risk of aiding his
escape when one does not follow the commandments of
“The cards made from cloth usually consist of the gods of Alveran. Additional chapters vary by version.
multiple layers, but they always fall apart on me. I Many editions contain prayers and texts covering the
prefer the more expensive paper cards.” most important saints, but extended texts on good and
—Carolan Calavanti, Vinsaltan vagabond god-fearing behavior also are common.

Many such versions circulating within the Middenrealm


“You’re only interested in whether they are include a special foreword written by the provincial ruler
marked.” or the emperor, as well as treatises on the conduct and
—Arbosh son of Angrax, forge dwarf master smith
obligations of vassals.

The book is especially widespread wherever Blessed Ones


“Well, marked cards do have their advantages, mingle with the common folk, especially near churches
but I can beat you easily, even without a marked of Ingerimm, Travia, and Peraine (and even Efferd, in
deck.”
some regions). It is also often consulted by Blessed Ones
—Carolan Calavanti, Vinsaltan vagabond
of Praios, Hesinde, and Boron, as well as village Blessed
Ones, traveling preachers, and those who teach novices
“Then let’s find out tonight if you really do have
the favor of the fox god, like you claim. We’ll even
play for ducats this time. What do you say?”
—Arbosh son of Angrax, forge dwarf master smith

Breviary of the Twelvegods


Item Weight Structure Points Cost Complexity
Breviary of the Twelvegods 2 pounds 15 SP 75 S complex (2 AP)
Note: Language / Script varies, but usually Garethi / Kuslik Signs
Rules
When seeking general information on Alveran deities or their associated demigods, gain a +1 bonus to Sagacity on the
second partial check on Religions (any deities of Alveran and their associated demigods).

15
how to read. The Breviary is rarely consulted by Blessed breach that he, in his boundless greed, had created so demons
Ones of Tsa, Firun, and Phex, who unsurprisingly have could enter onto Dere. There he hangs by his chains to this day,
little interest in written rules. All other Churches vary tirelessly plotting to corrupt the souls of all humans. But those
in their degree of reliance upon this book, and regional whose faith is strong may yet reject his lies and temptations.”
differences can be quite pronounced.
Candles and Magic Candles
It also is particularly popular with missionaries and “To invoke a djinni of fire, light six candles and place them at the
traveling Blessed Ones who often meet nonbelievers. points of the elemental hexagram.”
Many acolytes and pious burghers acquire their very -Xaron of Punin, guild mage, modern
own copy so they can seek prayers, worldly wisdom, and
comfort in times of need. All Aventuria uses candles. They light farmer’s cottages,
kings’ palaces, Blessed Ones’ temples, and libraries. They
Printed copies of The Breviary of the Twelvegods are available are an easily transportable light source that fits in that
in every city in the Middenrealm and the Horasian last bit of space in a hero’s backpack, and they still work
Empire. Hand copied editions also are available, though at even after getting wet.
a greater price. Specific editions may be difficult to find in
certain areas. Candles come in different sizes and are
made from different materials. These
Sales have increased greatly after the destruction of include beeswax, tallow, and sperm whale
Arivor and the onset of the Starfall, especially among oil. Candles can be cast by pouring
nervous people wanting to obey the commandments of heated, liquefied material into a
the Twelvegods and to escape the clutches of the Nameless mold. Alternatively, dipped candles
One. involve dipping wicks repeatedly
in heated liquid material to build
“When at last the divine Twelve vanquished the Corrupter and up layers. When the candle is of
sat in judgement over him, they stripped him of his name and sufficient thickness, it is set aside to
his power so he could never again spread chaos to the Spheres. cool and harden.
They then chained him within the Wall of Stars, in the very
Tallow candles are usually yellowish
white and tend to give off sooty
“Layariel, you don’t own a Breviary, do you?”
—Brother Hilbert of Auen, Blessed One of Peraine
smoke. Beeswax candles are
dripless and smokeless, glow
with a warm, yellow color, and
give off a pleasant scent. To cast
“Gods are your domain, Hilbert. I prefer surrounding myself certain magic rituals, sinister black
in Nature and meditating on the harmony of the forest.” mages and benevolent spellcasters alike need special
—Layariel Treetopglint, elven wyldrunner magic candles that are made similarly to normal candles
but often contain secret ingredients.

Candles and Magical Candles


Item Weight Structure Points Cost Complexity
Candles, 10 1 pounds 2 SP 6 SP simple
Candle Clock, 1 0.2 pound 2 SP 3S simple
Magical Candle, 1 0.2 pound 3 SP 10 S complex (2 AP)
Rules
Candle: A candle’s burning time is 10 hours. Candlelight reduces darkness visibility modifiers within a 12-foot radius
and in line-of-sight of the candle, as follows: -4/-3/-2/-1 level(s) for 3/6/9/12 foot radii.
Candle Clock: This object lets you determine the time of the day to within 30 minutes, and otherwise functions like a
regular candle.
Magic Candle: The corresponding attribute receives a +1 bonus on the first partial check for invocations or banishments
of demons, elementals, or ghosts, provide that you are using the correct number of magic candles (for demons/
elementals/ghosts, this number is 7/6/5 magic candles). Otherwise this functions like a regular candle.

16 Equipment
Cartographer’s Tools Chalk and Magic Chalk
“On my journey to the distant shores of Uthuria, we had a “To summon a Laraan, start by drawing a heptagram on the
cartographer on board. He was no warrior, but his maps proved floor with magic chalk. Then, draw a banishing circle around it,
invaluable—we never got lost.” for protection.”
-Pelleas of Pailos, Cyclopean warrior, modern -Khelbara ay Baburia, mage, modern

All manner of adventurers—from scholars and seafarers Chalk is popular among scholars, miners, and criminals.
to thieves and guardians of the law—often find themselves Scholars write notes with chalk on slate boards as they
in want of a map. While an overview sketch can be ponder various scientific problems, and young pupils
quickly drawn, a good map requires more than paper practice writing their first letters with chalk. Miners and
and writing tools. Cartographers need a ruler, a divider, traveling adventurers mark their way on the walls of
different colored inks, a good light source, and a knife twisting labyrinths or tunnels. Thieves and rogues mark
(though this last item is merely to keep the quill or pencil houses similarly, but they use secret signs that indicate
sharp). The divider and ruler help measure distances and lucrative targets or delineate gang territory.
transfer them to the map, so that the map’s scale remains
consistent. The simplest way to obtain chalk is to use a piece of raw
chalk limestone. However, raw chalk tends to damage
Aventurian scholars often argue over what constitutes surfaces, so most scholars prefer writing chalk. To make
a good map. Questions arise regarding which feature to refined chalk, crush the raw stone, strain it through a
place at the center of a world map, and which cardinal sieve, add liquid to the resulting powder, press the pulp
direction to set at the top of the map. Arguments over the into forms, and let them dry.
latter point (which almost always focus on whether North
or South belongs at the top) lead to heated confrontations. Mages and alchemists use magic chalk to draw ritual circles
It is true that many map makers still place South at the and magical symbols for activities such as invocations and
top, but only because the Aventurian compass (commonly banishment.
known as a south pointer) always points to the South Star.

Cartographer’s Tools
Item Weight Structure Points Cost Complexity
Cartographer’s Tools 0.5 pound 4 SP 50 S primitive
Rules
Dexterity receives a +1 bonus on Artistic Ability (Drawing) checks when drawing a map.
Chalk and Magical Chalk
Item Weight Structure Points Cost Complexity
Chalk 0.1 pound 2 SP 0.2 S primitive
Magic Chalk 0.2 pound 3 SP 10 S complex (2 AP)
Rules
Chalk: One piece of chalk is enough for 20 pictures or large drawings, like pentagrams.
Magical Chalk: After drawing the necessary ritual symbols with magic chalk (requiring enough chalk to draw 7/6/5
drawings for demons/elementals/ghosts), the corresponding attribute receives a +1 bonus on the first partial check
to invoke or abjure a demon, elemental, or ghost.

17
Climbing Hook Climbing Rope
“Anyone climbing a mountain should be well equipped. Only the “Today, I will attempt to cross the Red Sickle without benefit of
skilled (or desperate) should attempt it without a climbing hook.” ropes or climbing hooks.”
-Excerpt from a letter by the adventurer Silka -excerpt from Silka Binsendengler’s last correspondence,
Binsendengler, 1028 FB 1028 FB

Many adventurers take climbing rope along on journeys, Most adventurers, seafarers, miners, and burglars know
and some bring climbing hooks as well. Anyone setting out that it is never a bad idea to keep some rope handy.
to climb up mountains or down valleys or shafts probably Climbing rope is technically no different from standard
wants to return safely, and hooks make this possible. rope, the main difference being that the addition of knots
and climbing hooks can ease an ascent or save someone
Climbing hooks usually consist of one or two pointed steel from falling.
rods bent at a right angle and connected with a ring. Even
thick climbing ropes can fit through this ring without Climbing ropes are typically made from hemp, at least
problems, and the thicker the rope, the safer the climb. 65 feet long (though custom lengths also are available),
and strong enough to carry the weight of multiple adult
Climbing hooks attach to almost any wall with the aid of humans. However, they also are heavier and thick (finger-
a simple hand hammer and some muscle, but be careful thickness or greater). For this reason, people such as
to attach it to solid rock. Doing otherwise may trigger a burglars and traveling scholars often invest in silk rope,
rock slide. In a pinch, climbing hooks can serve as steps which is far more expensive and more difficult to obtain,
on steep inclines that do not otherwise offer reasonable but thinner, lighter, and just as durable.
footing.
Climbing rope is suitable for repairing suspension bridges,
Thieves and spies usually don’t have time to employ pulling a cart out of a ditch, fashioning into an improvised
climbing hooks, which is why they prefer to use grapnel cordon, and much more, but is usually too thick to use for
hooks instead. Mountaineers, on the other hand, keep binding someone’s limbs.
both in their packs. And of course, climbing hooks are
most useful when combined with a climbing rope. A hero
may use them as hand-holds, but this would slow the
climbing rate considerably and require a great number of
hooks, besides.

Climbing Hook
Item Weight Structure Points Cost Complexity
Climbing Hook, 10 2 pounds 10 SP 27 S primitive
Rules
When combined with a climbing rope, climbing hooks grant a +1 bonus on Climbing checks.
Climbing Rope
Item Weight Structure Points Cost Complexity
Climbing Rope, per yard 1 pound 5 SP 0.3 S simple
Silk Rope, per yard 0.4 pound 3 SP 1S simple
Rules
When combined with climbing hooks, a climbing rope grants a +1 bonus on Climbing checks.

18 Equipment
Cloak Codex Albyricus
“You wouldn’t believe how many pockets a cloak can have.” “Opinions differ about the Codex Albyricus. Some guild mages
-Alrik of Kilnground, rogue, 1038 FB strictly follow its regulations, and others tend to ignore it. I think
one should respect the Codex but also keep the regional customs
Cloaks serve many purposes in Aventuria, ranging from in mind.”
a life-saving protection against the cold to a fashionable -Xaron of Punin, guild mage, modern
accessory, but what constitutes a cloak varies across the
continent. To a Fjarning, a cloak is a good pelt wrapped The Codex Albyricus is the body of law governing all guild
around the shoulders, while southerners find a thin mages’ rights and their responsibilities. The Codex, as mages
silk veil more than sufficient. To the fashion-conscious normally call it, lists the requirements each academy must
Horasians, cloaks come in many forms. fulfill and establishes a code of conduct for interguild
behavior. It also establishes guidelines for conducting the
A knee-length cloak protects from rain and cold to some All Aventurian Convocation, the annual gathering of mage
extent. Hoods are added only at the purchaser’s request. representatives from academies everywhere.
The same applies to sleeves versus openings for the arms,
which means even a cape is considered a cloak in Aventuria. Responsibilities include the wearing of proper clothes,
Apart from protecting against weather and serving as eschewing many kinds of weapons and armor, and submitting
a fashion and social statement, cloaks can function as a to the Codex and the jurisdiction of the guild regarding magic-
blanket or an improvised bag. Fighters sometimes related crimes of all kinds. Punishments for breaking those
wrap a cloak around one arm and responsibilities range from Disvocatio (suspension from
use it for parrying when a shield higher office) to forfeiture of arcane power, or even death,
or dagger are not available. depending on the severity of the crime. The Codex specifically
outlaws the practicing of blood magic (magic that uses the
Some cloaks, especially
the coronation mantles of
different rulers, are quite
famous. The Church of Travia
guards the Mantle of Holy
Masha, a saint’s cloak that
miraculously separates into
multiple blankets to protect
people from freezing. Many
fairy tales, especially those
of the Tulamydes, tell of
cloaks imbued with magical
invisibility, invincibility, or
even greater magical abilities.

Cloak
Item Weight Structure Points Cost Complexity
Cloak 3 pounds 6 SP 7S primitive
Rules:
Intuition receives a +1 bonus for Stealth (Conceal Item) if the item can be hidden underneath a cloak or in one of its
pockets.
Codex Albyricus
Item Weight Structure Points Cost Complexity
Codex Albyricus 2 pounds 15 SP 300 to 750 S per Volume complex (2 AP)
Note: Language / Script is typically Bosparano / Kuslik Signs
Regeltechnik:
A successful Law (Guild Law) check increases the SP by 1/2/3 (up to a maximum of 18) if the hero possesses 1/3/7 usable
volumes of the Codex Albyricus.

19
blood of living beings with souls), necromancy, and the Even in areas that respect the Codex, one cannot rely upon
ownership of certain sinister manuscripts. Additionally, a city guard knowing its contents or even having heard of
the Codex defines who may call themselves mages: “After the it. In addition, regional laws and regulations often muddle
examinatio, the assaying Magistrae shall deliberate as to whether decisions involving mages.
the candidatus has fulfilled all requirements and earned the
privilege of carrying the Seal and Sign of the school upon the body as Coin Bag and Coin Pouch
a graduate of the honorable Academy.” “Thieves hesitate when a burgher carries his ducats in a bag or
wears a coin pouch on the belt.”
The Codex states that “The Sigillum is applied to the palm of -old written record found in the Temple of Phex in Gareth
the right hand so that everyone may recognize a virtuous mage
or maga.” This regulation clearly states which body part It is no secret that adventures can be highly profitable.
must carry the guild seal, but some academies ignore this Keeping your money in a vault or bank is one thing, but
requirement. carrying it around is an entirely different matter. Out
of necessity, people need secure means to carry their
Rohal the Wise was the first to contribute to the Codex, belongings. One solution is the simple coin bag, a circular
which now spans seven volumes. Mages often criticize it piece of leather with a strap or lace threaded through holes
as antiquated, especially its regulations on clothes. Other near the edge. By drawing both ends of the lace tight, the
mages pay little heed to the Codex unless it serves their leather folds up and forms a bag that is then tied to a belt.
purposes. Malicious gossipers point fingers at members of Coin bags can also hold rings or jewels, if needed, but wise
the black guild. burghers know that cutpurses usually steal the entire bag or
at least cut a hole in it to steal its contents. Larger bags hold
Despite its claims to govern mages throughout Aventuria, more coins, though at the cost of appearing more obvious.
the Codex is not recognized everywhere. Mages usually
can rely on it when traveling through the Middenrealm Unlike its simple relative, the coin pouch has pockets for
and the Horasian Empire, but this is rarely the case when organizing different types of coins. It consists of three or
in the lands of Nostria, Andergast, and the Bornland. more tongue-shaped pieces of leather or cloth placed on
People in Thorwal laugh at anyone who relies on a book top each other and sewn together at the edges, creating
for protection; and, in the Lands of the Tulamydes and bag-shaped pockets to hold coins and small trinkets. Coin
southern Aventuria, coin bribes are often much more pouches normally seal with two interlocking copper rings.
effective than written law.
Some think coin pouches are
sometimes called money cats
“In the Lands of the Tulamydes and in southern Aventuria, because they had to be made
few mages adhere to such strict rules. I, for one, prefer to from cat skins during a leather
dress in a manner that I think is proper.” shortage long ago. Others
—Mirhiban al’Orhima, Tulamydian fire mage believe that the term money
cat just sounds more
“Well, you have never been one for social conventions. And civilized. The common
that’s a good thing. Imagine how boring life would be if saying, “rub the cat,”
everyone walked around wearing a gray sack.” stems from a merchant
—Rowena of the Transweal, Bornish cat witch
habit of encouraging

Coin Bag & Coin Pouch


Item Weight Structure Points Cost Complexity
Coin Bag 0.1 pound 2 SP 1S primitive
Coin Pouch 0.2 pound 3 SP 2S primitive
Rules
Coin Bag: Dexterity receives a -1 penalty on Pick Pocket (Steal from Person) checks if the target’s money is secured in a
coin bag.
Coin Pouch: Dexterity and Agility receive a -1 penalty on Pick Pocket (Steal from Person) checks if the target’s money is
secured in a coin pouch.
Coin bags hold up to 50 coins, while coin pouches hold up to 20 coins.

20 Equipment
undecided customers to rub the cat, meaning, to see if their On most compasses, the compass roses are surrounded by
coin pouch contains enough coins for the purchase. the cardinal directions. However, some especially pious
mechanics inscribe the names of the gods there, instead.
In such cases, Praios always corresponds to South, Firun to
“A coin bag is no obstacle for an experienced cutpurse.” North, Efferd to West, and either Rahja or Aves to East. Many
—Carolan Calavanti, Vinsaltan vagabond compasses’ faces also bear nautical or mythical figures.

South-pointers were invented millennia ago, and the ancient


Tulamydes and Bosparanians used them for navigation at
“I prefer money cats.” sea. Other races use south-pointers as well. The achaz and
—Rowena of the Transweal, Bornish cat witch the dwarves, especially, have long valued this tool.

Crafting a south-pointer requires mechanical skill and


durable materials. The needle must contain a tiny amount
“I thought you might.”
of meteoritic iron (a rare, expensive, and mysterious metal)
—Carolan Calavanti, Vinsaltan vagabond
but since the south-pointer needle is neither magnetic nor
magical in any way, Aventurian scholars remain puzzled
as to why it always aligns itself southward. Hypotheses
suggest it may be due to an as-yet unknown source of
Compass (South-Pointer) energy, or perhaps something to do with Praios’ laws for
“Something in Uthuria attracts the needle of the south-pointer,
the universe. Geologists, druids, and others who study
and not even the smartest scholars and mages can explain why.”
the phenomenon of magnetism ponder this
-Pelleas of Pailos, Cyclopean warrior, modern
question, but there is no consensus. Some think
the answer lies in the eternal fortress of the
Most Aventurians refer to compasses as south-pointers because
element of Fire, while others
the needle of this tool always points to the south regardless
suspect a particularly
of weather conditions or location—whether deep in the
large mountain or a rare
jungle, on the high seas, or in subterranean catacombs. Even
meteorite located far to
so, many Aventurians never get to see one. South-pointers
the south.
are rare items, and only traveling adventurers, seafarers, and
navigators use them with any regularity.

A typical south-pointer has the cardinal directions painted


on a circular design called a compass rose, above which sits “I love south-pointers.”
a rotating pointer called a needle, which always points —Carolan Calavanti, Vinsaltan vagabond
south (hence the name).

Small compasses, common among seafarers, usually have “Why? Do you often get lost?”
a lid to protect the sensitive needle from the elements. —Tjalva Garheltsdottir, Hetja of Prem
Particularly magnificent specimens incorporate inlays of
colorful glass, precious metals, or jewels. South-pointers
come in many sizes. While most fit in one hand, those
found on ships or used in officer’s academies and palaces “No, but fences pay a small fortune for the fancier
are as large as carriage wheels. Such specimens hang from specimens.”
the ceiling or are built into a table. —Carolan Calavanti, Vinsaltan vagabond

Compass (south pointer)


Item Weight Structure Points Cost Complexity
Compass (south pointer) 0.5 pound 4 SP 6S complex (2 AP)
Compass (south pointer), metal case 0.6 pound 7 SP 60 S complex (2 AP)
Rules
A hero receives a +5 bonus on Orienting checks when determining the cardinal directions. Other checks also can gain
(smaller) bonuses when using a compass.

21
Copper Cauldron Crowbar
“I’ll cook a nice soup with you…um…I mean for you, of course.” “Hang on a minute, Alrik, let me do it. I knew this
-Old Hilgard, witch of dubious reputation, 1034 FB little crowbar would come in handy.”
-Dal “Crowbar” Ergel, thief from Tjolmar,
While pots and cauldrons come in many different 1022 FB
materials, most Aventurians prefer one made from
copper. It heats up quickly and looks good, and rusts very Not everyone knows how to open a door
slowly. Copper pots are ideal for cooking and frying, and with a lockpick, which is why, for most
are well suited for use in an alchemical laboratory. Quite people who need to gain access to
a few travelers have invented additional uses for pots, something sturdy, a crowbar is the tool
such as a bucket, as a home for a magic fish, and as an of choice. Most crowbars are made
improvised and impressive, albeit hardly useful, helmet. from sturdy iron. Longer versions of
this tool are sometimes referred to as
Copper cauldrons come in different sizes. The smallest are pry-bars.
about as large as a soup bowl, while the largest specimens are
difficult to move, especially when they are filled with stew. Crowbars are not as popular
among burglars as people
Since copper looks very like orange, the color associated believe because they leave
with the goddess Travia, pious households always keep a scratch marks on door frames. Still, most scoundrels
polished shine on pots and pans. The rare adornment of know how to use them. Ironically, city guards also often
a Travia temple also is often made of copper, and many use them for similar purposes—namely, to open locked
Blessed Ones view large copper cauldrons as the most doors. Workers use them in quarries, and they prove
important decoration of their house of worship. valuable for customs officers who want to peer into the
crates of uncooperative merchants. It is easy to see why
Just as with alchemists, treasure hunters use them to open old treasure chests.
witches use copper cauldrons
for cooking and to brew
special potions and other “Only dull-witted criminals would use a crowbar
mixtures. According to like that. It’s not very subtle.”
rumor, they even have —Carolan Calavanti, Vinsaltan vagabond
magic cauldrons that can
bring the dead back to life
or do other, equally powerful
and mysterious things.

Copper Cauldron
Item Weight Structure Points Cost Complexity
Copper Cauldron 9 pounds 60 SP 24 S primitive
Rules
When using a copper cauldron, Dexterity receives a +1 bonus on an Alchemy (Elixirs) check.
Crowbar
Item Weight Structure Points Cost Complexity
Crowbar 11 pounds 70 SP 26 S primitive
Pry-bar 13 pounds 100 SP 38 S primitive
Rules
Crowbar: Strength receives a +1 bonus for Feat of Strength (Pushing & Bending or Lifting) when using a crowbar to lift a
weight or break open a door, window, or similar object.
Pry-bar: Strength receives a +1 bonus for Feat of Strength (Pushing & Bending or Lifting) on both STR partial checks when
using a pry-bar to lift a weight or break open a door, window, or similar object.
Crowbars and pry-bars can be improvised weapons (see pages 138-139).

22 Equipment
Encyclopaedia Magica
“Magica Combattiva, or combat magic, may be simple in “Should I read those books as well, Hilbert?
—Layariel Treetopglint, elven wyldrunner
structure, but luminaries in the field still marvel at the
complexities surrounding the deeper ramifications of its use.
When employed against living beings it stands antithetical to the
Magica Curativa, even though it has been used in this fashion for “No, you’d better not. You don’t want to know what guild
millennia (see additional remarks in the corresponding section).” mages think about elves.”
—Brother Hilbert of Auen, Blessed One of Peraine
The Encyclopaedia Magica, or simply the Encyclopaedia, as it
is known in mages’ circles, is the standard reference work
for guild mages. It contains detailed essays on the history
“OK, then. I’ll go back to meditating in the moonlight.”
of magic; a thorough directory of magic academies, —Layariel Treetopglint, elven wyldrunner
known orders, research circles, and arcane luminaries of
past and present; theoretical treatises and summaries of
recent research; and a compendium of known magic spells
(though curious readers are often disappointed to learn
that most versions provide few formulae and no lessons 1st Edition
in spellcasting). Written around 850 b.FB by Basilius the Great, one of the
most famous arch mages in history. This set was quickly
Many mages own a set or at least a collection of excerpts recognized as the essential reference work for mages.
relevant to their own interests or specialties. This is Format and Distribution: 7 oversized volumes; only three
especially true with traveling mages, who dislike weighing sets are known to exist.
themselves down with seven heavy tomes, each of which
is two hundred pages long. 2nd Edition (the Fran-Horas Edition)
The Academy of Bosparan compiled the second edition
Every mage’s academy owns several sets of the under the guidance of Emperor Fran-Horas around 609
Encyclopaedia, but not all educational facilities possess b.FB.
the most recent edition. The work is constantly under Format and Distribution: 6 volumes; Only individual
revision and new editions are issued each year. Popular volumes are known to exist.
belief holds that the work is more than 2,000 years old,
but the oldest known editions go back only about 800. The 3rd Edition (the Bosparan Edition)
latest edition was published by the Academy of Punin. The Bosparan Edition, created around 395 b.FB, holds little
significance to mages but is a good source of information
Editions of the Encyclopaedia Magica on magic during the Dark Ages.
Certain editions are famous and highly sought after, while Format and Distribution: 6 folio volumes (the first to be
some editions are noteworthy for other reasons. The most sorted alphabetically); Only individual volumes are known
important of these appear below. to exist.

23
4th Edition (written in Usim Script) 9th Edition (the Kuslikan Edition)
Another edition produced during the Dark Ages (around The last edition produced in Kuslik; this edition was
200 b.FB); this work focuses on battlefield magic. published in 812 FB.
Format and Distribution: 6 folio volumes; A handful of Format and Distribution: 7 folios plus an added register;
complete sets are known to exist. This edition restored the per-volume page count to 200
pages; 300-400 complete sets are known to exist
5th Edition (the Hela-Horas Edition)
Though nominally produced by Emperor Hela-Horas 10th Edition (the Puninan Edition)
around 3 b.FB, this edition was written by her private The newest edition of the Encyclopaedia Magica, first
tutor and was the first edition to mention the magic of the printed in 1001 FB.
Adamantine Sultanate. Format and Distribution: same format as the 9th Ed., but
Format and Distribution: 6 folio volumes; Established the with a much larger distribution, thanks to the initial print
now-traditional per-volume page count of 200 pages; A run of 1,000 sets; Around 50 handwritten copies also exist.
handful of complete sets are known to exist.

6th Edition (the Hesinde Edition) “Even though this a Bosparanian work, it also is very
Arch mage Durthan of Erkenstein and a select team of popular in the Lands of the Tulamydes. It is standard
contributors produced this edition in 211 FB. practice for many guild mages to make a personal
Format and Distribution: Like the 5th edition; About two copy of the first volume when they graduate, as a
dozen complete sets are known to exist. sort of gift from their school, or so their teacher says.”
—Mirhiban al’Orhima, Tulamydian fire mage
7th Edition (the Rohal Edition)
Published in 483 FB during the reign of Rohal the Wise. “Oh, how glad I am that witches don’t rely on books.”
This is one of the best-known editions. —Rowena of the Transweal, Bornish cat witch
Format and Distribution: 7 folios plus a spell index called
the Codex Cantiones; About 100 complete sets are known to
exist.
“Mages don’t need books either. This is just a
8th Edition (the Argelion Edition; sometimes called the reference work and almanac of collected knowledge.
1st Kuslikan Edition) However, certain editions do contain magic theses
The Halls of Metamorphoses in Kuslik produced this that can be used to learn new spells, and all without
edition in 604 FB, after the War of Mages. the help of a teacher.”
Format and Distribution: 6 folios plus an added register; —Mirhiban al’Orhima, Tulamydian fire mage
Volumes in this edition are far smaller, topping out at
around 120 pages each; Around 200 complete sets are
known to exist.

Encyclopaedia Magica
Item Weight Structure Points Cost Complexity
Encyclopaedia Magica 4 pounds 20 SP 800 S per volume complex (2 AP)
Note: Language / Script varies by edition, but typically Bosparano or Garethi / Kuslik Signs
Rules
A successful check on Magical Lore increases SP by 1/2/3 (up to a maximum of 18) if the hero has access to 1/3/7 usable
volumes of the Encyclopaedia Magica.

24 Equipment
Dice Dressing Material (Bandages and Splints)
“May the dice be with me.” “To splint or to bandage, place the dressing in vinegar for three
-Alrik of Kilnground, rogue, 1038 FB days. Then, wash it with clear spring water and soak it in a salve
made from Wirsel herb.”
Dice are popular with traveling adventurers, bored nobles, -excerpt from the Kitab ash Shifa, a magical book on healing
sly rogues, and guards. Most dice have six sides, but some arts, date unknown
Aventurians also own twenty-sided dice. Mystics are
said to use specimens with twelve sides for casting their Heroes must always remember to pack dressing material
oracles. for their journeys. Simple kits include cloth bandages,
pincers, a needle and thread to sew up wounds, and a
The goal of many dice games is to either achieve the sharp cutting tool. A scalpel is best suited for that purpose,
highest possible score, or roll a specific target number although badly equipped healers often must use a knife.
on one or two dice. Games have names such as “Gareth
Burning” or “21 Kreutzers” and usually involve monetary Good kits contain at least a scalpel, a setting tool, and a
wagers or, at least, deciding who must pay for the next spatula. The best often includes a bone saw and scissors
round of drinks. Thus, many participants attempt to skew for cutting away cloth near the wound. Most contain
the results. The most harmless means of achieving this a selection of pain-relieving and hemostatic herbs in
involve good luck charms, quick prayers to Phex, or so- powder or tincture form, to clean or treat an injury.
called unbeatable throwing techniques. Those who wish
to be more certain of their results use loaded dice, that is, Many healers supplement these packs with strong
dice that contain secret weights or have modified edges or schnapps and some reasonably effective home remedies.
faces that influence rolls. Superstitious healers also pack some good luck charms.

Dressing material, especially


bandages, is easy to obtain. In a pinch,
bandages may easily be improvised
from other items.

The best dressing material


is always available in
cities with a large Peraine
temple, as healing is one
of the highest duties of
the Church’s Blessed
Ones.
Dice
Item Weight Structure Points Cost Complexity
Die, six-sided 0.1 pound 5 SP 0.5 S primitive
Die, six-sided, loaded 0.2 pound 5 SP 2S simple
Die, twenty-sided 0.2 pound 6 SP 3S primitive
Die, twenty-sided, loaded 0.2 pound 6 SP 12 S simple
Rules
A character with the special ability Cheating receive a +1 bonus on Gambling (Dice Games) checks when using loaded
dice. However, this bonus only comes into effect after a failed first check (see Core Rules, page 214).
Dressing Material (Bandages and Splints)
Item Weight Structure Points Cost Complexity
Dressing Material 1 pound 3 SP 1S primitive
Rules
Dexterity receives a +1 bonus on Treat Wounds checks when using dressings. Note that strips of cloth alone do not grant
a bonus!

25
Flask Flint and Steel
“If you intend to hike more than five Middenmiles, take a small “In the olden days, Angrosh gave us the two most important
flask of beer with you.” things there are: fire and steel. One cannot exist without the
-excerpt from the hill dwarven guidebook, No Day Without other, and we cannot exist without both.”
a Beer, 950 FB -Hardas son of Kurolas, dwarven warrior, modern

These containers usually consist of hardened leather and Sooner or later, all travelers wish to stop and rest next
hold only enough liquid to ease one’s thirst on the road. to a hearty fire, and Travia’s favor makes it so. Even the
A plug made from cork (or sometimes beeswax) keeps most experienced champions in Aventuria break a blade
the bulbous or tubular flask closed, letting the owner every now and then, and Ingerimm’s favor ignites the
attach the flask to a belt, tuck it into a garment, or store blacksmith’s fire. Fire deters wild animals from coming
it in a backpack without fear of spilling its contents. A closer, especially at night.
flask lashed to a belt cannot fall off, even while running
or riding. Flasks also can be dropped safely without Most Aventurians use flint and steel to make fire.
breaking when one must quickly draw a weapon. Inn and Flintstone is an ash gray rock found in many mountain
tavern keepers are accustomed to adventurers’ requests ranges. It may be purchased at any market and found in
to fill flasks before they set out on long journeys. Some every smithy. When struck against a piece of steel at the
adventurers forget that they can fill their flasks for free at correct angle, or if the steel is ground quickly against flint,
the local well or fountain, but then again, such adventurers the resulting sparks may ignite dry branches, leaves, or
probably don’t like to drink water. tinder. Though more difficult than using flint and steel,
one can use two pieces of steel alone to create sparks.
Unlike water skins, flasks do not expand, cannot be folded
up, and hold a relatively small amount of liquid. Worshippers of the Twelvegods strongly believe
that Ingerimm imbued flint with the power to create
magnificent flames from small sparks, and that he
scattered flint upon the ground for all to use. Adventurers
rarely lack for steel, which is a common component of
weapons. For those who don’t go about armed, every
smithy sells bits of steel especially for making a fire.

Flask
Item Weight Structure Points Cost Complexity
Flask 0.5 pound 12 SP 6S primitive
Rules
A flask holds one quart of liquid. Uncorking a flask and drinking from it takes 1 action.

Flint and Steel


Item Weight Structure Points Cost Complexity
Flint and Steel 0.5 pound 4 and 12 SP 3S primitive
Rules
When using flint and steel, checks on Survival (Make Fire) receive a +2 bonus.

26 Equipment
“What do you think? Which figurines do people like the
most?”
Figurines of Gods and Goddesses —Brother Hilbert of Auen, Blessed One of Peraine
“Sometimes, you who worship the Twelvegods are more
like us than you’d like to think. You always carry a
figure of your most revered god. We do the same.” “Phex? Tsa? Rondra, maybe? How should I know?”
-Rashim ben Shafir, Novadi warrior, modern —Carolan Calavanti, Vinsaltan vagabond

A search of a pious Aventurian’s house soon


turns up one or more hand-sized figurines of a
favored god or goddess. These figurines serve “No stew for you tonight, Carolan!”
as a focus for prayer or as a talisman of divine —Brother Hilbert of Auen, Blessed One of Peraine
protection. Wandering Blessed Ones always
keep one or two such figurines on hand, and
missionaries like to show nonbelievers solid Grapnels are particularly well suited for mountain
images of the deities. Prices vary, as levels climbing, but even when the surface appears solid,
of artistry range from exquisite, detailed climbers should pull firmly on the rope before climbing
craftsmanship to rough carvings that could to ensure that the grapnel is secure, otherwise it may slip
represent anyone, let alone someone like Praios, unexpectedly. Rope and grapnel should both
Hesinde, or Ingerimm. be checked frequently when many people
are climbing, whether they proceed all at
Figurines are often fashioned from wood, stone, once or one after the other.
or metal, but people in the north also use ivory,
beeswax, or even ice in some instances. Costly, For these reasons, grapnels belong in the
painted porcelain specimens come from the Horasian standard kit of every mountain climber. Even in
Empire, while crafters in the Lands of the Tulamydes cities, any self-respecting cat burglar wouldn’t
sometimes make figurines from alabaster. be caught dead without one.
Grapnel
“You think only burglars use grapnels? You must have been A grapnel attached to a rope can serve
asleep during that lesson at Birkholt Academy.” as an improvised weapon. However,
-Derya Garling, female warrior and bricklayer, 1035 FB learning to swing the hooks and hit an
opponent takes training and practice,
Unlike the smaller climbing hook, the grapnel has three and can easily end badly, just like with
to five long, bent steel struts and attaches to a rope, and a morning star.
the whole thing may be thrown to a respectable height.

Figurines of Gods and Goddesses


Item Weight Structure Points Cost Complexity
Figurines of Gods and 0.4 pound 3 SP 3S primitive
Goddesses (per figure)
Rules
Carrying a figurine (or equivalent) of a deity and praying over it at least once per day lets the user ignore the condition
Fear for 2 CR once per adventure. Afterwards, the owner must make an offering of at least 10 ducats to one of that
deity’s temples before the benefit becomes available again.

Grapnel
Item Weight Structure Points Cost Complexity
Grapnel 2 pounds 20 SP 7S primitive
Rules
A grapnel combined with a climbing rope can be thrown and hooked onto an appropriate surface, such as a sturdy
branch or rock outcropping. This requires a check on RC for Thrown Weapons. The throw takes 2 actions, and the
check receives a -1 penalty for every 16 feet of distance to the target.
A grapnel with at least 3 feet of rope can serve as an improvised weapon (see page 139).

27
Gwen-Petryl Stone Gwen-Petryl stones are not unique to coastal areas, and
“A stone hewn from the fortress of Alveran fell to Dere, and the many are found in the larger mountain ranges, especially
sky darkened with the impact.” in the Salamander Stones in northern Aventuria. Those
-excerpt from a recent edition of the Breviary of the seeking to purchase Gwen-Petryl stones know to make
Twelvegods, 1038 FB their way to the markets of Havena, where they are
comparably inexpensive. Increasingly, people debate
Not every situation in darkness calls for open fire, and whether the Church of Efferd is entitled to a monopoly
some heroes rightly feel uneasy about open flames and on objects that turn up far from the sea. Other deities
torches. On these occasions, a Gwen-Petryl stone might seem to show little interest in Gwen-Petryl stones. Priests
find its way into the backpack of the adventurers. When of Charyb’Yzz claim that these stones are holy to their
the Citadel of Alveran was destroyed during the War of the goddess, and religious scholars agree that the reddish
Titans, it is said that pieces of it rained down on Dere. Most glow observed in some stones might indicate a connection
of them were lost in the endless deep of the sea. with Praios.

Through Efferd’s favor, often, smaller as well as larger


pieces of rocks wash ashore. Beach combers easily notice “What’s making this thing glow? Magic? A tiny
these stones from a distance due to their intense bluish- candle inside?”
—Tjalva Garheltsdottir, Hetja of Prem
green glow. Stones glowing yellowish-orange were found
many years ago, and rumors say that people have seen
examples glowing pale red. The intensity of the glow, and
“Faith. That light is human faith in goodness and the
thus the effective radius of illumination, depends on the gods.”
size of the stone. A stone half the size of a man’s fist, the —Brother Hilbert of Auen, Blessed One of Peraine
size most commonly found, casts illumination up to six
feet or so, like a torch.

Gwen-Petryl stones are holy to Efferd, the Father of the


Sea. Efferd’s faithful sometimes call them Efferd’s Fire.
Since open flames are forbidden in Efferd’s holy places,
followers use them as utilitarian light sources in temples,
workshops, and private dwellings, as substitutes for
common torches, and in some cases, as beacons in coastal
towers and lighthouses. For all its uses, however, this
miraculous stone emits no heat.

Mages suspect that the stone’s characteristic glow is


magical in origin, but the Churches of the Twelvegods
claim that the glow springs from a karmic source. The
faithful agree and commonly donate glow-stones as
offerings to the God of the Seas. Most realms uphold the
Church of Efferd’s universal claim to all specimens that
are fist-sized or larger.

Gwen-Petryl Stone
Item Weight Structure Points Cost Complexity
Gwen-Petryl, size of a head 16.5 pounds 120 SP 10,000 S none
Gwen-Petryl, size of a fist 1.5 pounds 80 SP 1,000 S none
Gwen-Petryl, size of a 0.1 pound 40 SP 100 S none
fingernail
Rules
For game purposes, stones have a burn time of infinity. The glow from a fist-sized stone reduces Visibility modifiers
arising from darkness by -4/-3/-2/-1 per 10 feet from the stone.

28 Equipment
Hand-axe or Hatchet “A good hatchet is a must. It serves both as a weapon
“You humans still have much to learn. Provisions, torches, and a makeshift hammer, and it can chop firewood. I
and rope are useful, I admit, but an axe is essential. What think an axe is more useful than a knife...”
—Geron Bladebreaker, mercenary
other tool would let you cut through vines on the trail, put a
goblin bandit in his place, and split a roast chicken in two?
You can rely on an axe.” “Every party should own at least one. Adventurers
-Hardas son of Kurolas, dwarven warrior, modern don’t always get into fights, after all. And even a small
axe can make your chores easier.”
Experience teaches adventurers that —Brother Hilbert of Auen, Blessed One of Peraine
hatchets are useful tools. They can make
kindling and serve as improvised weapons
when no other weapon is within reach. “Bronnjars rarely allow serfs to own hatchets in the
Bornland for fear that they might one day use these
However, they are almost useless against
small tools against their rulers.”
enemies wearing chainmail or plate armor.
—Rowena of the Transweal, Bornish cat witch
Hatchets are effective against wood, but metal
armor turns their blades with ease. Their primary
benefit is as a tool. “A tool, yes, but not a weapon. You humans would
never call a butter knife a weapon, right?”
Hatchets come in different forms and sizes, but —Arbosh son of Angrax, forge dwarf master smith
most are a bit shorter than a foot and a half, so they fit
easily in backpacks.
“Daggers are the better choice for city living. Axes
Hatchet blades are made to hack instead of cut, so they are unwieldy and cannot be easily concealed, and
aren’t very sharp, but they chop down thin trees with every guard you meet will want to know why you are
ease. When larger axes aren’t handy, they also can chop carrying one. Do you like getting arrested for no good
logs. reason?”
—Carolan Calavanti, Vinsaltan vagabond
Hatchets and axes must be sharpened regularly, which
is why their heads are designed to be easily replaced. Axes and hatchets differ mainly in the shape of their
When blunted, their blades can still cut wood and blades. Axes have somewhat broader and slightly
inflict bad bruises on enemies, but precise work is no curved blades, while hatchets have smaller, straighter
longer possible. blades. Even so, the differences between the two are
often so small that most Aventurians cannot tell the
two forms apart.

Hand-axe / Hatchet
Item Weight Structure Points Cost Complexity
Hand-axe / Hatchet 1.5 pounds 30 SP 20 S primitive
Rules
Dexterity gains a +1 bonus on the first partial Woodworking (Felling & Cutting) check.
A hatchet can be an improvised weapon (see page 138).

29
Helpful Primer for the Traveling Adept A wily Khunchoman mage,
During their education, young mages learn quite a few That’s what I want to be!
tricks for practicing their vocations, but life inside an
academy or a teachers’ tower often renders them quite Over hills, through forests green,
unworldly. Mages often like to keep this book with them There is no rest for me,
as a handy reference for living in the outside world after A traveling mage from Khunchom,
graduation. Yes, that’s what I want to be!”
-excerpt from A Khunchoman Mage, a marching song in
The Helpful Primer for the Traveling Adept was first compiled 111 stanzas, from the first edition of Helpful Primer for the
around 715 FB in Khunchom. It lists no formulas for spells, Traveling Adept, Khunchom, 715 FB
which mages already should know from their training.
Instead, it contains instruction on correct intonation, Almost every mage’s academy publishes its own primer,
breathing technique, and physical gestures while which is tailored to its views and curriculum. Even so,
preparing for a spell. The book also reminds the student most editions are quite similar, apart from one or two
which spells to use for various situations. chapters.

“Know your objectives. If the gift of arcane power is used Mages who did not experience academy training and
incautiously, the consequences are disastrous. Speak no therefore couldn’t make their own copies of the Primer
unnecessary word and choose every formula with care!” may obtain one by trying their luck with book collectors,
antiques shops, or retired mages. Older copies can sell for
But even beyond spellcasting techniques, the Primer offers as much as 60 ducats, while newer editions usually sell for
much that is useful to the traveling adept, including 10 to 15 ducats. Failing that, all mage’s academies keep
treatises on etiquette and the laws of various lands. several complete editions on their library shelves.
It also teaches proper conduct in commerce and the
marketplace, as well as how to negotiate without resorting
“You mages always need a guidebook for everything.”
to spellcasting. —Arbosh son of Angrax, forge dwarf master smith

“Speak with skill and choose your words wisely. There are many
ways to get what you want. Do not use magic when a gold coin
will do. Keep your goal in mind and think before you cast a spell.
Remember that virtuous deeds often bring rewards, as well, and
note that, in many places, laws prohibit the use of magic!”

The Primer is no musty textbook—it is written with a


touch of humor and gives a nod to everyday life, offering
simple and amusing marching songs to lighten a journey
or entertain companions.

“Over meadows, down through valleys,


Sailing lakes or even the sea,

Helpful Primer for the Traveling Adept


Item Weight Structure Points Cost Complexity
Helpful Primer for the Traveling Adept 4 pounds 20 SP 150 S complex (2 AP)
Note: Language / Script is typically Garethi / Kuslik Signs
Rules
When using the Primer, roll 1D6 for the following skills: Commerce, Etiquette, Law, and Singing. If the player rolls a 6, then
the character receives the following bonus: an attribute of choice receives a +1 bonus to its partial check for the skill.

30 Equipment
Herbarium Kuslikum “Plants are important. Mushrooms especially so. But,
“Nobody knows which immortal being willed the rainforest please, don’t mention Wirsel herb. No Angroshim can
disdychonda into being, but it remains the most frightening tolerate this stinking elf weed.”
example of a plant that feeds on flesh. When flowering, the plant —Arbosh son of Angrax, forge dwarf master smith
produces a garlanded violet bloom supported on a brown stalk
about 7 inches thick. Despite its size, the disdychonda is well “Um, I don’t mean to interrupt you, but the science of
camouflaged and blends easily into its surroundings. The danger Botany has determined that mushrooms aren’t plants…”
lies in its four giant, dark green leaves, which sprout from the —Mirhiban al’Orhima, Tulamydian fire mage
plant’s base near the ground. When a living being touches a leaf,
they wrap around their victim, constricting it as nettles on the
leaves’ surface inject an insidious poison.”
“As I was saying, Wirsel herb grows where you don’t
want it to.”
The Herbarium Kuslikum is an extensive treatise on —Arbosh son of Angrax, forge dwarf master smith
Aventurian flora that was first published by the
Kuslikan temple of Hesinde in 1005 FB. It comprises nine
entertaining and informative volumes, each with 200
“And Wirsel herb isn’t an elf plant. We didn’t bring it into
profusely-illustrated pages and a wealth of references,
being. Its healing properties benefit everyone, so why do you
and is considered invaluable to anyone interested in plant dwarves dislike it?”
lore. Around 700 complete sets are known to exist. The —Layariel Treetopglint, elven wyldrunner
original manuscripts are stored in the Halls of Wisdom, in
Kuslik, where the temple’s Blessed Ones work diligently to
“Because of its smell. Wirsel herb smells disgusting.”
issue corrections and expansions. —Arbosh son of Angrax, forge dwarf master smith

“A masterwork! Every plant is illustrated, and some


scholars keep pressed and wonderfully preserved
specimens between its pages. With this book, even a
layman can identify many plants with ease.”
—Brother Hilbert of Auen, Blessed One of Peraine

“I once held a copy of the Herbarium in my hands.


The artist’s illustrations were so life-like that I could
almost smell the flowers.”
Rowena of the Transweal, Bornish cat witch

Herbarium Kuslikum
Item Weight Structure Points Cost Complexity
Herbarium Kuslikum 2 pounds 15 SP 250 S complex (2 AP)
Note: Language / Script is typically Garethi / Kuslik Signs
Rules
When using the Herbarium Kuslikum to identify a plant, a successful Plant Lore (Crops, Healing Plants, and Poisonous Plants)
check grants +1 SP.

31
Hookah Hourglass
“Until you smoke a hookah, you can’t really say that you’ve “Praios gave us light and time.”
visited my homeland.” -Cassia of Baltrea, Blessed One of Praios, 1034 FB
-Salim al’Dhalsim, far trader from Thalusa, 1037 FB
Hourglasses, also called sand glasses, measure the passage
Mention the Lands of the Tulamydes and most Aventurians of a set amount of time, a function regulated by the size
imagine people sitting on cushions and smoking hookahs, of the hourglass. Hand-sized versions, the most common
or water pipes. This is an old cliché, but hookahs are a firm examples, measure the passage of 30 minutes. Small,
part of Tulamydian life. They are available in every tea rugged versions are suitable for carrying in backpacks,
house, inn, and caravanserai, and finely crafted versions while larger, more delicate versions made for homes and
are sold in every market in the Lands of the Tulamydes academies are artfully decorated and contain colorful
and in Arania. sand or even sands from exotic, far away beaches.

Friends, business partners, and even enemies gather Hourglasses are available for sale in all large cities,
to share a pipe and converse, enjoy a snack, or play a especially those with academies or ocean harbors, since
popular game called Red and White Camels. Hookahs also schools and sailing vessels have great need of time pieces.
figure prominently in sports and military celebrations. City guard units and companies use hourglasses to mark
Merchants often don’t consider a deal closed until both the beginning and end of work shifts.
parties share a hookah.
Hourglasses are symbols for several of the Twelvegods.
When tobacco supplies run low, nomads often add the Some Blessed Ones of Praios dedicate themselves
skins of apples, oranges, dried flowers, or other fruit to the to measuring time, since it is an aspect of the order
mix. This custom is gaining popularity with city-dwellers established by their god, and
who find that these additions help mask the product’s some even advise hourglass
normally unpleasant smell. manufacturers.

To worshipers of Boron, the


hourglass represents mortality,
especially in the Lands of the
Tulamydes and in the south
in general, where mortality is
the primary aspect of Marbo,
Boron’s gentle daughter.

Hookah
Item Weight Structure Points Cost Complexity
Hookah 2 pounds 6 SP 30 S primitive
Rules
When offering a hookah at a party, a host’s Charisma receives a +1 bonus on Etiquette (Rumors) checks if guests
understand and expect the gesture.
Hourglass
Item Weight Structure Points Cost Complexity
Hourglass 1 pound 5 SP 40 S simple
Rules
Hourglasses measure a unit of time to within 5 minutes.

32 Equipment
Lantern Lockpick
“The lantern was considered a sign of the gods during the Dark “Whenever you meet someone with such a tool, ask what he
Ages. Many Churches still use lanterns in ceremonies and as intends to do with it. In most cases, he is up to no good.”
decoration in their temples. Our Lord Praios cherishes their -Cassia of Baltrea, Blessed One of Praios, 1034 FB
light.”
-Cassia of Baltrea, Blessed One of Praios, 1034 FB When a key is not available, a lockpick is the next best
thing. Cat burglars, cutpurses, and other scoundrels
The simplest version is the candle lantern, which uses always carry these easily-concealed tools, which at
a candle for its light source. Far brighter, but also first glance resemble small, bent pieces of scrap metal.
more expensive, is the oil lantern, which is an oil lamp Lockpicks are sturdy and vary in design according to the
with a protective outer casing. Both variants have one type of lock they open. They are popular with criminals,
disadvantage: The light shines from the lantern evenly in and most people are surprised to learn that city guards
all directions. Depending on the type, the lamp must first carry them as well.
be set down and opened to be extinguished. A leather coat
thrown on top hides the light but at the risk of catching Using a lockpick takes training, as many locks are complex
on fire. and not every tool is suitable for every job. Skilled thieves
usually carry a full set, which offers different thicknesses,
The bullseye lantern, invented to solve these forms, and sizes of lockpicks. When possible, skilled
shortcomings, features a metal case with thieves try to study target locks beforehand, to avoid
sliding shutters that can restrict or focus having to carry an entire bag of tools on a job.
the light. It is uncertain whether this clever
innovation was initially conceived by Lockpicking takes training and finesse,
miners or by thieves. and is not a job for amateurs. Bit locks
normally open only when
Lanterns are used throughout the grooves and
Aventuria, since they protect the notches of a key
light source from rain and wind while push aside special
protecting the environment from pins within the
an unintended conflagration. They body of the lock.
are especially popular in middle and These complicated
northern Aventuria, in mines, and at locks usually require
sea. Oil lanterns also are used in the the use of more than one
Lands of the Tulamydes. lockpick. All thieves dread

Lantern
Item Weight Structure Points Cost Complexity
Lantern 1 pound 8 SP 8S primitive
Rules
Lanterns have a burn time of 12 hours. Lanterns reduce visibility modifiers arising from darkness by -4/-3/-2/-1
level(s) per 10 feet from the lantern.
Lockpick
Item Weight Structure Points Cost Complexity
Lockpick 0.5 pound 20 SP 5S simple
Lockpick Set (6 different 3 pounds 20 SP 50 S simple
kinds of lockpicks)
Rules
Lockpick: Dexterity receives a +1 bonus for one partial Pick Locks (Bit Locks) check.
Lockpick Set: Dexterity receives a +1 bonus on both partial Pick Locks (Bit Locks) checks.
Bonuses are not cumulative; Only one bonus applies, regardless of whether the character uses a single lockpick or a
lockpick set.

33
facing dwarven combination locks, which so far have Mage Robe
proven undefeatable. “The clothes make the mage.”
-popular saying
Smiths that make custom lockpicks also often charge an
additional fee for their silence. Experienced adventurers As every child knows, mages wear robes. Many people
know that common daggers can open most older locks. think that good mages always wear white robes and evil
Handmaidens who choose to spy on their mistresses never mages always wear black robes, but as with many things
need lockpicks. Simply put, not all hairpins are worn for in life, the matter is not that simple. Even mages cannot
decoration…. agree on what constitutes a proper robe.

However, picking a lock is far more time consuming when When traveling, mages usually prefer comfortable, robust
using an improvised lockpick. If time is short, use the robes that are neither too long nor too warm. All prefer
key, or else keep a set of lockpicks on hand. Since many robes that are embroidered with arcane symbols, to
worshippers of Phex are suspected of being skillful crooks display their status as a mage. Some mages also prefer a
in imitation of their god, lockpicks are often referred to as robe with a hood to protect themselves from wind, rain,
Phex’s favorite toys. and overbearing sun.

Clothing regulations are set


“Can you purchase lockpicks at the market?”
down in the Codex Albyricus, the
Brother Hilbert of Auen, Blessed One of Peraine
laws governing all guild mages. It
specifies that a mage should own
five types of robes that each serve
“No, because merchants know that anyone looking for a different purposes. This special
lockpick is most likely a burglar.” attire provides the wearer with
—Carolan Calavanti, Vinsaltan vagabond a slight bonus for casting spells
and performing rituals.

Light Robe: Whether the


goal is sinister manipulation
or kindly healing, this
robe is the first choice for
everything that concerns the
human or animal mind. The
light robe must be cut from
blue, red, or green cloth
with silver embroidering
of symbols of the mind,
communication, and
magical power.

Mage Robe
Item Weight Structure Points Cost Complexity
Mage Robe 6.5 pounds 6 SP 120 S complex (3 AP)
Rules
Light Robe: The corresponding attribute receives a +1 bonus on the first partial check of healing or influence spells.
All others receive a penalty of -1.
Great Robe: The corresponding attribute receives a +1 bonus on the first partial check of object or transformation
spells. All others receive a penalty of -1.
Invocation Robe: The corresponding attribute receives a +1 bonus on the first partial check for demonic, elemental,
or Sphere (if it involves the summoning of creatures) rituals. All others receive a penalty of -1.
Convention Robe: The convention robe has neither advantages nor disadvantages.
Traveler’s Robe: The traveler’s robe has neither advantages nor disadvantages.
Normal Robe: A mundane robe has neither advantages nor disadvantages.

34 Equipment
Great Robe: The great robe is the ideal work clothing Traveler’s Robe: For traveling, the Codex prescribes
for mages who occupy themselves with alchemy and a plain robe of gray or white linen, depending
transformative magic. It is made from red, blue, or on weather conditions, combined with trousers
green silk, with silver and black embroidery of the and a cloak as plain as the robe. No other clothing
symbols of the wandering stars, the six elements, and regulation is ignored as often or stretched as far as
arcane power. this one.
Invocation Robe: The invocation robe has a
somewhat misleading name in that is serves both Mages often supplement these robes with items like pointy
for invocation and for abjuration of non-derenean hats, caps with ram horns, or headbands with pentagram
creatures. It is very plain and is worn without any or unicorn symbols, depending on personal taste.
head covering, further clothes, or shoes. Depending
on the creatures to be invoked or abjured, its color Traditional mages don’t wear anything else, as robes are
must be white (for elementals), red (for ghosts), or a mark of their status, a fact that they enjoy sharing with
black (for demons). less traditional mages. Such arguments rarely change
Convention Robe: Unlike other types of mage’s robes, anyone’s minds. Younger mages certainly recognize the
the convention robe, also called the festival robe, does advantages of an invocation robe, but they simply refuse to
not improve the use of magic. It is a social garment obey the strict regulations governing the traveler’s robe.
worn over white trousers to mages’ conventions and This opinion is shared by free thinkers with little regard
other festive events of all kinds. It must be made for rules, practical mages who find robes too restricting in
from dark blue or red silk embroidered with symbols combat, status conscious mages who proudly display their
of arcane power and ties to a political group or family, or mages who simply
communication. want to show off the latest fashion.

All agree with traditionalists that mages should always


be recognizable as such, even if they might have very
different reasons for doing so. Some wish to deter
enemies, others want to advertise their magical abilities,
and some simply wish to wear clothing that society finds
acceptable.

Wearing the wrong robe when meeting a traditionalist


often earns an admonishment or a patronizing lecture,
but does not break any formal rule.

“My clothing? You would be shocked to hear about some


of my colleagues’ fashion crimes, but the less said, the
better.”
—Mirhiban al’Orhima, Tulamydian fire mage

“I like your robe. It’s very… pleasing unto Rahja.”


—Rowena of the Transweal, Bornish cat witch

“Indeed! Don’t change for our sakes. You can wear what
you want, and don’t let anyone tell you otherwise.”
—Geron Bladebreaker, mercenary

35
“Small oil lamps are common in my homeland and
on the Cyclopes Islands. They are inexpensive and
Oil Lamp burn for a long time. They are especially useful in
“No matter how hard you rub this lamp, no djinni will come out libraries and archives because they emit hardly
of it.” any smoke.”
-Abu the bazaar merchant, to a Nostrian customer named —Mirhiban al’Orhima, Tulamydian fire mage
Lostrian, 1037 FB
“I like lamps with scented oil. The pleasant smell
For centuries, rich and poor people in the south and in the quickly fills the entire room and clears the mind of
Lands of the Tulamydes have been lighting their homes negative thoughts.”
with oil lamps. In more than one Tulamydian fairy tale, —Geron Bladebreaker, mercenary
an oil lamp plays a central role as a magical item or as the
domicile of a djinni, for example. “I never knew that you liked the smell of scented
oil.”
Most oil lamps are made from clay, have a hole that can —Rowena of the Transweal, Bornish cat witch
be filled with oil, and have an opening in front for the
wick. Lamps that stand on their own usually also have “Anyone who’s ever smelled an army camp or a
a carrying handle at the back. As their name implies, battlefield soon comes to appreciate expensive
hanging versions are suspended from strings or chains lamp oil.”
hooked to eyelets on the side of the lamp. —Geron Bladebreaker, mercenary

Simple metal versions are often not much more expensive “My favorite scents are lavender and mint.”
than plain clay lamps. However, metal lamps with —Layariel Treetopglint, elven wyldrunner
elaborate decoration can be much costlier. Oil lamps range
from very small to very large. The luminosity depends
more on the thickness and length of the wick rather than
the size of the lamp (size limits the amount of oil that the “Discussions on pretty scents aside, the oil lamp is
lamp can contain and, subsequently, the burning time). a proven tool for lighting tunnels. You can set them
down and get on with your work in narrow passages.
Most people use plant oil for fuel because tallow and I think they are more useful than torches, which
other animal oils give off sooty smoke and are regarded produce too much smoke.”
—Arbosh son of Angrax, forge dwarf master smith
as cheap substitutes for real lamp oil. High-end luxury oils
incorporate perfumes and other scents.
“It is said that the Cyclopeans got the idea for
Hylailan Fire from oil lamps. I don’t doubt it, as clay
Hylailan Fire canisters contain an oil-like liquid
that burns hotter than the sun when lit.”
—Carolan Calavanti, Vinsaltan vagabond

Oil Lamp
Item Weight Structure Points Cost Complexity
Oil Lamp 0.5 pound 4 SP 0.5 S primitive
Rules
Lamps burn for 8 hours. Reduce visibility modifiers due to darkness by -4/-3/-2/-1 level(s) at each 3-foot increment
of distance from the lamp.

36 Equipment
Padlock Paper and Parchment
“Ingerimm didn’t invent locks, and neither did Hesinde. They “There will never be a demand for printed books, let alone ones
are a gift from Praios, to protect you from thieves.” using Kuslik Signs.”
-Cassia of Baltrea, Blessed One of Praios, 1034 FB -Overheard in a debate at the University of Methumis,
modern
Locks usually cannot be removed from the item they
secure, such as doors or chests, but this is not true for Paper and parchment are common in temples, mage’s
padlocks, which are portable and often used to secure academies, counting offices, town halls, libraries and other
item such as cabinets and gates. Burglars often acquire places of learning, and even in the backpacks of traveling
padlocks for training purposes. explorers, and while both terms are often used synonymously
in Aventuria, they refer to different writing materials.
Padlocks come in different sizes and are made from
different materials. Nobles use small, adorned versions, Parchment comes from untanned animal skin. Hides are
made from gold or silver, to lock jewelry boxes and toy softened with water, limestone, and other alchemical
chests, while treasurers use sturdy, complex-looking substances, shorn of hair, and then stretched flat and
versions to secure coin boxes and treasure chests and scraped. Delicate skin produces the smoothest writing
deter criminals. surface, which is why the best parchment is made from the
skins of newborn lambs. Naturally, the upper size limit of a
Optional additions include hidden needles that spring sheet of parchment is restricted by the size of the source.
out and stab someone who opens the lock incorrectly. Parchment does not tear easily and does not deform as
Particularly callous or unscrupulous people coat quickly as paper when wet. It also is less suitable for book
these needles with poison. Thieves printing and binding. However, rolls of parchment that
fear these locks as much as they contain a single text are often referred to as books.
despise encountering a heavily
rusted padlock when they are in Paper is well suited for book binding and is excellent for
a rush. printing. Paper is made from crushed rags or plant fibers
(such as rice, straw,
Padlocks can be purchased in all or hemp) that are
larger cities, especially in the soaked in water,
Horasian Empire, which is turned into pulp,
known for its exceptionally and pressed into
well crafted mechanical sheets.
items. Dwarves make the
best padlocks and are widely
believed to have invented them.

Padlock
Item Weight Structure Points Cost Complexity
Padlock 6.5 pounds 100 SP 10 S simple
Rules
Without a key, opening a padlock requires a Pick Locks (Bit Locks) check.

Paper and Parchment


Item Weight Structure Points Cost Complexity
Paper, 1 Sheet 0.1 pound 1 SP 0.1 S simple
Paper, Good Quality, 1 Sheet 0.1 pound 2 SP 0.3 S simple
Parchment, 1 Sheet 0.1 pound 2 SP 1S simple
Parchment, Good Quality, 1 Sheet 0.1 pound 3 SP 3S simple
Rules
On a successful Artistic Ability (Drawing or Painting) check, SP increases by 1 (up to a maximum of 18).

37
Perfume Phial
“A drop of rose oil, two drops of lotus essence, and four drops of “Quickly, drink this!”
jasmine flower, and an enticing fragrance is ready.” -Overheard after a fierce battle
-Shanya ash Shaya, Blessed One of Rahja, 1035 FB
Alchemists commonly use phials (small
To rid themselves of the smell of the road or to stand out bottles with pronounced bodies and
from the crowd, many burghers and nobles of both sexes, slender necks) to store helpful potions,
from the Bornland to Al’Anfa, use perfume. Alcohol- poisons, alchemical ingredients,
based fragrances preserve a great variety of pleasant perfumes, and oils.
scents, such as flowers, herbs, and various spices. Some
fragrances, such as honey or ambergris, have an animal Phials are usually made from clay and glass.
origin. Perfumes are dabbed onto the skin or are trickled Alchemists prefer glass as its translucency
on a piece of cloth or clothing to envelop the wearer in a allows easy viewing of the contents.
lasting cloud of pleasant scents. Adventurers worry that glass is too fragile,
but phials are relatively thick and usually
The Horasian city of Belhanka is the center of perfume survive accidental falls without breaking.
production, although perfume is made wherever the Even so, they break easily when smashed
Church of Rahja has influence. Fragrances make popular against stone or marble floors.
offerings to the Church. Many Blessed Ones of Rahja wear
perfume and enjoy spreading pleasant scents throughout Alchemical phials may be sealed with
their temples. a stopper made from wood or cork.
Magnificent decorative phials, such as
Perfumes are not exclusively luxuries, but few can those made to hold perfume, come with
afford the best and most famous examples. No glass stoppers that often are decorated in
Horasian collection of cosmetics a similar fashion.
and perfumes would be complete
without Canals of Grangor No 5,
the famous 1,001 Ecstasies, or
Rahjanissimo, a rose-scented
perfume. In the Lands of the
Tulamydes, the cinnamon-
scented Princess Nedime is
the top-selling perfume.
Farahmar, with its beguiling
touch of jasmine, is popular
in Arania (Mhaharanyat), and
Al’Anfans prefer Geranium, or Tiki,
which is said to carry the scent of
the jungle.

Perfume
Item Weight Structure Points Cost Complexity
Perfume 0.2 pound 1 SP 120 S simple
Rules
One hour after applying a perfume, Charisma receives a +1 bonus on Seduction if the target likes its scent. If the target
does not like the perfume, the check receives a penalty of -1.
Phial
Item Weight Structure Points Cost Complexity
Phial 0.2 pound 2 SP 2S complex (2 AP)
Rules
A phial holds 0.2 pint of liquid. Uncorking and drinking from a phial takes only 1 action.

38 Equipment
Pocket Watch (Vinsalt Egg) Vinsalt Eggs were invented 50 years ago by the Vinsaltan
“A pocket-sized clock? Inconceivable!” watchmaker, Zechin Olivari. His family’s company still
-Dalrik Meeltheuer, burgher, Joborn, modern makes watches of every size. The most famous pocket
watches of the Horasian Empire now come from the city
The Vinsalt Egg, or pocket watch, is a recent invention of Aldyra, which is known for its skilled mechanics.
from the Horasian Empire, a fact that prompts great
surprise or jealousy in other regions of Aventuria. Merchants and travelers have carried examples of Vinsalt
Eggs to the far corners of Aventuria, and some even turn
Even though many Horasians can read a clock face (clock up for sale in rural markets, though at greatly inflated
towers rise above most cities, displaying the time and prices due to the distance from the point of manufacture.
ringing bells at regular intervals, and hall clocks display
the time in many palazzi and burgher’s homes), pocket
“You humans are always in such a hurry. Nature
watches remain rather uncommon due to their expense. gives you everything you need, including time to sleep
The wealthy wear them mainly for their decorative and time to rise.”
qualities and associated prestige, not for their ability to —Layariel Treetopglint, elven wyldrunner
give the time, even in the darkest night. Vinsalt Eggs are
somewhat sensitive to sand and dirt, and an untended
mechanism will stop functioning and require cleaning by
an expert.

Vinsalt Eggs fit in the palm of a hand. Most take the shape
of an egg, but they also can be oval or round. The clock
face, which is protected by a hinged lid, often comes
lavishly painted. The metal (often brass) case protects the
sensitive mechanism from dirt. The Egg’s clockworks are a
masterwork of mechanics. Only the most talented artisans
can create such a mechanism, as the many small parts
must be crafted individually and then carefully assembled.

Every pocket watch is more than a mechanical


achievement. It is also a work of art. The casing is often
embellished with precious metals, stones, and engravings.
For a small fee, the decorations can be tailored to the
customer’s wishes. Family coats of arms and mottos are
very popular motifs. Most Eggs attach to the belt or vest,
or hang around the neck, via a fob chain that comes in
matching colors and ties to a ring mounted on the casing.

Pocket Watch (Vinsalt Egg)


Item Weight Structure Points Cost Complexity
Pocket Watch (Vinsalt Egg) 0.5 pound 6 SP 800 S complex (3 AP)
Rules
A Vinsalt Egg lets a character measure a unit of time to within one minute.

39
Prem’s Wildlife Provisions
“Sailors fear nothing so much as sharks, though perhaps unfairly. “Never leave Angbar without stocking up on provisions.”
These amazing creatures can detect the smallest amount of -common hill dwarf wisdom
blood from miles away, almost as if by magic. Their mighty
jaws and many rows of sharp teeth are a match for almost any Apples, pears, leg of mutton—these are just some of the
opponent they may face in the water. Small sharks can kill seals, provisions that Aventurians pack for long journeys. Good
while larger specimens can sever a man’s arm or leg. All breeds of planning is crucial, as climate and other factors cause
sharks have dorsal fins that herald their presence, making them certain provisions to spoil quickly, and some tasty morsels
easy to spot in shallow waters. While uninterested in preying on tend to develop a life of their own…
humans, sharks can be ferocious enemies when provoked. It is no
wonder that the shark lancers, who actively hunt these beasts, Suitable provisions, such as dried meat and dried fruit of
are so highly respected in warrior cultures.” all kinds, do not spoil quickly. Fishmongers swear by salt
pickled fish, which remains edible for many days on the
Prem’s Wildlife is a comprehensive study of the fauna that road. Twice baked bread is very resistant to Mishkara’s
live along the western and northern coasts of Aventuria, Pelt (spoilage) and goes well with dried meat or fresh
including such regions as Albernia, the Horasian Empire, soup. All such provisions take up less space and sate the
and the Cyclopes Islands. The first edition was published hunger (if not the palate). They also help reduce the need
around 923 FB, though the text had long been in progress. to hunt or stop at taverns and spend hard earned money
The original authors are presumed to be Thorwalers, as on overpriced meals. Many adventurers also pack herbs
are the volume’s prolific artists. All the nearly 200 known and spices because they like to cook for themselves and
copies include commentaries that did not exist in the don’t want to live on pickled provisions for weeks on end.
original, which is maintained in Prem. Strangely, even Salt, sugar, coriander, honey, and even exotic powders are
though extant copies with commentary are lengthier, frequent additions, to put the finishing touches on a roast,
individual entries are often less accurate than in previous a soup, or other dishes.
editions.

Prem’s Wildlife
Item Weight Structure Points Cost Complexity
Prem’s Wildlife 2 pounds 15 SP 250 S complex (2 AP)
Note: Languages / Scripts per edition; typically, Garethi / Kuslik Signs
Rules
A successful Animal Lore check grants +1 SP when using Prem’s Wildlife to seek information on an animal from one of
the following regions: Albernia, Andergast, Gjalskland, the Horasian Empire, North Aventuria, Nostria, Orclands,
Thorwal, or the Cyclopes Islands.

Provisions
Item Weight Structure Points Cost Complexity
Provisions for one day 1 pound 2 SP 0.5 S complex (2 AP)
Rules
Provisions support one adult human for one day per ration.

40 Equipment
Besides food, travelers must also consider taking water or Quadrant
wineskins. Without supplies of either, travelers must boil “The quadrant reveals the path of the gods.”
their drinking water, which can lead to additional delays -saying among Tulamydian astronomers
on the road. Some people like to add herbs to the mix, to
quench their thirst or to relieve minor ailments. While few know what exists beyond the skies above Dere,
quite a few astronomers’ discoveries make their way into
common use. The astronomer’s quadrant started out as
an essential tool in mage’s laboratories and observatories
“My favorite provision comes from my homeland of
Weiden. This knackwurst with garlic is simply delicious.”
but soon became indispensable to all who journey in the
—Brother Hilbert of Auen, Blessed One of Peraine wilderness or sail upon the oceans.

This device resembles a subdivided protractor and is


usually made from wood, but brass and other metals are
“I prefer fresh food when traveling. Mint water and a few also commonly used. As its name implies, it is a triangular
nuts and berries suffice for me.” plate comprising a 90-degree arc of a full circle, with
—Layariel Treetopglint, elven wyldrunner
special markings and a movable arm for taking different
kinds of measurements.

“Sausage is the most important meal of the day. No Brabak’s mage academy buys quadrants only from
provision package is complete without a good, hard cured
local manufacturers, but most quadrants are made in
sausage. Beer is good, too, but water will do in a pinch.”
—Arbosh son of Angrax, forge dwarf master smith
Vinsalt, site of the world-famous instrument workshop
of Leuerich Kolrean. As the factory’s Prime Mechanicus,
he oversees the design, production, and delivery of the
“Dates are important. Oh, and flat bread, too.” finest quadrants in all Aventuria. Many regard items from
—Mirhiban al’Orhima, Tulamydian fire mage Kolrean’s smithy as status symbols, and nobles buy them
simply for the associated prestige of owning one.

“Plotzinger dotzen. If you’ve never tried Plotzinger dotzen,


you’re missing out. They are just so delicious.”
—Rowena of the Transweal, Bornish cat witch

“When I’m traveling, I eat quite differently from when I am


home in Thorwal. I would never start a journey without a
good supply of stockfish and a small bottle of Prem Fire.”
—Tjalva Garheltsdottir, Hetja of Prem

“You guys are too picky. I am more than happy with the
standard fare: sausage, cheese, bread, maybe some honey,
and a few eggs.”
—Geron Bladebreaker, mercenary

“Well, we all have different tastes, after all. But, Layariel?


Mint water? Really? That is disgusting.”
—Brother Hilbert of Auen, Blessed One of Peraine

41
When used for astronomy, the quadrant helps determine Red and White Camels Board Game
height and position of the sun and stars to aid with “To truly master the camel game, one must play well and be a
navigation, and thus is popular with seafarers, who good sport.”
combine this with other instruments and their knowledge -Salim al’Dhalsim, far trader from Thalusa, 1037 FB
of the expected positions of the stars at different times of
the year to determine their ship’s location and maintain Red and White Camels, or the camel game, for short, is the
course. Additional calculations using this data can reveal most famous board game in the Lands of the Tulamydes,
the distance between stars as well as a celestial object’s and it also is very common in other parts of Aventuria.
distance from Dere. The quadrant’s workings remain Nobody knows exactly when the game was invented, but
a mystery to most Aventurians because they cannot scholars agree that it was already well known during
grasp how someone can glean so much knowledge from the times of the ancient Tulamydes. The game is played
such a simple item. Many even believe that predicting everywhere from palaces to tea houses and caravansaries,
an occurrence of shooting stars must somehow involve and enjoyed by women, men, and children, whether good
clairvoyance. Others think the quadrant is merely another friends or bitter enemies.
tool used by orators to reinforce their philosophy about
events occurring outside of Dere. Red and White Camels usually is played by two competing
players. On the first turn, every player receives a set
amount of camels and wares.
Players organize these into
“We Thorwalers were already using quadrants long before caravans and move them to
you Middenrealmers ever arrived in Aventuria.” different locations on the
—Tjalva Garheltsdottir, Hetja of Prem board to sell their wares at the
best prices. Some camels also
can be used as war camels to
“But we Horasians now use a newer, more accurate model seize an opponent’s caravan
called the sextant.” and block access to good trade
—Carolan Calavanti, Vinsaltan vagabond routes. To succeed, players
need business acumen,
“Braggart.” the ability to think
—Tjalva Garheltsdottir, Hetja of Prem strategically, and
a bit of luck.

Quadrant
Item Weight Structure Points Cost Complexity
Quadrant 1.5 pounds 10 SP 70 S complex (3 AP)
Rules
Sagacity receives a +1 bonus for Astronomy (Stellar Cartography or Calendars) or Orienting (Night Sky) checks when using
a quadrant.

Camel Game
Item Weight Structure Points Cost Complexity
Camel Game 2 pounds 5 SP 5S primitive
Camel Game, altered 2 pounds 5 SP 20 S simple
Rules
Gain a +1 bonus on Gambling (Board Games) checks when playing the camel game with an altered set. However, this
bonus becomes available only after a failed first check (see Core Rules, page 214).

42 Equipment
Game components may be assembled from whatever Roast Skewer
one has at hand, but merchants sell sets made from “Twelve pieces of meat from the mountain goat, alternated with
rare and expensive materials. Basic sets use pebbles or pieces of onion, and your Cyclopean skewer is ready.”
simple carved wood for pieces, while sets designed for -Excerpt from Mother Lania’s Delicacies, 998 FB
nobles use pieces crafted from colored glass, ivory, Unau
porcelain, alabaster, and, of course, gold and jewels. Some This useful tool is a must in the kitchens of any race and
rulers prefer sets made from magical metals and other culture that cooks its food over a fire. Roast skewers come
rare materials, and one potentate was rumored to have in different lengths, depending on what is supposed to be
employed a flying carpet as the game board. roasted on them. Residents of the Cyclopes Islands prefer
thin skewers no longer than a man’s forearm for cooking
Certain rulers are said to have owned magical camel games marinated pieces of meat and paprika (this dish is the
that moved by themselves or offered advice to players. heart of the famous Cyclopean skewer). In Andergast, on
Some sets are cursed and bring bad luck to whomever the other hand, no roast skewer is worth its price unless it
uses them. More than one fairy tale mentions especially supports an entire pig.
cruel mage sultans who turn their enemies into figures for
their camel games, while tales tell of sinister beings who The simplest versions are nothing but poles sharpened at
cunningly robbed their opponents of their lives or powers the ends. The common variety also comes with two skewer
during games of Red and White Camels. stands for supporting skewers while roasting. Chefs turn
roasting skewers with a handle to protect their fingers
Many Tulamydes view it as the most Phex-pleasing of all from burns and guarantee a crisp, even finish on all sides.
games, and quite a few won (or lost) their entire fortune,
including their lands and titles, in a single game. When caught without a real weapon, innkeepers and
even many heroes have had to wield a skewer in times of
“Some camel game sets are almost as famous as desperation.
heroes. For instance, consider the Golden Camel Set
of Bastrabun, or the exquisite jade set on display in
Dolguruk.”
—Mirhiban al’Orhima, Tulamydian fire mage

Roast Skewer
Item Weight Structure Points Cost Complexity
Roast Skewer 6.5 pounds 50 SP 16 S primitive
Rules
Dexterity receives a +1 bonus on the second partial check for Prepare Food (Frying & Boiling) when using a roast skewer
to roast food above a fire.
A roast skewer can be an improvised weapon (see page 138).

43
Rolling Pin Rope, Binding
“Combine and mix three eggs, two cups of flour, some water, “Next to scoundrels and adventurers, my Church is probably the
and a teaspoon of the secret spice. Knead the dough and spread largest consumer of binding ropes. I’ll tell you the reason for that
it carefully with the rolling pin.” when you’re a bit older, Alrik.”
-from Teremonia Valandias’ book, Secret Recipes, 1034 FB -Shanya ash Shaya, Blessed One of Rahja, 1035 FB

To the casual observer, rolling pins do not appear to be A binding rope is usually a thin, sturdy rope about 3 feet
very dangerous. Occasionally, however, you’ll see a pastry long. They are often made from twisted leather or plant
chef chasing a pie thief with rolling pin in hand. fibers such as hemp, and while no thicker than a pinky,
they strongly resist breaking.
Unlike a club, which is not an ideal weapon to begin with,
the rolling pin often breaks the first time it hits another Such ropes are well suited to bind someone. City guards
weapon. Blows to the head can cause disorientation, and even henchmen of brutal underworld bosses carry
concussion, or death, making them no worse than clubs one or two for just this purpose.
in this regard.
However, to be effective, binding someone requires proper
Few heroes will ever have to rely on one in a fight, but it is knots. An especially cruel use of leather binding ropes
an option for a traveling Blessed One of Travia or a pastry involves soaking them with water before use. Leather
chef. shrinks as it dries, straining stretched limbs or restricting
blood flow. This effect is not possible with ropes made
“It sounds incredible, but I once put a bandit to flight from a different material.
with a rolling pin.”
—Brother Hilbert of Auen, Blessed One of Peraine Ropes for binding are sold almost everywhere due to their
great variety of uses and the availability of materials.

“These ropes make it easy to restrain an enemy,


but you’d better know how to tie a good knot, too.”
—Carolan Calavanti, Vinsaltan vagabond

Rope, Binding
Item Weight Structure Points Cost Complexity
Rope for Binding, Hemp, per yard 0.5 pound 5 SP 0.3 S primitive
Rope for Binding, Leather, per yard 0.5 pound 5 SP 0.4 S simple
Rules
Rope for Binding, Hemp: Increase SP by 1 (up to a maximum of 18) on a successful check on Ropes (Bindings).
Rope for Binding, Leather: Increase SP by 2 (up to a maximum of 18) on a successful check on Ropes (Bindings). If
dampened prior to use, the rope inflicts 1D3 DP as it dries.

Rolling Pin
Item Weight Structure Points Cost Complexity
Rolling Pin 1 pound 10 SP 10 S primitive
Rules
Dexterity receives a +1 bonus on the third partial check for Prepare Food (Baking) when using a rolling pin.
A rolling pin can be an improvised weapon (see page 138).

44 Equipment
Rope Ladder Shoulder Bag
“Climb, or stay where you are and feed the dragon.” “You say he was wearing a shoulder bag? In that case, he can
-old dwarven proverb only have been a mage. Or a Blessed One of Peraine. Or an
adventurer or other scoundrel. Or…”
When someone cannot -Bergfried Grossmann, city guard of Andergast, 1039 FB
climb a single rope for
any reason, a rope Few transportable containers are more popular among
ladder may be just adventurers, and especially among mages and herbalists.
what they need. To Typical shoulder bags are made from leather and hang
make such a ladder, from the shoulder from one or two straps, which can also
simply grab two ropes of allow one to wear the bag on one’s back. These bags close
equal length and connect with either a buckle or a cord.
them with wooden planks
or small pieces of rope to use Shoulder bags are a convenient place to carry found items
as steps. Most pre-made rope such as herbs or coins without all the trouble of having
ladders are between 16 and 20 feet to unlimber and unbuckle a backpack. Having these small
long and easily roll up for storage, items within easy reach is another advantage, especially
just like a regular climbing rope. for someone who might need to quickly reach a healing
potion or a small weapon.
Suspending a rope ladder
usually requires more effort Note that shoulder bags are not waterproof and any
than securing a climbing contents may not survive being dropped into a river or
rope, but doing so offers a a lake.
larger traveling company a
far quicker means of ascending and descending a
sheer surface. Rope ladders also can be found on many
farms, where they serve in barns and other places where
permanent staircases are impractical.

This ladder also is popular as a child’s plaything. When


hung from a branch, children can swing freely in the
wind, and they often make a game of it by trying to
dislodge each other, competing to see who can hold onto
the ladder the longest.

Rope ladders are most widely used in the Middenrealm.

Shoulder Bag
Item Weight Structure Points Cost Complexity
Shoulder Bag 1 pound 6 SP 8.5 S primitive
Rules
A shoulder bag can hold up to 45 pounds of items.

Rope Ladder
Item Weight Structure Points Cost Complexity
Rope Ladder, per yard 1 pound 5 SP 2.5 S primitive
Rules
Gain a +3 bonus on Climbing checks when using a rope ladder that is correctly attached.

45
Sleeping Bag Sickle
“I was told that the soldiers they rescued were on the brink of “Have you heard the story of Drisbert, the brave farmer’s son
collapse, but they all survived thanks to their excellent sleeping who fought in the Battle of 1,000 Ogres? He was armed only with
bags.” a sickle and still he killed one of those filthy man eaters. Let me
-Olgin Tamareff, Bornish officer, modern tell you the story, my child.”
-Nexal Lassan, druid, modern
Not everyone likes sleeping on hard
ground in the wilderness. Quite a Unlike the scythe, which is intended
few people prefer a woolen blanket, for rough work, the sickle also can cut
a tent, and a warm, comfortable fragile herbs and even individual blades
sleeping bag. Rumor has it that of grass with precision. While intended
Blessed Ones of Aves invented to be a tool, the sickle is often used as a
sleeping bags and spread weapon. Its sharp, curved blade is quite
knowledge of them far and wide. capable of causing bad wounds, but it is not
Before that, poor wanderers were very well suited for defense, its short length and
said to have slept in empty burlap curving blade offer little leverage for parrying
or potato sacks. an enemy’s weapon or diverting the force of a
blow. Some people think the sickle’s shape aids in
The earliest sleeping bags consisted disarming an enemy, but the truth is that sickles
of thick patchwork cloth, but modern do not perform any better at this task than other
sleeping bags are made of a leather weapons.
tube sewn on three sides and lined
with sheep’s wool. They completely “No warrior would choose a sickle as a primary
envelope the body (except for the head) weapon, but you do sometimes see people carrying
and provide a warm, dry place to sleep. them in territorial armies. They are easier to carry
Some sleeping bags have an additional than war scythes and most people find them more
piece of cloth that functions similarly threatening than daggers, which is why farmers
like to carry them.”
to a hood. When not in use, the hood
—Carolan Calavanti, Vinsaltan vagabond
rolls up and serves as a pillow.

When properly rolled up for travel, the sleeping bag can “Druids carry golden sickles in addition to their
be buckled under the arm, attached to a strap on the special daggers, or at least that’s what people say
in Weiden. Apparently, a druid’s sickle can cut
backpack, or tied to a saddle.
through stone like a knife through butter.”
—Brother Hilbert of Auen, Blessed One of Peraine
“If your wool blanket isn’t made from Phraisheep wool,
then I suggest you buy a good sleeping bag, or you’ll
wish you had when it gets cold.”
—Rowena of the Transweal, Bornish cat witch

Sickle
Item Weight Structure Points Cost Complexity
Sickle 1.5 pounds 12 SP 10 S simple
Rules
Dexterity receives a +1 bonus on the second partial check for Plant Lore (Crops) when using a sickle.
A sickle can be an improvised weapon (see page 138).
Sleeping Bag
Item Weight Structure Points Cost Complexity
Sleeping Bag 4 pounds 7 SP 7S primitive
Rules
Reduce the effective Cold level by 1 when using a sleeping bag. This bonus is cumulative with the cold weather bonus
granted for using a tent.

46 Equipment
Snowshoes
“No leather uppers, and not even a sole. You really can’t call “I’ve tried snowshoes. They take some getting used to,
but they make walking in the snow much easier.”
them shoes, but I’ve seen the Nivese use them to run on top of
—Rowena of the Transweal, Bornish cat witch
the snow.”
-Master shoemaker Halfried Donnerbacher, 1032 FB
“My kin in the north all use snowshoes in winter.
Firnelves ridicule Nivese and Norbard tribes for using Elves have an easier time walking in snow
snowshoes, but humans who dwell in the ice-covered compared to other races, but we do sink into the
north can use them to glide over the snow quite easily. snow on occasion. Don’t assume that you can put
on a pair of snowshoes and run through a field like
Almost everyone else must trudge through snowdrifts as
a barefoot child in summer. You will definitely be
best they can. slower.”
—Layariel Treetopglint, elven wyldrunner
Snowshoes are ubiquitous in the Lands of the Nivese,
where human settlers must use them daily. Skis also are “When it is snowing, you shouldn’t be walking
sometimes worn, but users face a higher risk of injury and around outside. You should be gathered around the
thus skis are not yet common in many parts of Aventuria. hearth fire in your home.”
—Arbosh son of Angrax, forge dwarf master smith
Snowshoe frames are made of
braided wicker and wood and
“I agree with Rowena. At first, it isn’t easy walking
are worn over fur- or felt-
in such broad shoes, but once you get the hang of
lined boots that protect well it, you’ll cover much more ground. Always pack
in the cold. The wide tread is snowshoes, especially when heading north.”
made of wickerwork affixed —Geron Bladebreaker, mercenary
to the shoe, granting secure
footing and speedy travel, “When seeking to buy snowshoes, consider getting
even in snowstorms and them only from the Nivese or Norbards. You’ll pay
deep, powdery snow. By a lower price.”
using a modification called a —Rowena of the Transweal, Bornish cat witch
snow-driver that attaches
to the front of the shoe,
the wearer can shuffle “The Norbards are good hagglers. Before you know
through the snow and clear a path for it, you’ll have bought snowshoes and thirteen other
companions or mounts. things that you don’t need.”
—Carolan Calavanti, Vinsaltan vagabond

Snowshoes
Item Weight Structure Points Cost Complexity
Snowshoes 4 pounds 7 SP 7S primitive
Rules
Deep snow reduces MOV by half when not using snowshoes. With snowshoes, reduce MOV by only 1/4.

47
Soap Spade and Pickaxe
“Lady Hesinde gave humans the idea for making soap.” “A person can inflict a lot of damage with a spade or a pickaxe.
-from Wipe and Away – A Pleasing-Unto-Peraine Primer of Therefore, these tools are collected from mining slaves at the end
Cleanliness, 1030 FB of each shift.”
-Silvario Dellamonte, Meridian Questador, 1034 FB
Almost everyone in Aventuria values soap for washing
away the dust of the road and a hard day’s work. Soap is No treasure hunter, researcher, miner, or tomb
easily made by boiling fat, water, and wood ash (lye) in a robber ever went into the field without a sturdy
pot. Before pouring the mixture into molds for drying and spade and pickaxe. Without these tools, ruins
hardening, the soap maker may add things like perfume would remain buried, precious ores and stones
or flowers. Most soap is normally sold in chunks cut from would never see the light of day, and caves would
a large brick, and the price usually depends on how much remain largely unexplored. These tools also are
the buyer is willing to pay. invaluable in agriculture, and nothing is better
than a spade for performing the somber task
Most soap makers cast their product in molds, although of digging a grave.
expensive bars may be carved to resemble flowers or
other shapes. Agents, smugglers, and sly Blessed Ones of While bulky, both tools are relatively
Phex hide items or messages in soap for secrecy. Thieves, weather-proof, and each one can be easily
forgers, and counterfeiters find soap attached to a traveling pack or saddle via a
useful for taking impressions of simple leather strap.
keys and official seals.
Both serve as passable improvised
According to rumor, a weapons in the case of an emergency,
chunk of soap wrapped in although the pickaxe is far more robust
cloth or a sock makes an and therefor much more dangerous.
unpleasant but otherwise Many tomb robbers and naïve explorers
nonlethal weapon. died when struck from behind by
greedy companions.

Spade and Pickaxe


Item Weight Structure Points Cost Complexity
Spade 4 pounds 15 SP 8.5 S primitive
Pickaxe 6 pounds 15 SP 20 S primitive
Rules
Strength receives a +1 bonus on the third partial check for Earthencraft (Stonecutting) when using a pickaxe. Pickaxes
and spades can be improvised weapons (see page 139).
Soap
Item Weight Structure Points Cost Complexity
Soap 1 pound 4 SP 1S complex (1 AP)
Soap, scented 1 pound 4 SP 5S complex (2 AP)
Rules
Soap: Anyone who regularly washes with soap gains a +1 TOU bonus on checks for diseases.
Soap can be an improvised weapon when wrapped in a tube or piece of cloth (see page 138).
Soap, perfumed: As with standard soap, but Charisma receives a +1 bonus on Seduction, if the character washed with
perfumed soap and the target likes cleanliness and the smell of perfume. If the target of Seduction does not like the
smell, it may grant a -1 penalty at the GM’s discretion.

48 Equipment
Telescope
“I have even seen a folding spade, which I hear is useful
“Telescopes offer undreamed-of possibilities. You can view the
when you want to make someone disappear quickly.” marvels of the skies and spot approaching enemies at a distance.
—Carolan Calavanti, Vinsaltan vagabond You can even track elusive wildlife in your neighborhood—but be
careful if you do, because some people don’t understand science
and won’t appreciate it if they think you are watching them.”
“Do not underestimate them. As improvised weapons, -Khelbara ay Baburia, mage, modern
pickaxes, especially, can inflict severe injuries. The
biggest drawback, in my opinion, is that both items Telescopes are almost entirely unknown in certain regions
are unbalanced—heavy at the top—which makes them of Aventuria, although seafarers, pirates, astrologists,
pretty useless for parrying.” scouts, and explorers all are familiar with them. Their
—Geron Bladebreaker, mercenary expense reinforces this scarcity.

“Yes, Geron, I know that you can turn anything into The most common type, a spyglass, is only 12 inches long,
a weapon, but these things were created to hew stone but all scopes can be used to see objects at a distance.
from quarries or help with gardening. They are not The scope either can be made from metal or wood and
intended for combat.” be completely unadorned or decorated with nautical
—Brother Hilbert of Auen, Blessed One of Peraine
or astrological symbols, or even the owner’s coat of
arms. Some models are of fixed length while others are
“We Angroshim fight more frequently with pickaxes collapsible. When not traveling, astronomers prefer
than we would prefer, especially in tunnels, which are larger telescopes with proportionately larger lenses.
full of rummaging bugbears. Most of the time, a pickaxe The largest versions are massive constructs operated by
is the only thing around that can pierce the thick hide the observatories. Such telescopes are always custom-
of this creature. Unfortunately, pickaxes sometimes get crafted, and there are only a handful of such devices in all
stuck in tunnel walls, too…” Aventuria. Small telescopes, preferred by spies, thieves,
—Arbosh son of Angrax, forge dwarf master smith and other followers of Phex, are almost equally as rare.

Telescope
Item Weight Structure Points Cost Complexity
Spyglass, collapsible 2 pounds 18 SP 400 S complex (4 AP)
Telescope, standard 2.5 pounds 25 SP 150 S complex (2 AP)
Spyglass, small 1 pound 10 SP 75 S complex (3 AP)
Telescope, large 10 pounds 35 SP 1,500 S complex (5 AP)
Rules
Perception (Search) checks involving large distances normally incur the following penalties: -1 (300 to 1,600 feet), -2
(1,601 to 3,200 feet), -3 (3,201 to 6,500 feet), -4 (6,501 to 9,800 feet), and so on. Telescopes reduce these penalties in
the following manner: Small and collapsible spyglasses reduce the penalty by 1, standard telescopes reduce it by 2,
and large telescopes reduce it by 3 (to a minimum of +/- 0).

49
Telescope are only available in larger cities, as the cutting Tent
and polishing of lenses is complex and requires special “Sometimes a tent is the only thing that stands between you and
knowledge. Seafaring families often pass these items the beasts of the jungle.”
from generation to generation as heirlooms. Receiving a -Silvario Dellamonte, Meridian Questador, 1034 FB
telescope as a gift is considered a great honor.
Most adventurers’ tents are stitched together from scraps
of cloth, old woolen blankets, and pieces of leather. Only
affluent heroes, or nomadic peoples who make tents, own
“Horasian and Tulamydian telescopes may look quite
tents made from only one material.
different, but both serve the same purpose. They can be
quite useful, especially if you want to scout an enemy’s
camp from a distance.” To followers of the Twelvegods, the camping tent is a
—Geron Bladebreaker, mercenary gift from Aves that allows people to enjoy some of the
comforts of home. Even the strictest adherents to the
“Simple telescopes should not be confused with the
beliefs of Travia view tents as portable versions of their
elaborate observatory devices that are far larger, more homes. Therefore, pleasing-unto-Travia adventurers
powerful, and much more difficult to build.” must uphold the laws of their Church at their camp sites
—Mirhiban al’Orhima, Tulamydian fire mage and in their tents and must treat traveling companions as
they would in their own house.

“Elves don’t use telescopes. We can see as well as an Tents can be braced by trees or anchored to the ground.
eagle when we choose. We watch the stars every night Sharpened stakes made from wood or steel assist in
and dream of them when we wander under the trees.”
anchoring tents on softer ground.
—Layariel Treetopglint, elven wyldrunner

Tent
Item Weight Structure Points Cost Complexity
Tent, 1 Person 6.5 pounds 7 SP 14.5 S primitive
Tent, 2 Person 13 pounds 7 SP 25 S primitive
Tent, 4 Person 17.5 pounds 8 SP 40 S primitive
Large Tent, 12 Person 44 pounds 60 SP 200 S primitive
Rules
If a check on Survival (Build Campsite) succeeds with QL 5+ when setting up the tent, it counts as a good accommodation
and grants a bonus of +1 LP/AE/KP (see Core Rules, page 339) during regeneration phases.
The tent offers protection from the cold, reducing Cold levels by 1. This benefit stacks with those granted by a woolen
blanket and a sleeping bag.
Assembly and disassembly take 20 minutes each. Large tents take 1 hour to assemble or disassemble.

50 Equipment
Tinderbox and Tinder Torch
“Gorng has found the secret of fire. Box of woman without hair is “Gorng watched how woman without hair made fire. We must
secret. Now Gorng has box.” catch woman, have her make fire-branches for us.”
-Gorng, ape man, modern -Gorng, ape man, modern

For tinder to burn brightly once ignited, it must be kept Aventurians have used torches to light their way for
dry. Tinderboxes serve that purpose. Tinderboxes are countless millennia. Torches are easy to carry, burn for
commonly included in many adventurers’ packs and a long time (even in the rain), and provide much light.
found in many kitchens. They usually produce clouds of sooty smoke, too, but this
disadvantage does nothing to curb their popularity with
Most are about the size of a man’s palm, but other sizes explorers.
also exist. Boxes are usually made from bronze and copper,
but expensive versions are made of silver and come with Torches tend to give off sparks, making them dangerous
artful decorations. To repel moisture, tinderboxes are around thatched roofs, but they are effective sources of
kept wrapped in waxed cloth. Many can survive a heavy light in stone pyramids, dark tunnels, and vaults. For
rain or an accidental bath without affecting ease of access, torch holders can be mounted in brackets
the tinder inside, but no tinderbox is affixed to stone walls. Torches also are often used outside.
completely water-proof. Once wet, In the Horasian Empire and the Lands of the Tulamydes,
tinder takes longer to ignite. nobles decorate their fabulous gardens with expensively
adorned torch holders.
Tinderboxes make excellent
containers for many items besides At its simplest, a torch consists of a piece of wood
tinder, including sweets, wrapped with rope or pieces of cloth dipped
jewelry, and maps. However, in oil or pitch. Torches are sold at most
most people use them to markets, but they also are easily made
store materials for igniting from clothing or straw and some
a fire. lamp oil.

Tinder
Item Weight Structure Points Cost Complexity
Tinderbox (room for 25 portions) 0.4 pound 10 SP 1S primitive
Tinder, 25 portions 0.05 pound 1 SP 0.2 S none
Rules
Tinder: Increase QL by 1 (up to a maximum of 6) after making a successful Survival (Make Fire) check.
Tinderbox: The tinderbox protects its contents from water for a time while swimming or diving.
Opening or closing a tinderbox requires 1 free action.

Torch
Item Weight Structure Points Cost Complexity
Torch 1 pound 20 SP 0.5 S primitive
Rules
Torches burn for 1.5 hours. Reduce Visibility modifiers due to darkness by -4/-3/-2/-1 level(s), in increments of 6.5
feet of distance from the torch.
A torch can be an improvised weapon (see page 138).

51
Underwear Orcs are unlikely to adopt this new clothing trend, as
“When nobody knows about them, nobody wants them. But if they prefer leather loincloths, which they have worn
just one person tries them, suddenly everybody wants them. since ancient times. Forest Folk and Utulu tribes, the
Tailors cannot keep up with the demand.” source of Elvolio’s original inspiration, often wear
-Excerpt from Galorio Famutshi’s book, With Lance, nothing but loincloths and are just as unlikely as orcs
Helmet, and Underwear, 1036 FB to change their ways.

An increasing number of even the most hardened


knights and adventurers have secretly taken to wearing
a special kind of new undergarment known as underwear,
so named because it is worn beneath trousers, robes, and
other clothes. Not only does this simple item provide a
bit of protection from cold winter drafts, it also helps
protect against chafing when walking or riding for days
on end.

The best tailor shops for underwear are in the Horasian


Empire. The most popular style is made by a tailor
named Elvolio Firnba, who got his start by wondering
what he could produce from a large supply of irregular
bits of cloth he obtained one day at the market. He
found inspiration in artwork depicting the tribal
societies from the south. Once people learned of his
innovation, demand for his product soon outpaced his
ability to sew. He wisely invested in a workshop and
now operates a highly prosperous business. Elvolio
works with many important partners, the best known
being Crassus Trequona, who primarily deals in larger
sizes, and Kusmina Mairechi, who embroiders lavish
patterns and adornments onto the panties she makes for
her female customers.

Underwear
Item Weight Structure Points Cost Complexity
Underwear 1 pound 3 SP 1S simple
Rules
Underwear offers no advantage in terms of rules, other than providing an additional measure of comfort.

52 Equipment
Vademecum of Combative Crafts regarded as an important step in the founding of the
“These are the first things you must learn about the sword: warrior academies. Written in 985 FB by Krona Adersin,
strike from all directions, and fight valiantly and justly, the late female Garethian swordmaster, it described
embracing Rondra’s spirit. If you hesitate before you strike, various techniques of fighting with bastard sword,
you will never become a skilled warrior. Be mindful of the sword, sword and shield, and sword and parrying
enemy, but do not shy away from battle. When you advance, dagger, and compared their effectiveness. The temples
move with purpose, not with wild abandon, otherwise your of Rondra (and, ironically, the warrior academies)
strength will help the enemy pierce your shield. Do not waste opposed this book, but its popularity spread quickly
time striking at the enemy’s blade. Aim for the enemy’s head and about 200 copies are known to exist today. Work on
and body, and put strength into your blows.” a printed edition, written by Krona’s sons and including
—Excerpt from the Vademecum of Combat Arts, Gareth, supplementary material on bastard sword techniques,
985 FB was begun after Jost Adersin’s death. The style’s current
swordmaster, Erlan Adersin, has not announced when
The Adersin Vademecum, which later became known as this revised edition will be released for sale.
the Vademecum of Combative Crafts, is the first known
book on the art of fencing. The original edition was

Vademecum of Combative Crafts


Item Weight Structure Points Cost Complexity
Vademecum of Combative Crafts 2 pounds 15 SP 150 S complex (2 AP)
Note: Language / Script is typically Garethi / Kuslik Signs
Rules
One can learn the Krona-Adersin Style (see page 123) after reading this book.

53
Waterskin Woolen Blanket
“Take this waterskin with you, Druan bren Anargh. It contains a “We Cyclopeans never feel cold. Efferd blesses us with warm sea
magic potion that will give you great strength.” breezes, but we carry woolen blankets over our shoulders for
-Anonymous Gjalsk shaman, modern times when the breezes do not blow.”
-Pelleas of Pailos, Cyclopean warrior, modern
Waterskins are made to carry liquids on long journeys, but
unlike flasks they hold many pints of water, beer, or wine. Whether coarse or fine, nothing warms better than sheep
Leather is relatively expensive, so waterskins are often and goat wool. Most commercial woolen blankets are
made from the stomachs of cows or sheep and incorporate large enough to encompass an average Aventurian adult.
a filling tube that connects to a standard tap. They are Smaller blankets also are popular, for instance as home
easily carried by tying two equally filled waterskins to decoration or as a carpet. Price depends on quality and
either end of a yoke (basically a long wooden stick born thickness. Those who cannot afford woolen blankets
upon the shoulders). must rely on discards or quilts made from scraps of cloth.
Residents of colder regions of Aventuria own at least one
Some people use a stopper made of cork or wax to seal woolen blanket, while those who live in warmer climes
their waterskins, and while these seals sometimes leak, often joke about why someone would carry a thick carpet
they can help prevent stagnation. around.

Travelers are always thankful to sleep on something


softer than cold ground covered with pine needles or
rough straw, and woolen blankets have saved quite a few
Aventurians from freezing to death. Among the Fjarnings,
a woman with a good woolen blanket is considered
wealthier than a man with 10 pounds of gold.

The best woolen blankets are made on the Cyclopes


Islands, which are home to a highly-prized breed of sheep
known as a Phraisheep. Wool from these animals offers
unparalleled protection from the
cold but also is more delicate
than other types of
wool.

Waterskin
Item Weight Structure Points Cost Complexity
Waterskin 0.5 pound 5 SP 5.5 S primitive
Rules
Waterskins hold up to 3 pints of liquid. Uncorking and drinking from a waterskin takes 1 action.

Woolen Blanket
Item Weight Structure Points Cost Complexity
Woolen Blanket, Regular 3 pounds 7 SP 2S primitive
Woolen Blanket, Phraisheep 3 pounds 4 SP 8S primitive
Rules
Regular woolen blankets reduce effective Cold levels by 1, while Phraisheep woolen blankets reduce effective Cold
levels by 2. These effects stack with the cold weather bonus offered by tents.

54 Equipment
Weapons
and Armor
“Killing tools, gifts of Kor, Rondra’s shield and guard.
Weapons and armor have many names and nicknames.
Consider the mace and the sword. Both can send your
enemies to the Netherhells, but which should you choose? I
can see the answer on your faces. In all your favorite fairy
tales, heroes always use swords. For some unknown reason,
swords are more glorious.

Forget everything you learned from fairy tales. There is only


one lesson here. Whether you stab your enemies or smash
in their skulls, the result is always the same. Dead is dead.

Sure, every weapon has its advantages and disadvantages,


and you’re going to learn every one of them. You will even
learn to cherish the mace. When fighting from horseback, a
mace is more effective than a sword—if the fight doesn’t last
too long. Heavy blows strike fear into the hearts of enemies,
but even the strongest arms soon grow tired.”
-Guntar Eisenhardt, sergeant and instructor of the
Northmarchan River Guard, 1034 FB

Weapons and armor. Few things are more important


to characters such as warriors, mercenaries, and
Blessed Ones of Rondra, though combat mages, elven
wyldrunners, and Horasian rogues also rely on them
from time to time. This chapter presents new details,
advantages, disadvantages, and Level 1 Focus Rules for
new and existing weapons and armor.

While this chapter does not include every weapon and


piece of armor known to Aventurians, it does give a
wealth of new choices for customizing your heroes.
Adventure awaits!

55
Overview of Weapons and Armor
Each entry presents descriptions, explanations, and • When wielding weapons from the combat techniques
stats, including new rules for weapon characteristics Fencing Weapons and Bows, dwarves suffer a penalty
and blessed weapons, as well as rules for characters who of -2 to AT, RC, PA, and DP
choose to wield weapons designed for other races. • When wielding weapons of elven design, dwarves
receive a penalty of -1 to AT, RC, PA, and DP, in addition
Weapon Characteristics to all other penalties arising from that weapon’s
characteristics
Weapon Characteristics is a Level I Focus Rule for I
equipment.
Humans may wield elven or dwarven weapons without
Besides the familiar stats from the Core Rules, the following penalty unless the Focus Rule for weapon characteristics
entries introduce advantages and disadvantages called is in play, in which case, all applicable penalties apply.
weapon characteristics. This rule makes each weapon stand
out and lends uniqueness to your characters, but also Elven and Dwarven Weapons
makes the game more complex. Elven weapons include the Elf bow, the seal-
killer, and the wolf-knife
Dwarven weapons include the dragon tooth,
Dwarf cudgel, Iron Forest Crossbow, rock-
Standard Weapons
cleaver, and wyvern-beater
Not all weapons receive advantages and
disadvantages from the focus rule for weapon
characteristics. At least one weapon is considered
the standard for that combat technique (for Wielding Two-Handed Polearms
example, long sword for the technique Swords, with One Hand
great sword for Two-handed Swords, and light Even though polearms normally require two hands to
crossbow for Crossbows). Standard weapons wield, characters may wield them one-handed, but this has
possess no special weapon characteristics, the following effects: change the weapon’s effective reach
although some regions of Aventuria produce from long to medium, subtract 1 DP from the weapon’s
variations of standard weapons that do receive damage, and lower the PA modifier by 1. This rule makes
weapon characteristics. Such variations appear it possible for a warrior to use a spear and a shield at
in the Armory supplements for those regions. the same time. Note that it is not possible to wield two
polearms effectively at the same time.

Elven and Dwarven Weapons Sanctified and Unsanctified Ceremonial


Nearly every weapon described in this book was designed Items
for humans. Elves and dwarves can use a few of these Some weapons included here are ceremonial items
weapons (and humans can use some of the weapons intended for Blessed Ones. Pious smiths make these
designed for elves and dwarves). In all cases, the following weapons at the local temple, where they are sanctified
rules apply. upon completion. Unsanctified sun-scepters are rare and
never offered for sale to someone outside of the Church.
Elves may wield all weapons, with the following
restrictions. Some ceremonial weapons, such as raven’s beaks and
• When wielding weapons from the combat techniques basilisk-tongues, are commonly sold as unsanctified,
Two-Handed Impact Weapons and Two-Handed mundane objects. Pricing in the Aventuria Armory and the
Swords, elves suffer a penalty of -2 to AT, PA, and DP Core Rules assume that the weapon is blessed/sanctified
• When wielding dwarven weapons, elves incur a and destined only for a Blessed One. Other characters may
penalty of -1 to AT, RC, PA, and DP, in addition to all other purchase mundane versions of these weapons. Mundane
penalties arising from that weapon’s characteristics versions of basilisk-tongues and raven’s beaks cost the
same as sanctified versions, but prices for sun-scepters
Dwarves may technically wield any weapon, too, but most and Rondra’s Crests vary by as much as +/- 50%.
weapons were not designed with their physical stature in
mind, so the following restrictions apply.

56 Weapons and Armor


Counterfeit Weapons 2H: Wielding the weapon requires both hands. It may not
Not all weapons are made from suitable materials or be used with a shield, a second weapon (for two-weapon
even made the correct way. Defects include structural combat), or a parrying weapon.
weakness or the inability to hold a keen edge. Substandard i: This is an improvised weapon. Make a botch confirmation
and counterfeit weapons are not as rare as people might roll on an AT or PA roll of 19+ instead of 20 (meaning a
imagine, and they often sell for normal or even inflated botch is more likely). Also, humanoid defenders receive
prices at bazaars and markets. a +2 DO bonus versus attacks from improvised weapons.
S: This weapon is sanctified. Normally, characters cannot
Compared with proper weapons, counterfeit weapons purchase these weapons, as Churches give them only to
impose a -1 penalty to AT, PA, and DP, and subtract 3 Blessed Ones.
from the normal item’s breaking point value (if using the
corresponding focus rule; see page 114). To judge other Format for Ranged Weapons
pieces of equipment, see page 116. Combat Technique: The applicable combat technique
DP: Damage Points
Variants of Complete Armor RT: Reload time, in actions
This book presents alternatives to the complete sets of RA: Range
armor introduced in the Core Rules. Each entry lists the Ammunition: The required ammunition
usual abstract PRO and ENC ratings, and includes new Weight: Weight of the weapon, measured in pounds
armor characteristics that work the same way as weapon Length: Length of the weapon, measured, in inches
characteristics. Cost: Price of the weapon, in silverthalers (S)
Complexity: primitive, simple, or complex
Format for Close Combat Weapons
Combat Technique: The applicable combat technique Format for Armor
DP: Damage Points PRO: Protection rating
P+T: Primary Attribute and Damage Threshold ENC: Encumbrance rating
AT/PA Mod: Modifiers for Attack and Parry Additional Penalties: Additional penalties to INI and/or
RE: Reach MOV
Weight: Weight of the weapon, measured in pounds Weight: Weight of the armor, measured in pounds
Length: Length of the weapon, measured in inches Cost: Price of the armor, in silverthalers (S)
Cost: Price of the weapon, in silverthalers (S) Complexity: primitive, simple, or complex
Complexity: primitive, simple, or complex
Note Additional rules, if any

57
Close Combat Weapons
Amazon Saber Barbarian Battle-axe
“The cavalry sword gets the name Amazon saber from a legend “For ages, barbarians lived in mountains
in which the goddess Rondra personally gifted the Amazons with and caves like the animals they are.
this weapon.” Their tribal feuds were savage affairs of
-Salim al’Dhalsim, far trader from Thalusa, 1037 FB biting, kicking, and clawing. No one knows
who first used a stone to kill an opponent, but that
The Amazon saber, named for the female warriors set the barbarians on the path for new weapons.
who perfected it, is a slender, single-edge sword Over the years, their sophistication grew, and now
with a strongly curved blade. Its shape makes it a barbarian is more than capable of cutting you in
well suited for use while mounted, especially half with a single blow from one of their axes.”
against targets on foot. For this reason, it was -Elwain, to his granddaughter Breda, Winhall
quickly adopted by mounted soldiers across 1037 FB
mid- and northern Aventuria and thus also is
sometimes referred to simply as a cavalry sword. The barbarian battle-axe is the mightiest
weapon made by the Fjarnings, Gjalsks,
Many consider the Amazon saber an especially Troll Peakers, and Ferkinas. Just the
Rondranian weapon. Every Amazon warrior sight of this massive, double-bladed axe
owns a saber, and according to legend, quite a quickly puts an end to all thoughts that these
few of these weapons were passed down from are uncivilized savages. This is no improvised
famous ancestors. When fighting dismounted, tool. Rather, it is a skillfully forged weapon
Amazons use this weapon with a shield. Perhaps designed only for killing.
its only drawback is its unsuitability for parrying
heavy two-handed weapons. One blow is enough to maim an opponent, and often
enemies flee when this axe is swung a second time.

Wielding this axe takes skill and strength (which their


wielders usually have in abundance). Mishaps with this
“If dwarves fought on horseback, we would wield such weapon often leave the victim impaired for weeks.
a weapon. I honestly can’t think of one bad thing to say
about the Amazon saber.”
—Arbosh son of Angrax, forge dwarf master smith

Amazon Saber Complexity: complex (2 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Amazon Saber Swords 1D6+4 AGI/STR 15 0/0
medium 4 40 200 S
pounds inches
Weapon Advantage: When used while mounted, the Amazon saber inflicts +2 DP.
Weapon Disadvantage: The wielder of the Amazon saber suffers a penalty of -2 to PA vs. weapons from the combat
techniques Two-Handed Impact Weapons and Two-Handed Swords.

Barbarian Battle-axe Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Barbarian Battle- Two-Handed 2D6+4 STR 13 0/-4 medium 7.5 47 175 S
axe (2H) Impact Weapons pounds inches
Weapon Advantage: Whenever the wielder achieves a critical success or inflicts 14+ DP in one blow against an enemy,
all opponents within attack distance must make a Willpower (Resist Intimidation) check at a -1 penalty. Each enemy
who fails this check receives 1 level of Fear for 5 CR.
Weapon Disadvantage: A confirmed botch on an AT or PA inflicts 1 level of Stupor on the wielder.

58 Weapons and Armor


Barbarian Sword Basilisk-tongue
“Thorwalers laugh at us because they think our swords “I once met a Blessed One of Hesinde on a hill. Haggard and
are primitive. I don’t know what primitive means, but hungry, I asked him for food. He drew a strangely curved
that sounds like an insult to me. If they laugh at us dagger from his belt, gazed up at the sky, and slashed at a
again, we’ll fight, and then we shall see whose swords passing bird. Before I knew what was happening, the priest
drink the most blood.” was handing me a freshly killed bird. As I stared at my soon-
-Druan bren Anargh, Gjalsk totem warrior, to-be meal, he gave me the dagger and said, “Learn to wield
modern it, and you will never go hungry again.”
-Kaya, Acolyte of Hesinde, modern
The barbarian sword is a surprisingly impressive
weapon crafted and wielded primarily by The basilisk-tongue gets its name from its sinous
Fjarnings, Gjalsks, and Troll Peakers. It is not a blade, which resembles a serpent’s tongue.
plain, long bladed weapon. Instead, it has lethal- Unsurprisingly, this dagger is particularly
looking jags, protrusions, and curved forms that popular with Blessed Ones of Hesinde.
instill fear in the beholder. All who have seen a
barbarian horde raise their swords and charge into battle Its exceptional steel blade easily cuts through
understand why it is sometimes better to flee than to fight. fur, cloth, and flesh, often without alerting the
victim. Assassins commonly employ basilisk-
The barbarian sword is slow and heavy, making it tiresome tongues for this reason, even though these knives
to wield, but it is highly effective at smashing armor and are almost useless against harder materials such
shields. as leather or metal armor.

“Even though barbarians don’t often make good “I know many mages from my homeland who carry a
smiths, the barbarian sword is a useful weapon. It’s too basilisk-tongue instead of a regular dagger, in honor of
heavy for my liking, but the advantages outweigh the Hesinde.”
disadvantages.” —Mirhiban al’Orhima, Tulamydian fire mage
—Arbosh son of Angrax, forge dwarf master smith
“Unless you are a Blessed One of Hesinde, you should
never be seen carrying one of these in northern
Aventuria. There, the basilisk-tongue is a symbol of
deceit and murder.”
—Rowena of the Transweal, Bornish cat witch

Barbarian Sword Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Barbarian Sword Swords 1D6+5 AGI/STR 15 -1/-1 3 medium 36 140 S
pounds inches
Weapon Advantage: When using the special ability Threatening Gestures (see Aventuria Compendium, page 105), gain a
+1 bonus on the Intimidation (Threats) check.
Weapon Disadvantage: Whenever two opponents have the same INI, the one wielding the barbarian sword always
strikes last. If both are wielding barbarian swords, use the normal order of action rules (see Core Rules, page 227).
Basilisk-tongue Complexity: complex (2 AP)
Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Basilisk-tongue Daggers 1D6+2 AGI 14 0/-1 short 1 pound 12 inches 50 S
Note: Sanctified (Hesinde; Nameless One); Only Blessed Ones of Hesinde may purchase weapons sanctified by
Hesinde. Player characters may not purchase weapons sanctified by the Nameless One.
Weapon Advantage: The basilisk-tongue inflicts +2 DP in an ambush (see Core Rules, page 237).
Blessed Ones of the Nameless One receive a +1 DP bonus when fighting animals that are holy to the Twelvegods. In the hands
of a Blessed One of Hesinde, the basilisk-tongue inflicts +1 DP against cultists or Blessed Ones of the Nameless One.
Weapon Disadvantage: The basilisk-tongue subtracts 1 from DP when used against armor with PRO 2 or greater.

59
Bastard Sword Battle-axe
“If you ask me, bastard sword is just another name for a “Battle-axes are perfectly suited for rending shields and splitting
hand-and-a-half sword, that is, a sword that is wielded with orc skulls, and can be used to split wood in a pinch. And what
either one or two hands, depending on the situation. That’s better weapon if your enemy is made from wood? Ten or so
too complicated for me. I’ll take a great sword every time.” years ago, a wooden monster wreaked havoc here in Weiden.
-Jorge Oakenfield, Andergastan mercenary, 1036 FB Apparently, it was a witch’s hut that had been brought to life!
Since then, I always carry an axe with me, just in case….”
The bastard sword is a relatively new development, -anonymous adventurer overheard in the Emperor’s
having sprung from the Wandering Sword movement Pride and Orc’s Death Tavern, around 1007 FB
of recent times. Its cousin, the hand-and-a-half
sword, is similar but stems from a far older tradition. The battle-axe is popular with warriors across the
continent. Numerous variants incorporate
Regardless of what people call it, this is a two- larger or smaller blades, spikes or hammer-
handed weapon. It performs well for attack and heads as counterweights, or elaborate
parry, though it doesn’t inflict as much damage as decorations. Some are engineered for dwarves
a true great sword and it proves tiring when used and, according to rumor, even for trolls. The
in combination with a shield. legendary Swordking is said to have wielded a
pair of artfully crafted battle-axes.
“A fantastic weapon. This may be the best type of sword
available, once you get used to wielding it two-handed.” People in northern Aventuria, particularly in
—Geron Bladebreaker, mercenary the Svellt Valley, refer to the battle-axe as a
hatchet.

“Well, I would say not being able to use a shield is a


drawback, but considering that humans developed it, the
bastard sword is quite an achievement.” “I compared the blade of a human’s battle-axe with
—Arbosh son of Angrax, forge dwarf master smith that of a rock-cleaver and a wyvern-beater, and…well…
at least you humans tried.”
—Arbosh son of Angrax, forge dwarf master smith

Bastard Sword Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Bastard Sword Two Handed 1D6+6 STR 14 0/0 medium 4 pounds 56 320 S
(2H) Swords inches
Weapon Advantage: None.
Weapon Disadvantage: None.

Battle-axe Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Battle-axe Impact 1D6+4 STR 14 0/-1 medium 3 pounds 40 105 S
Weapons inches
Weapon Advantage: None.
Weapon Disadvantage: None.

60 Weapons and Armor


Brabak Cudgel Brass Knuckles
“The Brabak cudgel is basically the southern Aventurian version “Conduct in the fighting ring used to be pleasing unto Rondra.
of the mace. But we southlanders wouldn’t be who we are if we Two unarmed opponents fighting tooth and claw, as they say.
didn’t add a little humor to our weapons. The Brabak cudgel But nowadays, instead of using bare fists, these Almadan and
features spikes that can inflict deep wounds, and the middle Tobrien swine wrap their knuckles in metal. Next time, I’ll wear
section looks like a head or a face that grins at the enemy. This is spiked vambraces!”
where it gets its name.” -Alrik of Kilnground, rogue, 1036 FB
-Silvario Dellamonte, Meridian questador, 1034 FB
Brass knuckles are simple metal hoops worn
Rumor says that the Brabak cudgel was invented over the fist while brawling. They are popular
in Brabak, but the exact circumstances are with street ruffians because they require no
unknown. This spiked club first gained special technique or fighting style. Simply slip
popularity in the gladiatorial arenas of one on to increase the impact of any punch.
southern Aventuria and soon saw use with soldiers, Despite their name, most brass knuckles are made
slave hunters, and questadores. It breaks bones and from steel. Variants include woven loops of hard leather
pierces leather and chainmail armor with equal straps that are sometimes reinforced with pieces of horn
ease, thanks to its long, rounded, thorn-like spikes. or bone. Unlike regular brass knuckles, these are more
Its characteristic feature is the smiling face carved glove-like and thus offer some protection to the hands.
into its head. The Brabak cudgel’s main drawbacks
stem from its weight and its improper balance. Though brass knuckles are relatively small, they can
wound or incapacitate with just a few blows. Less
scrupulous people add spikes or short blades, to further
intimidate their enemies.

“The Brabak cudgel looks more dangerous than it is. “When given a choice between using bare fists and
Parrying with it is difficult, as it is far heavier than a using brass knuckles, choose brass knuckles.”
typical mace.” —Carolan Calavanti, Vinsaltan vagabond
—Geron Bladebreaker, mercenary

Brass Knuckles Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Brass Knuckles Brawling 1D6+1 AGI/STR 15 0/0 short 0.5 pound 4 inches 25 S
Weapon Advantage: None.
Weapon Disadvantage: None.

Brabak Cudgel Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Brabak Cudgel Impact Weapons 1D6+5 STR 14 -1/-2 medium 4 pounds 36 inches 170 S
Weapon Advantage: The cudgel normally strikes like a regular mace, but it can also strike with its spiked tip, which
inflicts 1D6+4 DP. Armor with PRO 4 or greater suffers a penalty of -2 PRO from this attack.
Weapon Disadvantage: A confirmed botch while attacking inflicts 1 level of Stupor on the wielder.

61
Broadsword Buckler
“Middenrealmers boast that they invented the long sword. The “I can’t find a use for that thing. But just because I am used
Horasians won’t let you forget that they invented the foil. The to a larger shield, it doesn’t mean that the buckler is entirely
Tulamydes claim the scimitar, which they call a Thalusianer worthless, by Swafnir!”
or something like that. But as our sagas prove, we invented the -Erlgard Swerfildsdottir, warrior of the
first sword and carried it here from our ancient homeland Fortress of Prem, 1037 FB
across the sea.”
-Erlgard Swerfildsdottir, warrior of the Fortress of Prem, The buckler, sometimes called a punch
1037 FB shield, is a dinner plate sized shield
primarily used like a parrying weapon. As
The broadsword, primarily used in Thorwal, is an such, it is less suited to defending against
ancient design that is slightly shorter than a longsword ranged attacks, and only the most skilled
and has a broader blade, though with no cross-guard. fighters rely on it when facing archers.

The broadsword’s heavy blade is quite capable of Except for its size, the buckler functions much like a
smashing shields into pieces (though Thorwalers prefer larger shield. Its handle is a metal rod that spans its entire
to use the orc-nose for that purpose). However, the surface, adding strength. Besides serving as a parrying
missing cross-guard makes it unsuited for parrying two- weapon, the buckler has the advantage that a fighter also
handed weapons. can use it to strike an opponent, hence the name punch
shield. Bucklers have their limits as well, and cannot
protect against the mighty blows of an ogre or contribute
“I prefer the orc-nose, but that’s a matter of taste.” to a shield wall.
—Tjalva Garheltsdottir, Hetja of Prem

“Bards sing the praises of this sword, but there


are better choices these days. Broadswords are
unbalanced, and the advantages don’t outweigh the
disadvantages.”
—Geron Bladebreaker, mercenary

“With enough strength behind it, this sword will do more


damage than a Weidenan long sword.”
—Tjalva Garheltsdottir, Hetja of Prem

Broadsword Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Broadsword Swords 1D6+4 AGI/STR 14 -1/-1 medium 3 pounds 35 inches 180 S
Weapon Advantage: The broadsword can perform the maneuver Shield-Splitter even though this normally cannot be
combined with the combat technique Swords.
Weapon Disadvantage: The broadsword receives a -2 penalty on PA against the combat techniques Two-Handed
Impact Weapons and Two-Handed Swords.

Buckler Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Buckler Shields 1D6 STR 16 -3/0 short 2 pounds - 40 S
Note: 20 Structure points, parrying weapon (+1 bonus to PA for primary weapon)
The AT penalty applies when attacking with the shield but not when using a shield and a primary
weapon together. Bucklers cannot parry projectiles. Bucklers receive an additional -1 penalty to PA vs
ranged attacks, in addition to all other applicable modifiers (see Core Rules, page 243).
Weapon Advantage: On an AT critical success, the target receives 1 additional level of Stupor.
Weapon Disadvantage: Cannot perform the maneuver Shield Cover (see Aventuria Compendium, page 163). Cannot
parry attacks from enemies of size large or greater.

62 Weapons and Armor


Club Cudgel
“You won’t believe this, but, yesterday, someone broke into my “They tore into their victims without mercy, splitting their
barn. Again! I work hard all day in my fields and look after my skulls and shattering their limbs. Their animalistic rage knew no
chickens to provide food for the kids, only to have cursed egg bounds as they swung their cudgels and impaled their enemies.”
thieves break in during the night! Next time, they won’t get -eye-witness report of an ambush in the Svellt Valley
away, I’ll be waiting with my club. They’ll get a thrashing, I
swear!” All heavily muscled warriors have probably
-Farmer Freudwig, talking to his neighbor held cudgels at some point in their lives.
Many learn to wield it as an extension of their
The club is one of the simplest weapons known. Being arms. Gladiator schools force their warriors
little more than a broken branch or similar piece of to train with heavy iron cudgels the length of
wood, it is smaller and less effective than a cudgel. A their forearms and as thick as their biceps. Having
club delivers a less powerful blow and breaks easily, practiced with such heavy objects, they can wield
but it can be wielded by almost anyone. normal cudgels tirelessly and use them to inflict
grievous wounds. However, wooden cudgels
City guards often carry clubs as a convenient means cannot long endure this level of use and frequently
of delivering punishment, and innkeepers and farmers require repairs.
carry them to defend against thieves and burglars.

“I used a club once.” “A very primitive weapon, but it can still hurt you
—Brother Hilbert of Auen, Blessed One of Peraine badly.”
—Arbosh son of Angrax, forge dwarf master smith

“You, Hilbert? I can hardly think of anyone more


peace-loving. What caused you to use a club?” “Ogres and especially ape-men use cudgels that are
—Rowena of the Transweal, Bornish cat witch basically nothing more than heavy sticks, which are easy
to obtain.”
—Rowena of the Transweal, Bornish cat witch
“Long ago, some brigands tried to abduct me and
ransom me back to the Church. I convinced most of
them that this would jeopardize their souls, but their
stubborn leader held a grudge against Peraine, so they
persisted in trying to take me captive. The next thing I
knew, I had a club in my hand, and I dealt the leader a
hard blow to the head. Well, after that, the brigands treated me with
more respect.”
—Brother Hilbert of Auen, Blessed One of Peraine

Club Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Club Impact Weapons 1D6+3 STR 14 0/-2 medium 0.25 pound 32 inches free
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) causes 1D3+1 instead of only
1D3 DP.
Weapon Disadvantage: The club breaks with a confirmed botch on an AT. This is in addition to any other botch results.

Cudgel Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Cudgel Impact Weapons 1D6+3 STR 14 0/-1 medium 1.5 pounds 32 inches 3 S
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) inflicts 1D3+1 instead of only
1D3 DP.
Weapon Disadvantage: The cudgel breaks with a confirmed botch on an AT. This is in addition to any other botch results.

63
Cutlass Dagger
“The cutlass landed before Akileas with a loud “The weapon merchant addressed the puzzled looking youth
clang. It wasn’t anything like the elegant rapiers with confidence. ‘Come closer, young friend! What may I show
that Akileas was accustomed to using. The broad you? Ah, I know. You must need a good sword!’ ‘This dagger is
blade reminded him of a simple farming tool. more than enough for what I want to do,’ said the young man as
‘Pick it up and fight or die like a dog,’ the captain he quickly drew a dagger and held it to the merchant’s throat. As
snarled through his black beard. Akileas knew that the lad was about to learn, this was a bad place to go in search
if he ever wanted to return home and take revenge of easy coin.”
on his traitorous brother, he would have to fight. -Jack “One-eye” Silverthaler, relating an encounter
Holding the captain’s gaze, he grabbed the cutlass witnessed in a bazaar in Zorgan
and stood up.”
-Excerpt from Roses under a Black Flag, a popular The dagger is a short, one-handed cutting and stabbing
Horasian novella, 1040 FB weapon suited for quick maneuvers at close range.
Daggers are usually forged like swords, but some are
The cutlass (or boarding knife, as it is sometimes cast from molten metal to save time and money. Many
known in tales of high-seas adventure) is good daggers have a slender cross-guard mainly useful
for more than just capturing enemy ships. Pirates, for protecting the hand from accidental cuts rather
seafarers of all kinds, and even crafters employed than actively defending against an opponent’s blows.
by harbor businesses often carry these stocky swords, Most daggers’ grips are made of wood or twisted wire
which are well-suited for fighting in the cramped spaces wrapped over a wooden core.
in and around sailing vessels. As for drawbacks, the
cutlass does not hold up well against heavy two-handed Because daggers are small and easily worn on the belt
weapons, but in all fairness, it was not made for that or hidden in a boot, they are popular with thieves and
purpose. scoundrels.

“Everyone should carry a dagger. It’s a useful cutting


tool, and it can save your life in a fight.”
—Carolan Calavanti, Vinsaltan vagabond

“Almost every Aventurian carries a dagger. People


don’t often think of them as weapons anymore.”
—Rowena of the Transweal, Bornish cat witch

Cutlass Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Cutlass Swords 1D6+3 AGI/STR 15 0/-1 medium 1.5 pounds 30 inches 120 S
Weapon Advantage: In cramped spaces, the wielder of a cutlass receives a penalty of only -2 to AT and PA.
Weapon Disadvantage: Cutlasses incur a penalty of -1 to PA vs. two-handed weapons.

Dagger Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Dagger Daggers 1D6+1 AGI 14 0/0 short 1 pound 12 inches 45 S
Weapon Advantage: None.
Weapon Disadvantage: None.

64 Weapons and Armor


Double-Khunchomer Dragon Tooth
“You really intend to challenge the Sultana’s “It is said that this blade is cast around the fang of a
bodyguards? By Rondra, I just pray that they don’t real dragon, and that the beast’s magic infuses
have the opportunity to draw their swords. I once saw the weapon with deadly precision. To create such
a guard behead a would-be thief with one swipe. blades, the dwarves send their best warriors into
When Praios’ Disc finally rose above the desert, the dragon caves to kill the beasts and take their fangs.”
red glow in the sky mirrored the blood-soaked sand -Elwain, to his granddaughter Breda, Winhall,
before the steps of the palace.” 1037 FB
-Salim al’Dhalsim, far trader from Thalusa, 1037 FB
The dragon tooth, a dwarven weapon with a
The double-Khunchomer is one of the most broad blade, was thus named because the damage
impressive blades in all Aventuria, at least when it inflicts resembles the wounds caused by the powerful
it is wielded by hands that are worthy of it. And fangs of a dragon. Contrary to popular belief, to make this
only the strongest and most skilled warriors are dagger, no smith has ever had to risk life or limb to kill a
worthy. This sword is long, heavy, and razor sharp, dragon and take its fangs.
and requires two hands and much practice to wield
safely. Its only disadvantage is that it is not a subtle Many dwarves carry dragon teeth, and few outside the
weapon. communities of the Angroshim may own one of these
symbols of dwarven society. Dwarves do not willingly
sell dragon teeth, either to humans or to anyone else.
“The double-Khunchomer may be more unwieldly than Skilled dwarven warriors have been known to slay lizard
the standard Khunchomer, but it is still an impressive creatures many times their size and weight with a single,
weapon.” precise stab of this weapon.
—Mirhiban al’Orhima, Tulamydian fire mage

Double-Khunchomer Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Double- Two-Handed 2D6+3 STR 14 0/-2 medium 4 pounds 52 inches 320 S
Khunchomer (2H) Swords
Weapon Advantage: Upon rolling a critical success, the confirmation roll receives a +2 bonus.
Weapon Disadvantage: The double-Khunchomer cannot be used for Feints.

Dragon Tooth Complexity: complex (2 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Dragon Tooth Daggers 1D6+2 AGI 14 0/-1 short 1.5 pounds 15 inches 70 S
Note: To buy a dragon tooth during hero creation, the character must be from a dwarven culture.
Weapon Advantage: The dragon tooth grants a bonus of +1 DP against lizard creatures.
Weapon Disadvantage: Non-dwarves receive a penalty of -1 on AT, PA, and DP.
The maneuver Precise Thrust receives only a -1 penalty.

65
Dshadra Dwarf Cudgel
“Unlike Middenrealmers, the Tulamydes don’t use war “The first dwarf cudgel was forged by a young
lances. Instead, they have a spear that they commonly lad who was deeply in love with a djinni.
wield from horseback. It is long and nicely decorated, She had been bound to a rock by a mighty
but it doesn’t seem robust to me. I can’t say if it is any geomancer’s spell. The young lad set out to
good, but I honestly don’t think it is.” destroy the stone, but to do so, he needed a special
-Jorge Oakenfield, Andergastan mercenary, tool. He worked at his forge day and night, without
1036 FB pause, until the cudgel took shape, and he smashed
the rock into pieces. Freed from the curse, the djinni
Whether fighting while mounted or on foot, the gave him her heart.”
Tulamydes, Novadi, and Ferkinas put their trust in -Excerpt from a diamond dwarf fairy tale
a spear called a dshadra. It differs from more typical appearing in the Lorgolosh Fragments, around
spears mainly in its length and the diameter of the 300 FB
shaft. It is a reasonable substitute for a lance when
fighting while mounted, though it is too flexible to The dwarf cudgel is a war hammer redesigned
sweep someone’s legs out from under them. specially for the Angroshim. Like any war
hammer, the dwarf cudgel is very versatile,
Mounted Ferkina and Novadi warriors attack with but its true advantages lie in its compact shape,
dshadras first, and then switch to other weapons its suitability for use in cramped spaces, and its
for close combat. special dwarven forging, which lends it the same effective
force as a larger war hammer, despite its shortened
handle and smaller hammer head. On the other hand,
“Tulamydes rarely use dshadras unless mounted. Novadi non-dwarven fighters find the weapon’s reach somewhat
and Ferkinas use this weapon for all engagements, so my limiting.
people consider it an inelegant weapon.”
—Mirhiban al’Orhima, Tulamydian fire mage “Sounds like one of those small wooden sticks that
Arbosh uses for drumming.”
—Layariel Treetopglint, elven wyldrunner
“I am on the fence about this one. It is not as good as
a spear, but, on the other hand, you can use it from
horseback without difficulty. I think it is useful only for “Very funny. Dwarf cudgel is an unfortunate
mounted combat.” mistranslation. In our language, this war hammer’s true
—Geron Bladebreaker, mercenary name sounds far more glorious.”
—Arbosh son of Angrax, forge dwarf master smith

Dshadra Complexity: primitive


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Dshadra (2H) Polearms 1D6+5 AGI/STR 15 0/-1 long 4 pounds 80 inches 60 S
Weapon Advantage: The dshadra can be used in mounted combat as well as for a Charge.
Weapon Disadvantage: Apply a -1 penalty to the maneuver Takedown.

Dwarf Cudgel Complexity: complex (3 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Dwarf Cudgel (2H) Two Handed 1D6+6 STR 13 0/-1 medium 6 pounds 48 inches 100 S
Impact Weapons
Note: To buy a dwarf cudgel during hero creation, the character must be from a dwarven culture.
Weapon Advantage: In cramped spaces, the weapon incurs only a -2 penalty on AT and PA.
The dwarf cudgel inflicts +1 DP when used with the maneuver Forceful Blow II/III.
Weapon Disadvantage: Non-dwarves suffer a -2 penalty on AT, PA, and DP when wielding a dwarf cudgel. The
maneuver Feint receives an additional -1 penalty.

66 Weapons and Armor


Executioner’s Sword Foil
“I’ve never seen a larger and more terrifying sword.” “Step, step, stretch out your arm, thrust, and stab! Don’t neglect
-Olgarta Firunjev, runaway serf from Bornland, 1039 FB your defense! Mind your stance! You want to impress at the
tournament! Now, once more: Step, step, stretch out your arm,
The executioner’s sword is not so much a weapon thrust, and stab! And again!”
as a symbol of class oppression. These two-handed -Fencing master Metelessa Galora preparing her
swords hold an extremely fine edge but are not pupils for an exhibition fight in Punin
suitable for combat because they usually don’t
have cross-guards and are often unbalanced. Among the fencing weapons, there is no weapon
They excel only at decapitating those who are more delicate than the foil. Its blade is long and
sentenced to death. slender, and ends in a point that deals effective
stabbing attacks. It is primarily used for fighting
When not in use, most executioner’s swords remain contests since it epitomizes fair and stylish combat.
locked away in city armories or in fortresses. As When fighting heavily armored opponents, skilled
symbols of the local ruler or jurisdiction, these users can strike unprotected areas, such as the neck,
weapons usually bear numerous engravings the temple, and the armpit. While feints are easier to
that are pleasing unto Praios and Boron. Many perform, foils cannot parry most heavy weapons.
people believe that these engravings prevent
the souls of executed victims from entering the The foil’s grip is like that of a saber, though the
blades, or ward curses uttered by victims. Some addition of a hemispherical shield called a bell guard
executioner’s swords are sanctified. protects the wielder’s sword hand.

“Sure, the sword has a sharp edge and can cause “Do not underestimate the foil, especially when it
grievous injuries, but it is simply too unwieldy. Choose is paired with a main gauche. Remember to avoid
another weapon for battle.” challenging fighters with heavier weapons—unless you
—Arbosh son of Angrax, forge dwarf master smith are extremely quick and nimble.”
—Carolan Calavanti, Vinsaltan vagabond

“Do you Horasians have any weapons that I can take


seriously?”
—Tjalva Garheltsdottir, Hetja of Prem

Executioner’s Sword Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Executioner’s Sword Two-Handed 2D6+6 STR 14 -2/-3 medium 10 pounds 50 inches 600 S
(2H, i) Swords
Weapon Advantage: If the wielder of an executioner’s sword inflicts a critical hit or causes 16+ DP in one blow, all
enemies within attack distance must make a Willpower (Resist Intimidation) check with a -1 penalty. If the check fails,
that opponent suffers 1 level of Fear for 5 CR. If using the focus rules for hit zones, a hit against the head inflicts DPx2.
Weapon Disadvantage: After making an attack, the wielder cannot parry until the end of the next CR. However, the
wielder may dodge, instead.

Foil Complexity: complex (3 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Foil Fencing Weapons 1D6+3 AGI 14 +1/0 medium 1 pound 40 inches 300 S
Weapon Advantage: The maneuver Feint receives a +1 bonus.
Weapon Disadvantage: Foils can parry only daggers, other fencing weapons, and unarmed attacks, even if the wielder
has the special ability Cross-block (see Core Rules, page 247).

67
Glaive Great Shield
“Territorial army units are always the most “Shield? That thing is as tall as me!”
expendable in battle. But we should, at least, give -Hardas son of Kurolas, dwarven
them a fighting chance. Arm them with glaives instead warrior, modern
of scythes and sickles. Any extra enemies they kill are
ones we won’t have to face.” The great shield is significantly larger
-An anonymous colonel from the Middenrealm, than a Thorwaler shield and thus
modern the largest shield that a fighter can
reasonably expect to carry in a duel. It
The glaive is one of the most common polearms protects combatants on foot and in the
there is. It is inexpensive to produce and is saddle, where its teardrop shape offers
more effective than the war scythe. It is found good protection to that side of the body.
in territorial army units and mercenary units,
especially those that cannot afford better The great shield easily deflects arrows
weapons. and crossbow bolts, but its weight and size
somewhat hinder users fighting on foot.
Like the halberd, it is unsuitable for certain
battle formations, but its bad reputation is
unmerited because it serves well in charge
attacks and deals respectable damage.
“I don’t think much of this weapon. There are better “Quite a monstrosity. Who would ever use such a large
choices. The halberd, for instance.” shield?”
—Geron Bladebreaker, mercenary —Tjalva Garheltsdottir, Hetja of Prem

“Cavalry units favor this shield, and I once saw the


“A glaive is not that different from a mage’s staff. For Golgarites combine them with raven’s beaks quite
people with little education in the art of warfare, a glaive effectively.”
is not such a bad choice.” —Geron Bladebreaker, mercenary
—Mirhiban al’Orhima, Tulamydian fire mage

Great Shield Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Great Shield Shields 1D6+1 STR 16 -6/+3 short 12 pounds - 100 S
Note: Large Shield, 30 structure points, additional -1 penalty to AT for primary weapon
Weapon Advantage: When parrying arrows and bolts, the great shield doubles the shield’s PA bonus and then grants
an additional +1 bonus to PA.
Weapon Disadvantage: When two opposing fighters have the same INI value, the one without the great shield always
strikes first. If that opponent also uses a great shield, refer to the usual rules for initiative (see Core Rules, page 227).
The bearer of a great shield receives a -1 penalty to MOV.

Glaive Complexity: primitive


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Glaive (2H) Polearms 1D6+5 AGI/STR 15 0/-2 long 4 pounds 78 inches 50 S
Weapon Advantage: A warrior with a glaive can form a wall with at least one another fighter who is armed in the
same way. The fighting partner must be no further than 1.5 feet away, and both must face the same direction. If
these conditions are met, a wall can consist of any number of fighters. All fighters in this wall receive a +1 bonus on
PA. If the warriors cooperate to perform the maneuver Charge, they lose their PA bonus but inflict +1 DP (see Core
Rules, page 246).
Weapon Disadvantage: When using the special ability Pike Wall (see Aventuria Compendium, page 154), the wielder’s
AT has an increased difficulty of 1.

68 Weapons and Armor


Great Slave-death Great Sword
“I beg you, my son, lay down your weapon before our master “I like great swords. If I could afford one, I would earn twice
learns of your transgression. It doesn’t matter how he came to as much, as well.”
rule over us. Whether the gods granted him that right or he -Jorge Oakfield, Andergastan mercenary, 1036
claimed that right by force, all that matters is the sword he FB
carries.”
-Boronlenso, slave from Al’Anfa, modern The great sword is the king of tournaments and
battlefields. Like swords and lances, great swords are
The great slave-death lives in the nightmares of considered one of the classic weapons of knighthood.
all enslaved peoples of southern Aventuria. Its They inflict fearsome wounds but are not as useful
artfully crafted blade symbolizes every painful for defense as their smaller cousins.
death ever imagined by slaves.
The great sword’s popularity has grown in recent
The sword’s longer edge slices through bone years, especially among mercenaries. Nobles
with ease, while the jagged shorter edge tears disapprove of this trend but nonetheless refrain from
flesh like the fangs of a dragon. Even the sight banning the practice. Mercenaries who carry great
of such a weapon is enough to strike fear in the swords are called double mercenaries (from the old
hearts of slaves and heroes alike. Middenrealmish term doppelsoldner, or double soldier)
because employers pay them at least twice as much
Learning to wield the great slave-death is no money as other soldiers earn.
simple matter. Its length and weight demand
great strength and the use of both hands, “Like the war hammer, you should avoid using a great
but it is not a clumsy weapon, and a skillful sword unless you are well armored. Trust me, I speak
from experience. Parrying is difficult, and you can’t use
wielder can easily trap an opponent’s blade
a shield with it, either.”
in its teeth. —Geron Bladebreaker, mercenary

“I didn’t know you could wield a great sword, Geron.”


—Rowena of the Transweal, Bornish cat witch

“I used to, sure. I was a double mercenary, after all.


Nowadays I prefer the bastard sword, but please don’t
start referring to me as a bastard….”
—Geron Bladebreaker, mercenary

Great Slave-death Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Great Slave-Death (2H) Two-Handed 2D6+3 STR 14 0/-2 medium 4 pounds 56 inches 320 S
Swords
Weapon Advantage: The Intimidation (Threats) check for the special ability Threats (see Aventuria Compendium page
105) receives a bonus of 1. The great slave-death causes +1 DP against unarmored humanoids with PRO 0.
Weapon Disadvantage: If successfully parried, roll 1D6. On a result of 5-6, the opponent’s weapon becomes stuck in
the blade, giving the wielder a -1 penalty to AT for the next CR. This rule does not apply to attacks against unarmed
opponents.
Great Sword Complexity: simple
Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Great Sword (2H) Two-Handed 2D6+4 STR 14 0/-3 medium 5 pounds 64 inches 360 S
Swords
Weapon Advantage: None.
Weapon Disadvantage: None.

69
Halberd Heavy Dagger
“If you decide to leave a tavern after having too much “Life as a disciple of Phex can be dangerous. Therefore, one must
to drink, be wary of the guards in this city. They be able to fight like a demon when the chips are down. A simple
love chasing drunkards and other disturbers of the dagger is not enough for that purpose.”
peace with their halberds. All you can do is run, -Ayshara, moon silver hadjina of the Mada Basari, 1037 FB
or perhaps choose to drink less the next time. But
enough of that. Let us now turn to a more delightful The distinction between a dagger and a heavy dagger is
topic—the local beers.” usually only a question of weight. While the common
-Excerpt from a Garethan burgher’s well-worn copy dagger is lighter and, sometimes, even has a small
of How to Fight, Ride, and Drink Beer, modern cross-guard, the heavy dagger is broader, sometimes
longer, and, in most cases, does not have a cross-
While common across the northern half of Aventuria, guard. This makes it less useful for parrying attacks,
the halberd is rare in the south and never gained though it can inflict more damage.
wide acceptance in the Lands of the Tulamydes.
Many variants exist, but they mainly differ in the Heavy daggers are available wherever one can find
form and length of their cutting surfaces. common daggers. Anyone who carries a heavy dagger
soon gains the reputation of a troublemaker, or at least
Halberds are not the first choice for a pike wall is suspected of involvement in schemes that are pleasing
due to their somewhat uneven balance, but heavy unto Phex.
infantry units still wield them to great effect on the
battlefield. Unusually, for a polearm, it is surprisingly
well suited for combat in cramped surroundings, “I own a dagger just like that.”
and most northern cities arm their guard force with —Mirhiban al’Orhima, Tulamydian fire mage
halberds for this reason. Not all guards are good
fighters, of course, but it is unwise to underestimate
the threat of a guard armed with a halberd, as many
foolhardy thieves, rogues, street gangs, and other “I do, too.”
instigators have learned to their dismay. —Carolan Calavanti, Vinsaltan vagabond

“I always thought that such a long weapon would prove


troublesome in cities. I was taught that it is better suited “I am glad that this vicious weapon appeals to your
for the field of battle.” sense of fashion. But wouldn’t you both prefer one with
—Carolan Calavanti, Vinsaltan vagabond a cross-guard?”
—Geron Bladebreaker, mercenary
“Well, both things are true. In cramped spaces, it has its
drawbacks, though not as many as other types of polearms.
Many troops use it for pike walls on the battlefield, even
though there are better choices.”
—Geron Bladebreaker, mercenary

Halberd Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Halberd (2H) Polearms 1D6+6 AGI/STR 15 0/-2 long 5 pounds 80 inches 160 S
Weapon Advantage: When wielding a halberd in cramped spaces, reduce the penalties on AT and PA by 2 (see Core
Rules, page 238).
Weapon Disadvantage: The maneuver Pike Wall has a -2 penalty (see Aventuria Compendium, page 154).

Heavy Dagger Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Heavy Dagger Daggers 1D6+2 AGI 14 0/-1 short 1.5 pounds 13 inches 60 S
Weapon Advantages: None.
Weapon Disadvantages: None.

70 Weapons and Armor


Hook Dagger Horse Whip
“Al’Anfans amuse themselves with fights between slaves armed “When I see a horse whip, I always think of that explorer from the
with hook daggers. It’s a cruel, bloody affair.” Horasian Empire. She could knock a fly’s wings off with that thing.”
-Silvario Dellamonte, Meridian questador, 1035 FB -Silvario Dellamonte, Meridian questador, 1034 FB

The hook dagger is a Tulamydian parrying weapon. Whips are common in Aventuria. Most
As its name suggests, it has two hook-shaped tines are made from woven leather
that are reminiscent of a fork. The blade has a straps. The most common
diamond cross-section and is somewhat longer variant is the horse whip, which
than the two hooks. Even at 23 inches in length, has a length of 6 to 10 feet and
hook daggers are not well suited for attacking. is primarily used to goad draft
Opponents often sneer when encountering hook animals. Many teamsters also use
daggers for the first time, but these unusual it to keep thieves and wild animals
daggers easily trap enemy weapons, giving their at bay, and some even use it on their
wielders an instant advantage. The hook dagger’s fellows during certain competitions.
main problem is that it can be just as dangerous to
its wielder. Quite a few performers employ whips in their acts, and since
audiences demand artistic subtlety and flashy maneuvers,
they use a version with a maximum length of 6 feet. This
“I recommend that you stick to a main gauche, which
is more reliable and easier to grip.” version also is popular among explorers, as it easier to
—Geron Bladebreaker, mercenary handle than the kind used by teamsters and has many uses,
such as an improvised rope. Also, leather resists the jungle
environment if it is greased every now and then.
“The main gauche is the better choice, I agree, but don’t
underestimate the hook dagger. Opponents begin to
worry when their weapons keep getting snagged.” “The only people I know who use whips as a weapon
—Carolan Calavanti, Vinsaltan vagabond are slaveholders and bronnjars.”
—Rowena of the Transweal, Bornish cat witch

“By Swafnir!”
—Tjalva Garheltsdottir, Hetja of Prem

“Relax, that’s only a horse whip.”


—Mirhiban al’Orhima, Tulamydian fire mage

Hook Dagger Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Hook Dagger Daggers 1D6+1 AGI 14 -1/0 short 2.5 pounds 23 inches 80 S
Note: Parrying weapon (main weapon gains a +1 bonus to PA)
Weapon Advantage: When the hook dagger contributes to a successful parry, roll 1D6. On 1-2, apply a -1 penalty to
the opponent’s AT for the next CR. This rule does not apply when fighting an unarmed opponent.
Weapon Disadvantage: Make a botch confirmation roll on an AT roll of 19+ instead of 20 (a botch is more likely).

Horse Whip Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Horse Whip Whips 1D6 DEX 16 0/-1 long 6.6 pounds 98 inches 20 S
Weapon Advantage: None.
Weapon Disadvantage: None.

71
Hunting Knife Hunting Spear
“No elf, no hunter, and certainly no ranger would ever “While the spear is primarily used against enemies on
set foot outside without a hunting knife.” the battlefield, the hunting spear reveals its true worth
-Haal Mountaindweller, hunter, 1034 FB while hunting for wild boar.”
-Olgarta Firunjev, runaway Bornish serf, 1039 FB
The hunting knife is an exceptionally sharp
knife that is adapted for skinning animals. Some Hunting is nearly ubiquitous across
versions also feature a saw blade and a hook for Aventuria, and most hunters prefer using
gutting game, to make the work easier. spears, but not all cultures have developed
specialized hunting spears. Most use the same
All things being equal, the hunting knife is type of spear for both hunting and war.
best defined as a tool rather than as a weapon.
Nevertheless, hunters, elven warriors, and rangers Spears crafted especially for the hunt have short
use the hunting knife as a weapon if necessary. lugs called wings protruding from the sockets at
It has no cross-guard, which makes it highly the base of their long blades. Shafts use sturdy
unsuitable for parrying longer weapons, but it can still wood, but even then, these spears sometimes
inflict grievous wounds. break during use.

“My people use hunting knives, though ours are of a more Most spears for hunting animals—whether
delicate make.” wild boar or steppe cattle—are approximately
—Layariel Treetopglint, elven wyldrunner 6.5’ long and primarily designed for thrusting.
Hunters are sometimes severely injured when
they misjudge the right time to release a weapon
“You elves don’t have a different make. You simply use less protruding from an animal’s side. Such accidents
metal.” are especially common when hunting wild boar
—Arbosh son of Angrax, forge dwarf master smith and steppe cattle, as injured animals usually turn
against their attackers.

“You’re mistaken, Arbosh. Smiths of the Elder Days used


“My people fight with this weapon. There might be
different techniques, including magic.”
better choices for battle, but nothing keeps an enemy
—Layariel Treetopglint, elven wyldrunner
away like a spear.”
—Layariel Treetopglint, elven wyldrunner

“Who needs magic to make a knife?”


—Arbosh son of Angrax, forge dwarf master smith

Hunting Knife Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Hunting Knife Daggers 1D6+1 AGI 14 0/-2 short 0.5 pound 12 inches 50 S
Weapon Advantage: The hunting knife grants a bonus of +1 DP against animals of size categories medium and smaller.
Weapon Disadvantage: The hunting knife cannot be used to perform the maneuver Cross-block against two-handed
weapons.
Hunting Spear Complexity: simple
Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Hunting Spear (2H) Polearms 1D6+5 AGI/STR 15 0/-1 long 4 pounds 78 inches 80 S
Weapon Advantage: A target attempting to escape the maneuver Nail Down receives a -1 penalty on the Feat of Strength
check (see Aventuria Compendium, page 152). The hunting spear inflicts +1 DP against animals of size categories
medium and large.
Weapon Disadvantage: Roll 1D6 after successfully employing Nail Down against an animal. On a result of 5-6, the
spear breaks unless the wielder makes a successful Feat of Strength check.

72 Weapons and Armor


Katar Khunchomer
“I’ve seen this type of weapon before. On my journeys through “And, so, it came to pass that the daring Dshadir received a
myth-shrouded Uthuria, we saw many natives bearing daggers Khunchomer that was worthy of a hero. The hilt was set with
like these. It made me wonder how they came to be in the hands sparkling adamants the size of fists. Its blade was hardened in
of Aventuria’s Forest Folk.” the blood of the hated lizard creatures and was imbued with the
-Silvario Dellamonte, Meridian questador, 1034 FB mighty energy of the stars, so that it would never break while its
wielder lived an honorable life.”
Although the Forest Folk and the Utulu wield katars, -a storyteller overheard in the bazaar of Khunchom,
scholars think this dagger design originated in distant modern
Uthuria. Increasingly, katars are becoming more
common among the tribal warriors of the south. The Khunchomer, which takes its name from the city of
Historically, the katar is a weapon from the golden Khunchom, is the Tulamydian version of the saber. The
age of the Wudu, the legendary Forest Folk tribe design is said to be very old, which is presumably why this
whose magic relied upon bloody rituals. Newer artfully crafted scimitar can be found among amateur and
katars sometimes consist of a chitin-like material, professional warriors of the Tulamydes and Novadi who
the source of which remains unknown to the rest daringly wear it without a scabbard. In this way, they
of Aventuria. Different tribes of Forest Folk each command more respect from the populace.
use different materials to produce them.
The blade is unbalanced in all visually distinct variants, and
This unusual dagger has a broad blade that narrows its rugged blade contributes to the legendary reputations
towards the tip. The hilt usually has no cross-guard, as the of certain sword masters.
fingers must rest next to the blade. Katars are said to serve
well against jaguars. Through the centuries, Tulamyde smiths often
experimented with refining and improving the
“The south’s oldest legends speak of creatures who Khunchomer’s design, but they felt no need to account
wielded weapons like these. This culture was the sworn for plate armor, which remains rare in the Lands of the
enemy of all felines.” Tulamydes.
—Layariel Treetopglint, elven wyldrunner
Tulamydian legends overflow with tales of gem-encrusted and
magical Khunchomers wielded by heroes and villains, most of
which are apparently lost to time, if they ever did exist.

“Before I began my magical training, I wanted to be a


warrior. I was enamored with the Thalusan Guards, who
wear shining armor and carry sharp Khunchomers.”
—Mirhiban al’Orhima, Tulamydian fire mage

Katar Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Katar Daggers 1D6+1 AGI 13 0/-1 short 2.5 pounds 15 inches 50 S
Weapon Advantage: The katar inflicts +2 DP against all felinoid creatures.
Weapon Disadvantage: After a botch, add 1 to the result on the confirmation roll.

KhunchomerComplexity: simple
Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Khunchomer Swords 1D6+4 AGI/STR 15 0/0 medium 2.5 pounds 32 inches 210 S
Weapon Advantage: When using the maneuver Bladestorm (see Aventuria Compendium, page 151), reduce the penalty
for both attacks by 1.
Weapon Disadvantage: The Khunchomer inflicts -1 DP against armor with PRO 5 or higher.

73
Knife Leather Shield
“He thought he had me, that blackguard. Knocks the sword out “It was a sea of leather. Tribal warriors in rank and file, each
of my hands and starts smiling, thinking he’s won. He didn’t carrying a shield so large that they could completely hide behind
reckon on my trusty knife, which is why I am still alive to tell you them. Their defense could be broken, but it would take time to
this story, and he isn’t.” fight our way through all those shields—time which they could
-Jorge Oakenfield, Andergastan mercenary, 1036 FB use for a counterattack.”
-Excerpt from The Battles of Our Ancestors,
A simple knife is easy to conceal. People often forget Chapter XIII, by Rondrikan Munkels
that this common piece of cutlery is also a dangerous
tool. Whether purchased for combat or secretly This serviceable shield is made
stolen during a meal, a knife usually takes the enemy from layers of hardened leather,
by surprise. Knives can be quickly drawn after losing light in weight, and large enough
a primary weapon. Even a filet knife is better than to protect the entire upper body.
nothing in a pinch, but knives cannot parry most However, it requires frequent
heavier weapons. upkeep and repair, especially after
seeing combat, and is not strong
The typical knife has a single edge, is the length of a enough to use offensively.
man’s hand, and is perfectly suited to cutting ropes. It
requires more strength to wield compared to a dagger, Due to its size, the leather shield is not well suited
and like daggers, some knives are forged in one piece for every fighting style. It is favored by Forest
while others consist of a blade and a simple wooden Folk, lizard people, and other tribal cultures.
handle. Butchers, cooks, and rangers often possess many
kinds of knives, each designed for a specific use. Some are
short, others are long, and some are even fashioned from “The common Middenrealmish warrior may laugh
horn or other materials. at the sight of a leather shield, but I know better. I
once served as a missionary among the proud Utulu
warriors of the Forest Islands. I saw their leather shields
“I’ve never thought of knives as weapons. In the turn the arrows of Al’Anfan slave hunters.”
Bornland, even serfs can own these tools.” —Brother Hilbert of Auen, Blessed One of Peraine
—Rowena of the Transweal, Bornish cat witch

Knife Complexity: primitive


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Knife Daggers 1D6+1 AGI 14 0/-2 short 0.5 pound 10 inches 10 S
Weapon Advantage: A knife inflicts +2 DP against ropes and nets.
Weapon Disadvantage: The wielder cannot use the maneuver Cross-block against Chain Weapons, Polearms, or Two-
Handed Impact Weapons.

Leather Shield Complexity: primitive


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Leather Shield Shields 1D6 STR 16 -4/+1 short 4 pounds - 30 S
Note: Small Shield, 15 structure points
Weapon Advantage: PA gains a +1 bonus when using the maneuver Defensive Posture.
Weapon Disadvantage: The maneuver Shield Smash inflicts only 1 DP when using a leather shield.

74 Weapons and Armor


Long Sword Mace
“This is a sword, and this here is the pointy end. It’s easy to “You say this is the weapon of bandits and other scoundrels?
remember because the other end has a grip. Pray that you How dare you! Where I come from, the mace is the symbol of
always find yourself standing on the right end of the sword. And, knighthood! Speak in this manner again and I’ll show you what
by that, I mean the grip. That pointy end hurts a whole lot! The a mace can do.”
grip is used for gripping, not for that lousy twirling nonsense -A Weidenan knight to warrior from Punin, at the
you see on stage! Learn to use your sword correctly! Soon it may tournament of Gareth, 1027 FB
be the only thing keeping you out of the Halls of Boron!”
-Irinia Turnipweed, Dergel Guard Instructor, to her new Opinions differ as to whether a mace must have leaf
recruits, 1040 FB shaped or jagged striking surfaces, or even spikes.
But everyone agrees that this brutal and intimidating
No weapon is as famous as the long sword. Warriors weapon is comparably simple and affordable to craft.
who serve Rondra view it as the pinnacle of martial
development. Some long swords are holy to the For this reason, the mace often is found in the hands
goddess. of fighters who aren’t particularly wealthy or who
cannot fight particularly well, or both. It is often
Many different fighting styles accommodate long assigned to militias and other quickly mustered units
swords. They come in many forms, from rapier of infantry and is, therefore, usually considered a
to broadsword to short sword, and everything in weapon of bandits and territorial armies.
between, and are the most popular type of sword
in Aventuria. Long swords are the first choice for Even in the hands of unskilled fighters, maces can
many warriors, mercenaries, soldiers, and knights. cause devastating injuries. A master with the mace is a
Heroes and adventurers also favor them, as do truly dangerous opponent.
henchmen and villains of the worst kind.

“The mace is a terrifying weapon, but you should also


“A classic.” use a shield.”
—Geron Bladebreaker, mercenary —Geron Bladebreaker, mercenary

“Fighting with a rock-cleaver is much more


enjoyable.”
—Arbosh son of Angrax, forge dwarf master smith

Long Sword Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Long Sword Swords 1D6+4 AGI/STR 15 0/0 medium 2 pounds 40 inches 200 S
Weapon Advantage: None.
Weapon Disadvantage: None.

Mace Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Mace Impact Weapons 1D6+4 STR 14 0/-1 medium 3 pounds 24 inches 105 S
Weapon Advantage: None.
Weapon Disadvantage: None.

75
Mage’s Staff Main Gauche
“Ad primo: a staff alone does not make a mage. Ad secundo: “If given the opportunity, learn to use a main gauche. It takes
staff combat suits the graduates of this Academy. Ad some getting used to, but it will make you a much better fencer.”
tertio: undisciplined fidgeting is not a fighting technique. -Fencing master Metelessa Galora, to her students,
Ad quarto: never underestimate an opponent armed only 1037 FB
with a staff. Ad quinto: strive to learn perfect control
of magic and the staff in combat, as described in the The main gauche, or left-hand dagger, is the
following capitulum.” classic parrying choice of Horasian and Almadan
-Excerpt from Chapter 3: Control of the Staff, from dandies, fencers, and wandering swords. Its broad
the book Magic and Combat, published by the Hall of cross-guard can stop attacks with a successful Cross-
Perfected Combat, in Bethana, 1040 FB block maneuver, and the blade easily slips past a
distracted opponent’s defenses, though it can be less
The mage’s staff is the symbol of a guild mage’s useful against plate armor.
status. Many mages prefer long staves (those at least
5 feet in length), but some carry short staves about
one-third that length, and others like medium staves. “It may surprise you to learn that my life has been
Mage’s staves can be decorated or plain, according to saved more often by my left-hand dagger than by
their owners’ preferences. my rapier. I think people sometimes forget that it
has a blade. Also, compared to a buckler, it is easier
Regardless of size and décor, all are made from wood to hide.”
—Carolan Calavanti, Vinsaltan vagabond
and thus can serve as weapons. Many mage academies
offer self-defense against brigands and wild beasts as
part of the curriculum. Long mage’s staves are more “Do they make a right-hand dagger for left-handed
effective for parrying, but less effective for attacks. people?”
—Brother Hilbert of Auen, Blessed One of Peraine
While staves are not considered particularly lethal due to
the lack of a blade, they can inflict worrisome injuries.
“Yes, though they still call it a left-hand dagger.”
—Carolan Calavanti, Vinsaltan vagabond

Mage Staff Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Mage’s staff, short Impact 1D6+1 STR 14 0/-1 short 1.5 pounds 20 inches 40 S
Weapons
Mage’s staff, medium Impact 1D6+2 STR 14 0/-1 medium 1.5 pounds 40 inches 60 S
Weapons
Mage’s staff, long (2H) Polearms 1D6+2 AGI/STR 16 -1/+2 long 1.5 pounds 60 inches 80 S
Note: To buy a mage’s staff during hero creation, the character must have Tradition (Guild Mage).
Weapon Advantage: Gain a +1 bonus when performing the maneuver Stunning Blow (see Aventuria Compendium, page 152).
Weapon Disadvantage: Cannot perform the maneuver Onslaught.

Main Gauche Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Main Gauche Daggers 1D6+1 AGI 14 0/0 short 1.5 pounds 12 inches 90 S
Note: Parrying Weapon (+ 1 bonus to primary weapon’s PA)
Weapon Advantage: Ignore the normal -2 penalty for the maneuver Deadly Thrust.
Weapon Disadvantage: Subtract 1 from the DP roll for attacks against armor of at least PRO 6.

76 Weapons and Armor


Mengbilar Molokdeshnaja
“I hope the person who dreamed up this weapon met an “Despite beliefs to the contrary, Norbards are peaceful and
agonizing end in the Netherhells.” dedicated to trade. However, their neighbors are not as peaceful.
-Jorge Oakenfield, Andergastan mercenary, 1036 FB Since Norbards lack a warrior caste, they rely on other means for
self-defense, namely, a terrifying axe they call a molokdeshnaja.”
The Mengbilar looks just like a normal dagger, but its -Xaron of Punin, guild mage, modern
hollow blade and handle secretly hold poison to aid with
assassinations (simply unscrew the pommel and add the The molokdeshnaja is a heavy, exotic-looking
desired poison). Poison enters wounds through one or Norbardic axe with an ornate, curved blade that
two small openings slightly below the tip of the blade. To looks as threatening as a barbarian axe but
prevent the poison from draining out when the blade is is no sharper than other weapons. Quality-
inverted, some Mengbilars incorporate a manual switch wise, it is quite average, and its shape
that seals the poison reservoir. The wielder must open renders it unsuitable for two-weapon use,
this seal manually before attempting an assassination. The but it is just as effective in the hands of a
hollow space inside the dagger weakens the blade slightly. skilled fighter.

The Mengbilar gets its name from the city of Mengbilla,


where poison-related murders are said to be daily
occurrences. It is the known weapon of murderers,
assassins, and other sinister figures, which is why it is
outlawed almost everywhere.

“Consider the molokdeshnaja. Some Norbards are


highly skilled in its use. They often must repel greedy
Bornlanders or defend their daughters from rapacious
bronnjars.”
—Rowena of the Transweal, Bornish cat witch

Mengbilar Complexity: complex (2 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Mengbilar Daggers 1D6+1 AGI 14 0/-2 short 1 pounds 10 inches 120 S
Weapon Advantage: A person wounded by a poisoned Mengbilar subtracts 1 from TOU when making a poison check.
This applies only if the weapon contains a weapon or contact poison (see Core Rules, page 342). Any hit that causes
DP triggers the poison check.
Weapon Disadvantage: When attacking, the Mengbilar breaks on a confirmed botch.

Molokdeshnaja Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Molokdeshnaja Impact 1D6+4 STR 14 0/-1 medium 2.5 pounds 40 inches 95 S
Weapons
Weapon Advantage: Gain a +1 bonus to Intimidation (Threats) checks using the special ability Threating Gestures (see
Aventuria Compendium, page 110).
Weapon Disadvantage: When wielding two molokdeshnajas at once, apply a -1 penalty to all AT and PA.

77
Morningstar Nightwind
“When he stepped away from his opponent, the body was barely “The nightwind warrior overcomes an enemy like a falcon
recognizable as having once been human. Musko raised his overtakes its prey: quickly and without warning.”
weapon in victory and swung the spiked ball above his head in a -Dajina of Uzlugazib, to her students, 1037 FB
great arc. Blood rained from the spikes in a shower and applause
rang in his ears.” The nightwind sword is a Maraskani weapon with
-Excerpt from Chapter IV of The Legends and Deeds of Musko a long, single-edged, blackened blade that reflects
Bonefist, by Robertus Morecook no light, revealing no signs of its presence in
darkness. Its disc-shaped cross-guard hinders
The morningstar combines the advantages of a cudgel lightning attacks but aids in defense. Assassins
with those of a chain weapon. Its name comes from the and other unsavory types favor this weapon,
spiked iron or steel ball attached by chain to the grip. and their evil reputation has transferred to the
When not in use, the weapon tucks neatly into a belt. nightwind.

This weapon is very popular with gladiators and One special feature of the nightwind is the ability
mercenaries. It can destroy doors, splinter shields, and to form an improvised ladder from at least two
dent even the heaviest armor. Typically, the morningstar’s nightwind swords and their scabbards. Longer
chain is sized so wielders do not accidentally injure their ladders are possible with additional weapons.
own hands, but some gladiators lengthen the chain
dramatically, to influence audiences. The sword gets its name from dangerous,
magic-hating birds called nightwinds that take
advantage of their dark plumage to ambush their
prey at night, just like an assassin striking from cover with
“The morningstar is terrible for parrying. If you intend
a blackened sword.
to wield one, you should wear sturdy armor and carry
a shield or at least pray that you defeat your opponent
quickly.” Unlike the larger Tuzak knife, the nightwind may be
—Geron Bladebreaker, mercenary wielded with either one hand or two.

“You can make a ladder out of it? What crazy


Maraskani thought of that?”
—Tjalva Garheltsdottir, Hetja of Prem

Morningstar Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Morningstar Chain Weapons 1D6+5 STR 14 0/-1 medium 3 pounds 40 inches 110 S
Weapon Advantage: None.
Weapon Disadvantage: None.

Nightwind Complexity: complex (2 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Nightwind Swords 1D6+4 AGI/STR 15 0/0 medium 4 pounds 39 inches 250 S
Note: An improvised ladder can be created in 3 CR, using at least two nightwind swords and their scabbards.
The ladder grants up to +2 to Climbing checks, at the GM’s discretion.
Weapon Advantage: When wielded with two hands, it inflicts an additional +2 DP, instead of +1 DP, and ignores the -1
penalty to PA (see Core Rules, page 366).
Weapon Disadvantage: Suffer a -1 penalty to CHA for all Social skill checks (except Empathy, Intimidation, and Willpower)
when onlookers know about the sword’s evil reputation.

78 Weapons and Armor


Ogre Catcher Ogre Swatter
“If you set out to fight these maneaters, be sure to take an “Getting hit by these two iron spheres during practice gives
ogre catcher with you. This and the ogre swatter are the only you only a hint of how it feels to be hit on the head by an ogre’s
reasonable tools for fighting these monstrosities.” cudgel.”
-Arlan Adersen, Duke Angasal’s Pike Regiment -Jorge Oakenfield, Andergastan mercenary, 1036 FB

The ogre catcher is a heavy dagger with a special The ogre swatter is basically a morningstar with two
property already apparent at first sight. Folding chains of varying length and two spheres of varying
hooks that lie along both sides of the blade design. It is especially common in northern Aventuria
extend automatically and dig into flesh when the where front-line troops are more likely to face ogres in
dagger strikes its target. Attempts to remove the combat. The weapon inflicts more damage and is more
hooks result in further injury. Though originally difficult to dodge than a morningstar, but troops find the
developed for hunting, it quickly proved highly added weight more exhausting. Also, the weapon’s uneven
effective against ogres (and humans). lengths of chain increase their chances of self-injury.

According to legend, this weapon gets its name from its The ogre swatter is designed to circumvent shields, break
effectiveness against ogres, and while it is true that many bones, and frighten the enemy into withdrawing before
ogres have suffered grievous injuries from these daggers combat begins.
(ogres never take the time to extract them properly), a
wound from a single ogre catcher cannot kill an ogre.
“Use the ogre swatter with a shield, in case you meet
a fearless ogre.”
—Geron Bladebreaker, mercenary
“It’s a despicable weapon. Never try to remove one by
yourself. Find a medicus.”
—Brother Hilbert of Auen, Blessed One of Peraine

Ogre Catcher Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Ogre Catcher Daggers 1D6+2 AGI 14 0/-1 short 2 pounds 13 inches 100 S
Weapon Advantage: The hooks automatically extend when the weapon inflicts damage. Holding onto the weapon after
the hooks extend requires a successful competitive check on Feat of Strength (Dragging & Pulling). On the following CR,
the wielder may attempt to pull the dagger from the enemy’s flesh by making a brawling AT with a -2 penalty. If that
check succeeds, a further successful Feat of Strength (Dragging & Pulling) check retrieves the weapon and inflicts an
additional 1D6+2+QL DP. If any of those checks fail, the weapon remains stuck. On the next CR, increase the difficulty
of the brawling AT by 4. Others within attack distance of the target may attempt to pull the dagger loose. While
embedded, an ogre catcher inflicts 1 DP every 5 minutes. To remove it, either pull it out with brute strength (1D6+2
DP) or attempt to extract it carefully by making a Treat Wounds check. Failure inflicts 1D3 DP but takes only 1 minute.
Weapon Disadvantage: When used for a successful parry, make a Feat of Strength (Dragging & Pulling) check. On a
failure, the wielder drops the weapon.

Ogre Swatter Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Ogre Swatter Chain Weapons 2D6+2 STR 14 -2/-1 medium 9 pounds 47 inches 180 S
Weapon Advantage: The enemy suffers a -3 penalty to PA, instead of -2 (see Core Rules, page 235).
Weapon Disadvantage: On a confirmed botch, receive 1 level of Stupor and suffer 2 DP. This is in addition to any other
botch results.

79
Orchid Orc-nose
“I once met an Almadan gladiator who preferred to fight with an “Everyone around here recognizes the Thorwaler axe. Even a
orchid. I’ve forgotten his name, but as I recall, he always wore a rumor of attack from axe-wielding pirates is enough to scare you
mask and was as nimble as a cat.” witless.”
-Salim al’Dhalsim, far trader from Thalusa, -Herowin Meeltheuer, merchant from Windhag,
1037 FB 1036 FB

The orchid resembles brass knuckles Ask children to imagine a Thorwaler with
with long steel blades extending an axe, and they probably picture a Premian
from the back of the hand and curving warrior with an orc-nose. The origin of this
forward like claws. Like brass knuckles, weapon’s name is unknown, as the axe certainly
the wearer’s fingers fit through metal rings, but does not resemble an orc’s nose. Rather, the name
the weapon also is usually strapped to the forearm. may stem from the countless battles that have
Some variants are built onto gauntlets, granting the blades been waged against the orcs throughout history.
additional stability and providing greater protection for
the hand, especially against parries. The orc-nose was made to split skulls and smash
shields, and Thorwalers know this. Besides being
Few gladiators fight unarmed in the arenas of southern their traditional dueling weapon, this axe is so
Aventuria, where it is currently popular to arm them with common on sea raids that nearly everyone on
these spectacular steel claws. Since injuries caused by the the Sevenwind Coast has seen an orc-nose up
orchid resemble those inflicted by a big cat, people suspect close. One minor drawback is that the axe is too
that certain deaths attributed to predatory animals might short to deflect faster weapons such as daggers,
secretly be due to murder by orchid. rapiers, and foils. But if the orc-nose hits first, the
fight is usually done.

“Orchid? It looks more like a cat’s claw. I must have it!


Where can I buy one?”
—Rowena of the Transweal, Bornish cat witch “I don’t go anywhere without my axe.”
—Tjalva Garheltsdottir, Hetja of Prem

“You realize that only gladiators and scoundrels use


orchids, right?” “Me, neither, by Angrosh!”
—Geron Bladebreaker, mercenary —Arbosh son of Angrax, forge dwarf master smith

“To some people, witches are scoundrels…”


—Rowena of the Transweal, Bornish cat witch

Orchid Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Orchid Brawling 1D6+2 AGI/STR 15 0/-1 short 2 pounds 15 inches 60 S
Weapon Advantage: The wielder suffers no damage when an armed enemy parries the orchid, as is usual for Brawling
(see Core Rules, page 235).
Weapon Disadvantage: On a confirmed botch, the weapon breaks. This is in addition to any other botch results.

Orc-nose Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Orc-nose Impact Weapons 1D6+5 STR 14 -1/-2 medium 3.5 pounds 44 inches 120 S
Weapon Advantage: The maneuver Shield Splitter inflicts an additional +4 DP.
Weapon Disadvantage: Suffer an additional -1 penalty when parrying attacks from daggers and fencing weapons.

80 Weapons and Armor


Ox-herd Quarterstaff
“Tell me, Gaal, why is this weapon called an ox-herd?” “Unfortunately, not everyone adheres to the order that
is pleasing unto Praios, and lives according to his laws.
“Because, Haal, when you get hit by one, you feel like you’ve been Weapons are anathema to the merciful Lady Peraine, but
trampled by a herd of oxen.” you need not be defenseless against the world’s dangers.
-Haal and Gaal, comic duo, modern Let your weapon be a staff. Defend yourself with it, but
never cause more harm than you are able to heal.”
Few weapons, except maybe the Barbarian battle-axe and -Selma, Blessed One of Peraine, to one of her pupils,
the Andergaster, have a reputation for incapacitating modern
a human with just one hit. Dodging the three weights
attached to this powerful, two-handed weapon is difficult. The quarterstaff is popular with traveling scholars,
It easily slips past shields, and its impact shatters bones merchants, healers, and adventurers because it
like glass. However, this devastating weapon also has serves both as a walking stick and as a weapon. It
many disadvantages. It cannot be used to parry, and is often overlooked because it tends to be carried
inexperienced wielders sometimes hurt themselves badly. by people who look relatively harmless—until they
smash you on the shins and knock you down.

Quarterstaves come in many versions. Often, they


“They say Waldemar the Bear used an ox-herd
are wrapped with leather or cord to foster a better
one-handed.”
—Geron Bladebreaker, mercenary grip. Some people fasten solid metal caps on their
ends, while others carry staves that are little more
“That’s probably true. I can’t think of anyone who
than roughly hewn branches.
was stronger than the Bear.”
—Brother Hilbert of Auen, Blessed One of Peraine

“It’s basically the same as a mage’s staff, but


without magic.”
—Carolan Calavanti, Vinsaltan vagabond

“Not quite. Mages’ staves are, admittedly,


unbalanced, but they are still quite capable of the
kinds of attacks you make with a quarterstaff.”
—Mirhiban al’Orhima, Tulamydian fire mage

Ox-herd Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Ox-herd (2H) Chain Weapons 2D6+6 STR 14 -2/- medium 13 pounds 47 inches 260 S
Weapon Advantage: Parrying an ox-herd has a penalty of 3 instead of only 2 (see Core Rules, page 235). When
performing the maneuver Hammer Blow, roll 2D6 instead of 1D6, and add the higher die to the DP.
Weapon Disadvantage: After rolling a botch—whether confirmed or unconfirmed—while making an attack, suffer 1
level of Stupor. On a confirmed botch, suffer 4 DP. These effects are in addition to any other botch results.

Quarterstaff Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Quarterstaff (2H) Polearms 1D6+2
AGI/STR 0/+2 long 2 pounds 60 inches 40 S
15
Weapon Advantage: Gain a +1 bonus with the maneuver Takedown.
Weapon Disadvantage: Suffer a -1 penalty with the maneuver Charge.

81
Rapier Raven’s Beak
“‘What do you plan to do with that toothpick?’ “Take my advice. Never fight the Golgarites, no matter how
‘This toothpick will lay you low, you rat! Where I come from, much someone offers to pay you. Their weapons are unbeatable!
we call this beauty a brawling sword!’” After our battle, Alrik’s armor looked like a sieve! I was the lucky
-Overheard in a tavern brawl one. I suffered only a broken arm. I tell you, I’ll never work for
necromancers again! Never!”
Fencers use rapiers (also called brawling swords) for -An anonymous mercenary, speaking in a tavern in the
stabbing attacks, but they are just as useful in sword Shadowlands, modern
fighting, for slashing attacks. Compared to foils, rapiers
have slightly broader blades. Fencing pupils practice This type of war hammer gets its name from
with special training rapiers that have no edge and a its subtle similarity to the head of a raven.
blunted tip. Some rapiers have a heavier, sword-like Particularly magnificent specimens, pleasing
blade that is, nevertheless, still very flexible, allowing unto Boron, are deliberately shaped like one.
skilled fighters to make snake-like thrusts and strikes.
As with foils, rapiers are less effective against heavy The raven’s beak is the chosen weapon of the
armor. Order of the Golgarites, the fighting arm of the
Church of Boron in Punin. In fact, many Boronis
The rapier’s cross-guard, called a basket, usually consists take up the raven’s beak to fight against undead,
of multiple, thin metal bands that seem to coil around necromancers, and tomb robbers. The weapon’s
the hand. Rapier scabbards tend to be highly adorned. head allows for several possibilities in combat.
Mighty blows with the hammer head shatter
Rapiers are a sign of prosperity and a hint that their undead bones, and the thorn-shaped spike can
owners know how to defend themselves. punch through sturdy armor.

Unsanctified variants of the raven’s beak are popular


“An excellent weapon with no disadvantages.” among cavalry units everywhere, and even with foot
—Carolan Calavanti, Vinsaltan vagabond soldiers in southern Aventuria, where the weapon is
known as a riding hammer.

“But it takes great skill to wield one against a heavy weapon


“The raven’s beak is the preferred melee weapon of
like a rock-cleaver.”
many heavy cavalry units. In southern Aventuria,
—Arbosh son of Angrax, forge dwarf master smith
where cavalry is uncommon, foot soldiers use raven’s
beaks and shields.”
—Geron Bladebreaker, mercenary
“At least it doesn’t look as ridiculous as a foil.”
—Tjalva Garheltsdottir, Hetja of Prem

Rapier Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Rapier Fencing Weapons 1D6+3 AGI 15 +1/+1 medium 1 pound 40 inches 200 S
Weapon Advantage: none
Weapon Disadvantage: none
Raven’s Beak Complexity: simple
Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Raven’s Beak Impact Weapons 1D6+4 STR 14 0/-2 medium 3 pounds 44 inches 105 S
Note: Sanctified (Boron); only Blessed Ones of Boron may purchase weapons sanctified by Boron.
Weapon Advantage: Attacks with the spike inflict 1D6+4 DP as well. Subtract 2 PRO from armor with PRO 6 or more.
Mounted warriors gain a bonus of +1 DP.
Weapon Disadvantage: On a confirmed botch, receive 1 level of Stupor. This is in addition to any other botch results.

82 Weapons and Armor


Reaper Rock-cleaver
“Use broad, sweeping cuts. First left, then right. Like with a “Never underestimate dwarven inventions, my child. Their axes
sickle.” cut through solid rock like ours slice through rotten wood.”
-Master Dajin to a pupil, 1033 FB -Elwain, to his granddaughter Breda, Winhall, 1037 FB

The long-bladed reaper is a further development of The rock-cleaver looks just like a regular
the war scythe. Unlike scythes, a reaper’s long blade double-bladed dwarven axe, except that it
is attached to a short wooden shaft. It usually serves can cut through the hardest granite with
as an impact weapon, though it is quite capable of relative ease. This unsubtle weapon requires
inflicting terrible gashes. Since it requires two hands no special skill to wield in battle, and dwarven
to wield, it cannot be used together with a shield. warriors use it both as a weapon and a mining
Reapers are maneuverable and particularly well- tool.
suited to attacking targets to the front and sides.
They can be used for a charge, like other polearms, Like all products of Angroshim smithing, the rock-
even though they are significantly shorter than, for cleaver is designed for dwarves, and members of
example, a war scythe. other races often find it difficult to wield.

The reaper seems to originate on Maraskan, where If handled recklessly, the axe blade may become
farmers use it the same way Middenrealmish farmers stuck in certain materials (such as metal weapons
use scythes for the harvest. Due to the endless conflict and armor, and even stone walls), and freeing the
on the island, the reaper is viewed by many as the blade takes some effort.
preferred weapon of Maraskani rebels.

“At first glance, the reaper may seem unimpressive, “For dwarves, there is no better choice for close
but imagine an entire army of Maraskani peasants combat, whether splitting orc skulls or dismembering
advancing toward you with these weapons.” tatzelwurms.”
—Geron Bladebreaker, mercenary —Arbosh son of Angrax, forge dwarf master smith

Reaper Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Reaper (2H) Polearms 1D6+5 AGI/STR 15 -1/-1 long 4 pounds 50 inches 80 S
Weapon Advantage: Gain a +1 bonus to AT when using the maneuver Onslaught.
Weapon Disadvantage: Suffer a -1 penalty when performing the maneuver Charge.

Rock-cleaver Complexity: complex (3 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Rock-cleaver Two-Handed Impact 2D6+2 STR 13 0/-2 medium 6 pounds 48 inches 200 S
(2H) Weapons
Note: To buy a rock-cleaver during character creation, the hero must be from a dwarven culture.
Weapon Advantage: Gain a +1 bonus for the maneuver Hammer Blow.
When performing the maneuver Shatter, roll 2D6 instead of 1D6, and add the greater die result to the DP.
Weapon Disadvantage: When wielding a rock-cleaver, non-dwarves suffer a -2 penalty to AT, PA, and DP. A
botch (confirmed or unconfirmed) while performing the maneuvers Forceful Blow or Hammer Blow causes
the weapon to become stuck. Recovering the weapon requires a free action and a successful Feat of Strength
(Dragging & Pulling) check.

83
Rondra’s Crest Saber
“You boast of killing servants of the Twelvegods? Those are “See that saber over there? My father carried it in the battle for
big words indeed. Draw your weapons and let your blades Griffonsford! Taught quite a few orcs the meaning of the word
do the talking! Our swords roar like the brave lioness, but I Fear. I carried this saber against the Dark Hordes! What? Well,
suspect that yours whimper like cowards.” yes, orcs have dark fur, but I’m referring to…oh, never mind. The
-Rowin of Perricum, Blessed One of Rondra, modern point is, I might be old, like this saber, but I remember how to use
it. Learn some manners or I’ll show you a thing or two!”
The Rondra’s Crest is the world-famous symbol of -Innkeeper of the Broken Axle Tavern in Woodcatch,
Blessed Ones of Rondra. This sanctified weapon speaking to a rowdy patron, 1032 FB
is recognized throughout Aventuria, but its
ownership is restricted to Blessed Ones of Few weapons are as underestimated—and as
Rondra. unpopular, in some regions—as the saber. For
ages, it was particularly favored by cavalry,
Its uniquely-shaped blade symbolizes perfection for which it was designed. But now, the saber of
in warfare and is the pride of every Rondranian old has largely been replaced with the Amazon
warrior. Rondra’s Crests require a certain amount of saber, which is sometimes called the cavalry
strength to wield effectively, yet their construction sword because it performs better when used from
favors precise handling. With training and practice, horseback. Sabers never were the best choice against
wielders may perform surprisingly elegant combat heavily armed opponents, which is one reason why
maneuvers. they are no longer as popular as they once were.
Nevertheless, many mercenaries and militia members
Though slow to unlimber, the sword easily deflects still use sabers. In fact, the sabers carried by militia
even the most determined attack. members are often family heirlooms.

Sabers are particularly common in the Middenrealm


and its border regions, as well as in Arania, the
“As you know, I dislike all weapons, except for my
Horasian Empire, and in gladiator arenas across
cudgel. But I must admit that I am impressed by the the south. Sabers are also commonly available in the
Rondra’s Crest, and I admire our Rondranian brothers Shadowlands, although there it is wise not to ask too
and sisters for guarding pilgrims of all the Churches of many questions about their previous owners. Sabers
the Twelve.” are very rare in the Lands of the Tulamydes, where the
—Brother Hilbert of Auen, Blessed One of Peraine Khunchomer reigns supreme.

“I would use this only if no other weapon was available.


On horseback, the cavalry sword is the better choice. On
foot, I prefer the long sword or the bastard sword.”
—Geron Bladebreaker, mercenary

Rondra’s Crest Complexity: complex (4 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Rondra’s Crest Two-Handed Swords 2D6+2 STR 14 0/-1 medium 4 pounds 52 inches 340 S
(2H)
Note: Sanctified (Rondra); only Blessed Ones of Rondra may purchase weapons sanctified by Rondra.
Weapon Advantage: Gain a +1 bonus when using the maneuver Windmill (see the Aventuria Compendium, page 165).
Weapon Disadvantage: This weapon cannot perform the maneuver Quickdraw.

Saber Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Saber Swords 1D6+3 AGI/STR 15 0/0 medium 1.5 pounds 36 inches 180 S
Weapon Advantage: When used in mounted combat, gain a bonus of +1 DP.
Weapon Disadvantage: When used against armor with PRO 4 or greater, subtract 1 DP from the roll.

84 Weapons and Armor


Seal-killer Short Sword
“The firnelves don’t use wolf-knives, but they have something “Almost as fast as I could blink, my Fasaran traveling companion,
that works just as well in close combat. I don’t know what they Marwen, drew his two short shorts and leaped at the enemy. He
call it, but we call it a seal-killer.” seemed unconcerned by the Ferkina’s raised axe, and ducked
-Xaron of Punin, guild mage, modern underneath it to kill the man with a well-placed thrust.”
-from The Wild Men of Mhanadistan (Revised Illustrated
In their icy home in the north, the firnelves find Edition), by Kara ben Yngerymm, 1022 FB
precious few metal deposits. What little they find
they use for making seal-killers, swords that are For ages, short swords of one form or another have
like sabers in many respects. been used by all peoples of Aventuria. Cross-guards,
blade form and length, and decorations vary widely.
The seal-killer’s single edge is suitable for killing Warriors often wear one as a secondary weapon,
animals, but in combat, wielders must always and sometimes even as a primary weapon. Short
be mindful of keeping that single edge aimed at swords are especially favored by more sinister types
opponents when attacking. Like most elven-made such as gangland thugs and assassins. It may not be
weapons, the seal-killer is not designed for the the strongest weapon available, but it holds its own
proportions of humans or dwarves. Nonetheless, against longer weapons. Moreover, short swords are
this rare weapon is prized by collectors. more easily hidden, compared to large swords and
axes, and they rarely get confiscated because many
local weapon prohibitions are based on blade length.

“You really use this to kill cute little seals?” Short swords are too light to parry two-handed
—Rowena of the Transweal, Bornish cat witch weapons effectively, but a true master of the short
sword does not need to hide behind fighters with larger
weapons.
“I am not a firnelf, but I know from experience that it is
difficult to survive in the icy wastes. One eats what one
can. Besides, humans slaughter pigs, which are smarter “The short sword comes in many shapes. It is inferior to
than dogs and just as lovable.” the long sword in almost every instance, but when you
—Layariel Treetopglint, elven wyldrunner must deal with a cramped environment, the short sword is
the better choice.”
“Humans kill pigs, yes, but killing piglets? Well, I don’t, —Geron Bladebreaker, mercenary
at any rate. Your cousins in the far north must have few
choices.” 
—Rowena of the Transweal, Bornish cat witch

Seal-killer Complexity: complex (3 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Seal-killer Swords 1D6+4 AGI/STR 15 0/0 medium 2 pounds 36 inches 200 S
Note: To buy a seal-killer during hero creation, the character must be from the culture of the firnelves.
Weapon Advantage: Gain a bonus of +1 DP when fighting animals of size categories medium and large.
Weapon Disadvantage: Suffer a -1 penalty when performing the maneuver Feint. When wielding a seal-killer, non-
elves suffer a -1 penalty to AT, PA, and DP.

Short Sword Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Short Sword Swords 1D6+2 AGI/STR 15 0/0 short 1.5 pounds 24 inches 140 S
Weapon Advantage: The wielder may combine the maneuver Circumvent (see Aventuria Compendium, page 155) with
the maneuver Forceful Blow.
Weapon Disadvantage: Suffer a -1 penalty to PA versus Two-Handed Impact Weapons and Two-Handed Swords.

85
Slasher Slave-death
“Thirty feet of rope, hammocks, blankets, backpacks, some items “These ruffians keep their poor slaves in line with two kinds of
that look like cooking utensils, two water flasks, bandages and weapons. The common whip, and a variant of the saber. It looks
other dressings, a large pot full of…Ugh! All-knowing Hesinde, like a Tulamydian Khunchomer, and probably arose from it, but
that smells terrible! How is this supposed to protect us from the front of the blade has an assortment of projections. At first,
mosquitos? Never mind. I just hope it works. We seem to be I thought these were only decorative, but the overseers boasted
missing only provisions. Wait, where is your slasher? What that they cause horrifying injuries. Truly, this land is savage!”
do you mean, you don’t have one? That’s the most important -Excerpt from a letter by the traveling botanist Hesindan
thing to remember! There are no paths in the jungle! Let us Thousandbloom, to his sister, 1024 FB
hope the trading post is still open for business.”
-An experienced explorer to a new traveling companion, The blade tip of this scimitar has prongs, thorns,
while outfitting a trip to the Rain Mountains, modern or notches whose primary purpose is to make this
weapon look intimidating. However, in combat, these
The slasher, also known as a machete, is essential to so-called adornments tend to snag an opponent’s
every expedition to the jungle. Slashers are better than weapon when parrying, causing no end of trouble
almost any other weapon at cutting a path through vines, for the wielder. Even so, slavers feel that the
scrubs, and undergrowth. Its short, sturdy, single-edged weapon’s brutal appearance and ability to inflict
blade may not be pretty but it is exceptionally practical. painful wounds makes up for any deficiencies.

Despite its utilitarian purpose, the slasher is useful against This weapon is widespread across the entire south,
dangerous creatures of the jungle, as well as against humanoid where it is quite popular with slave overseers and
enemies, and its heavy blade can serve as an impact weapon slave hunters. It is also popular with former slaves
at need. However, it is not possible to effectively wield the who became pirates and now hunt slave traders with
weapon two-handed due to its short grip. a vengeance. These free souls have started calling the
weapon by a new name—one that slave traders are
People use slashers wherever they need to clear wilderness learning to fear. That name is slaver-death.
brush, meaning it can be found anywhere in Aventuria
except in the steppes of the north and in the eternal ice.
However, in terms of numbers alone, it is far more common “A fitting name for a cruel weapon.”
in the south where explorers and adventurers frequently —Rowena of the Transweal, Bornish cat witch
set out to explore the darkest jungles.

“By Swafnir!”
“This is more of a tool than a weapon, although I agree
—Tjalva Garheltsdottir, Hetja of Prem
that you could inflict serious harm with this thing.”
—Tjalva Garheltsdottir, Hetja of Prem

Slasher Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Slasher Swords 1D6+3 AGI/STR 15 0/-1 medium 1.5 pounds 28 inches 100 S
Weapon Advantage: Wielders may perform maneuvers designed for the technique Impact Weapons, although the
wielder still uses the technique Swords to determine success.
Weapon Disadvantage: The slasher gains nothing from being wielded two-handed.

Slave-death Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Slave-death Swords 1D6+4 AGI/STR 15 0/0 medium 1.5 pounds 36 inches 210 S
Weapon Advantage: Gain +1 DP versus humanoids with PRO 0.
Weapon Disadvantage: After a successful parry, roll 1D6. On a result of 6, the slave-death becomes temporarily
entangled with the enemy’s weapon, and the wielder suffers a -1 penalty to AT during the next CR. This rule does
not apply to attacks against unarmed opponents.

86 Weapons and Armor


Spear Spiked Vambrace
“You not laugh at Mutombo now. Mutombo has new spear.” “You laugh only because you’ve never faced a spiked vambrace
-Mutombo, Utulu warrior, modern before.”
-Alrik of Kilnground, rogue, 1038 FB
Spears have been used by every culture since the
dawn of time and are common almost everywhere. Spiked vambraces are primarily
Those with steel tips can cut through almost any worn by show fighters and
armor, and have an advantage not shared by swords gladiators, which is why these
and battle-axes, namely, their reach. A spear fighter unusual weapons are more
can use its length to keep opponents at a distance, common in the south.
and can even push them back with jabs.
Typical spiked vambraces are made
Experienced fighters also can parry effectively when from rigid metal plates that cover the forearm from elbow
using spears two-handed, but this precludes shield to knuckles. One or more spikes extend forward from the
use. Note that wielding a spear with a shield requires hand, permitting attacks and parries against armed and
the corresponding technique. unarmed opponents alike. On some versions, the spike
extends backwards instead of forwards, while other
versions have spikes in many places. One variant, known
as a dragonclaw, is a glove of chain links that protects only
the wearer’s wrist and hand.
“The Forest Folk and the Utulus carry spears. You can
identify their elite warriors by their steel spear tips.” Spiked vambraces buckle securely to the arm with
—Brother Hilbert of Auen, Blessed One of Peraine leather straps, one of which protects the wearer’s palm.
This trade-off for protection prevents the wearer from
grasping anything with that hand.

“Not my first choice, but I admit it does help keep Many fighters decorate their spiked vambraces, a practice
enemies at bay.”
that gladiators sometimes take to extremes to intimidate
—Arbosh son of Angrax, forge dwarf master smith
their opponents.

“If you see someone other than a gladiator walking


around wearing spiked vambraces, you can bet that a war
between criminal elements is about to break out.”
—Geron Bladebreaker, mercenary

Spear Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Spear (2H) Polearms 1D6+4 AGI/STR 15 0/0 long 4 pounds 80 inches 45 S
Weapon Advantage: none
Weapon Disadvantage: none

Spiked Vambrace Complexity: complex (2 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Spiked Vambrace Brawling 1D6+1 AGI/STR 15 0/0 short 2 pounds 20 inches 70 S
Note: Parrying Weapon (grants a +1 PA bonus to the primary weapon)
Weapon Advantage: The wielder counts as armed and thus does not receive the usual penalties for brawling with an
armed opponent (see Core Rules, page 235).
Weapon Disadvantage: The wielder cannot perform the maneuver Grapple and any other maneuvers based on
grappling. Spiked vambraces are difficult to hide and incur a -2 penalty to Stealth (Conceal Item) checks.

87
Sun-scepter Sword Cane
“…and for each lie the subject shall receive a blow with the “Rarely have I seen a more elegant man. Exquisite clothes,
scepter. Should the subject deny the lie, repeat the blow until the excellent manners, enviable taste in wine. Imagine my surprise
subject confesses. The accused may be reminded, with a whip, when he chased away two ruffians with his hidden sword.”
to answer truthfully, before receiving another blow with the -Jarina Caspari of Silas, author, 1039 FB
sun-scepter.”
-Valerian Helswin, addressing the Sun Legion The sword cane is the ideal accessory for balls, banquets,
and other social events in which weapons are
The golden sun-scepter is the unmistakable prohibited or simply do not fit the dress code.
symbol of Blessed Ones of Praios. They have
red velvet grips and are decorated with It looks, from the outside, like a regular walking
symbols pleasing unto Praios, such as the cane, and indeed it serves as one. But the cane is
wheel of the sun or images of griffons. This also a scabbard for a sword that can be drawn when
sanctified item fills its bearer with the pride needed. A simple locking mechanism ensures that
of the King of Gods. Ownership is granted only the scabbard does not slip off accidentally.
to Blessed Ones of Praios.
Sword canes are available in mid- and southern
Though the scepter is intended to be a ceremonial Aventuria and come in many styles, from plain
item, it also serves as a weapon. A heavy blow with to lavishly decorated. Most have a foil as a blade;
its prongs can inflict serious wounds, though the however, this weapon is not as fast as other fencing
sun-scepter is ill-suited for combat in general. weapons and enemies find it easier to parry.

“Magical beings, including mages, are particularly


susceptible to a sanctified sun-scepter.” “Useful when you don’t wish to go unarmed in high
—Mirhiban al’Orhima, Tulamydian fire mage society.”
—Carolan Calavanti, Vinsaltan vagabond

“That is probably directed at the Daughters of Satuaria.


“Just as useless as all the other toothpick weapons
The Church of Praios was never squeamish in that regard.”
they seem to prefer in the Horasian Empire.”
—Rowena of the Transweal, Bornish cat witch
—Tjalva Garheltsdottir, Hetja of Prem

Sun-scepter Complexity: complex (2 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Sun-scepter Impact Weapons 1D6+3 STR 14 0/-1 medium 2.5 pounds 28 inches 250 S
Note: Sanctified (Praios); only Blessed Ones of Praios may purchase weapons sanctified by Praios.
Weapon Advantage: Receive a +1 bonus to PA during the day. Sun-scepters inflict +1 DP against beings that have AE.
Weapon Disadvantage: Receive a -1 penalty to AT during the night. Subtract 1 from DP when attacking targets with
armor of PRO 4 or greater.

Sword Cane Complexity: complex (2 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Sword Cane Fencing 1D6+2 AGI 15 +1/0 medium 2 pounds 31 inches 350 S
Weapons
Weapon Advantage: Identifying the sword cane as a weapon requires a successful Perception check.
Weapon Disadvantage: The opponent receives no -1 penalty to defend, as is usual for Fencing Weapons (see Core
Rules, page 235).

88 Weapons and Armor


Thorwaler Shield Trident
“One hundred shields and one hundred orc-noses for one “The storm lashed against the sails, driving us ever
hundred warriors from Prem. The battle line facing the wild further off course. Efferd himself seemed to be rending
barbarians from Gjalskland waited until the Gjalsks had hurled ocean and sky to punish our sacrilege. Before our
their spears. When they charged into close combat, we broke astonished eyes, a massive trident rose from the waves,
their jaws with blows from our shields and used our orc-noses to followed by a 9’ tall man with a long white beard. He
finish off all who remained standing.” climbed aboard our ship and glared at us, scowling.
-Erlgard Swerfildsdottir, warrior from the Fortress of I’ve never seen the crew so terrified. We thought we were
Prem, 1037 FB doomed.”
-Excerpt from a fragment of the log of Wulfrath the
Thorwalers craft excellent wooden Bloody, captain of the pirate vessel Lizardfang, last
shields reinforced with metal. spotted off the southern coast of Maraskan in 1019 FB
Besides their common use in
duels, Thorwaler shields are This pitchfork-like spear is especially effective for
perfectly suited for shoving catching fish, and it is so common in coastal areas
enemies aside when charging that many fisherfolk use it to defend their homes.
and attacking with primary
weapons. Thorwalers are not Tridents are also popular in gladiator arenas. Though
known for their cavalry skills, so less effective against armored opponents, tridents
this shield is not intended for use from grant an advantage when fighting in water, and their
horseback. barbed points serve well for disarming opponents.

To intimidate their enemies, Thorwalers often beat their


weapons against their shields. This tactic improves with
greater numbers of warriors.
“Gladiators sometimes fight with net and trident
against heavily armed opponents in the arenas, as
a tribute to Kor. The slaughter is terrible. Why do
“It’s true. Our shields are useless on horseback. But
humans have such a strong desire to shed blood?”
we rarely fight like that anyway. Whether dueling
—Layariel Treetopglint, elven wyldrunner
another Thorwaler or facing a hail of arrows from an
enemy ship, this is the shield I want.”
—Tjalva Garheltsdottir, Hetja of Prem

Thorwaler Shield Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Thorwaler Shield Shields 1D6+1 STR 16 -5/+2 short 9 pounds - 70 S
Note: medium shield, 25 structure points
Weapon Advantage: When combined with a main weapon for the maneuver Charge, the main weapon receives a
bonus of +1 DP.
Weapon Disadvantage: When used while mounted, this shield grants only the simple shield bonus.

Trident Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Trident (2H) Polearms 1D6+4 AGI/STR 15 0/0 long 4 pounds 80 inches 80 S
Weapon Advantage: Reduce penalties for fighting in water by 2. The maneuver Disarm gains a +1 bonus.
Weapon Disadvantage: Subtract 1 from DP when attacking targets with armor of PRO 2 or greater.

89
Tuzak Knife Two-lilies
“No blade on Dere compares to the Tuzak knife. It cuts leather “Hundreds of years ago, Grangor outlawed weapons that had
and wood, flesh and bone. Draw your blade only when you blades on only one end. Not to be deterred, some of the city’s
intend to kill.” Phex-pleasing burghers invented the two-lilies, a weapon
-Dajina of Uzlugazib, addressing her students, 1037 FB with blades on both ends. Grangor has long since rescinded
this strange prohibition against spears and polearms, but the
This slightly curved, two-handed sword is the city guards still carry their two-lilies with pride. I wonder if
epitome of Maraskani weapon-smithing. Its sharp, modern Grangorans are as pleasing unto Phex as the people
well-balanced blade slices cleanly through most who invented the two-lilies?”
materials and holds up well in combat. -Excerpt from the diary of a traveling Blessed One of
Phex, 998 FB
The weapon gets its name from Tuzak, its place of origin.
Maraskanis call it a knife because it is single-edged (to The two-lilies is a rather quaint looking weapon that
them, true swords are double-edged). The Tuzak knife looks like a cross between a quarterstaff and a halberd.
accommodates fluid fighting styles, and skilled fighters Fighters use it like a staff but its blades allow for thrusts
know how to take advantage of the blade’s shape and like the infantry weapon. It is well-suited for defense and
length to deliver the strongest blows. promotes a dexterous, almost dance-like fighting style.
However, the two-lilies is not sturdy enough to deliver
Unlike other two-handed swords, the Tuzak knife is not strong attacks.
well-suited for smashing shields.
This weapon is synonymous with the Horasian
harbor town of Grangor, which first developed it, and
“When the Maraskani attacked my home city, many the city guards have carried them for generations.
of their warriors carried Tuzak knives. I saw terrible Some warriors look down upon the guards for their
things that day.” weapons—until they see the two-lilies in action, that is.
—Mirhiban al’Orhima, Tulamydian fire mage
Two-lilies are rarely available outside of the Horasian
“This is good steel—considering it was made by Empire, and then only in towns with long established
humans.” trading ties with Grangor. Rumors speak of Mhanadian
—Arbosh son of Angrax, forge dwarf master smith and even dwarven versions of this weapon.

“Sure, it’s deadly, but a weapon is only as good as its “Go into battle with this? You Horasians must be
wielder.” joking, by Swafnir!”
—Tjalva Garheltsdottir, Hetja of Prem —Tjalva Garheltsdottir, Hetja of Prem

Tuzak Knife Complexity: complex (4 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Tuzak Knife (2H) Two-Handed Swords 1D6+6 STR 14 0/0 medium 3.5 pounds 52 inches 360 S
Weapon Advantage: Gain a bonus of +1 DP when using the maneuvers High Blade or Wide Swing (see Aventuria
Compendium, pages 162 and 164, respectively).
Weapon Disadvantage: When wielding a Tuzak knife, Forceful Blows receive a -1 penalty. Subtract 4 from DP when
using the maneuver Shield-Splitter.

Two-lilies Complexity: complex (2 AP)


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Two-Lilies Polearms 1D6+4 AGI/STR 15 0/+2 medium 4 pounds 60 inches 200 S
Weapon Advantage: When making more than one PA in the same CR (see Core Rules,
page 232), reduce the penalty by 1.
Weapon Disadvantage: When using the maneuver Forceful Blow, subtract 1 from the DP. The second PA receives a
total penalty of -2, the third PA
a total penalty of -5, and the
third PA a total penalty of -8.

90 Weapons and Armor


Waqqif War Hammer
“You infidels speak about my waqqif as if it is simply a curved “The war hammer may not be as elegant as a
dagger. But it’s far more than that. One cannot be a Novadi rapier but it can inflict horrible wounds in battle.
warrior without a waqqif. The closest comparison may be the Though its use requires both hands, and it is relatively
dragon tooths used by dwarves, or the elf bows used by djinn. It slow to swing, few weapons can block such a hammer
is a holy weapon, and may Rastullah punish me if I ever lose it.” blow. A foil, for instance, is useless against it.”
-Rashim ben Shafir, Novadi warrior, modern -Fencing master Metelessa Galora, preparing her
class for a practical demonstration, 1037 FB
The curved dagger known as the waqqif is at least
as common as the regular dagger in the Lands The feared war hammer must be wielded with both
of the Tulamydes. Its curved blade is well- hands, but even plate armor cannot withstand it.
suited for cutting cloth and inflicting grievous War hammers are not made for parrying, though
injuries, though precise attacks are practically experienced fighters manage quite well.
impossible in combat. This weapon is a symbol of
status for almost every Novadi, even those who Despite being somewhat unbalanced, it is easier
are not tribal warriors. to wield than certain other two-handed impact
weapons.

“The Novadi are a proud people but the waqqif is a “You’d have to be crazy to fight with this
status symbol that only men may carry; Novadi laws monstrosity. Parrying is nearly impossible.”
often forbid women from carrying one.” —Carolan Calavanti, Vinsaltan vagabond
—Mirhiban al’Orhima, Tulamydian fire mage

“Their women put up with that? I want a word with


these Novadi.” “If you must use this weapon, be sure to wear heavy
—Rowena of the Transweal, Bornish cat witch armor. Otherwise, chances are good you will wind up
mangled…or worse.” 
—Geron Bladebreaker, mercenary
“Don’t be too angry with them. They are very courteous
to elves. They think we are djinn, for some reason.”
—Layariel Treetopglint, elven wyldrunner

Waqqif Complexity: simple


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Waqqif Daggers 1D6+2 AGI 14 0/-1 short 1 pound 17 inches 60 S
Weapon Advantage: Subtract 1 PRO from armor with PRO 2 or less.
Weapon Disadvantage: Cannot perform the maneuver Precise Thrust.

War Hammer Complexity: simple


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
War Hammer (2H) Two-Handed 2D6+3 STR 13 0/-3 medium 6 pounds 48 inches 170 S
Impact Weapons
Weapon Advantage: none
Weapon Disadvantage: none

91
Warunk Hammer Wolf-knife
“The Warunk hammer is what you get when you ask a Blessed “Rarely have I seen a finer blade. It is said that the elves weave
One of Kor, and not a smith, to design a weapon. It has to do magic into their forged weapons, and I think the wolf-knife is
everything: chop, impale, smash….” proof of this.”
-Jorge Oakenfield, Andergastan mercenary, 1036 FB -Xaron of Punin, guild mage, modern

Despite its name, the Warunk hammer is more The wolf-knife is an elven weapon that probably
than just a war hammer. With a hammer head, originated in the time of the high elves. Most
a straight axe blade on the opposite side, and blades still in use today are only replicas of
an additional spike for thrusting, this 5-foot- legendary wolf-knives from ages past. Though still
long weapon is very versatile. usually of high quality, modern wolf-knives don’t
incorporate magic, as elves have largely forgotten
An expert with the Warunk hammer can use the art of forging magical weapons.
it as thrusting spear, a war hammer, and a battle-
axe, all in the same fight. Many fighters in mid- and The wolf-knife’s unusual blade is triangular in cross-
northern Aventuria forego using a shield to wield section, allowing this fencing weapon to be used for
this versatile two-handed weapon. The Warunk cutting as well.
hammer is especially popular with heavy infantry
mercenary units and certain Blessed Ones of Kor. To take advantage of its strengths, wielders must
Nobles and wandering swords tend to regard it as practice a quick, precise fighting style. Many elves
little more than a woodcutter’s axe until they see it exclusively use wolf-knives in two-weapon combat,
in action. but sometimes combine them with a dagger or short
sword. Wolf-knives do not work well with longer
Warunk hammers are effective against chainmail weapons. Non-elves often have trouble adapting to the
and plate armor, but they are heavy and exhausting wolf-knife’s proportions.
to wield.

Warunk Hammer Complexity: complex (2 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Warunk Hammer (2H) Two-Handed 1D6+6 STR 14 0/-3 long 8 pounds 59 inches 300 S
Impact Weapons
Weapon Advantage: Subtract 1 PRO from a target’s armor of PRO 4 or greater.
Weapon Disadvantage: With a confirmed botch on AT or PA, gain 1 level of Stupor. This is in addition to any other
botch results.

Wolf-knife Complexity: complex (3 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Wolf-Knife Fencing Weapons 1D6+4 AGI 15 +1/0 medium 1 pound 40 inches 300 S
Note: To buy a wolf-knife during hero creation, the character must be from the culture of either the glade
elves or the wood elves.
Weapon Advantage: When opponents have the same INI value, the one with the wolf-knife always strikes first. When
the opponent also wields a wolf-knife, apply the normal rules for order of action (see Core Rules, page 227).
Weapon Disadvantage: When attacking with two weapons (using two-weapon combat) in one CR, and the second
weapon has a reach of medium, the second attack receives a -1 penalty to AT. When wielding a wolf-knife, non-elves
receive a -1 penalty to AT, PA, and DP.

92 Weapons and Armor


Wooden Shield Wooden Spear
“Squires see to their knight’s horse, armor, and weapons. They “You laugh at Mutombo’s spear?”
help their lords don their armor before battle, and help remove -Mutombo, proud Utulu warrior, 1035 FB
it again afterwards. They must take care to check shields for
damage, and quickly make necessary repairs.” Wooden spears are used mainly in places where
-Excerpt from Squire’s Tenets, a book of instruction for metal blades are luxury items and most warriors
young squires in the Northmarches still rely on weapons made of stone and wood.
Ineffectiveness against heavy armor, and
The classic wooden shield is round and especially plate armor, is their greatest weakness,
edged in steel. They are often made but wooden spears are quite capable of killing
from boards, but also may be made from unarmored and lightly armored opponents.
a thin cross-section of a tree’s trunk.

The wooden shield’s grip is either a


“People around here stopped using wooden
thick leather strap or a wooden or steel weapons long ago, but I’ve seen many
handle. Shields with leather grips may Utulus fight with wooden spears, and
be suspended passively from the hand they are just as scary as barbarians with
without undue discomfort. On the front battle-axes.”
of the shield, a shield boss (a sort of metal —Brother Hilbert of Auen, Blessed One of
cap made from copper, iron, or steel) protects Peraine
the hand. Most wooden shields are relatively small and
“Good weapons are made of steel, but we
primarily for personal defense rather than for use in can’t blame the Utulus if Angrosh didn’t
shield walls or other area defenses. They are robust and give them any iron.”
suitable for shield bashes and maneuvers that require —Arbosh son of Angrax, forge dwarf
great mobility. master smith

“Ferkinas use wooden spears, and they


“I thank Rondra for this invention. Without shields,
have killed many people.” 
there would be many more injuries in the world.”
—Mirhiban al’Orhima, Tulamydian fire
—Brother Hilbert of Auen, Blessed One of Peraine
mage

Wooden Shield Complexity: primitive


Name Combat Technique DP P+T AT/PA Mod RE Weight Length Cost
Wooden Shield Shield 1D6 STR 16 -4/+1 short 7 pounds - 50 S
Note: Small Shield, 20 structure points
Weapon Advantage: none
Weapon Disadvantage: none

Wooden Spear Complexity: primitive


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Wooden Spear (2H) Polearms 1D6+2 AGI/STR 15 0/0 long 2 pounds 60 inches 1S
Weapon Advantage: Add 1 DP when attacking targets with armor of PRO 2 or less.
Weapon Disadvantage: Subtract 1 DP when attacking targets with armor of PRO 5 or greater.

93
Wyvern-beater
“This wyvern-beater has been in our family for generations, and
one day it will be yours. Did anyone kill a dragon with it? By “In ancient times, small wyverns were everywhere.
Angrosh, of course! Your great grandmother, Raxasha, used it Dwarves created the wyvern-beater to put an end to
to kill a tatzelwurm and a sea dragon. Yes, some day you, too, their scourge.”
my son, will perform heroic deeds—once your beard grows in, —Arbosh son of Angrax, forge dwarf master smith
that is.”
-Hardas son of Kurolas, dwarven warrior, modern “Small wyverns? I’ve heard of giant wyverns, but not
small wyverns. What are they like?”
—Tjalva Garheltsdottir, Hetja of Prem
The wyvern-beater was designed by dwarves
for dwarves, which is why humans find it
unwieldly. Despite its name, this axe is too small “We drove them to extinction ages ago.”
to be effective against creatures as gigantic as —Arbosh son of Angrax, forge dwarf master smith
dragons, but it serves well against orcs and other
enemies. Dwarven families pass wyvern-beaters
from generation to generation and sing their praises in
tales of heroic deeds.

Wyvern-beater Complexity: complex (3 AP)


Name Combat DP P+T AT/PA Mod RE Weight Length Cost
Technique
Wyvern-beater Impact Weapons 1D6+4 STR 14 0/-1 short 2 pounds 20 inches 90 S
Note: To buy a wyvern-beater during hero creation, the character must come from a dwarven culture.
Weapon Advantage: The maneuver Shield-Splitter gains +4 DP.
Weapon Disadvantage: Receive a -1 penalty on AT against creatures of size categories large and huge. When wielding
wyvern-beaters, non-dwarves receive a -1 penalty to AT, PA, and DP.

94 Weapons and Armor


Ranged Weapons
Balestrina Blowpipe
“The balestrina is one of the most accurate ranged weapons ever “A tiny needle? Is that all you’ve got? I’ll…ungh.”
devised. You have a better chance of escaping a djinni who can -Last words of Silvario Dellamonte, Meridianan
shoot you with his eyes closed. After all, you can see when he is questador, 1035 FB
drawing his bow. However, when someone points a balestrina at
you, a soft hissing sound may be the only sign that your life is The blowpipe was invented by the Forest Folk and
about to end.” is still mainly used by Moha and Utulus, though
-Salim al’Dhalsim, far trader from Thalusa, 1037 FB occasionally skilled users turn up in the towns and
settlements of southern Aventuria. Blowpipes use
The balestrina is the most delicate crossbow in Aventuria. powerful puffs of breath to fire thin projectiles called
It can be aimed and fired with one hand, and instead of blowdarts. Unsurprisingly, they inflict little damage
bulky, heavy bolts, it fires small, streamlined bullets. but usually carry poison (inhabitants of the jungles of
Though more accurate than heavier crossbows, it is less southern Aventuria know of several animal- and plant-
powerful. Balestrinas tend to jam when mishandled. based poisons that cripple or even kill, depending on
the dose and the user’s intention).

A blowpipe tube can be up to 8 feet long and is usually


made from a single stalk of bamboo. Some owners
decorate them, believing that art contributes to the
success of the hunt. Colorful specimens are popular with
those who collect exotic items from the south.

“Tales say that my people once used blowpipes, but if so,


those days are long gone.”
—Layariel Treetopglint, elven wyldrunner

“They probably turned them all into flutes. The principle is


the same: simply puff some air through them.”
—Arbosh son of Angrax, forge dwarf master smith

Balestrina Complexity: complex (4 AP)


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Balestrina Crossbows 1D6+4 2 actions 5/25/40 Bullets 1.5 pounds 16 inches 120 S
Weapon Advantage: When firing at targets of size categories small and tiny, reduce the AT penalty by 1.
Weapon Disadvantage: A botch roll of 20 when firing (whether confirmed or not) causes the weapon to jam. Clearing
the jam requires 2 actions. When using the Botch Table optional rule, this effect is cumulative with other weapon
jam results.

Blowpipe Complexity: primitive


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Blowpipe Blowpipes 1D2 2 actions 5/20/40 Blowdarts 1 pound 23 inches 40 S
Note: If a poisoned blowdart inflicts at least 1 DP, the target is poisoned.
Weapon Advantage: none
Weapon Disadvantage: none

95
Bullet-shooting Crossbow Cast-net
“If fowling is your objective, you should practice with a bullet- “My instincts told me to be careful, but I thought, “It’s only a
shooting crossbow. It is great for hunting small birds, and can net. How dangerous could it be?” I should learn to trust in my
drive away eagles, hawks, and skull-owls.” instincts. That slippery gladiator stabbed me twice before I could
-from Fowling in All Forms, Chapter III, First Edition, crush her.”
published 1023 FB -Jorge Oakenfield, Andergastan mercenary, 1036 FB

The bullet-shooting crossbow was specifically developed Cast-nets were developed from fishing nets, and, like fish
for bird hunting. This unusual-looking crossbow has two nets, are designed to catch creatures alive and relatively
bowstrings instead of one because it fires small, round unharmed. Thus, these unusual ranged weapons are
metal bullets instead of bolts. popular with gladiators, big game hunters, and slavers.
They are woven from robust cord and can be either
It is sometimes used in battle, even though it is less round or square (measuring 6.5 to 10 feet on a side). Small
lethal than most types of crossbow. Damage-wise, it is weights sewn along their edges help the cast-net spread
comparable to a light crossbow at short range, but damage out when thrown. Cast-nets created for the arena often
decreases significantly at greater distances. Moreover, also incorporate colorful fringes or even hooks, depending
the weapon’s sensitive loading mechanism is prone to on the user’s preferences. Gladiatorial cast-nets often
malfunction. feature an added length of rope with a loop that slips over
the user’s wrist, for added control and retrieval.

As their name implies, cast-


nets are thrown with the
intention of snaring the
target. Because they may
be dodged, gladiators like
to feint with the net, to
distract or trick their
opponents.

Bullet-Shooting Crossbow Complexity: complex (3 AP)


Name Combat Technique DP RT RA Ammunition Weight Length Cost
Bullet- Crossbows 1D6+3 2 actions 20/60/100 Bullets 6.5 pounds 31 inches 200 S
Shooting
Crossbow
Weapon Advantage: At distances of up to 16 feet the bullet-shooting crossbow inflicts +2 DP.
Inflict an additional +1 DP against birds up to 6.5 feet away (for a total of 1D6+7, including the DP bonus for range).
Weapon Disadvantage: A botch (whether confirmed or not) causes a heavy weapon jam that takes 2 actions to clear.
When using the Botch Table optional rule, this effect is cumulative with any other weapon jam results.

Cast-net Complexity: primitive


Name Combat Technique DP RT RA Weight Length Cost
Cast-net Thrown Weapons - 1 1/3/5 4 pounds 135 inches 35 S
Note: Instead of causing DP, the target gains the state bound until freed. To escape, make a cumulative Body Control
(Squirm) check, or use a sharp weapon to cut the net or control rope (reduce its 10 structure points to
0). Making a Body Control check takes one regular action. When cutting the net, weapons with a reach of
medium or greater inflict only half DP.
Weapon Advantage: The target may make only one attempt to dodge a cast-net. Shields cannot parry cast-nets.
Weapon Disadvantage: On a confirmed botch when attacking, the net thrower becomes entangled in the net and
suffers all relevant effects.

96 Weapons and Armor


Composite Bow Cut-tooth
“Next to the long bow and the elf bow, the composite bow “You should fear this axe. When Thorwalers raise their cut-
has the greatest range of any bow. They are well suited tooths, be prepared to die.”
for use from horseback, and mounted archers make a -Nosfiria of Salta, Nostrian soldier, 1036 FB
highly mobile ranged unit.”
-Excerpt from Chapter IV of War and Skirmishes: No other throwing axe has such a terrifying
A Primer for Field Officers, 1005 FB reputation. This Thorwalian version of the
throwing axe looks about as dangerous as
A composite bow consists of multiple pieces any other, but its slightly curved handle
joined in the middle, at the grip. This grants and rounded blade impart maximum force
the composite bow first-rate penetrating on impact, and it cuts through armor with ease.
power and great range. Few other traditional
bows are as accurate. The composite bow’s The cut-tooth’s one weakness is its poor accuracy at
versatility is lessened only by its tendency greater distances. When facing a group of Thorwalers
to become entangled in underbrush when preparing to throw their cut-tooths, however, one
hunting in dense forests. usually does not pause to remember this weakness. One
runs away, quickly.

“Even though it is highly accurate, the composite “Cut-tooths slice through almost anything: leather,
bow is not widely encountered, perhaps because it chain, plate, whatever. And I think it is rather accurate,
is difficult to make.” even at long range.”
—Geron Bladebreaker, mercenary —Tjalva Garheltsdottir, Hetja of Prem

“That may be true in the Middenrealm, but the “I would choose a cut-tooth over a common throwing
composite bow is common in Arania and Mhanadistan, axe any day. But I disagree with Tjalva. This axe is less
where the long bow is practically unknown.” accurate at long range.”
—Mirhiban al’Orhima, Tulamydian fire mage —Geron Bladebreaker, mercenary

Composite Bow Complexity: complex (4 AP)


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Composite Bow Bows 1D6+7 2 actions 20/100/160 Arrows 1.5 pounds 56 inches 160 S
Weapon Advantage: Subtract 1 from range penalties (but do not reduce penalty below 0).
Weapon Disadvantage: Receive an additional -2 penalty when firing in forests that are difficult or bad terrain (see
Core Rules, page 349).

Cut-Tooth Complexity: simple


Name Combat DP RT RA Weight Length Cost Preis
Technique
Cut-tooth Thrown 1D6+4 1 action 2/10/15 2 pounds 20 inches 80 S 160 S
Weapons
Weapon Advantage: Subtract 1 from the weapon’s damage threshold when using the maneuver Powerful Throw (see
Aventuria Compendium, page 163).
Weapon Disadvantage: Receive a -1 penalty to RC when attacking targets at a far range.

97
Discus Elf Bow
“If Rur threw the sun discus towards Gror the same way you’ve “Every merchant from Thalusa to Norbury would
just thrown it, Gror will soon have a nasty bump on the head.” pay a premium to get their hands on one of the
-Erlgard Swerfildsdottir, warrior of the Fortress of Prem, bows used by the djinn. Such an opportunity
1037 FB would be exceedingly precious, as those masters
of spellcraft have never willingly parted with
The Maraskani discus is 12 to 15 inches their weapons.”
in diameter and one of the most -Salim al’Dhalsim, far trader from Thalusa,
unusual ranged weapons in the world. 1037 FB
The discus thrower twists at the waist
and then throws the discus from The elf bow, which the elves call a yara,
the hip, aiming for the target. is unquestionably the best of all bows,
The weapon can strike with surpassing even the mighty long bow
the force of a throwing in range and penetrating power. Elven
club, but takes practice to accuracy is legendary, and no human has
master. Maraskanis mainly ever achieved the same level of perfection
use discuses for hunting with an elf bow. Due to quirks of its design
and sport, but sometimes and construction, the yara cannot be used
also use them as weapons of from horseback (the elven riding bow
war. Some discuses are designed to make a terrifying carried by mounted steppe elves of the
whistling sound when thrown, to frighten enemies. Green Plain is quite different to this bow).

Discuses are common on Maraskan but practically


unknown in Aventuria, except in colonies of Maraskani
exiles in Khunchom, Al’Anfa, Festum, and some areas
in the Lands of the Tulamydes. The discus became more “We elves are one with our yara, whether on the hunt or
common in the contested Yalaiad peninsula when the in combat. The loss of a bow is mourned as deeply as the
Maraskani joined the invasion. death of a family member.”
—Layariel Treetopglint, elven wyldrunner

“Sounds like an elvish reaction, but I sympathize with


“Maraskanis tend to use the discus for competitions, not you. I would cry, too, if I lost my rock-cleaver.”
for combat.” —Arbosh son of Angrax, forge dwarf master smith
—Mirhiban al’Orhima, Tulamydian fire mage

Discus Complexity: simple


Name Combat Technique DP RT RA Weight Length Cost
Discus Discuses 1D6+2 2 actions 5/25/40 1.5 pounds 11 inches 25 S
Weapon Advantage: none
Weapon Disadvantage: none

Elf Bow Complexity: complex (5 AP)


Name Combat Technique DP RT RA Ammunition Weight Length Cost
Elf Bow Bows 1D6+5 1 action 50/100/200 Arrows 1 pound 72 inches 400 S
Note: To buy an elf bow during hero creation, the character must be from an elven culture.
Weapon Advantage: Gain a +1 bonus when performing the maneuver Precise Shot.
Weapon Disadvantage: Cannot be used while mounted. When wielding the elf bow, non-elves receive a -2 penalty to RC.

98 Weapons and Armor


Iron Forest Crossbow Hand Crossbow
“You want a ranged weapon that never misses its mark? Look no “I always wanted a small crossbow, but I would never use a
further! Allow me to present the Iron Forest. No crossbow shoots balestrina.”
farther and more precisely than this masterpiece, and you will -Tassando Vespari, rogue, Drôl, 1038 FB
never find another ranged weapon that readies faster and loads
more easily. Come, try it for yourself.” People who know how to craft the complicated torsion
-Hardas son of Kurolas, dwarven warrior, modern mechanism of a balestrina keep that secret to themselves.
The common hand crossbow is as small as a balestrina but
Although the Iron Forest crossbow is large, heavy, and works just like a normal crossbow. At short range, it is as
comparably unwieldy, it has a unique feature, namely, dangerous as the light crossbow, but its lethality rapidly
a top-mounted, sliding magazine that holds ten bolts. drops off at longer ranges.
Pulling the magazine rearward draws the bowstring and
loads the next bolt simultaneously, greatly increasing the Detractors say that hand crossbows have no penetrative
weapon’s rate of fire. Owners must take care, however, power compared to other crossbows or balestrinas.
to correctly load the magazine and regularly clean and Their price and effectiveness at short range compensate
inspect the weapon’s mechanisms. Improper use and somewhat for this.
maintenance leads to weapon jams and time-consuming
repairs.

Even though the crossbow’s size and intricate reloading


mechanism make it quite heavy, it is well balanced and
easy to aim.

“The hand crossbow has one great advantage over the


balestrina, namely, it is not as prone to jamming.” 
—Arbosh son of Angrax, forge dwarf master smith

“But the balestrina is much more stylish.”


—Carolan Calavanti, Vinsaltan vagabond

Iron Forest Crossbow Complexity: complex (4 AP)


Name Combat Technique DP RT RA Ammunition Weight Length Cost
Iron Forest Crossbows 1D6+4 2/10 actions 10/50/80 Bolts 7.5 pounds 36 inches 500 S
Crossbow
Note: Magazine (holds 10 bolts); 2 actions per shot, 10 actions to change the magazine
Weapon Advantage: Gain a +3 bonus for aiming (to a maximum of +4).
Weapon Disadvantage: A botch (whether confirmed or not) causes a heavy weapon jam. Clearing the jam takes 2
actions. When using the Botch Table optional rule, this effect is cumulative with any other weapon jam results.

Hand Crossbow Complexity: complex (3 AP)


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Hand Crossbows 1D6+3 3 actions 5/25/40 Bolts 1.5 pounds 16 inches 100 S
Crossbow
Weapon Advantage: At short range, add +1 DP (for a total of 1D6+5, including the normal DP bonus for range).
Weapon Disadvantage: At far range, subtract 1 from DP (for a total of 1D6+1, including the normal DP penalty for
range).

99
Heavy Crossbow Light Crossbow
“No other crossbow has the killing power of a heavy crossbow. “When people say the word crossbow, they probably mean a
Take cover when you face them, and laugh if you carry one light crossbow. It’s the most common type. No special features.
yourself.” No frills. Very easy to use.”
-Jorge Oakenfield, Andergastan mercenary, 1036 FB -Jorge Oakenfield, Andergastan mercenary, 1036 FB

The heavy crossbow can penetrate even plate armor at Though slimmer than its cousins, the light crossbow still
distances up to medium range, a fact that all veterans offers good penetrative power against targets as far away
know well. The weapon’s one drawback is its reload time. as 260 feet. Its only drawback when skirmishing is its slow
Cocking the weapon requires standing it on the ground, reload time. Apart from that, it is quite affordable, easily
placing one’s foot in a metal stirrup at the front for repaired, and available nearly everywhere. Many city
leverage, and winding the weapon’s bowstring guards carry light crossbows, as do militia units, brigands,
into place with a built-in tool called and adventurers.
a cranequin.

“There isn’t much to say about the light crossbow. The


design is common.”
“A fine weapon. I know of entire battles that were
—Geron Bladebreaker, mercenary
decided merely by a banner’s worth of sharpshooters.
However, always keep a melee weapon handy, as
reloading takes a long time.” “Remember that you usually get only one shot off before
—Arbosh son of Angrax, forge dwarf master smith closing with the enemy. This may not be much when
compared to a bow, but crossbows are much easier to
“My brothers and sisters from the Church of Rondra use. I’d say its advantages and disadvantages cancel
despise crossbows and would see them all destroyed. each other out.”
I think the reasoning is that crossbows require little —Carolan Calavanti, Vinsaltan vagabond
to no skill to use.”
—Brother Hilbert of Auen, Blessed One of Peraine

Heavy Crossbow Complexity: complex (4 AP)


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Heavy Crossbows 2D6+6 15 actions 20/100/160 Bolts 14.5 32 360 S
Crossbow pounds inches
Weapon Advantage: At short range, add +1 DP (for a total of 2D6+8, including the normal DP bonus for short range).
Weapon Disadvantage: At far range, subtract 1 from the DP (for a total of 2D6+4, including the normal DP penalty for
far range).

Light Crossbow Complexity: simple


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Light Crossbows 1D6+6 8 actions 10/50/80 Bolts 6.5 44 180 S
Crossbow pounds inches
Weapon Advantage: none
Weapon Disadvantage: none

100 Weapons and Armor


Long Bow Short Bow
“The Nostrian prince could draw his long bow and shoot a “The short bow is for bows what the light crossbow is for
false saltarel from his beloved’s head, from 300 feet away— crossbows: the standard.”
with his eyes closed!” -Jorge Oakenfield, Andergastan mercenary, 1036 FB
-Elwain, to his granddaughter Breda, Winhall, 1037
FB Short bows are the most common type of bow
in Aventuria. They are made for hunting,
The long bow is in the same category, range- and armies use them when nothing better is
wise, as the composite bow and elven bow, and is available. They also are the bow of choice for
comparatively damaging. It is ideally suited for traveling adventurers, due to their convenient,
attacking distant units of troops with a ballistic small size and affordable price.
shot, which does not require aiming at a specific
target. Since it was invented for war, not hunting, Other bows may have significantly greater
the long bow is most often found in the hands impact and range but the short bow can fire
of soldiers and mercenaries. Adventurers and more rapidly. Despite their low draw strength,
bandits also sometimes carry them. short bows are dangerous at short distances.
Bowyers sometimes sell special arrows with tips
Due to their length, long bows are not suitable for that are barbed, make a whirring sound, or can
use from horseback. be set alight to start fires.

“You humans must hate trees. How could you do this


to wood? You’ve maimed it.”
“Almost looks like a yara, but it doesn’t match the —Layariel Treetopglint, elven wyldrunner
range and accuracy.”
—Layariel Treetopglint, elven wyldrunner

“Well, now you’re just boasting. But I must admit that


human bowyers cannot make anything like that.”
—Geron Bladebreaker, mercenary

Long Bow Complexity: simple


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Long Bow Bows 1D6+8 2 actions 20/100/160 Arrows 1.5 pounds 80 inches 80 S
Weapon Advantage: When performing Ballistic Shot (see Aventuria Compendium, page 151) ignore the -2 penalty.
Weapon Disadvantage: It is not possible to use the long bow while mounted. Receive a penalty of -2 in addition to
all other applicable modifiers for the shot when firing in forests that are categorized as difficult or bad terrain (see
Core Rules, page 349).

Short Bow Complexity: simple


Name Combat DP RT RA Ammunition Weight Length Cost
Technique
Short Bow Bows 1D6+4 1 action 10/50/80 Arrows 1 pound 52 inches 45 S
Weapon Advantage: none
Weapon Disadvantage: none

101
Throwing Axe Throwing Club
“I don’t carry throwing daggers because I don’t think they do “Winter had been brutal and the only herd of wild karan we had
enough damage. You would need a lot of luck to kill an enemy seen was almost out of range. We decided to take our chances
with one. Throwing axes, on the other hand, are an entirely and throw our last club. The Heavenly Sky Wolves heard our
different matter.” prayers. Finally, we had something to eat.”
-Jorge Oakenfield, Andergastan mercenary, 1036 FB -Aki, Nivese hunter

Throwing daggers are more easily The throwing club is basically a broad piece
concealed, but throwing axes cause of wood with a grip at one end and a round
more damage. It is true that they are not striking head at the other. Tribes of Nivese still
particularly suited for close combat, but make them and use them for both hunting and
their range matches that of daggers. They are war.
becoming increasingly common in some cultures
in mid-Aventuria, especially with performers and The wielder throws the club between the legs of
scoundrels. Honorable fighters sometimes use them a running animal (or enemy) and knocks it down so
in combat at short range. pursuers can catch and overwhelm it. Hits elsewhere on
the body, especially the head, are painful but not lethal.

“Throwing daggers are more useful. Have your ever tried to Heavy armor protects well against throwing clubs.
hide throwing axes in your boot?”
—Carolan Calavanti, Vinsaltan vagabond

“Not quite as heavy as a cut-tooth, but it is easier to throw.” “A truly exotic weapon.”
—Geron Bladebreaker, mercenary —Geron Bladebreaker, mercenary

“Well, it is a hunting weapon, but it will serve in a pinch


when no other weapons area available—and you don’t
care about pleasing Rondra.”
—Arbosh son of Angrax, forge dwarf master smith

Throwing Axe Complexity: simple


Name Combat Technique DP RT RA Weight Length Cost Preis
Throwing Axe Thrown Weapons 1D6+3 1 action 2/10/15 1.5 pounds 16 inches 50 S 160 S
Weapon Advantage: none
Weapon Disadvantage: none

Throwing Club Complexity: primitive


Name Combat Technique DP RT RA Weight Length Cost Preis
Throwing Club Thrown Weapons 1D6+2 1 action 2/10/15 1 pound 20 inches 5 S 160 S
Weapon Advantage: Targets that receive at least 6 DP from throwing clubs must succeed at a Body Control (Balance)
check with a -1 penalty for every DP above 6, or receive the state prone.
Weapon Disadvantage: Subtract 2 from DP when attacking a target with armor of PRO 4 or greater.

102 Weapons and Armor


Throwing Dagger Throwing Disc/Ring/Star
“I swear that juggler threw ten daggers at once! The poor heckler “Phex’s weapons are as numerous as the stars in the sky.”
didn’t know what was happening until he found himself pinned -Ayshara, moonsilver hadjina of the Mada Basari
to the wall by his clothes.”
-Overheard in a tavern in Brabak Assassins, thieves, and sly servants
of Phex all share an affinity for small,
Unlike regular daggers, which are forged accurate projectile weapons that can be
like swords, throwing daggers are cast in one easily concealed underneath clothing.
piece. They have no cross-guard, and their
grips are usually wrapped with cloth or leather Throwing discs are flattened metal objects with
for greater control. They don’t hold a good edge small projections that contribute to their accuracy.
and thus are not suited for close combat. Throwing rings are flattened rings with sharpened
outer edges that can cause deep wounds on
Throwing at nearby targets requires only a quick, unarmored targets.
simple movement, but hitting targets at a distance Throwing stars have sharpened edges that can
requires more effort. Most hold the dagger’s tip between temporarily become stuck in targets. They are
thumb and index finger and throw by swinging the arm especially common in the Lands of the Tulamydes, in
in a wide, overhead arc. The dagger turns end over end as Meridiana, and on the island of Maraskan.
it flies and must hit with the tip of the blade to inflict the
most damage. Until mastered, these weapons can seem to have minds
of their own, and inexperienced wielders sometimes
Knife-throwing performers, assassins, and sometimes accidentally strike the wrong target.
even hunters carry at least a few throwing daggers.
Confidence tricksters and cardsharps also learn knife- “I prefer throwing daggers, but some people really like
throwing to perform certain card tricks. these kinds of projectiles. The best one to choose depends
on the situation.”
—Carolan Calavanti, Vinsaltan vagabond
“Say, Carolan, how many throwing daggers do you
have on you right now?” “I tried using throwing stars for a time. They are not as
—Rowena of the Transweal, Bornish cat witch dangerous as people think.”
—Mirhiban al’Orhima, Tulamydian fire mage
“Two in my belt, one in my boot, and one strapped to my
back, in case of emergency.” “Oh, yeah? Then how do you explain this scar you gave me!”
—Carolan Calavanti, Vinsaltan vagabond —Arbosh son of Angrax, forge dwarf master smith

Throwing Dagger Complexity: simple


Name Combat DP RT RA Weight Length Cost Preis
Technique
Throwing Dagger Thrown Weapons 1D6+1 1 action 2/10/15 1 pound 12 inches 45 S 160 S
Weapon Advantage: none
Weapon Disadvantage: none

Throwing Disc/Ring/Star Complexity: simple


Name Combat Technique DP RT RA Weight Length Cost
Throwing Ring/Disc/Star Thrown Weapons 1D6+1 1 action 2/10/15 0.5 pound 4 inches 30 S
Weapon Advantage: Throwing discs gain a +1 bonus to RC. Throwing rings inflict +1 DP against humanoids with PRO
0. On a hit that inflicts 6 or more DP, throwing stars become embedded in their targets, which then receive a -1
penalty to AT, PA, DO, and RC until the end of the next CR.
Weapon Disadvantage: Make a botch confirmation roll on an attack roll of 19+.

103
Throwing Spear Throwing spears are common in barbaric cultures such as
“When hunting animals, we only rarely rely on bows here in those of the Gjalsks, the Troll Peakers, and the Ferkinas.
the north. The animals here are far larger than in the south. One notable exception are the skilled female warriors of
Therefore, we use throwing spears.” Arania, who carry throwing spears aboard their chariots.
-Druan bren Anargh, Gjalsk animal warrior

Throwing spears are much shorter and lighter than


common spears and often strike with enough force to “The throwing spear is not as elegant as the bow,
knock enemies off their feet. Because they are designed to but it is more effective than a bow for hunting large
be thrown, they are less useful in close combat, and unless animals.”
the thrower has more spears available, the first one must —Layariel Treetopglint, elven wyldrunner
somehow be retrieved before it may be thrown again.
“Many Tulamydian military units carry throwing
spears to repel cavalry.”
—Mirhiban al’Orhima, Tulamydian fire mage

Throwing Spear Complexity: primitive


Name Combat DP RT RA Weight Length Cost Preis
Technique
Throwing Spear Thrown Weapons 2D6+2 2 actions 5/25/40 1.5 pounds 44 inches 40 S 160 S
Weapon Advantage: Targets that take at least 10 DP must succeed at a Self-Control (Remain Conscious) check with a
penalty of -1 for each DP above 10, or receive the state prone.
Weapon Disadvantage: Cannot perform the maneuver Quickload.

104 Weapons and Armor


Armor
Chainmail
“Good steel mail takes much effort to manufacture. Every ring “Exceptional quality, and easy to wear. Dwarven mail
must be riveted by hand. Now do you understand why I get is a masterwork of smithing. It provides excellent
angry when an orc tries to slice through my hauberk? I don’t protection from blades and arrows and is as comfortable
mind one or two bruises. It’s the repair time that bothers me.” as a good cloak. I never remove my chainmail—um, I
-Hardas son of Kurolas, dwarven warrior, modern mean mail! Argh! Now you’ve got me saying it wrong!”
—Arbosh son of Angrax, forge dwarf master smith
Even though this common form
of armor is properly called “It has the added benefit of robbing mages of their
mail, which means mesh, many power, or at least preventing them from casting spells.”
Aventurians erroneously refer —Brother Hilbert of Auen, Blessed One of Peraine
to it as chainmail, and dwarves
cringe when they hear merchants
describe it as such to customers.
Dwarven mail—the finest example “You’ve witnessed that, I assume?”
of this kind of armor—is more —Mirhiban al’Orhima, Tulamydian fire mage
expensive, partly because it takes
much longer to produce. Versions
produced by other races are easier to make and therefore “Of course. I once used Arbosh’s chainmail to bind an
less expensive, but do not last as long. evil mage. I heard that it would interfere with his spells,
and I was surprised by how well it worked. Frankly, I
Mail provides good protection against blades and arrows, was even more surprised that Arbosh agreed to let me
use his chainmail that way.”
and its natural flexibility makes it more comfortable
—Brother Hilbert of Auen, Blessed One of Peraine
to wear than most other types of armor. Although mail
is comparably heavy, wearers soon learn to transfer a
portion of their hauberk’s weight to their hips by cinching “Extreme situations call for extreme measures. And it’s
the armor with a sturdy belt. just called mail…”
—Arbosh son of Angrax, forge dwarf master smith
Unlike plate armor, mail does not require custom-
tailoring. One size fits almost everyone (except perhaps
dwarves and extremely large humans). On the down side,
mail armor is less effective against impact weapons such
as hammers and clubs. Also, mail tends to jingle when
moving, thus limiting attempts to sneak up to enemies or
participate in an ambush.

Chainmail Complexity: simple


Type Protection (PRO) Encumbrance Additional Penalties Weight Cost
(Level)
Chainmail 4 2 - 24 pounds 250 S
Note: Chainmail is a variant of chain armor.
Armor Advantage: Chainmail grants PRO 5 versus weapons of the combat techniques Bows, Crossbows, Daggers, and
Swords.
Armor Disadvantage: Opponents receive a +1 bonus to Perception checks to notice someone moving while wearing
chainmail.

105
Half Plate When combined with a helmet, vambraces, and greaves,
“‘Tell me, Gaal, why is this called half plate? It doesn’t weigh half plate offers exceptional protection that outweighs its
half as much as full plate.’ weaknesses. It is nearly impervious to daggers and other
piercing weapons, and people rarely get the opportunity
‘Well, Haal, because it protects only half of your body. To kill you, to stab enemies in the back during melee combat.
all I’d have to do is step behind you. And that reminds me... Here,
I bought you a gift. It’s a suit of half plate.’”
“I’ve worn half plate before. It’s quite comfortable, but
-From the comedy act of Haal and Gaal, modern it leaves much to be desired.”
—Geron Bladebreaker, mercenary
Half plate is the most common form of plate armor. It is
comparably inexpensive because it is not tailored for a
specific owner. Instead it consists of two adjustable plates “Humans! Why do you make armor that leaves you
that protect the torso. Most half plate also protects the exposed?” 
shoulders and the lower abdomen. —Arbosh son of Angrax, forge dwarf master smith

Half plate offers good protection against sharp weapons,


but can be easily dented by impact weapons. Its weak spots “I may not be a specialist but I think it has something
include the joints and other sites that skilled fighters can to do with the needs of the cavalry.” 
easily bypass. —Brother Hilbert of Auen, Blessed One of Peraine

Half plate is primarily worn by elite


soldiers, regimental guards, and other
“Well, that explains it. Cavalry! Another crazy human
heavily armed warriors. It is primarily
idea!” 
worn in the Middenrealm and the —Arbosh son of Angrax, forge dwarf master smith
Horasian Empire but sometimes also
by troops in Andergast, Nostria, and by
affluent warriors of the north. Meridian “Plate works well against blades, and some plate is
questadores have recently taken to better than none, I suppose. But unless you can afford
wearing half plate and morion helmets. custom-tailored armor, wrapping yourself in hunks of
metal makes you clumsy.”
—Geron Bladebreaker, mercenary

Half Plate Complexity: complex (3 AP)


Type Protection (PRO) Encumbrance Additional Penalties Weight Cost
(Level)
Half Plate 6 3 - 33 pounds 400 S
Note: Half plate is a variant of plate armor.
Armor Advantage: Half plate counts as PRO 7 versus weapons of the combat techniques Daggers and Fencing Weapons.
Armor Disadvantage: Half plate counts as only PRO 1 versus attacks from the rear.

106 Weapons and Armor


Iryan Armor “This armor is no help against lucky blowpipe darts, but it
“Iryan leather armor is a good choice for the jungle. It protects sure helps when fighting dragons.”
you from the arrows of the Forest Folk, and it is not particularly —Brother Hilbert of Auen, Blessed One of Peraine
heavy. Perhaps most important of all, it doesn’t give you
heatstroke.”
-Dario Dellamonte, young Meridian questador, 1035 FB
“I know guild mages from the Academy of Al’Anfa who
dress in Iryan leather. They wear gloves and boots
Iryan leather armor is crafted from the in the city, but dress head-to-toe in this armor when
hides of alligators and other southern accompanying expeditions into the jungle or serving as
Aventurian lizard creatures in a mages aboard ships.”
complicated process. Its two greatest —Mirhiban al’Orhima, Tulamydian fire mage
qualities are its comfort and its
extreme resistance to fire. Iryan
“I may be a bit fuzzy on this, but isn’t it illegal for mages
leather is susceptible only to lava to wear armor?”
and perhaps the fires of a forge or —Geron Bladebreaker, mercenary
the hottest dragon breath. For this
reason, it is the preferred choice of
dragon hunters and soldiers who “A growing number of young mages ignore the Codex Albyricus,
expect to face flame-based attacks. but most mages still obey the law (though admittedly they
sometimes don’t do it very well). Then there is the Brotherhood
Its major disadvantage is its cost. of the Knowing, the members of which include some of my
Most soldiers cannot afford Iryan colleagues from Al’Anfa. They only wear clothes that match
leather armor, even in southern their particular fashion sense.”
—Mirhiban al’Orhima, Tulamydian fire mage
Aventuria where it is made. Some
consider the armor’s typically bold color—dark
red or black—to be disadvantageous because it stands “Fireproof armor is a good thing. But no Angroshim would
out on the battlefield. Wearers are sometimes likened to wear something like that. We do not like things made from
reptiles on the hunt. This effect is magnified with the lizard skin.”
—Arbosh son of Angrax, forge dwarf master smith
addition of the alligator-head Iryan helmet, which some
feel lends the wearer the guise of a demon. A battle line
of Meridian warriors dressed in full Iryan armor is an
intimidating sight.

Protection- and mobility-wise, Iryan armor is comparable


to other types of leather armor.

Iryan Armor Complexity: complex (3 AP)


Type Protection (PRO) Encumbrance Additional Penalties Weight Cost
(Level)
Iryan Armor 3 1 -1 MOV, -1 INI 11 pounds 250 S
Note: Iryan armor is a variant of leather armor.
Armor Advantage: The wearer is immune to DP from fire and fire-based attacks.
Armor Disadvantage: Without at least 8 hours of maintenance each week, the additional penalties increase to -2
MOV, -2 INI.

107
Leather Harness
“The leather harness, also called a kurbul, is a light ensemble of “I used to wear leather harness. Even an unemployed
armor that is favored by soldiers and mercenaries. It offers good mercenary can afford it. Sure, there are better kinds of
armor, but leather is a good starting choice.”
protection for the price.”
—Geron Bladebreaker, mercenary
-Lismyna Salter, Nostrian warrior, 1033 FB

Leather harness, the most common


variant of leather armor, is made “Many glade elves wear leather harness in battle. I
once encountered some leather armor that reeked so
from wax-hardened, boiled
badly we could smell it five miles away, upwind. Do
leather. This process gives the you know of what I speak?”
leather a wood-like texture that —Layariel Treetopglint, elven wyldrunner
protects well against most attacks.
However, its tendency to trap body
heat makes it more common in the “Yes. Wyvernskin, as it is called, is tanned in a bath of
pungent fluids that I won’t mention in polite company.
north. Its low cost makes it popular
The resulting stench clings to the armor for years.”
with mercenaries and other less- —Geron Bladebreaker, mercenary
affluent warriors. The armor’s
shoulder segments make the
wearer look broader and therefore
more intimidating. While not as tough as full plate armor, “If I ever go to war, I think I’d want to wear leather
leather harness offers almost as much protection as mail. harness. It’s not as bulky and noisy as chainmail and
it protects against blades.”
Compared to mail, it is much easier to fix, and most repairs
—Carolan Calavanti, Vinsaltan vagabond
often require only a simple sewing kit.

People in the south prefer Iryan armor, but leather


harness is less expensive. Wyvernskin, a variant of leather
harness, is much more affordable but carries an extremely
unpleasant stench.

Leather Harness Complexity: complex (3 AP)


Type Protection (PRO) Encumbrance Additional Penalties Weight Cost
(Level)
Leather Harness 3 1 -1 MOV, -1 INI 12 pounds 150 S
Note: Leather harness is a variant of leather armor.
Armor Advantage: The leather harness offers one level of protection against Cold.
Armor Disadvantage: At Heat levels II or higher the leather harness causes one further Heat level (up to a maximum
of 4).

108 Weapons and Armor


Linothorax Armor
“Those afraid of scratches wear leather harness. Cowards wear “Linothorax armor keeps you from overheating in
chainmail, and the most incompetent warriors wear plate. The warmer climes. It is as common in my homeland as it is
in the Cyclopes Islands.”
greatest Cyclopean heroes in history wore linothorax armor, and
—Mirhiban al’Orhima, Tulamydian fire mage
their deeds are legendary.”
-Pelleas of Pailos, famous Cyclopean warrior, 1033 FB
“Not too bad, for linen and glue. It certainly softens a
Linothorax armor consists of blow from a club.”
multiple layers of linen or wool —Geron Bladebreaker, mercenary
cloth glued together to form a
strong, resilient material. Most
versions protect the upper body “You humans get strange ideas in your heads. This
and upper arms. Many cultures is little more than a few shirts worn on top of each
underestimate its usefulness. It other. Admittedly, thick cloth stops some blows, but
offers less protection than metal when will you admit that nothing is better than mail
armor, but it is much lighter and armor?”
therefore less encumbering. And —Arbosh son of Angrax, forge dwarf master smith
though it is less effective against blades, it provides good
protection against impact weapons such as hammers and “Chainmail is too noisy. I once met a Cyclopean
warrior whose full panoply of gear included traditional
cudgels.
linothorax armor. It was quite the sight.”
—Rowena of the Transweal, Bornish cat witch
Linothorax armor is favored by warriors of the Cyclopes
Islands, and it is often issued to city guards and soldiers
across southern Aventuria and the Lands of the Tulamydes, “The armor, or the warrior?”
where cloth armor is more practical due to the climate. —Mirhiban al’Orhima, Tulamydian fire mage

Throughout history, heroes have preferred linothorax


armor instead of mail (plate armor was invented only a
few centuries ago). In the Bosparan Empire, linothorax
armor was as popular as chainmail.
Linothorax Armor Complexity: simple
Type Protection (PRO) Encumbrance Additional Penalties Weight Cost
(Level)
Linothorax Armor 2 1 - 6.5 pounds 75 S
Note: Linothorax armor is a variant of cloth armor.
Armor Advantage: Linothorax armor grants PRO 3 versus weapons of the combat techniques Impact Weapons and
Two-Handed Impact Weapons.
Armor Disadvantage: When linothorax armor catches fire, receive an additional -2 penalty to Body Control checks to
extinguish the flames (see Core Rules, page 341).

109
Mirror Armor
“It was worn by noble warriors in ancient times. Today one “Excellent armor. Hardly anything wrong with it.
hardly ever sees it, except on tradition-conscious emirs. Seems like you humans finally learned something
Naturally, I wear this type of armor.” from us Angroshim.”
-Rashim ben Shafir, Novadi warrior, modern —Arbosh son of Angrax, forge dwarf master smith

Tulamydian mirror armor, the “It is also worn in Arania, but again, only by
crowning achievement of sarworkers affluent warriors. Its expense guarantees that only
(professionals who specialize in an emira, a sheik, or a wealthy hero can afford it.”
making chainmail), is one of the most —Mirhiban al’Orhima, Tulamydian fire mage
magnificent types of chainmail
ever produced in Aventuria. It
consists of extremely fine chain “I heard that mirror armor gets its name from a
heroic deed performed by Akar ibn Maroszan, a
links reinforced by gold-inlaid metal
Tulamydian warrior who polished the plates on his
plates, providing an excellent blend armor until they shone like mirrors. This allowed
of protection and mobility. No him to get near the most dangerous monster in
other non-dwarven chainmail is as Aventuria—the basilisk.”
tightly woven and offers as much —Geron Bladebreaker, mercenary
protection. The resulting cost limits
it to the wealthiest Tulamydes, such “And? Did he slay the basilisk?”
as emirs, sultans, and caliphs. Mirror armor is often worn —Rowena of the Transweal, Bornish cat witch
together with a richly-adorned Baburin hat.

Mirror armor gets its name from the fact that its many
“Yes. Akar showed the basilisk its own reflection
highly-polished metal plates reflect the light of the sun
and managed to kill it—right before dying an
and are reminiscent of mirrors. According to legend the agonizing death himself from exposure to the
great hero Akar ibn Maroszan slew a dreaded basilisk toadspawn’s deadly miasma.”
by tricking the beast into seeing its own reflection in —Geron Bladebreaker, mercenary
the armor.

Due to its exorbitant cost, mirror armor is a rare sight


these days. Only the most affluent Tulamydes can afford
such largely-ceremonial armor, and they always wear it
with pride.

Mirror Armor Complexity: complex (3 AP)


Type Protection (PRO) Encumbrance Additional Penalties Weight Cost
(Level)
Mirror Armor 4 2 - 28 pounds 350 S
Note: Mirror armor is a variant of chain armor.
Armor Advantage: Grants PRO 5 versus weapons of the combat techniques Swords and Two-Handed Swords.
Armor Disadvantage: Grants only PRO 2 versus weapons of the combat techniques Impact Weapons and Two-Handed
Impact Weapons.

110 Weapons and Armor


Scale Mail
“In ancient times, the warriors of Swafnir all wore scale mail. Victims of repeated Thorwal raids know of scale mail’s one
No matter whom, or what, they faced—whether the swords of weakness, namely that daggers (and other thin blades) can
the Gjalsks, the spears of the Nostrians, or the claws of a Firun’s find their way between the scales to bite at the relatively
bear—their scale mail protected them. We still bequeath our soft leather underneath.
armor to our children as a sign of prosperity and honor.”
-Erlgard Swerfildsdottir, warrior of the Fortress of Prem, “Finally! Armor that deserves my respect. But why
1037 FB did you base it on dragon scales, of all things?”
—Arbosh son of Angrax, forge dwarf master smith
Scale mail is made by sewing or
bolting individual metal scales
onto a leather hauberk. Its “I thought dwarves knew dragons best. Their hide
excellent protection derives from is immune to most weapons. Why shouldn’t we turn
its overlapping scales. Scale mail this into an advantage for ourselves?”
—Tjalva Garheltsdottir, Hetja of Prem
is heavier than chainmail but
offers better protection.
“Good point. You think almost like an Angroshna.”
—Arbosh son of Angrax, forge dwarf master smith
This type of armor is especially
common in northwest Aventuria,
especially in Thorwal, Albernia,
and the area around Riva. It is so
“I hope that was a compliment.”
valuable to Thorwalers that they —Tjalva Garheltsdottir, Hetja of Prem
bequeath scale mail to their heirs,
and experienced warriors and hetjas alike wear it as a
status symbol that represents glory and power.
“Well, Arbosh didn’t say you looked like an
According to Thorwalian legend, scale mail was invented Angroshna, so I would say it is a compliment.”
in imitation of the dragons that plagued Thorwaler —Rowena of the Transweal, Bornish cat witch
settlements. Many smiths studied the arrangement of
scales on dragons’ bodies, but it was Master Smith Tjore
Husgardson, a famous figure in Thorwalian mythology,
who designed the first functional hauberk of scale mail.

Scale Mail Complexity: complex (3 AP)


Type Protection (PRO) Encumbrance (Level) Additional Penalties Weight Cost
Scale Mail 5 2 -1 MOV, -1 INI 36 pounds 400 S
Note: Scale mail is a variant of chain armor.
Armor Advantage: Grants PRO 6 versus weapons of the combat techniques Impact Weapons and Two-Handed Impact
Weapons.
Armor Disadvantage: Grants only PRO 2 versus weapons of the combat technique Daggers.

111
Toadskin
“Who needs plate armor aboard a ship? Haven’t you heard the “Erlgard is right, by Swafnir.”
tale of Hetman Guslafsson? He wore plate armor, and he sank like —Tjalva Garheltsdottir, Hetja of Prem
a stone when his ship foundered. I suggest you wear toadskin. At
least you can swim in it.”
-Erlgard Swerfildsdottir, warrior of the Fortress of Prem, “Thanks to years of Thorwaler raids, toadskin is
1037 FB popular with merchant crews all along the west
coast of Aventuria, in Albernia, and in the colonial
cities of the south.”
Toadskin gets its name from the
—Geron Bladebreaker, mercenary
characteristic metal studs that dot
its surface like the warts on a toad.
This light version of leather armor
“Toadskin! Reminds me of toadspawn! Who would
provides good mobility and good
ever wear such a disgusting sounding thing?”
protection, though while its studs —Arbosh son of Angrax, forge dwarf master smith
sometimes turn weapons, it offers
about the same protection as regular
leather armor. Thorwalers love this “Me, for one! That’s why I didn’t drown when I got
armor because they can swim in it if knocked into the ocean by that krakennnewt.”
they get washed overboard. —Tjalva Garheltsdottir, Hetja of Prem

Many Thorwalian sagas tell of toadskin or at least a


comparable type of armor that was worn by a heroine “Well, I may drown in my mail (if you ever get me
named Jurga shortly after the first Thorwalers arrived in in a boat again, that is), but I prefer to survive the
Aventuria. Whether toadskin originated in Gyldenland, or next time someone hits me with an axe.”
if it was used by the Hjaldings (the Thorwalers’ ancestors), —Arbosh son of Angrax, forge dwarf master smith
is not known.

Toadskin armor is particularly common among “My fellow mages usually shun armor, but I know
Thorwalers, marines, and naval mercenaries, as well as in mages from the Hall of Winds in Olport who wear
the colonial cities of the south. toadskin beneath their thick winter clothes. Then
again, Olport mages don’t belong to any of the guilds
and no longer seem interested in obeying the Codex
Albyricus.”
—Mirhiban al’Orhima, Tulamydian fire mage

Toadskin Complexity: simple


Type Protection (PRO) Encumbrance (Level) Additional Penalties Weight Cost

Toadskin 3 1 -1 MOV, -1 INI 11 pounds 200 S


Note: Toadskin is a variant of leather armor.
Armor Advantage: Do not add toadskin’s Encumbrance to Swimming or Body Control (Balance) checks.
Armor Disadvantage: Toadskin provides only PRO 2 versus ranged attacks.

112 Weapons and Armor


New Rules
for Equipment
“You humans resemble us dwarves in many ways. You like
gold, jewels, beer, and good food, and you don’t like orcs.
And when it comes to weapons, you recognize good quality.
You’re just not as skilled as dwarven smiths. Endurium-steel
weapons are beyond you, though you seem to know how to
blacken blades without using that rare, magic metal. I once
watched a traveling warrior repairing his damaged mail
shirt, and he took the time to do it right. Good warriors know
what’s important. If we let our axes, swords, and armor rust
to pieces, the orcs will kill everybody. Maybe there is some
hope for you humans, after all. You might even match our
skill at smithing—in another thousand years or so.”
-Hardas son of Kurolas, dwarven warrior, modern

This section presents new rules for equipment,


including new Focus Rules, special rules for weapon
and armor features, and the combat techniques that
accompany the weapons introduced in this book.

This section also includes rules for weapon features


and their associated special abilities, as well as the
fighting technique known as Old Adersin Style.

113
Concealing Weapons and Items
Heroes must often hide an item or a weapon from the eyes Search Modifiers
of a guard or a watchman. This section presents expanded Situation Modifier for
optional rules for determining success. the Stealth
Check
Many circumstance can lead to failure. Two possible
circumstances are accidental discovery and active scrutiny. Blackened Weapon +1
Bow -5
Suspicious behavior or less-than-ideal surroundings can Close combat weapon with long reach -5
attract unwanted attention and increase the chances of
Close combat weapon with medium -3
accidental discovery. For example, an adventurer hiding a naked
reach
sword beneath a cloak is more likely to be noticed when
walking past a city guard post. Guards’ lives depend on their Close combat weapon with short reach +1
ability to spot malicious intent, and their training allows them Crossbow -3
to do so even when distracted by such things as argumentative
Hand Crossbow / Balestrina -1
drunks or gaggles of children rushing through the streets.
Observer distrusts the concealing -1
Concealing items is more difficult under active scrutiny. character
Guards are more likely to detain someone who matches Observer recently saw the concealing -1
the description of a wanted thief or suspected murderer. character holding the item
Hiding an item larger than a coin or a jewel is more Observer is concentrating -1
difficult during a search, such as when a toll-gate official
rummages through a merchant’s belongings to assess the Observer is distracted +1
value of wares for tax purposes. Observer is farther than 30 feet away +1
Observer is farther than 60 feet away +3
• To determine whether an observer accidentally notices
Observer searches the concealing -3
an attempt to conceal an item, make a competitive
character
check of the observer’s Perception (Spot) against the
concealing character’s Stealth (Conceal Item), adding Concealed item is small (playing card, +1
all applicable modifiers from the table below. Since amulet)
casually spotting a concealed item is not an easy task, Concealed item is tiny (kreutzer, +3
the observer’s check receives an additional penalty of button)
-1. The concealing character wins ties. Modifiers are cumulative.
• To determine if a concealed item is revealed by
deliberate observation or searching, make a competitive
check of the observer’s Perception (Search) against the
concealer’s Stealth (Conceal Item), adding all applicable
modifiers from the Search Modifiers Table, below.

Damaged Weapons and Armor


The following are Level I Focus Rules for combat. I Breaking Points and Combat Techniques
Every weapon has a breaking point rating determined by
Breaking Point Ratings for Weapons its associated combat technique. The higher the rating, the
Due to the additional complexity and recordkeeping more robust the weapon. Rolling higher than this rating
involved, weapons are not covered by the rules for during a breaking point check means the weapon receives
structure points as presented in the Core Rules. This one level of the new condition Damaged (see below).
section introduces new optional rules for gaming groups
who prefer more realism and wish to account for damage Example: Geron uses a bastard sword (combat technique Two-
to weapons. Handed Swords) to attack a creature hiding in an alchemist’s
lab. His weapon gets splashed with acid and the GM asks Geron’s
player to make a breaking point check.

114 New Rules for Equipment


Combat Techniques and Breaking Point Ratings
Combining Weapon Damage with Botch
Combat Technique Breaking Point Rating Table Rules
Blowpipes 10 Optional Rule
Bows 4
When using the Botch Table optional rule, a botch result
Brawling 12 of Weapon Destroyed corresponds to Damaged Level IV.
Chain Weapons 10 A botch result of Weapon Severely Damaged equates to
Damaged Level III, and a botch result of Weapon Damaged
Crossbows 6
equals Damaged Level II.
Daggers 14
Discuses 12
These condition levels are permanent but may be removed
Fencing Weapons 8 via repairs, spells, and liturgical chants. Weapons with
Impact Weapons 12 Damaged Level IV are destroyed and cannot be repaired by
Lances 6 mundane means.

Polearms 12 Condition: Damaged


Shields 10 Level Effect
Slings 4 Level I Weapon slightly damaged; -1 penalty
Swords 13 to AT and PA
Thrown Weapons 10 Level II Weapon damaged; -2 penalty to AT
Two-Handed Impact 11 and PA
Weapons Level III Weapon severely damaged; unusable
Two-Handed Swords 12 until repaired
Whips 4 Level IV Weapon destroyed; unrepairable by
mundane means

The bastard sword’s breaking point rating is 12 (found by


checking the associated combat technique on the Combat
Techniques and Breaking Point Ratings table—see above).
Geron’s player rolls 1D20. If he rolls 13 or greater, the weapon
receives 1 level of the condition Damaged.

When Do I Make a Breaking Point Check?


Make a breaking point check when one of the following
occurs.
• The character botches with the weapon
• The character parries a critical hit with the weapon
• The character’s weapon contacts something unusually
damaging, such as acid, extreme heat, and so on. Note
that extended contact may trigger additional breaking
point checks.

On a failed check, the weapon receives one level of the


condition Damaged.

New Condition: Damaged


The condition Damaged applies only to weapons. On a
failed breaking point check, the weapon receives one level
of Damaged. See the table, below, for effects.

115
Armor Type and Sturdiness Rating When Do I Make a Sturdiness Check?
Make a sturdiness check when one or more of the following
Armor Type Sturdiness Rating
occur:
Chainmail 13 • The armor receives 15 DP or more in a single blow
Cloth/Linothorax Armor 6 • The armor receives a critical hit
Clothing, Heavy 4 • The armor contacts something unusually damaging,
such as acid, extreme heat, and so on. Note that extended
Clothing, Normal 4 contact may trigger additional sturdiness checks
Leather Armor 8
Plate Mail 11 On a failed sturdiness check, the armor gains one level of
the new condition Wear.
Scale Mail 12
Tournament Armor 10 New Condition: Wear
Wooden Armor 9 The condition Wear applies only to armor. On a failed
sturdiness check, the armor receives one level of Wear. See
the Condition: Wear table for effects.
Repairs
To repair a damaged weapon, make a check on the These condition levels are permanent but may be removed
craft skill used to create that weapon. Repair checks via repairs, spells, and liturgical chants. Armor with Level
receive a -1 penalty per level of Damaged accrued by the IV is destroyed and cannot be repaired by mundane means.
weapon. The repair check’s interval is equal to one half
of the weapon’s crafting interval as determined by that Example: Arbosh’s mail hauberk takes a 15 DP hit. The GM asks
weapon’s associated combat technique. If the repair Arbosh’s player for a sturdiness check. Mail has a sturdiness
check succeeds, remove rating of 13, and Arbosh’s player rolls 16. Arbosh’s armor receives
QL/2 levels of Damaged from one level of Wear, meaning it subtracts 1 from its PRO rating
The Crafting interval for the weapon. If the check until repaired.
a blowpipe is 3 hours; for a fails, nothing changes. To
discus, it is 4 hours. make additional repair Condition: Wear
checks, use the rules for Level Effect
repeated attempts from the Level I Armor slightly damaged; subtract 1
Core Rules. from PRO

Characters who do not possess the necessary weapon Level II Armor damaged; add 1 to ENC
craft skill may not attempt repairs (see Aventuria Level III Armor heavily damaged; unusable
Compendium, page 97). until repaired
Level IV Armor destroyed; unrepairable by
Armor Sturdiness mundane means
As with weapons and breaking points, the rules for
structure points do not cover damage to armor. This Repair
section introduces new optional rules for gaming To repair damaged armor, make a check on the craft
groups who prefer more realism and wish to account skill used to create that armor. Repair checks receive a -1
for damage to armor. penalty for every level of Wear accrued by the armor. The
repair check interval is equal to one half of the armor’s
Armor Sturdiness Ratings crafting interval. If the check succeeds, remove QL/2
Each armor type has a sturdiness rating. The higher the levels of Wear from the armor. If the check fails, nothing
rating, the more durable the armor. Rolling higher changes. To make additional repair checks, use the rules
than this rating during a sturdiness check means the for repeated attempts from the Core Rules.
armor receives one level of the new condition Wear (see
below). Characters who do not possess the necessary armor craft
skill may not attempt repairs (see Aventuria Compendium,
page 97).

116 New Rules for Equipment


Supplements to the Crafting Rules
This section presents additional guidelines for crafting Casting a lead bullet for a balestrina or similar weapon
items, expanding on the rules from the Aventuria requires 1 hour and a Metalworking check. Success
Compendium. results in five bullets per QL.

Appraising Items To collect stones suitable for use in a sling, make an


To appraise the quality or value of an item, make a check on Earthencraft check with an interval of 30 minutes.
that item’s corresponding crafting skill. Results depend on Success results in QL x 10 suitable stones (assuming
QL; The higher the QL, the more the inquirer learns about suitable stones are available in the area).
which technique was used to create the item and which
adjustments were made. It is usually easiest to appraise New Materials for Weapons and Armor
the material from which an item was made, rather than The Aventuria Compendium lists the standard materials
its value. Also, remember that items aren’t always what used to craft weapons and armor. This section
they seem, and skilled weapon counterfeiters know how introduces magical metals normally used in alchemy
to make otherwise average blades look like they were but which have become the stuff of legend for their
created by true masters of the craft. Modifiers apply at the scarcity and their use in crafting excellent weapons and
GM’s discretion. For example, attempts to detect a good armor.
forgery may incur a penalty of up to -3.
The five magical metals are mindorium, arkanium,
Crafting/Gathering Projectiles endurium, titanium, and eternium. Mindorium is the
Crafting an arrow or crossbow bolt requires the necessary weakest of the five. Eternium, sometimes called the
materials (fletching, wood, and metal arrowheads) and metal of the gods, is so rare in Aventuria that all known
a simple Woodworking check with a check interval of two quantities combined would not be enough for one
hours. Success results in one arrow/bolt per QL. sword. Only a handful of Aventurians know where to
find eternium.

Mindorium and arkanium are sometimes traded or


sold (at high prices) in the markets of the larger cities.
Artifact mages use these metals to create amulets
and other magical items, but not armor and bladed
weapons, for these metals do not hold an edge. They
are, however, suitable for crafting maces and other
impact weapons. Any weapon made from these metals
is considered magical and thus damages creatures that
are susceptible to magic weapons. Mindorium weapons
are particularly effective against ghosts.

Endurium is much rarer than mindorium and arkanium,


and the few known deposits are hazardous to access.
The only reliable source of endurium lies deep in the
jungle on Maraskan, but rumors hint that the Shakagra
exploit deposits in the Far North to craft their weapons
and armor. Items made from endurium always exhibit a
characteristic black color.

Few humans have seen titanium, and the legendary


weapons said to be crafted from this magical metal
are extremely rare and valuable. Smithing titanium
is a monumental task, but the resulting weapon is
extremely sharp and nearly unbreakable.

117
Crafting Weapons and Armor from • A weapon that contains less than the minimum amount
of magical metal needed for a bonus effect gains no
Magical Metals stat bonus but does change color (for example, items
Crafting weapons and armor from magical metals instead
made from endurium are black)
of mundane ones uses the standard rules for crafting
• Working with magical metals requires the SA
weapons and armor (see the Aventuria Compendium), with
Weaponsmith or Armorer, plus the corresponding
the following conditions and exceptions.
trade secret
• Items need not be crafted entirely from magical
• Special armor and weapon crafting techniques (see
metal. Blends and alloys with mundane metals are
Aventuria Compendium, page 98) cannot be used on
permissible. Each magical metal entry lists the
weapons and armor made from magical metals
quantity of magical metal (as a percentage) necessary
• Magical metals cannot be combined
to obtain a bonus. This percentage refers to the
weapon’s weight. A mundane long sword, for instance,
weighs 2 pounds. If it contains at least half a pound of Arkanium Processing (Trade Secret)
endurium, the sword counts as a magic weapon and Few smiths know how to process arkanium, particularly in
inflicts +1 bonus DP (see the entry for Endurium (at the Lands of the Tulamydes.
least 25%) on the Weapon Materials table, below). Prerequisites: Metalworking 14
AP Value: 4 adventure points
Weapon Materials
Material Effects Crafting Breaking Point Note
Check Mod. Rating Adj.
Arkanium* magic weapon, +2 against magical beings +/- 0 -1 **
(at least 50%)
Arkanium* magic weapon +3 against magical beings -1 +/- 0 **
(at least 75%)
Arkanium* magic weapon, +4 against magical beings -2 +1 **
(100 %)
Endurium magic weapon, +1 DP -3 +1 max. 5 attempts
(at least 25%) allowed**
Endurium magic weapon, +1 to DP and AT -3 +2 max 5 attempts
(at least 50%) allowed**
Endurium magic weapon, +2 DP, +1 AT -3 +4 max. 5 attempts
(100%) allowed**
Mindorium* magic weapon, +1 DP against magical +/- 0 -1 **
(at least 50%) beings
Mindorium* magic weapon, +1 DP against magical -1 -1 **
(at least 75%) beings, double damage against ghosts
(but no bonus DP of +1)
Mindorium* magic weapon, +2 DP against magical -2 -1 **
(100 %) beings, double damage against ghosts
(but no bonus DP of +1)
Titanium magic weapon, +3 DP -5 +5 max. 5 attempts
(at least 25%) allowed**
Titanium magic weapon, +3 DP, +1 AT, unbreakable -5 +10 max. 5 attempts
(at least 50%) allowed**
Titanium (100%) magic weapon, +4 DP, +1 AT, unbreakable -5 +15 max. 5 attempts
allowed**
*) Usable only for maces, raven’s beaks, morningstars, and other bladeless impact weapons.
**) Prices of magical metals: arkanium (1,000 ducats/pound), endurium (6,000 ducats/pound), eternium (priceless, or at
least 1,000,000 ducats/pound), mindorium (100 ducats/pound), titanium (100,000 ducats/pound)

118 New Rules for Equipment


Armor
Material Effects Crafting Sturdiness Note
Check Mod. Rating Adj.
Arkanium* magic armor, +1 PRO against magic attacks -3 +/- 0 **
(at least 10 %)
Arkanium* magic armor, +2 PRO against magic attacks -6 +/- 0 **
(at least 25 %)
Endurium magic armor, +1 PRO -2 +1 max. 5 attempts
(at least 10 %) allowed**
Endurium magic armor, +2 PRO -3 +2 max. 5 attempts
(at least 25 %) allowed**
Endurium magic armor, +3 PRO -4 +8 max. 5 attempts
(100 %) allowed**
Mindorium* magic armor, +1 PRO against ghosts -2 +/- 0 **
(at least 10 %)
Mindorium* magic armor, +2 PRO against ghosts -4 +/- 0 **
(at least 25 %)
Titanium magic armor, +2 PRO, ignore penalties to -5 +5 max. 5 attempts
(at least 10 %) MOV and INI due to ENC allowed**
Titanium magic armor, +3 PRO, ignore penalties on -6 +10 max. 5 attempts
(at least 25 %) MOV and INI due to ENC allowed**
Titanium (100 %) magic armor, +4 PRO, ignore penalties to -7 +15 max. 5 attempts
MOV and INI due to ENC allowed**
*) Useable only for plate armor.
**) Prices of magical metals: arkanium (1,000 ducats/pound), endurium (6,000 ducats/pound), eternium (priceless, or at
least 1,000,000 ducats/pound), mindorium (100 ducats/pound), titanium (100,000 ducats/pound),

Endurium Processing (Trade Secret) Titanium Processing (Trade Secret)


Knowledge of this process is exceptionally rare. It is widely believed that no person alive today knows how
Prerequisites: Metalworking 16 to process titanium.
AP Value: 5 adventure points Prerequisites: Metalworking 18
AP Value: 6 adventure points
Mindorium Processing (Trade Secret)
Few smiths know how to refine mindorium from
mindorite, and knowledge of working the refined metal
is just as rare.
Prerequisites: Metalworking 12
AP Value: 3 adventure points

Weapon and Armor Features


Weapon Features Not all weapon features presented here are suitable for
Some weapons may be modified with special features, such every weapon. Suggested applicable weapons appear
as a spike for more options in combat, or a leather strap under Weapons in the description for each feature. The GM
that reduces the chance of dropping a weapon. has the final say. Rules lists the feature’s effects in game
terms, and Cost lists the feature’s cost in silverthalers.

119
Blackening Scabbard
Blackening a blade with soot, dyes, or other materials Scabbards are one of the safest ways to transport swords
prevents the blade from reflecting light and thus betraying and daggers. Weapons properly worn in scabbards may be
its wielder’s location in the dark. quickly readied.
Rules: Grants a bonus of +1 on Stealth (Conceal Item) checks, Rules: Readying a sword or dagger does not require any
and the effect lasts 1 hour. Blackening may be quickly additional actions.
removed with a wet cloth. Costs: 12 silverthalers (sword scabbard), 10 silverthalers
Cost: 5 silverthalers (fencing weapon scabbard), 5 silverthalers (dagger
Weapons: Any weapons with a metal surface scabbard)
Weapons: Combat techniques Daggers, Fencing Weapons,
Hanger Swords
A weapon hanger is a construction of leather straps that
secures axes, hammers, and other weapons. Spiked Tip
Rules: Readying an Impact Weapon or Two-Handed Some battle-axes have a round or square spike on top that
Impact Weapon does not require additional actions. pierces heavy armor and expands options in combat (by,
Cost: 5 silverthalers for example, enabling piercing attacks).
Weapons: Combat techniques Impact Weapons, Two- Rules: The spike inflicts 1D6+3 DP. Subtract 2 PRO from
Handed Impact Weapons, Two-Handed Swords armor of PRO 4 or greater.
Costs: 50 silverthalers
Leather Strap Weapons: Battle-axe
A leather strap attaches the weapon to the wielder’s wrist.
If the weapon is knocked from the wielder’s hand or Weapon Maintenance Kit
accidentally dropped, it may be quickly retrieved. The weapon maintenance kit is not a weapon feature per
Rules: On a botch, suffer only 1D6 DP. When using the se, but fulfills a similar purpose. Sets contain a whetstone,
Botch Table optional rule, ignore the effects of Weapon oil, and cleaning cloth—everything needed for the proper
Lost. The leather strap has no effect on the maneuver maintenance and sharpening of a blade. The kit’s other
Disarm. components aid with minor repairs.
Costs: 5 silverthalers Rules: The weapon maintenance kit has no game effect
Weapons: Combat technique Impact Weapons (especially unless the Breaking Point rule (see page 114) is in play. Use
battle-axes and maces) of a weapon maintenance kit cancels Level I of Damaged.
This does not require the ability to craft the weapon,
Leather Wrap though it does require a check on the relevant crafting skill,
When wrapped around a weapon’s handle, leather helps such as Metalworking or Woodworking. Success removes the
provide a better grip under battlefield conditions. level of Damaged. Weapon maintenance kits have no effect
Rules: Defense attempts gain a +1 bonus versus Disarm. on weapons with two or more levels of Damaged.
Costs: 5 silverthalers Costs: 1 silverthaler
Weapons: Any weapon with a handle. Weapons: any weapon with a metal blade or tip

Quiver
Quivers shorten the time needed to ready arrows or
Readying a Weapon
throwing spears.
When using a scabbard or weapon harness,
Rules: When not using a quiver, add 1 action to the
readying a weapon takes 1 action. Without a
relevant weapon’s reload time.
scabbard or weapon harness, readying a weapon
Costs: 15 silverthalers
requires a minimum of 2 actions to complete.
Weapons: Bows, throwing spears
When combined with the special ability
Quickdraw, readying a weapon usually requires
Nightwind swords only 1 free action.
and weapons made of
endurium gain this effect
permanently (meaning
the blackening cannot Armor Features
be removed). Certain As with weapons, some types of armor may be modified
techniques may grant a with special features.
similar effect as well.

120 New Rules for Equipment


Complete sets of armor
Armor Spikes include underclothing
Some types of armor can be when the armor requires it.
fitted with thorn-like spikes
and prongs that are both
intimidating and damaging
to opponents.
Rules: Spikes can be used for attacks. Roll 1D6 for each
opponent who successfully attacks the wearer with a
short reach weapon. On a result of 5-6, that enemy takes
1 DP (ignoring PRO) from the spikes. This also applies to
animal attacks made at a reach of short. On an AT or PA
botch (whether confirmed or unconfirmed), the wearer
takes 1 DP, ignoring PRO.
Cost: 10% of the armor’s cost
Armor: Bone armor, horn armor, leather armor, plate
armor, scale armor
Not all armor features presented here are suitable for
every type of armor. Applicable types appear under Armor Underclothes for Armor
in the description for each feature. The GM has the final People who choose not to wear quilted padding beneath
say. Rules lists the feature’s effects in game terms, and Cost their metal armor inevitably suffer chafing.
lists the feature’s cost in silverthalers. Rules: The character receives no abrasions when wearing
this under metal armor.
Armor Maintenance Kit Cost: 12 silverthalers
Like weapon maintenance kits, the armor maintenance kit Armor: All metal armors
is not a feature per se but it does play a similar role. Well-
maintained armor stays serviceable longer.

Rules: The armor maintenance kit has no in-game effect Abrasions


unless combined with the armor sturdiness rules (see Without the proper undergarments, people who
page 115). With an armor maintenance kit, a character wear metal armor suffer abrasions. Roll 1D6 for each
may remove the first level of armor Wear from damaged character who wears metal armor without proper
armor. This does not require the ability to craft the armor, underclothes for more than one full hour per day.
but it does require a check on the relevant Craft skill (such On a result of 1, that character receives abrasions
as Metalworking or Woodworking) with a penalty equal to (-1 penalty to AT and PA). Abrasions heal after
the armor’s ENC. Success removes one level of Wear. a minimum of one day, but only if the character
Armor maintenance kits have no effect on armor with removes the armor until healed. Characters
two or more levels of Wear. Each type of armor requires a may not receive more than one abrasions result,
specialized maintenance kit. regardless of how many hours the armor is worn
Cost: 5 silverthalers without benefit of proper undergarments.
Armor: All types

New Combat Techniques


This section expands upon the combat techniques
presented in the Core Rules, and also introduces the new Using Unfamiliar Combat Techniques
close combat technique Whips and the new ranged combat Optional Rule
techniques Blowpipes, Discuses, and Slings.
Some of the new combat techniques presented in this
book are exotic and difficult to use, and thus receive
As with all other combat techniques, characters start with
penalties as high as -3 to AT, PA, and RC. Characters may
combat technique values of 6 in Whips, Blowpipes, Discuses, remove these penalties over time as they practice the
and Slings, and may increase them according to the usual technique, if desired, but the GM has the final word. This
rules. Each description lists the combat technique’s optional rule makes the game somewhat more complex.
corresponding primary attribute and improvement cost.

121
Combat Special Abilities for Blowpipes Combat Special Abilities for Whips
The following combat special abilities from the The following combat special abilities (Core Rules,
Core Rules, starting on page 246, may be used pages 246+) work with the combat technique
with the combat technique Blowpipes: Alertness, Whips: Alertness, Combat Reflexes I-III Disarm,
Combat Reflexes, Enemy Sense, Improved Dodge, Enemy Sense, Feint I-III, Improved Dodge I-III,
Inured to Encumbrance, Precise Shot/Throw. If Inured to Encumbrance I+II, Mounted Combat,
you have access to the Aventuria Compendium, the Quickdraw, Takedown.
following combat special abilities also apply. If you have access to the Aventuria Compendium,
Combat Special Abilities: Combat Style the following special abilities also apply.
Combination, Master of Improvised Weapons, Combat Special Abilities: Blind Combat I-II,
Mounted Flying Combat, Quickload (Blowpipes) Combat in Water, Combat Style Combination, Keep
[see page 123], Sharpshooter I-II, Targeted Shot. at Distance I-II, Master of Improvised Weapons,
Mounted Flying Combat, Targeted Attack.
Combat Style Special Abilities: Baburin Style,
Baliho Style, Elenvina Style, Knight of the Old
Path Style, Prem Style.
Combat Special Abilities for Discuses
Advanced Combat Special Abilities: Death
The following combat special abilities (Core Rules,
from the Left.
pages 246+) work with the combat technique
Discuses: Alertness, Combat Reflexes I-III,
Enemy Sense, Improved Dodge I-III, Inured to transgressions. Whips also function as improvised rope.
Encumbrance I-II, Precise Shot/Throw I-III. Special: Targets suffer a -2 penalty to PA versus whips.
If you have access to the Aventuria Compendium, Shields apply their simple defense bonus against whips.
the following combat special abilities also apply. When attacking, whips botch on rolls of 19+. Whips cannot
Combat Special Abilities: Combat Style parry.
Combination, Master of Improvised Weapons, Primary Attribute: Dexterity
Quickload (Discuses) [see page 123], Rain of Improvement Cost: B
Iron I-II, Sharpshooter I-II, Spread Rain of Iron,
Targeted Shot. Slings
Besides slings, this combat technique covers bolas and
other similar ranged weapons. Slings are often dismissed
Blowpipes as toys or as the tools of shepherds, not soldiers. Even so,
Blowpipes come in different lengths. many Cyclopes Islands warriors carry these inexpensive
Discuses cannot be used Shorter versions have a shorter range
in mounted combat. but dangerous weapons.
and are easily concealable beneath Primary Attribute: Dexterity
clothing, making them popular Improvement Cost: B
with assassins from the Lands of the
Tulamydes and southern Aventuria.
Longer blowpipes serve primarily for hunting. Blow darts Combat Special Abilities for Slings
do not cause severe injuries. Their danger stems primarily The following combat special abilities (Core Rules,
from their poison, if any. page 246+) work with the combat technique
Primary Attribute: Dexterity Whips: Alertness, Combat Reflexes I-III,
Improvement Cost: B Enemy Sense, Improved Dodge I-III, Inured to
Encumbrance I+II, Mounted Archer, Mounted
Discuses Combat, Precise Shot/Throw I-III. If you have
This combat technique covers the use of a flattened access to the Aventuria Compendium, the following
throwing weapon called a discus, used almost exclusively combat special abilities also apply.
on the island of Maraskan. Variations include the common Combat Special Abilities: Combat Style-
hunting discus, which is made from wood, and the rarer, Combination, Master of Improvised Weapons,
metal-edged war discus. Mounted Flying Combat, Sharpshooter I-II,
Primary Attribute: Dexterity Targeted Shot.
Improvement Cost: C Combat Style Special Abilities: Baburin Style,
Elenvina Style, Prem Style, Quickload (Slings)
Whips [see page 123].
Teamsters use whips to goad mounts or beasts of burden,
while slaveholders use them to intimidate slaves and to punish

122 New Rules for Equipment


New Combat Special Ability
Some of the new combat techniques presented here also Rules: Subtract 1 action from the reload time for
receive a new combat special ability: Quickload. blowpipes, discuses, and slings. This functions just like the
Quickload special ability (see Core Rules, page 249) in all
Quickload (Blowpipes, Discuses, and other respects.
Prerequisites: DEX 13
Slings) (passive) Combat Techniques: Blowpipes, discuses, and slings
This SA allows characters to quickly reload blowpipes, AP Value: 5 adventure points
discuses, and slings.

New Combat Style Special Ability


Characters with access to the training manual known as with main gauche or shield.
the Vademecum of Combative Crafts may learn Old Adersin Rules: When a fighter trained in Old Adersin Style
Style. For corresponding advanced combat special combines long sword with main gauche or wooden shield,
abilities, see page 121. For rules and further information the opponent receives a -1 penalty to PA.
about combat styles in general, see Aventuria Compendium, Advanced Combat Special Abilities: Bind, En Passant,
page 145. Windmill
Prerequisites: AGI 13
Old Adersin Style (passive) Combat Techniques: Daggers (main gauche only), Shields
(wooden shield only), Swords (long sword only)
Before Erlan Adersin began to develop his famous bastard AP Value: 15 adventure points
sword style, his mother Krona taught the use of sword

Combat Special Abilities


The following combat special abilities first appeared in the attacks may be directed against different targets within
Aventuria Compendium. We include them here because they attack distance. If a Bladestorm is combined with a
relate to the optional rules for weapon features introduced basic maneuver, it must apply to both attacks. If the
in this book. first AT results in a botch, the second AT is cancelled.
The Bladestorm maneuver cannot be combined with a
Ballistic Shot (Special Maneuver) shield, a parry weapon, or another one-handed weapon.
The bonus from the SA One-Handed Combat can be used
Extraordinary archers can hit a faraway target with a for Bladestorm.
ballistic shot. However, this decreases their accuracy. Penalty: -2
Rules: This SA grants a 50% increase in range for weapons Prerequisites: One-Handed Combat
of the combat technique Bows, but incurs a -2 penalty. Combat Techniques: Daggers, Fencing Weapons, Impact
For example, an archer using a bow with a normal Weapons, Swords
maximum range of 328 feet would be able to reach a AP Value: 25 adventure points
target 492 feet away, but with a -2 penalty to hit.
Penalty: -2
Prerequisites: INT 13, AGI 13, Precise Shot/Throw I
Circumvent I-II (Basic Maneuver)
Combat Techniques: Bows Sometimes characters must fight opponents whose weapons
AP Value: 10 adventure points have a longer reach, thus incurring a penalty. Training helps
characters reduce or even eliminate this penalty.
Bladestorm (Special Maneuver) Rules: For every level in this SA, ignore one level of
penalties arising from the longer reach of an enemy’s
Experienced warriors can strike at their enemies with a weapon (see Core Rules page 231). Level I deals with the
deadly storm of blows. difference between short and medium weapon reach,
Rules: Make two attacks in the same action. Both attacks while Level II covers the difference between short and
receive a -2 penalty. The second attack subtracts 2 from long weapon reach. This SA always allows you to reduce
DP (but the minimum result is always 1 DP). These a reach penalty by at least 1 level (to a maximum effect

123
of no penalty). You must announce Circumvent before Penalty: -4
making an attack. Apply any remaining AT modifiers Prerequisites: AGI 13 or STR 13
arising from differences in reach. Also, apply an AT Combat Techniques: Polearms
penalty equal to the opponent’s Keep at Distance SA AP Value: 20 adventure points
level. If your AT fails, the opponent may make an attack
of opportunity against you. Circumvent cannot be Stunning Blow (Special Maneuver)
combined with a special maneuver.
Prerequisites: Level I: AGI 13; Level II: AGI 15, Circumvent I Characters need not always attack with a weapon’s edge,
Combat Techniques: Brawling, Chain Weapons, Daggers, and can instead attack an opponent with the pommel or
Fencing Weapons, Impact Weapons, Shields, Swords, the flat of the blade. This causes little damage but does
Two-Handed Impact Weapons, Two-Handed Swords hinder the enemy’s fighting capabilities.
AP Value: Level I/II: 10/15 adventure points per level Rules: Make an AT with a penalty of -2. If it succeeds
and the target’s defense fails, the attack causes 1D3
DP and the target must make a check on Self-Control
Nail Down (Special Maneuver) (Stay Conscious) with a penalty equal to the DP inflicted
Spear-like weapons allow characters to pin enemies to the (regardless of whether the target suffered any damage).
ground and cause additional damage simply by applying If the Self-Control (Stay Conscious) check fails, the target
pressure with the weapon. suffers one level of Stupor as well. This maneuver can
Rules: To use this maneuver, the target must already be used only against Intelligent creatures and animals
have the state prone. Make an AT with a penalty of -4. of the character’s size category or smaller. Note that
If successful, and the defense fails, the maneuver takes this means Stunning Blows have no effect on certain
effect. You can no longer parry with that weapon, but you monsters.
may still try to dodge. Your AT with that weapon succeeds Penalty: -2
automatically during subsequent CR. These attacks cause Prerequisites: STR 13
+1 DP, cumulative, in every CR after the first (that is no Combat Techniques: Impact Weapons, Polearms, Swords
additional DP in the first CR, +1 DP in the second CR, +2 AP Value: 15 adventure points
DP in the third CR, and so on). Roll DP as usual. While
Nail Down remains in effect, the target suffers the states
prone and bound and cannot defend. You may free the
target at the end of any CR. To escape, the target must
win a competitive check on Feat of Strength (Pushing &
Bending) against you. Each attempt costs 1 action. The
maneuver Nail Down can be used only against targets of
size categories small or medium.

124 New Rules for Equipment


Advanced Combat Special Abilities
The following advanced combat special abilities first High Blade (Special Maneuver)
appeared in the Aventuria Compendium. Like before, we
include them here because they relate to the optional Swinging a blade high above one’s head can add power to
rules for weapons characteristics, as well as to Old a blow.
Adersin Style. Rules: You must announce the maneuver High Blade at
the beginning of the CR. The character gains a bonus of
+1 to AT and DP, but halves DE until the end of the CR.
Bind (Special Maneuver) Prerequisites: Corresponding combat style special ability
Bind involves using one’s weapon to place an opponent’s Combat Techniques: Fencing Weapons, Two-Handed
weapon in a bad position. Swords, Swords
Rules: Make a PA check with a -2 penalty. If successful, AP Value: 15 adventure points
your next AT against the target of the Bind maneuver
receives a +4 AT bonus. This attack must occur in your Jump Attack (Special Maneuver)
next action, meaning during this or the next CR. This
action may not be delayed. The bonus expires if you Anyone may attempt to attack an enemy by leaping
attack another opponent or attempt to parry, or if the forward with outstretched weapon, but only those with
enemy attacks with a weapon other than the bound Jump Attack do so with elegant precision and achieve a
weapon. Attempts to Bind a two-handed weapon deadly outcome.
receive a penalty of -4, not -2. After performing a Bind, Rules: To make an AT, spend a free action and make a
your hero may conduct no further defenses this CR. check on Body Control (Jumping). You must be at least
Penalty: -2 (one-handed weapon); -4 (two-handed 6 feet from the target but may only jump MOV/2 feet
weapon) before attacking. Each QL adds +1 (maximum of +3) to
Prerequisites: STR 13, corresponding combat style either AT or DP. You may make a Jump attack on every
special ability other CR only. If the AT fails, the target may make an
Combat Techniques: Daggers, Fencing Weapons, attack of opportunity.
Polearms, Swords Prerequisites: AGI 15, corresponding combat style special
AP Value: 25 adventure points ability
Combat Techniques: Polearms, Swords
AP Value: 20 adventure points
En Passant (Special Maneuver)
En Passant grants several short-term advantages, but Powerful Throw (Special Maneuver)
risks giving opponents a chance to spot the maneuver and
make a counterattack. The damage inflicted by a thrown weapon depends on the
Rules: Make an AT with a penalty of -4. Whether your type of weapon, the force with which it is thrown, and the
opponent defends against it is irrelevant. If the check thrower’s skill.
succeeds, you gain an advantageous position against Rules: A character with the SA Powerful Throw gains a
that opponent (see Core Rules, page 238) until the end damage threshold of STR 14 for Thrown Weapons. For every
of the next CR. Successful AT inflict damage as usual. STR point above 14, you inflict +1 DP with Thrown Weapons.
Moreover, an opponent who cannot (or chooses not Prerequisites: STR 15, corresponding combat style special
to) defend against this AT may not perform maneuvers ability
until the end of the next CR. This maneuver can be Combat Technique: Thrown Weapons
performed only against Intelligent creatures of size AP Value: 15 adventure points
categories small and medium. If this AT fails, the
opponent may make an attack of opportunity. Shatter (Special Maneuver)
Penalty: -4
Brute force is sometimes the best way to overcome a
Prerequisites: AGI 15, corresponding combat style special
bothersome obstacle.
ability
Rules: Add +1D6 DP to attacks against objects
Combat Techniques: Daggers, Fencing Weapons, Impact
Prerequisites: STR 15, corresponding combat style special
Weapons, Swords
ability
AP Value: 15 adventure points
Combat Techniques: Chain Weapons, Impact Weapons,
Two-Handed Impact Weapons
AP Value: 5 adventure points

125
Wide Swing (Basic Maneuver) Windmill (Special Maneuver)
Some warriors capitalize on the reach of their weapons by The Windmill is a circular motion that redirects the
swinging them in a wide arc. momentum of an enemy’s attack and channels its energy
Rules: Make an AT with a penalty of -2 to increase your into the character’s own attack.
weapon’s reach category by one level and inflict +1 DP Rules: You must declare the Windmill maneuver before
until the end of the CR you learn the results of an enemy’s attack, and you must
Penalty: -2 have at least one action remaining in this round (when
Prerequisites: Corresponding combat style special ability you have the higher initiative, a good tactic is to let the
Combat Techniques: Two-Handed Impact Weapons, enemy attack first). While performing this maneuver,
Two-Handed Swords you receive a penalty of -2 to PA. If your PA succeeds,
AP Value: 15 adventure points immediately make an AT (with a bonus of +4 DP) against
that enemy. Note that this AT cannot be combined with
a special maneuver, but it can be combined with a basic
maneuver. Also, you may make no further defenses
this CR. The Windmill maneuver can only be employed
against attacks using combat techniques that also could
perform this maneuver (for example, Windmill cannot
be used against daggers or fencing weapons).
Penalty: -2 (for parry)
Prerequisites: AGI 15 or STR 15, corresponding weapon
style special ability
Combat Techniques: Impact Weapons, Polearms, Swords,
Two-Handed Impact Weapons, Two-Handed Swords
AP Value: 25 adventure points

126 New Rules for Equipment


General Special Ability: Threatening Gestures
Some weapons in this book make use of the general Rule: This special ability grants a new use for the skill
special ability Threatening Gestures, which first appeared Intimidation. During combat, characters may instill fear
in the Aventuria Compendium. We include it here for your in enemies by making an Intimidation (Threats) check.
convenience. This requires 1 action. If the check succeeds, up to QL+1
targets in sight and within shouting distance receive a
Threatening Gestures -1 penalty to AT, DE, and RC until the end of the next
CR. This effect is not cumulative with other uses of this
Barbarians and other warriors instill fear in their special ability.
enemies by screaming, making terrifying faces, and so Prerequisites: Intimidation 4
on. AP Value: 10 adventure points

Hit Zone Protection


These are Level II Focus Rules for combat. Unlike
with other focus rules, we strongly suggest that II Do Hit Zone Rules Put My Character at Greater
gaming groups apply these rules to every player, not Risk?
just one or two. The following rules require the use of at When using these rules, some characters might
least the Level I Hit Zone focus rules from the Aventuria start out with less protection for certain zones
Compendium. For more information and additional rules because, for example, they cannot afford a helmet
regarding this topic, see the TDE Hit Zone Dice Set. or greaves. While characters with armor on only
a few hit zones are technically at greater risk
According to the Core Rules, armor grants the same PRO of suffering an injury, the same is also true for
rating to every hit zone (hit location), even if the character opponents, and everything balances out. This focus
doesn’t wear a helmet. This system is fun and fast-playing rule grants players greater freedom in deciding
because it deals with armor in an abstract manner, but it how much and what kind of armor their characters
doesn’t always match players’ concepts of their characters. should wear.
For various reasons, some characters don’t want to wear
helmets, and some wish to combine tooled leather armor
with etched metal vambraces to create a personal sense different PRO rating. This is especially true for legs and
of style. The hit zone focus rules presented here allow arms. For example, armor worn on the left arm may
characters to assign different PRO values (or even no PRO differ from that worn on the right arm.
value at all) to different hit locations. This creates a more When calculating the cost of armor for a single arm
realistic simulation of the benefits and disadvantages of or leg zone, remember to use a price multiplier of 0.1
wearing mixed armor types. instead of 0.2. This applies when calculating ENC as well.
To determine the weight of individual pieces of
Protection in Different Zones armor, multiply the weight of the associated suit of
The following tables summarize armor as presented in the armor by the weight modifier (see the Zone Multipliers
Aventuria Armory and the Core Rules as well as the stats they table) for each corresponding piece; add the weights
have for this focus rule. of all individual pieces to get the total weight of
Armor is now split into components that protect only armor being worn.
specific hit zones. Characters may obtain pieces of
armor such as mail leggings or leather helmets. Zone Multiplier
The cost of an individual piece of armor varies by Zone Price/Weight Multiplier
hit zone and depends on the price of the complete Torso x0.5
corresponding suit of armor. For example, to
calculate the cost of a leather helmet, find the cost Arms x0.2
for leather armor and multiply it by the value listed Legs x0.2
under Head in the Zone Multiplier table. Head x0.1
An individual piece of armor grants PRO only for its
specific zone. Note that characters may wear different
kinds of armor on each hit zone, and each may have a

127
Options for Armor Combinations provides PRO for the entire body. Since the hit zone rules
In general, characters may wear only one armored shirt, allow characters to place different pieces of armor (and
one helmet, and one piece of armor on each leg and arm. thus different amounts of PRO, including a PRO of 0, if
The following apply as well. desired) on different zones, Encumbrance is calculated
• A character cannot benefit from two or more helmets differently, as well. This also applies to INI and MOV
at a time penalties.
• Characters cannot wear two or more pieces of armor
(two vambraces, two greaves, and so on) on a single To determine ENC and additional penalties, if any, multiply
hit zone the PRO rating for each hit zone by the appropriate
• Characters cannot combine types of armor unless factor from the PRO Factors table, and then add these
stated otherwise in the armor’s description results together. Find this total on the Encumbrance and
• Characters may wear different types of armor on Additional Penalties table and read across to determine ENC
different arms and legs (for example, if desired, a and any additional penalties that apply. All penalties are
character may wear mail on the left arm, plate on the cumulative.
right arm, and leather on both legs; another character
may choose to wear different types of armor, or even Example: Geron purchases a combination of new pieces of armor.
no armor at all) Using the formula, Geron’s player calculates his new armor’s
• Armor effects generally apply only to the area ENC and additional penalties as follows.
protected by that piece of armor. Armor advantages Left leg: PRO 3 x 2 = 6
and disadvantages that affect actions apply even if Right leg: PRO 3 x 2 = 6
armor covers only part of a relevant zone (for example, Left arm: PRO 1 x 2 = 2 When using this Focus
modifiers for chainmail apply to a character’s entire Right arm: PRO 1 x 2 = 2 Rule, calculate the
arm zone even if the character is only wearing mail Torso: PRO 3 x 5 = 15 new total ENC and any
gloves). Head: PRO 6 x 1 = 6 additional penalties
The sum of these results is 37. BEFORE applying the
Example: Geron wears cloth armor on his torso (PRO 2). After Checking the Encumbrance benefits of the combat
a harrowing fight, he decides to buy partial chainmail (PRO 4) and Additional Penalties special ability Inured to
for his arms, and steel plate (PRO 6) for his legs. To determine table, a result of 37 indicates Encumbrance.
the total price of all this armor, his player multiplies the price of an ENC of 1, plus additional
cloth armor by 0.5 for the torso, chainmail armor by 0.2 for the total penalties of -2 MOV and -2
arms, and plate armor by 0.2 for the legs, and adds the results to INI. Note that this protection is
get the final price. not optimal, as Geron could add a further 5 PRO points before
incurring another increase in ENC.
Encumbrance and Additional Penalties
The Core Rules lists Encumbrance values for what it terms
complete suits of armor, which somewhat unrealistically

128 New Rules for Equipment


PRO Factor Encumbrance and Additional Penalties
Hit Zone Factor Result ENC Additional Penalties
Left Leg x2 (cumulative)
Right Leg x2 0 0 –
Left Arm x2 1-14 0 –1 MOV, –1 INI
Right Arm x2 15-28 1 –
Torso x5 29-42 1 –1 MOV, –1 INI
Head x1 43-56 2 –
57-70 2 –1 MOV, –1 INI
71-84 3 –
85-98 4 –
99-112 5 –
113-126 6 –
127-140 7 –
141-154 8 –
And so on...

Weight and Price* of Armor (by Zone)


*prices given in silverthalers

Armor Price/Weight Price/Weight Price/Weight Price/Weight


Torso Arms Legs Head
Chainmail 125 S / 10 lbs. 50 S /4 lbs. 50 S / 4 lbs. 25 S / 2 lbs.
Chainmail Armor 125 S / 13 lbs. 50 S / 5 lbs. 50 S / 5 lbs. 25 S / 2.5 lbs.
Cloth Armor 37.5 S / 3 lbs. 15 S / 1.5 lbs. 15 S / 1.5 lbs. 7.5 S / 0.5 lb.
Linothorax Armor 37.5 S / 3 lbs. 15 S / 1.5 lbs. 15 S / 1.5 lbs. 7.5 S / 0.6 lb.
Half Plate 200 S / 16 lbs. 80 S / 6 lbs. 80 S / 6 lbs. 40 S /3 lbs.
Iryan Armor 125 S /5.5 lbs. 50 S / 2 lbs. 50 S / 2 lbs. 25 S / 1 lb.
Leather Harness 75 S / 6 lbs. 30 S / 2.5 lbs. 30 S / 2.5 lbs. 15 S / 1 lb.
Leather Armor 75 S / 6 lbs. 30 S / 2.5 lbs. 30 S / 2.5 lbs. 15 S / 1.5 lbs.
Mirror Armor 175 S / 14 lbs. 70 S / 6 lbs. 70 S / 6 lbs. 35 S / 3 lbs.
Plate Armor 375 S / 28 lbs. 150 S / 10 lbs. 150 S / 10 lbs. 75 S / 5 lbs.
Scale Armor 200 S / 18 lbs. 80 S / 8 lbs. 80 S / 8 lbs. 40 S / 4 lbs.
Scale Mail 200 S / 18 lbs. 80 S / 8 lbs. 80 S / 8 lbs. 40 S / 4 lbs.
Toadskin 100 S / 5.5 lbs. 40 S / 2 lbs. 40 S / 2 lbs. 20 S / 1 lb.

129
Improvised Weapons
This section presents stats and rules for everyday objects
that are ill-suited for combat but which characters Improvised Weapons and Brawling Rules
often use in combat anyway. Improvised close combat The improvised weapons listed here are compatible
weapons make a botch check on an AT or PA result of 19- with the optional Brawling Rules presented in the
20. Similarly, improvised ranged weapons make a botch TDE GM Screen booklet, on page 27). All brawling
check on a RC result of 19-20. rules apply, including rules for converting DP into
brawling points (BP).
Weapon Features for Improvised
Weapons
Most improvised weapons on the following table have
no listed weapon features. If desired, apply the following
weapon features package to these everyday items.

Improvised Weapon Features Package


Weapon Advantage: The maneuver Stunning Blow (see
Aventuria Compendium, page 155) inflicts 1D3+1 DP instead
of only 1D3 DP.
Weapon Disadvantage: On a confirmed botch, the weapon
breaks. This is in addition to any other effects of the botch.
Additional Weapon Breaks results have no further effect.

Improvised Close Combat Weapons


Name Combat Technique DP P+T AT/PA mod RE
Bottle (i) Impact Weapons 1D6+1 STR 16 -1/-3 short
Note: Breaks after one successful attack, gaining +1 DP and -1 PA to subsequent attacks.
Broom (i) Impact Weapons 1D6+2 STR 15 -1/-3 medium
Bucket (i) Impact Weapons 1D6+1 STR 15 -3/-3 short
Chair (i) Impact Weapons 1D6+3 STR 15 -2/-2 medium
Note: Breaks after one successful attack.
Chair Leg (i) Impact Weapons 1D6+2 STR 14 -1/-3 medium
Frying Pan (i) Impact Weapons 1D6+3 STR 15 -1/-3 short
Frying Pan, hot (i) Impact Weapons 1D6+4 STR 15 -2/-3 short
Table (i) Impact Weapons 1D6+4 STR 17 -4/-1 medium
Note: Breaks after one successful attack; Prerequisite for use as weapon: STR 14+

Improvised Ranged Weapons


Name Combat Technique DP Reloading Time RA
Apple / Small Stone (i) Thrown Weapons 1D3 1 action 2/4/8
Beer Stein (i) Thrown Weapons 1D3+1 1 action 2/4/8
Note: Breaks after one successful attack.
Crockery (i) Thrown Weapons 1D3+1 1 action 2/4/8
Note: Breaks after one attack, regardless of success.
Vase (i) Thrown Weapons 1D3+1 1 action 2/4/8
Note: Breaks after one successful attack.

130 New Rules for Equipment


Equipment Overview
Astrolabe
Item Weight Structure Points Cost Complexity
Armillary Sphere 7.5 pounds 8 SP 150 S complex (3 AP)
Astrolabe 6.5 pounds 10 SP 250 S complex (2 AP)
Astrolabe – Astronomy checks receive a +1 bonus if the character has at least SR 8 in Astronomy.
Armillary Sphere – A successful check on Astronomy increases the SP by 1 (up to a maximum of 18). The prerequisite for this bonus is a SR
of 6 in Astronomy.
An astrolabe or armillary sphere allows a hero to calculate the time to within 5 minutes.
Backpack, Leather
Item Weight Structure Points Cost Complexity
Backpack, Leather 2 pounds 8 SP 34 S simple
A leather backpack holds up to 110 pounds of equipment.
Belt Pouch
Item Weight Structure Points Cost Complexity
Belt Pouch 0.5 pound 3 SP 4S primitive
Retrieving an item from a belt pouch takes 1 action.
Blacksmith’s Hammer
Item Weight Structure Points Cost Complexity
Blacksmith’s Hammer 2.5 pounds 30 SP 100 S simple
Strength receives a +1 bonus on the third partial Metalworking (Blacksmith) check when using a blacksmith’s hammer.
A blacksmith’s hammer can be an improvised weapon (see page 138).
Boltan Card Set
Item Weight Structure Points Cost Complexity
Boltan Card Set, Cloth 0.5 pound 1 SP 5S primitive
Boltan Card Set, Paper 0.4 pound 2 SP 20 S primitive
Boltan Card Set, Cloth, Marked 0.5 pound 1 SP 10 S simple
Boltan Card Set, Paper, Marked 0.4 pound 2 SP 40 S simple
When using marked cards, a character with the special ability Cheating receives a +1 bonus on Gambling (Card Games) checks. However, this
bonus only comes into effect after a failed first check (see Core Rules, page 214).
Breviary of the Twelvegods
Item Weight Structure Points Cost Complexity
Breviary of the Twelvegods 2 pounds 15 SP 75 S complex (2 AP)
Note: Language / Script varies, but usually Garethi / Kuslik Signs
When seeking general information on Alveran deities or their associated demigods, gain a +1 bonus to Sagacity on the second partial check
on Religions (any deities of Alveran and their associated demigods).
Candles and Magical Candles
Item Weight Structure Points Cost Complexity
Candles, 10 1 pounds 2 SP 6 SP simple
Candle Clock, 1 0.2 pound 2 SP 3S simple
Magical Candle, 1 0.2 pound 3 SP 10 S complex (2 AP)
Candle: A candle’s burning time is 10 hours. Candlelight reduces darkness visibility modifiers within a 12-foot radius and in line-of-sight of
the candle, as follows: -4/-3/-2/-1 level(s) for 3/6/9/12 foot radii.
Candle Clock: This object lets you determine the time of the day to within 30 minutes, and otherwise functions like a regular candle.
Magic Candle: The corresponding attribute receives a +1 bonus on the first partial check for invocations or banishments of demons,
elementals, or ghosts, provide that you are using the correct number of magic candles (for demons/elementals/ghosts, this number is
7/6/5 magic candles). Otherwise this functions like a regular candle.

131
Cartographer’s Tools
Item Weight Structure Points Cost Complexity
Cartographer’s Tools 0.5 pound 4 SP 50 S primitive
Dexterity receives a +1 bonus on Artistic Ability (Drawing) checks when drawing a map.
Chalk and Magical Chalk
Item Weight Structure Points Cost Complexity
Chalk 0.1 pound 2 SP 0.2 S primitive
Magical Chalk 0.2 pound 3 SP 10 S complex (2 AP)
Chalk: One piece of chalk is enough for 20 pictures or large drawings, such as pentagrams.
Magical Chalk: After drawing the necessary ritual symbols with magic chalk (requiring enough chalk to draw 7/6/5 drawings for demons/
elementals/ghosts), the corresponding attribute receives a +1 bonus on the first partial check to invoke or abjure a demon, elemental, or ghost.
Climbing Hook
Item Weight Structure Points Cost Complexity
Climbing Hook, 10 2 pounds 10 SP 27 S primitive
When combined with a climbing rope, climbing hooks grant a +1 bonus on Climbing checks.
Climbing Rope
Item Weight Structure Points Cost Complexity
Climbing Rope (per yard) 1 pound 5 SP 0.3 S simple
Silk Rope (per yard) 0.4 pound 3 SP 1S simple
When combined with climbing hooks, a climbing rope grants a +1 bonus on Climbing checks.
Cloak
Item Weight Structure Points Cost Complexity
Cloak 3 pounds 6 SP 7S primitive
Intuition receives a +1 bonus for Stealth (Conceal Item) checks if the item can be hidden underneath a cloak or in one of its pockets.
Codex Albyricus
Item Weight Structure Points Cost Complexity
Codex Albyricus 2 pounds 15 SP 300 to 750 S per complex (2 AP)
Volume
Note: Language / Script is typically Bosparano / Kuslik Signs
A successful Law (Guild Law) check increases the SP by 1/2/3 (up to a maximum of 18) if the hero possesses 1/3/7 usable volumes of the
Codex Albyricus.
Coin Bag and Coin Pouch
Item Weight Structure Points Cost Complexity
Coin Bag 0.1 pound 2 SP 1S primitive
Coin Pouch 0.2 pound 3 SP 2S primitive
Coin Bag: Dexterity receives a -1 penalty on Pick Pocket (Steal from Person) checks if the target’s money is secured in a coin bag.
Coin Pouch: Dexterity and Agility receive a -1 penalty on Pick Pocket (Steal from Person) checks if the target’s money is secured in a coin pouch.
Coin bags hold up to 50 coins, while coin pouches hold up to 20 coins.
Compass (South-Pointer)
Item Weight Structure Points Cost Complexity
Compass (South-Pointer) 0.5 pound 4 SP 6S complex (2 AP)
Compass (South-Pointer), metal 0.6 pound 7 SP 60 S complex (2 AP)
case
Receive a +5 bonus on Orienting checks when determining the cardinal directions. Other checks also can gain (smaller) bonuses when using
a compass.
Copper Cauldron
Item Weight Structure Points Cost Complexity
Copper Cauldron 9 pounds 60 SP 24 S primitive
When using a copper cauldron, Dexterity receives a +1 bonus on an Alchemy (Elixirs) check.

132 New Rules for Equipment


Crowbar
Item Weight Structure Points Cost Complexity
Crowbar 11 pounds 70 SP 26 S primitive
Pry-bar 13 pounds 100 SP 38 S primitive
Crowbar: Strength receives a +1 bonus for Feat of Strength (Pushing & Bending or Lifting) when using a crowbar to lift a weight or break open
a door, window, or similar object.
Pry-bar: Strength receives a +1 bonus for Feat of Strength (Pushing & Bending or Lifting) on both STR partial checks when using a pry-bar to lift
a weight or break open a door, window, or similar object.
Crowbars and pry-bars can be improvised weapons (see pages 138-139).
Encyclopaedia Magica
Item Weight Structure Points Cost Complexity
Encyclopaedia Magica 4 pounds 20 SP 800 S per volume complex (2 AP)
Note: Language / Script varies by edition, but typically Bosparano or Garethi / Kuslik Signs
A successful check on Magical Lore increases SP by 1/2/3 (up to a maximum of 18) if the character has access to 1/3/7 usable volumes of the
Encyclopaedia Magica.
Dice
Item Weight Structure Points Cost Complexity
Die, six-sided 0.1 pound 5 SP 0.5 S primitive
Die, six-sided, loaded 0.2 pound 5 SP 2S simple
Die, twenty-sided 0.2 pound 6 SP 3S primitive
Die, twenty-sided, loaded 0.2 pound 6 SP 12 S simple
A character with the special ability Cheating receive a +1 bonus on Gambling (Dice Games) checks when using loaded dice. However, this
bonus only comes into effect after a failed first check (see Core Rules, page 214).
Dressing Material (Bandages and Splints)
Item Weight Structure Points Cost Complexity
Dressing Material 1 pound 3 SP 1S primitive
Dexterity receives a +1 bonus on Treat Wounds checks when using dressings. Note that strips of cloth alone do not grant a bonus!
Flask
Item Weight Structure Points Cost Complexity
Flask 0.5 pound 12 SP 6S primitive
A flask holds one quart of liquid. Uncorking and drinking from a flask takes 1 action.
Flint and Steel
Item Weight Structure Points Cost Complexity
Flint and Steel 0.5 pound 4 and 12 SP 3S primitive
When using flint and steel, checks on Survival (Make Fire) receive a +2 bonus.
Figurines of Gods and Goddesses
Item Weight Structure Points Cost Complexity
Figurines of Gods and 0.4 pound 3 SP 3S primitive
Goddesses (per figure)
Carrying a figurine (or equivalent) of a deity and praying over it at least once per day lets the user ignore the condition Fear for 2 CR once per
adventure. Afterwards, the owner must make an offering of at least 10 ducats to that deity’s temple before the benefit may be used again.
Grapnel
Item Weight Structure Points Cost Complexity
Grapnel 2 pounds 20 SP 7S primitive
A grapnel combined with a climbing rope can be thrown and hooked onto an appropriate surface, such as a sturdy branch or rock
outcropping. This requires a check on RC for Thrown Weapons. The throw takes 2 actions, and the check receives a -1 penalty for every
16 feet of distance to the target.
A grapnel with at least 3 feet of rope can serve as an improvised weapon (see page 139).

133
Gwen-Petryl Stone
Item Weight Structure Points Cost Complexity
Gwen-Petryl, size of a head 16.5 pounds 120 SP 10,000 S none
Gwen-Petryl, size of a fist 1.5 pounds 80 SP 1,000 S none
Gwen-Petryl, size of a 0.1 pound 40 SP 100 S none
fingernail
For game purposes, stones have a burn time of infinity. The glow from a fist-sized stone reduces Visibility modifiers arising from darkness
by -4/-3/-2/-1 per 10 feet from the stone.
Hand-Axe / Hatchet
Item Weight Structure Points Cost Complexity
Hand-Axe / Hatchet 1.5 pounds 30 SP 20 S primitive
Dexterity gains a +1 bonus on the first partial Woodworking (Felling & Cutting) check.
A hatchet can be an improvised weapon (see page 138).
Helpful Primer for the Traveling Adept
Item Weight Structure Points Cost Complexity
Helpful Primer for the 4 pounds 20 SP 150 S complex (2 AP)
Traveling Adept
Note: Language / Script is typically Garethi / Kuslik Signs
When using the Primer, roll 1D6 for the following skills: Commerce, Etiquette, Law, and Singing. On a roll of 6, an attribute of choice receives
a +1 bonus to its partial check for the skill.
Herbarium Kuslikum
Item Weight Structure Points Cost Complexity
Herbarium Kuslikum 2 pounds 15 SP 250 S complex (2 AP)
Note Used Language/Script: usually Garethi/Kusliker Signs
When using the Herbarium Kuslikum to identify a plant, a successful Plant Lore (Crops, Healing Plants, and Poisonous Plants) check grants +1 SP.
Hookah
Item Weight Structure Points Cost Complexity
Hookah 2 pounds 6 SP 30 S primitive
When offering a hookah at a party, a host’s Charisma receives a +1 bonus on Etiquette (Rumors) checks if guests understand and expect the
gesture.
Hourglass
Item Weight Structure Points Cost Complexity
Hourglass 1 pound 5 SP 40 S simple
Hourglasses measure a unit of time to within 5 minutes.
Lantern
Item Weight Structure Points Cost Complexity
Lantern 1 pound 8 SP 8S primitive
Lanterns have a burn time of 12 hours. Lanterns reduce visibility modifiers arising from darkness by -4/-3/-2/-1 level(s) per 10 feet from
the lantern.
Lockpick
Item Weight Structure Points Cost Complexity
Lockpick 0.5 pound 20 SP 5S simple
Lockpick Set (6 different kinds 3 pounds 20 SP 50 S simple
of lockpicks)
Lockpick: Dexterity receives a +1 bonus for one partial Pick Locks (Bit Locks) check.
Lockpick Set: Dexterity receives a +1 bonus on both partial Pick Locks (Bit Locks) checks.
Bonuses are not cumulative; Only one bonus applies, regardless of whether the character uses a single lockpick or a lockpick set.

134 New Rules for Equipment


Mage Robe
Item Weight Structure Points Cost Complexity
Mage Robe 6.5 pounds 6 SP 120 S complex (3 AP)
Light Robe: The corresponding attribute receives a +1 bonus on the first partial check of healing or influence spells. All others receive a
penalty of -1.
Great Robe: The corresponding attribute receives a +1 bonus on the first partial check of object or transformation spells. All others
receive a penalty of -1.
Invocation Robe: The corresponding attribute receives a +1 bonus on the first partial check for demonic, elemental, or Sphere (if it
involves the summoning of creatures) rituals. All others receive a penalty of -1.
Convention Robe: No advantages or disadvantages.
Traveler’s Robe: No advantages or disadvantages.
Normal Robe: No advantages or disadvantages.
Oil Lamp
Item Weight Structure Points Cost Complexity
Oil Lamp 0.5 pound 4 SP 0.5 S primitive
Lamps burn for 8 hours. Reduce visibility modifiers due to darkness by -4/-3/-2/-1 level(s) per 3 feet from the lamp.
Padlock
Item Weight Structure Points Cost Complexity
Padlock 6.5 pounds 100 SP 10 S simple
Without a key, opening a padlock requires a Pick Locks (Bit Locks) check.
Paper & Parchment
Item Weight Structure Points Cost Complexity
Paper, 1 Sheet 0.1 pound 1 SP 0.1 S simple
Paper, Good Quality, 1 Sheet 0.1 pound 2 SP 0.3 S simple
Parchment, 1 Sheet 0.1 pound 2 SP 1S simple
Parchment, Good Quality, 1 0.1 pound 3 SP 3S simple
Sheet
On a successful Artistic Ability (Drawing or Painting) check, SP increases by 1 (up to a maximum of 18).
Perfume
Item Weight Structure Points Cost Complexity
Perfume 0.2 pound 1 SP 120 S simple
One hour after applying a perfume, Charisma receives a +1 bonus on Seduction if the target likes its scent. If the target does not like the
perfume, the check receives a penalty of -1.
Phial
Item Weight Structure Points Cost Complexity
Phial 0.2 pound 2 SP 2S complex (2 AP)
A phial holds 0.2 pint of liquid. Uncorking and drinking from a phial takes 1 action.
Pocket Watch (Vinsalt Egg)
Item Weight Structure Points Cost Complexity
Pocket Watch (Vinsalt Egg) 0.5 pound 6 SP 800 S complex (3 AP)
A Vinsalt Egg lets a character measure a unit of time to within one minute.
Prem’s Wildlife
Item Weight Structure Points Cost Complexity
Prem’s Wildlife 2 pounds 15 SP 250 S complex (2 AP)
Note Used Languages/Scripts: usually Garethi/Kusliker Signs
A successful Animal Lore check grants +1 SP when using Prem’s Wildlife to seek information on an animal from one of the following regions:
Albernia, Andergast, Gjalskland, the Horasian Empire, North Aventuria, Nostria, Orclands, Thorwal, or the Cyclopes Islands.
Provisions
Item Weight Structure Points Cost Complexity
Provisions for 1 Day 1 pound 2 SP 0.5 S complex (2 AP)
Provisions support one adult human for one day per ration.

135
Quadrant
Item Weight Structure Points Cost Complexity
Quadrant 1.5 pounds 10 SP 70 S complex (3 AP)
Sagacity receives a +1 bonus for Astronomy (Stellar Cartography or Calendars) or Orienting (Night Sky) checks when using a quadrant.
Camel Game
Item Weight Structure Points Cost Complexity
Camel Game 2 pounds 5 SP 5S primitive
Camel Game, altered 2 pounds 5 SP 20 S simple
Receive a +1 bonus on Gambling (Board Games) checks when playing the camel game with an altered set. However, this bonus becomes
available only after a failed first check (see Core Rules, page 214).
Roast Skewer
Item Weight Structure Points Cost Complexity
Roast Skewer 6.5 pounds 50 SP 16 S primitive
Dexterity receives a +1 bonus on the second partial check for Prepare Food (Frying & Boiling) when using a roast skewer to roast food above a fire.
A roast skewer can be an improvised weapon (see page 138).
Rolling Pin
Item Weight Structure Points Cost Complexity
Rolling Pin 1 pound 10 SP 10 S primitive
Dexterity receives a +1 bonus on the third partial check for Prepare Food (Baking) when using a rolling pin.
A rolling pin can be an improvised weapon (see page 138).
Rope for Binding
Item Weight Structure Points Cost Complexity
Rope for Binding, Hemp (per yard) 0.5 pound 5 SP 0.3 S primitive
Rope for Binding, Leather (per yard) 0.5 pound 5 SP 0.4 S simple
Rope for Binding, Hemp: Increase SP by 1 (up to a maximum of 18) on a successful check on Ropes (Bindings).
Rope for Binding, Leather: Increase SP by 2 (up to a maximum of 18) on a successful check on Ropes (Bindings). If dampened prior to use, the
rope inflicts 1D3 DP as it dries.
Rope Ladder
Item Weight Structure Points Cost Complexity
Rope Ladder (per yard) 1 pound 5 SP 2.5 S primitive
Gain a +3 bonus on Climbing checks when using a rope ladder that is correctly attached.
Shoulder Bag
Item Weight Structure Points Cost Complexity
Shoulder Bag 1 pound 6 SP 8.5 S primitive
A shoulder bag can hold up to 45 pounds of items.
Sickle
Item Weight Structure Points Cost Complexity
Sickle 1.5 pounds 12 SP 10 S simple
Dexterity receives a +1 bonus on the second partial check for Plant Lore (Crops) when using a sickle.
A sickle can be an improvised weapon (see page 138).
Sleeping Bag
Item Weight Structure Points Cost Complexity
Sleeping Bag 4 pounds 7 SP 7S primitive
Reduce the effective Cold level by 1 when using a sleeping bag. This bonus is cumulative with the cold weather bonus granted for using a
tent.
Snowshoes
Item Weight Structure Points Cost Complexity
Snowshoes 4 pounds 7 SP 7S primitive
Deep snow reduces MOV by half when not using snowshoes. With snowshoes, reduce MOV by only 1/4.

136 New Rules for Equipment


Soap
Item Weight Structure Points Cost Complexity
Soap 1 pound 4 SP 1S complex (1 AP)
Soap, scented 1 pound 4 SP 5S complex (2 AP)
Soap: Anyone who regularly washes with soap gains a +1 TOU bonus on checks for diseases.
Soap can be an improvised weapon when used in combination with a piece of cloth or similar Item (see page 138).
Soap, perfumed: As with standard soap, but Charisma receives a +1 bonus on Seduction, if the hero has washed with perfumed soap and
the other person likes cleanliness and the smell of perfume. If the target of Seduction does not like the smell, it may grant a -1 penalty.
Spade and Pickaxe
Item Weight Structure Points Cost Complexity
Spade 4 pounds 15 SP 8.5 S primitive
Pickaxe 6 pounds 15 SP 20 S primitive
Strength receives a +1 bonus on the third partial check for Earthencraft (Stonecutting) when using a pickaxe. Pickaxes and spades can be
improvised weapons (see page 139).
Telescope
Item Weight Structure Points Cost Complexity
Spyglass, collapsible 2 pounds 18 SP 400 S complex (4 AP)
Telescope, standard 2.5 pounds 25 SP 150 S complex (2 AP)
Spyglass, small 1 pound 10 SP 75 S complex (3 AP)
Telescope, large 10 pounds 35 SP 1,500 S complex (5 AP)
Perception (Search) checks involving large distances normally incur the following penalties: -1 (300 to 1,600 feet), -2 (1,601 to 3,200 feet), -3
(3,201 to 6,500 feet), -4 (6,501 to 9,800 feet), and so on. Telescopes reduce these penalties in the following manner: Small and collapsible
spyglasses reduce the penalty by 1, standard telescopes reduce it by 2, and large telescopes reduce it by 3 (to a minimum of +/- 0).
Tent
Item Weight Structure Points Cost Complexity
Tent, 1 Person 6.5 pounds 7 SP 14.5 S primitive
Tent, 2 Person 13 pounds 7 SP 25 S primitive
Tent, 4 Person 17.5 pounds 8 SP 40 S primitive
Large Tent, 12 Person 44 pounds 60 SP 200 S primitive
If a check on Survival (Build Campsite) succeeds with QL 5+ when setting up the tent, it counts as a good accommodation and grants a bonus
of +1 LP/AE/KP (see Core Rules, page 339) during regeneration phases.
The tent offers protection from the cold, reducing effective Cold levels by 1. This benefit stacks with those granted by a woolen blanket
and a sleeping bag.
Assembly and disassembly take 20 minutes each. Large tents take 1 hour to erect or stow.
Tinder
Item Weight Structure Points Cost Complexity
Tinderbox (room for 25 portions) 0.4 pound 10 SP 1S primitive
Tinder, 25 portions 0.05 pound 1 SP 0.2 S none
Tinder: Increase QL by 1 (up to a maximum of 6) after making a successful Survival (Make Fire) check.
Tinderbox: The tinderbox protects its contents from water for a time while swimming or diving.
Opening or closing a tinderbox requires 1 free action.
Torch
Item Weight Structure Points Cost Complexity
Torch 1 pound 20 SP 0.5 S primitive
Torches burn for 1.5 hours. Reduce Visibility modifiers due to darkness by -4/-3/-2/-1 level(s) per increment of 6.5 feet from the torch.
A torch can be an improvised weapon (see page 138).
Underwear
Item Weight Structure Points Cost Complexity
Underwear 1 pound 3 SP 1S simple
Underwear offers no advantage in game terms besides providing an additional measure of comfort.

137
Vademecum of Combative Crafts
Item Weight Structure Points Cost Complexity
Vademecum of Combative Crafts 2 pounds 15 SP 150 S complex (2 AP)
Note: Language / Script is typically Garethi / Kuslik Signs
OA character may learn the Krona-Adersin Style (see page 123) by reading this book.
Waterskin
Item Weight Structure Points Cost Complexity
Waterskin 0.5 pound 5 SP 5.5 S primitive
Waterskins hold up to 3 pints of liquid. Uncorking and drinking from a waterskin takes 1 action.

Woolen Blanket
Item Weight Structure Points Cost Complexity
Woolen Blanket, Regular 3 pounds 7 SP 2S primitive
Woolen Blanket, Phraisheep 3 pounds 4 SP 8S primitive
Regular woolen blankets reduce effective Cold levels by 1, while Phraisheep woolen blankets reduce effective Cold levels by 2. These effects
stack with the cold weather bonus offered by tents.

Improvised Close Combat Weapons


Combat Technique Impact Weapons
Weapon DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Blacksmith’s Hammer (i) 1D6+3 STR 14 0/-3 medium 2.5 pounds 27 inches 100 S simple
Weapon Advantage: When using the maneuver Shatter (see Aventuria Compendium, page 152), roll 2D6 and apply only the better of the two
results as DP.
Weapon Disadvantage: The maneuver Feint receives a penalty of -1.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Crowbar (i) 1D6+2 STR 14 -1/-3 medium 11 pounds 20 inches 26 S primitive
Weapon Advantage: On a successful parry, roll 1D6. On a result of 1, the opponent’s weapon briefly becomes caught on the crowbar,
inflicting a -1 penalty to the opponent’s AT for the next CR. This rule does not apply when fighting unarmed opponents.
Weapon Disadvantage: On a successful parry, roll 1D6. On a result of 6 the opponent’s weapon briefly becomes caught on the crowbar,
inflicting a -1 penalty to the wielder’s AT for the next CR. This rule does not apply when fighting unarmed opponents.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Hand-axe / Hatchet (i) 1D6+2 STR 14 -1/-2 medium 1.5 pounds 15 inches 20 S primitive
Weapon Advantage: Hand-axes and hatchets inflict +1 DP versus plants (+2 versus wooden objects).
Weapon Disadvantage: Inflicts 2 DP less versus armor with PRO 3 or greater.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Roast Skewer (i) 1D6+1 AGI/STR 14 -1/-2 medium 6.5 24 inches 16 S primitive
pounds
Weapon Advantage: Attacks with the tip inflict 1D6 DP. Cloth and leather armor subtract 2 from PRO versus skewer attacks.
Weapon Disadvantage: On a successful parry, make a Feat of Strength (Dragging & Pulling) check or drop the skewer.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Rolling Pin (i) 1D6+1 STR 14 -1/-2 medium 1 pound 15 inches 10 S primitive
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) inflicts 1D3+1 DP (instead of only 1D3 DP).
Weapon Disadvantage: The rolling pin breaks on a confirmed botch. Any other effects of the botch also apply.

138 New Rules for Equipment


Weapon DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Sickle (i) 1D6+2 STR 15 -1/-2 short 1 pound 23 inches 10 S simple
Weapon Advantage: none
Weapon Disadvantage: none

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Torch (i) 1D6+2 STR 14 -1/-2 medium 1 pound 15 inches 0.5 S primitive
Weapon Advantage: A burning torch sometimes causes additional damage. On hits that inflicts damage, roll 1D6. On a result of 1-3, the
opponent suffers light burns and receives additional DP equal to that which was rolled. The opponent does NOT also gain Burning.
Weapon Disadvantage: Whenever someone uses a burning torch to parry an attack, roll 1D6. On a result of 6, the torch breaks and may no
longer be used as weapon, and the fire is extinguished. New, unlit torches do not have this disadvantage.

Combat Technique Chain Weapons


Weapon DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Grapnel with Climbing 1D6+1 STR 14 -2/- long 3 pounds 39 inches 7.3 S primitive
Rope (i)
Weapon Advantage: This weapon can be used for the maneuver Takedown, even though this would normally not be possible with chain
weapons (see Core Rules, page 250).
Weapon Disadvantage: Because this is both a chain weapon and an improvised weapon, botches occur on 18-20 instead of 19-20. Also, on
a confirmed botch, the wielder receives one level of Stupor.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Soap in a cloth tube (i) 1D3 STR 14 -1/- medium 1 pound+ 39 inches 1+ S -
Weapon Advantage: Soap in a cloth tube botches only on a result of 20, not 19-20 (see Core Rules, page 235).
Weapon Disadvantage: When parried with a sharp weapon such as a sword or a dagger, roll 1D6. On a result of 4-6, this improvised weapon
breaks and no longer functions as a weapon.

Combat Technique Two-Handed Impact Weapons


Weapon DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Pickaxe (i) 1D6+5 STR 13 -1/-5 medium 6 pounds 27 inches 20 S primitive
Weapon Advantage: Subtract 1 PRO from armor with PRO 4 or greater.
Weapon Disadvantage: On a failed attack, roll 1D6. On a result of 5-6, the pickaxe becomes stuck in the target. To free the weapon, make a
Feat of Strength (Dragging & Pulling) check. Fighting is impossible until the weapon is free. Attempts to free a stuck pickaxe require 1 action.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Pry-bar (i) 1D6+3 STR 13 -1/-3 medium 13 pounds 39 inches 38 S primitive
Weapon Advantage: On a successful parry, roll 1D6. On a result of 1, the opponent’s weapon briefly becomes caught on the pry-bar and the
opponent suffers a -1 penalty to AT for the next CR. This rule does not apply for attacks against unarmed opponents.
Weapon Disadvantage: On a successful parry, roll 1D6. On a result of 6, the opponent’s weapon briefly becomes caught on the pry-bar and
the pry-bar’s wielder suffers a -1 penalty to AT for the next CR. This rule does not apply for attacks against unarmed opponents.

Weapon DP P+T AT/PA RE Weight Length Cost Complexity


Mod
Spade (i) 1D6+4 STR 13 -2/-4 medium 4 pounds 35 inches 8.5 S primitive
Weapon Advantage: When an attack inflicts 10 or more DP in one blow, the target must make a Self-Control (Remain Conscious) check or
receive one level of Stupor.
Weapon Disadvantage: When successfully used to parry, the spade’s wielder suffers a -2 penalty to AT until the end of the next CR.

139
Weapons from the Aventuria Compendium
Weapon DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Blacksmith’s Hammer (i) 1D6+3 STR 14 0/-3 medium 2.5 27 inches 100 S simple
pounds
Weapon Advantage: When using the maneuver Shatter (see Aventuria Compendium, page 152), roll 2D6 and apply only the better of the two
results as DP.
Weapon Disadvantage: The maneuver Feint receives a penalty of -1.

Hatchet/Hand-axe (i) 1D6+2 STR 14 -1/-2 medium 1.5 15 inches 20 S primitive


pounds
Weapon Advantage: Hand-axes and hatchets inflict +1 DP versus plants (+2 versus wooden objects).
Weapon Disadvantage: Inflicts 2 DP less versus armor with PRO 3 or greater.

Rolling Pin (i) 1D6+1 STR 14 -1/-2 medium 1 pound 15 inches 10 S primitive
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) inflicts 1D3+1 DP (instead of only 1D3 DP).
Weapon Disadvantage: The rolling pin breaks on a confirmed botch. Any other effects of the botch also apply.

Combat Technique Polearms


Pailos (2H) 2D6+3 AGI/STR -1/-2 long 10 pounds 70 inches 300 S complex (3 AP)
15
Weapon Advantage: The maneuver Sweep receives a +1 bonus.
Weapon Disadvantage: The maneuver Feint receives a -1 penalty.

Shepherd’s Crook (2H) 1D6+1 AGI/STR 0/+2 long 1.5 59 inches 10 S primitive
15 pounds
Weapon Advantage: The wielder may perform the maneuver Stunning Blow (see Aventuria Compendium, page 152) and gains a +1 bonus
when doing so.
Weapon Disadvantage: The maneuver Charge receives a -1 penalty.

Combat Technique Slings


Weapon DP RT RA Ammunition Weight Length Cost Complexity
Sling 1D6+2 2 actions 5/25/60 pebbles 0.5 pound 19 inches 5S primitive
Weapon Advantage: none
Weapon Disadvantage: none

Combat Technique Swords


Parazonium 1D6+3 AGI/STR 0/-1 short 1.6 24 inches 140 S simple
(Cyclopean short 15 pounds
sword)
Weapon Advantage: If successful when using the maneuver Jumping Attack (see Aventuria Compendium, page 164), gain +1 QL on the skill
check.
Weapon Disadvantage: Receive a -1 penalty to PA versus Two-Handed Impact Weapons and Two-Handed Swords.

Scimshar (Tulamydian 1D6+2 AGI/STR 0/-1 short 1.6 24 inches 140 S simple
short sword) 14 pounds
Weapon Advantage: Subtract 1 PRO (to a minimum of 0) from armor with PRO 2 or less.
Weapon Disadvantage: Receive a -1 penalty when parrying Two-Handed Impact Weapons and Two-Handed Swords.

140 New Rules for Equipment


Close Combat Weapon Table
Combat Technique Brawling
Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Brass Knuckles 1D6+1 AGI/STR 15 0/0 short 0.5 pound 4 inches 25 S primitive
Weapon Advantage: none
Weapon Disadvantage: none
Orchid 1D6+2 AGI/STR 15 0/-1 short 2 pounds 15 inches 60 S simple
Weapon Advantage: The wielder suffers no damage when an armed enemy parries the orchid, as is usual for Brawling (see Core
Rules, page 235).
Weapon Disadvantage: On a confirmed botch, the weapon breaks. This is in addition to any other botch results.
Spiked Vambrace 1D6+1 AGI/STR 15 0/0 short 2 pounds 20 inches 70 S complex (2 AP)
Note: Parrying Weapon (grants a +1 PA bonus to the primary weapon)
Weapon Advantage: The wielder counts as armed and thus does not receive the usual penalties for brawling with an armed
opponent (see Core Rules, page 235).
Weapon Disadvantage: The wielder cannot perform the maneuver Grapple and any other maneuvers based on grappling. Spiked
vambraces are difficult to hide and incur a -2 penalty to Stealth (Conceal Item) checks.

Combat Technique Chain Weapons


Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Grapnel with Climbing 1D6+1 STR 14 -2/- long 3 pounds 39 inches 7.3 S primitive
Rope (i)
Weapon Advantage: This weapon can be used for the maneuver Takedown, even though this would normally not be possible
with chain weapons (see Core Rules, page 250).
Weapon Disadvantage: Because this is both a chain weapon and an improvised weapon, botches occur on 18-20 instead of 19-20.
Also, on a confirmed botch, the wielder receives one level of Stupor.
Morningstar 1D6+5 STR 14 0/- medium 3 pounds 40 inches 110 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Ogre Swatter 2D6+2 STR 14 -2/- medium 9 pounds 47 inches 180 S simple
Weapon Advantage: The enemy suffers a -3 penalty to PA, instead of -2 (see Core Rules, page 235).
Weapon Disadvantage: On a confirmed botch, receive 1 level of Stupor and suffer 2 DP. This is in addition to any other botch results.
Ox-herd (2H) 2D6+6 STR 14 -2/- medium 13 pounds 47 inches 260 S simple
Weapon Advantage: Parrying an ox-herd has a penalty of 3 instead of only 2 (see Core Rules, page 235). When performing the
maneuver Hammer Blow, roll 2D6 instead of 1D6, and add the higher die to the DP.
Weapon Disadvantage: After rolling a botch—whether confirmed or unconfirmed—while making an attack, suffer 1 level of
Stupor. On a confirmed botch, suffer 4 DP. These effects are in addition to any other botch results.
Soap in a cloth tube (i) 1D3 STR 14 -1/- medium 1 pound+ 39 inches 1+ S -
Weapon Advantage: Soap in a cloth tube botches only on a result of 20, not 19-20 (see Core Rules, page 235).
Weapon Disadvantage: When parried with a sharp weapon such as a sword or a dagger, roll 1D6. On a result of 4-6, this
improvised weapon breaks and no longer functions as a weapon.

Combat Technique Daggers


Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Basilisk-tongue 1D6+2 AGI 14 0/-1 short 1 pound 12 inches 50 S complex (2 AP)
Note Sanctified (Hesinde; Nameless One); Only Blessed Ones of Hesinde may purchase weapons sanctified by Hesinde. Player
characters may not purchase weapons sanctified by the Nameless One.

141
Combat Technique Daggers
Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Weapon Advantage: The basilisk-tongue inflicts +2 DP in an ambush (see Core Rules, page 237). Blessed Ones of the Nameless
One receive a +1 DP bonus when fighting animals that are holy to the Twelvegods. In the hands of a Blessed One of Hesinde, the
basilisk-tongue inflicts +1 DP against cultists or Blessed Ones of the Nameless One.
Weapon Disadvantage: Subtract 1 from DP when used against armor with PRO 2 or greater.
Dagger 1D6+1 AGI 14 0/0 short 1 pound 12 inches 45 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Dragon Tooth 1D6+2 AGI 14 0/-1 short 1.5 pounds 15 inches 70 S complex (2 AP)
Note: To buy a dragon tooth during hero creation, the character must be from a dwarven culture.
Weapon Advantage: The dragon tooth grants a bonus of +1 DP against lizard creatures.
Weapon Disadvantage: Non-dwarves receive a penalty of -1 on AT, PA, and DP.
The maneuver Precise Thrust receives only a -1 penalty.
Heavy Dagger 1D6+2 AGI 14 0/-1 short 1.5 pounds 13 inches 60 S simple
Weapon Advantages: none
Weapon Disadvantages: none
Hook Dagger 1D6+1 AGI 14 -1/0 short 2.5 pounds 23 inches 80 S simple
Note: Parrying weapon (main weapon gains a +1 bonus to PA)
Weapon Advantage: When the hook dagger contributes to a successful parry, roll 1D6. On 1-2, apply a -1 penalty to the
opponent’s AT for the next CR. This rule does not apply when fighting an unarmed opponent.
Weapon Disadvantage: Make a botch confirmation roll on an AT roll of 19+ instead of 20 (a botch is more likely).
Hunting Knife 1D6+1 AGI 14 0/-2 short 0.5 pound 12 inches 50 S simple
Weapon Advantage: The hunting knife grants a bonus of +1 DP against animals of size categories medium and smaller.
Weapon Disadvantage: The hunting knife cannot be used to perform the maneuver Cross-block against two-handed weapons.
Katar 1D6+1 AGI 13 0/-1 short 2.5 pounds 15 inches 50 S primitive
Weapon Advantage: The katar inflicts +2 DP against all felinoid creatures.
Weapon Disadvantage: After a botch, add 1 to the result on the confirmation roll.
Knife 1D6+1 AGI 14 0/-2 short 0.5 pound 10 inches 10 S primitive
Weapon Advantage: A knife inflicts +2 DP against ropes and nets.
Weapon Disadvantage: The wielder cannot use the maneuver Cross-block against Chain Weapons, Polearms, or Two-Handed
Impact Weapons.
Main-gauche 1D6+1 AGI 14 0/0 short 1.5 pounds 12 inches 90 S simple
Note: Parrying Weapon (+ 1 bonus to primary weapon’s PA)
Weapon Advantage: Ignore the normal -2 penalty for the maneuver Deadly Thrust.
Weapon Disadvantage: Subtract 1 from the DP roll for attacks against armor with PRO 6 or greater.
Mengbilar 1D6+1 AGI 14 0/-2 short 1 pound 10 inches 120 S complex (2 AP)
Weapon Advantage: A person wounded by a poisoned Mengbilar subtracts 1 from TOU when making a poison check. This applies
only if the weapon contains a weapon or contact poison (see Core Rules, page 342). Any hit that causes DP triggers the poison check.
Weapon Disadvantage: When attacking, the Mengbilar breaks on a confirmed botch.
Ogre Catcher 1D6+2 AGI 14 0/-1 short 2 pounds 13 inches 100 S simple
Weapon Advantage: The hooks automatically extend when the weapon inflicts damage. Holding onto the weapon after the hooks
extend requires a successful competitive check on Feat of Strength (Dragging & Pulling). On the following CR, the wielder may attempt to
pull the dagger from the enemy’s flesh by making a brawling AT with a -2 penalty. If that check succeeds, a further successful Feat of
Strength (Dragging & Pulling) check retrieves the weapon and inflicts an additional 1D6+2+QL DP. If any of those checks fail, the weapon
remains stuck. On the next CR, increase the difficulty of the brawling AT by 4. Others within attack distance of the target may attempt to
pull the dagger loose. While embedded, an ogre catcher inflicts 1 DP every 5 minutes. To remove it, either pull it out with brute strength
(1D6+2 DP) or attempt to extract it carefully by making a Treat Wounds check. Failure inflicts 1D3 DP but takes only 1 minute.
Weapon Disadvantage: When used for a successful parry, make a Feat of Strength (Dragging & Pulling) check. On a failure, the
wielder drops the weapon.

142 New Rules for Equipment


Combat Technique Daggers
Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Waqqif 1D6+2 AGI 14 0/-1 short 1 pound 17 inches 60 S simple
Weapon Advantage: Subtract 1 PRO from armor with PRO 2 or less.
Weapon Disadvantage: Cannot perform the maneuver Precise Thrust.

Combat Technique Fencing Weapons


Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Foil 1D6+3 AGI 14 +1/0 medium 1 pound 40 inches 300 S complex (3 AP)
Weapon Advantage: The maneuver Feint receives a +1 bonus.
Weapon Disadvantage: Foils can parry only daggers, other fencing weapons, and unarmed attacks, even if the wielder has the
special ability Cross-block (see Core Rules, page 247).
Rapier 1D6+3 AGI 15 +1/+1 medium 1 pound 40 inches 200 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Sword Cane 1D6+2 AGI 15 +1/0 medium 2 pounds 31 inches 350 S complex (2 AP)
Weapon Advantage: Identifying the sword cane as a weapon requires a successful Perception check.
Weapon Disadvantage: The opponent receives no -1 penalty to defend, as is usual for Fencing Weapons (see Core Rules, page 235).
Wolf-knife 1D6+4 AGI 15 +1/0 medium 1 pound 40 inches 300 S complex (3 AP)
Note To buy a wolf-knife during hero creation, the character must be from the culture of either the glade elves or the wood elves.
Weapon Advantage: When opponents have the same INI value, the one with the wolf-knife always strikes first. When the
opponent also wields a wolf-knife, apply the normal rules for order of action (see Core Rules, page 227).
Weapon Disadvantage: When attacking with two weapons (using two-weapon combat) in one CR, and the second weapon has a
reach of medium, the second attack receives a -1 penalty to AT. When wielding a wolf-knife, non-elves receive a -1 penalty to AT,
PA, and DP.

Combat Technique Impact Weapons


Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Battle-axe 1D6+4 STR 14 0/-1 medium 3 pounds 40 inches 105 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Blacksmith’s Hammer (i) 1D6+3 STR 14 0/-3 medium 2.5 pounds 27 inches 100 S simple
Weapon Advantage: When using the maneuver Shatter (see Aventuria Compendium, page 152), roll 2D6 and apply only the better
of the two results as DP.
Weapon Disadvantage: The maneuver Feint receives a penalty of -1.
Brabak Cudgel 1D6+5 STR 14 -1/-2 medium 4 pounds 36 inches 170 S simple
Weapon Advantage: The cudgel normally strikes like a regular mace, but it can also strike with its spiked tip, which inflicts 1D6+4
DP. Armor with PRO 4 or greater suffers a penalty of -2 PRO from this attack.
Weapon Disadvantage: A confirmed botch while attacking inflicts 1 level of Stupor on the wielder.
Club 1D6+3 STR 14 0/-2 medium 0.25 pound 32 inches free primitive
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) causes 1D3+1 instead of only 1D3 DP.
Weapon Disadvantage: The club breaks with a confirmed botch on an AT. This is in addition to any other botch results.
Crowbar (i) 1D6+2 STR 14 -1/-3 medium 11 pounds 20 inches 26 S primitive
Weapon Advantage: On a successful parry, roll 1D6. On a result of 1, the opponent’s weapon briefly becomes caught on the
crowbar, inflicting a -1 penalty to the opponent’s AT for the next CR. This rule does not apply when fighting unarmed opponents.
Weapon Disadvantage: On a successful parry, roll 1D6. On a result of 6 the opponent’s weapon briefly becomes caught on the
crowbar, inflicting a -1 penalty to the wielder’s AT for the next CR. This rule does not apply when fighting unarmed opponents.

143
Cudgel 1D6+3 STR 14 0/-1 medium 1.5 pounds 32 inches 3S primitive
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) inflicts 1D3+1 instead of only 1D3 DP.
Weapon Disadvantage: The cudgel breaks with a confirmed botch on an AT. This is in addition to any other botch results.
Mace 1D6+4 STR 14 0/-1 medium 3 pounds 24 inches 105 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Mage’s Staff, short 1D6+1 STR 14 0/-1 short 1.5 pounds 20 inches 40 S primitive
Note To buy a mage’s staff during hero creation, the character must have Tradition (Guild Mage).
Weapon Advantage: Gain a +1 bonus when performing the maneuver Stunning Blow (see Aventuria Compendium, page 152).
Weapon Disadvantage: Cannot perform the maneuver Onslaught.
Mage’s Staff, medium 1D6+2 STR 14 0/-1 medium 1.5 pounds 40 inches 60 S primitive
Note To buy a mage’s staff during hero creation, the character must have Tradition (Guild Mage).
Weapon Advantage: Gain a +1 bonus when performing the maneuver Stunning Blow (see Aventuria Compendium, page 152).
Weapon Disadvantage: Cannot perform the maneuver Onslaught.
Molokdeshnaja 1D6+4 STR 14 0/-1 medium 2.5 pounds 40 inches 95 S simple
Weapon Advantage: Gain a +1 bonus to Intimidation (Threats) checks using the special ability Threating Gestures (see Aventuria
Compendium, page 110).
Weapon Disadvantage: When wielding two molokdeshnajas at once, apply a -1 penalty to all AT and PA.
Orc-nose 1D6+5 STR 14 -1/-2 medium 3.5 pounds 44 inches 120 S simple
Weapon Advantage: The maneuver Shield Splitter inflicts an additional +4 DP.
Weapon Disadvantage: Suffer an additional -1 penalty when parrying attacks from daggers and fencing weapons.
Raven’s Beak 1D6+4 STR 14 0/-2 medium 3 pounds 44 inches 105 S simple
Weapon Advantage: Attacks with the spike inflict 1D6+4 DP as well. Subtract 2 PRO from armor with PRO 6 or greater. Mounted
warriors gain a bonus of +1 DP.
Weapon Disadvantage: On a confirmed botch, receive 1 level of Stupor. This is in addition to any other botch results.
Roast Skewer (i) 1D6+1 AGI/STR 14 -1/-2 medium 6.5 pounds 24 inches 16 S primitive
Weapon Advantage: Attacks with the tip inflict 1D6 DP. Cloth and leather armor subtract 2 from PRO versus skewer attacks.
Weapon Disadvantage: On a successful parry, make a Feat of Strength (Dragging & Pulling) check or drop the skewer.
Rolling Pin (i) 1D6+1 STR 14 -1/-2 medium 1 pound 15 inches 10 S primitive
Weapon Advantage: The maneuver Stunning Blow (see Aventuria Compendium, page 152) inflicts 1D3+1 DP (instead of only 1D3 DP).
Weapon Disadvantage: The rolling pin breaks on a confirmed botch. Any other effects of the botch also apply.
Sun-scepter 1D6+3 STR 14 0/-1 medium 2.5 pounds 28 inches 250 S complex (2 AP)
Note Sanctified (Praios); only Blessed Ones of Praios may purchase weapons sanctified by Praios.
Weapon Advantage: Receive a +1 bonus to PA during the day. Sun-scepters inflict +1 DP against beings that have AE.
Weapon Disadvantage: Receive a -1 penalty to AT during the night. Subtract 1 from DP when attacking targets with armor of
PRO 4 or greater.
Torch (i) 1D6+2 STR 14 -1/-2 medium 1 pound 15 inches 0.5 S primitive
Weapon Advantage: A burning torch sometimes causes additional damage. On hits that inflicts damage, roll 1D6. On a result of
1-3, the opponent suffers light burns and receives additional DP equal to that which was rolled. The opponent does NOT also gain
Burning.
Weapon Disadvantage: Whenever someone uses a burning torch to parry an attack, roll 1D6. On a result of 6, the torch breaks
and may no longer be used as weapon, and the fire is extinguished. New, unlit torches do not have this disadvantage.
Wyvern-beater 1D6+4 STR 14 0/-1 short 2 pounds 20 inches 90 S complex (3 AP)
Note To buy a wyvern-beater during hero creation, the character must come from a dwarven culture.
Weapon Advantage: The maneuver Shield-Splitter gains +4 DP.
Weapon Disadvantage: Receive a -1 penalty on AT against creatures of size categories large and huge. When wielding wyvern-
beaters, non-dwarves receive a -1 penalty to AT, PA, and DP.

144 New Rules for Equipment


Combat Technique Polearms
Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Dshadra (2H) 1D6+5 AGI/STR 15 0/-1 long 4 pounds 80 inches 60 S prime
Weapon Advantage: The dshadra can be used in mounted combat as well as for a Charge.
Weapon Disadvantage: Apply a -1 penalty to the maneuver Takedown.
Glaive (2H) 1D6+5 AGI/STR 15 0/-2 long 4 pounds 78 inches 50 S primitive
Weapon Advantage: A warrior with a glaive can form a wall with at least one another fighter who is armed in the same way. The
fighting partner must be no further than 1.5 feet away, and both must face the same direction. If these conditions are met, a wall
can consist of any number of fighters. All fighters in this wall receive a +1 bonus on PA. If the warriors cooperate to perform the
maneuver Charge, they lose their PA bonus but inflict +1 DP (see Core Rules, page 246).
Weapon Disadvantage: When using the special ability Pike Wall (see Aventuria Compendium, page 154), the wielder’s AT has an
increased difficulty of 1.
Halberd (2H) 1D6+6 AGI/STR 15 0/-2 long 5 pounds 80 inches 160 S simple
Weapon Advantage: When wielding a halberd in cramped spaces, reduce the penalties on AT and PA by 2 (see Core Rules, page 238).
Weapon Disadvantage: The maneuver Pike Wall has a -2 penalty (see Aventuria Compendium, page 154).
Hunting Spear (2H) 1D6+5 AGI/STR 15 0/-1 long 4 pounds 78 inches 80 S simple
Weapon Advantage: A target attempting to escape the maneuver Nail Down receives a -1 penalty on the Feat of Strength check
(see Aventuria Compendium, page 152). The hunting spear inflicts +1 DP against animals of size categories medium and large.
Weapon Disadvantage: Roll 1D6 after successfully employing Nail Down against an animal. On a result of 5-6, the spear breaks
unless the wielder makes a successful Feat of Strength check.
Mage’s staff, long (2H) 1D6+2 AGI/STR 16 -1/+2 long 1.5 pounds 60 inches 80 S primitive
Note To buy a mage’s staff during hero creation, the character must have Tradition (Guild Mage).
Weapon Advantage: Gain a +1 bonus when performing the maneuver Stunning Blow (see Aventuria Compendium, page 152).
Weapon Disadvantage: Cannot perform the maneuver Onslaught.
Pailos (2H) 2D6+3 AGI/STR 15 -1/-2 long 10 pounds 70 inches 300 S complex (3 AP)
Weapon Advantage: The maneuver Sweep receives a +1 bonus.
Weapon Disadvantage: The maneuver Feint receives a -1 penalty.
Quarterstaff (2H) 1D6+2 AGI/STR 15 0/+2 long 2 pounds 60 inches 40 S simple
Weapon Advantage: Gain a +1 bonus with the maneuver Takedown.
Weapon Disadvantage: Suffer a -1 penalty with the maneuver Charge.
Reaper (2H) 1D6+5 AGI/STR 15 -1/-1 long 4 pounds 50 inches 80 S primitive
Weapon Advantage: Gain a +1 bonus to AT when using the maneuver Onslaught.
Weapon Disadvantage: Suffer a -1 penalty when performing the maneuver Charge.
Shepherd’s Crook (2H) 1D6+1 AGI/STR 15 0/+2 long 1.5 pounds 59 inches 10 S primitive
Weapon Advantage: The wielder may perform the maneuver Stunning Blow (see Aventuria Compendium, page 152) and gains a +1
bonus when doing so.
Weapon Disadvantage: The maneuver Charge receives a -1 penalty.
Trident (2H) 1D6+4 AGI/STR 15 0/0 long 4 pounds 80 inches 80 S simple
Weapon Advantage: Reduce penalties for fighting in water by 2. The maneuver Disarm gains a +1 bonus.
Weapon Disadvantage: Subtract 1 from DP when attacking targets with armor of PRO 2 or greater.
Two-lilies 1D6+4 AGI/STR 15 0/+2 medium 4 pounds 60 inches 200 S complex (2 AP)
Weapon Advantage: When making more than one PA in the same CR (see Core Rules, page 232), reduce the penalty by 1. *
Weapon Disadvantage: When using the maneuver Forceful Blow, subtract 1 from the DP.
Wooden Spear (2H) 1D6+2 AGI/STR 15 0/0 long 2 pounds 60 inches 1S primitive
Weapon Advantage: Add 1 DP when attacking targets with armor of PRO 2 or less.
Weapon Disadvantage: Subtract 1 DP when attacking targets with armor of PRO 5 or greater.

145
Combat Technique Shields
Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Buckler 1D6 STR 16 -3/0 short 2 pounds - 40 S simple
Note: 20 Structure points, parrying weapon (+1 bonus to PA for primary weapon). The AT penalty applies when attacking with
the shield but not when using a shield and a primary weapon together. Bucklers cannot parry projectiles. Bucklers receive an
additional -1 penalty to PA vs ranged attacks, in addition to all other applicable modifiers (see Core Rules, page 243).
Weapon Advantage: On an AT critical success, the target receives 1 additional level of Stupor.
Weapon Disadvantage: Cannot perform the maneuver Shield Cover (see Aventuria Compendium, page 163). Cannot parry attacks
from enemies of size large or greater.
Great Shield 1D6+1 STR 16 -6/+3 short 12 pounds - 100 S simple
Note: Large Shield; 30 structure points; additional -1 penalty to AT for primary weapon
Weapon Advantage: When parrying arrows and bolts, the great shield doubles the shield’s PA bonus and then grants an additional
+1 bonus to PA.
Weapon Disadvantage: When two opposing fighters have the same INI value, the one without the great shield always strikes
first. If that opponent also uses a great shield, refer to the usual rules for initiative (see Core Rules, page 227). The bearer of a great
shield receives a -1 penalty to MOV.
Leather Shield 1D6 STR 16 -4/+1 short 4 pounds - 30 S primitive
Note: Small Shield, 15 structure points
Weapon Advantage: PA gains a +1 bonus when using the maneuver Defensive Posture.
Weapon Disadvantage: The maneuver Shield Smash inflicts only 1 DP when using a leather shield.
Thorwaler Shield 1D6+1 STR 16 -5/+2 short 9 pounds - 70 S simple
Note: Medium shield, 25 structure points
Weapon Advantage: When combined with a main weapon for the maneuver Charge, the main weapon receives a bonus of +1 DP.
Weapon Disadvantage: When used while mounted, this shield grants only the simple shield bonus.

Combat Technique Swords


Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Amazon Saber 1D6+4 AGI/STR 15 0/0 medium 4 pounds 40 inches 200 S complex (2 AP)
Weapon Advantage: When used while mounted, the Amazon saber inflicts +2 DP.
Weapon Disadvantage: The wielder of the Amazon saber suffers a penalty of -2 to PA vs. weapons from the combat techniques
Two-Handed Impact Weapons and Two-Handed Swords.
Barbarian Sword 1D6+5 AGI/STR 15 -1/-1 medium 3 pounds 36 inches 140 S simple
Weapon Advantage: When using the special ability Threatening Gestures (see Aventuria Compendium, page 105), gain a +1 bonus on
the Intimidation (Threats) check.
Weapon Disadvantage: Whenever two opponents have the same INI, the one wielding the barbarian sword always strikes last. If
both are wielding barbarian swords, use the normal order of action rules (see Core Rules, page 227).
Broadsword 1D6+4 AGI/STR 14 -1/-1 medium 3 pounds 35 inches 180 S simple
Weapon Advantage: The broadsword can perform the maneuver Shield-Splitter even though this normally cannot be combined
with the combat technique Swords.
Weapon Disadvantage: The broadsword receives a -2 penalty on PA against the combat techniques Two-Handed Impact
Weapons and Two-Handed Swords.
Cutlass 1D6+3 AGI/STR 15 0/-1 medium 1.5 pounds 30 inches 120 S simple
Weapon Advantage: In cramped spaces, the wielder of a cutlass receives a penalty of only -2 to AT and PA.
Weapon Disadvantage: Cutlasses incur a -1 penalty to PA vs. two-handed weapons.
Khunchomer 1D6+4 AGI/STR 15 0/0 medium 2.5 pounds 32 inches 210 S simple
Weapon Advantage: When using the maneuver Bladestorm (see Aventuria Compendium, page 151), reduce the penalty for both
attacks by 1.
Weapon Disadvantage: The Khunchomer inflicts -1 DP against armor with PRO 5 or higher.

146 New Rules for Equipment


Combat Technique Swords
Name DP P+T AT/PA RE Weight Length Cost Complexity
Mod
Long Sword 1D6+4 AGI/STR 15 0/0 medium 2 pounds 40 inches 200 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Nightwind 1D6+4 AGI/STR 15 0/0 medium 4 pounds 39 inches 250 S complex (2 AP)
Note An improvised ladder can be created in 3 CR with at least two nightwind swords and their scabbards. The ladder grants up to
+2 to Climbing checks, at the GM’s discretion.
Weapon Advantage: When wielded with two hands, it inflicts an additional +2 DP, instead of +1 DP, and ignores the -1 penalty to
PA (see Core Rules, page 366).
Weapon Disadvantage: Suffer a -1 penalty to CHA for all Social skill checks (except Empathy, Intimidation, and Willpower) when
onlookers know about the sword’s evil reputation.
Parazonium 1D6+3 AGI/STR 15 0/-1 short 1.6 pounds 24 inches 140 S simple
(Cyclopean short
sword)
Weapon Advantage: If successful when using the maneuver Jumping Attack (see Aventuria Compendium, page 164), gain +1 QL on
the skill check.
Weapon Disadvantage: Receive a -1 penalty to PA versus Two-Handed Impact Weapons and Two-Handed Swords.
Saber 1D6+3 AGI/STR 15 0/0 medium 1.5 pounds 36 inches 180 S simple
Weapon Advantage: When used in mounted combat, gain a bonus of +1 DP.
Weapon Disadvantage: When used against armor with PRO 4 or greater, subtract 1 DP from the roll.
Seal-killer 1D6+4 AGI/STR 15 0/0 medium 2 pounds 36 inches 200 S complex (3 AP)
Note To buy a seal-killer during hero creation, the character must come from the culture of the firnelves.
Weapon Advantage: Gain a bonus of +1 DP when fighting animals of size categories medium and large.
Weapon Disadvantage: Suffer a -1 penalty when performing the maneuver Feint. When wielding a seal-killer, non-elves suffer a -1
penalty to AT, PA, and DP.
Scimshar 1D6+2 AGI/STR 14 0/-1 short 1.6 pounds 24 inches 140 S simple
(Tulamydian short
sword)
Weapon Advantage: Subtract 1 PRO (to a minimum of 0) from armor with PRO 2 or less.
Weapon Disadvantage: Receive a -1 penalty when parrying Two-Handed Impact Weapons and Two-Handed Swords.
Short Sword 1D6+2 AGI/STR 15 0/0 short 1.5 pounds 24 inches 140 S simple
Weapon Advantage: The wielder may combine the maneuver Circumvent (see Aventuria Compendium, page 155) with the
maneuver Forceful Blow.
Weapon Disadvantage: Suffer a -1 penalty to PA versus Two-Handed Impact Weapons and Two-Handed Swords.
Slasher 1D6+3 AGI/STR 15 0/-1 medium 1.5 pounds 28 inches 100 S simple
Weapon Advantage: Wielders may perform maneuvers designed for the technique Impact Weapons, although the wielder still
uses the technique Swords to determine success.
Weapon Disadvantage: The slasher gains nothing from being wielded two-handed.
Slave-death 1D6+4 AGI/STR 15 0/0 medium 1.5 pounds 36 inches 210 S simple
Weapon Advantage: Gain +1 DP versus humanoids with PRO 0.
Weapon Disadvantage: After a successful parry, roll 1D6. On a result of 6, the slave-death becomes temporarily entangled
with the enemy’s weapon, and the wielder suffers a -1 penalty to AT in the next CR. This rule does not apply to attacks against
unarmed opponents.

147
Combat Technique Two-Handed Impact Weapons
Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Barbarian Battle-axe (2H) 2D6+4 STR 13 0/-4 medium 7.5 pounds 47 inches 175 S simple
Weapon Advantage: Whenever the wielder achieves a critical success or inflicts 14+ DP in one blow against an enemy, all
opponents within attack distance must make a Willpower (Resist Intimidation) check at a -1 penalty. Each enemy who fails this check
receives 1 level of Fear for 5 CR.
Weapon Disadvantage: A confirmed botch on an AT or PA inflicts 1 level of Stupor on the wielder.
Dwarf Cudgel (2H) 1D6+6 STR 13 0/-1 medium 6 pounds 48 inches 100 S complex (3 AP)
Note: To buy a dwarf cudgel during hero creation, the character must come from a dwarven culture.
Weapon Advantage: In cramped spaces, the weapon incurs only a -2 penalty on AT and PA.
The dwarf cudgel inflicts +1 DP when used with the maneuver Forceful Blow II/III.
Weapon Disadvantage: Non-dwarves suffer a -2 penalty on AT, PA, and DP when wielding a dwarf cudgel. The maneuver Feint
receives an additional -1 penalty.
Pickaxe (i) 1D6+5 STR 13 -1/-5 medium 6 pounds 27 inches 20 S primitive
Weapon Advantage: Subtract 1 PRO from armor with PRO 4 or greater.
Weapon Disadvantage: On a failed attack, roll 1D6. On a result of 5-6, the pickaxe becomes stuck in the target. To free the
weapon, make a Feat of Strength (Dragging & Pulling) check. Fighting is impossible until the weapon is free. Attempts to free a stuck
pickaxe require 1 action.
Pry-bar (i) 1D6+3 STR 13 -1/-3 medium 13 pounds 39 inches 38 S primitive
Weapon Advantage: On a successful parry, roll 1D6. On a result of 1, the opponent’s weapon briefly becomes caught on the pry-
bar and the opponent suffers a -1 penalty to AT for the next CR. This rule does not apply for attacks against unarmed opponents.
Weapon Disadvantage: On a successful parry, roll 1D6. On a result of 6, the opponent’s weapon briefly becomes caught on the
pry-bar and the pry-bar’s wielder suffers a -1 penalty to AT for the next CR. This rule does not apply for attacks against unarmed
opponents.
Spade (i) 1D6+4 STR 13 -2/-4 medium 4 pounds 35 inches 8.5 S primitive
Weapon Advantage: When an attack inflicts 10 or more DP in one blow, the target must make a Self-Control (Remain Conscious)
check or receive one level of Stupor.
Weapon Disadvantage: When successfully used to parry, the spade’s wielder suffers a -2 penalty to AT until the end of the next CR.
Rock-cleaver (2H 2D6+2 STR 13 0/-2 medium 6 pounds 48 inches 200 S complex (3 AP)
Weapon Advantage: Gain a +1 bonus for the maneuver Hammer Blow. When performing the maneuver Shatter, roll 2D6 instead
of 1D6, and add the greater die result to the DP.
Weapon Disadvantage: When wielding a rock-cleaver, non-dwarves suffer a -2 penalty to AT, PA, and DP. A botch (confirmed or
unconfirmed) while performing the maneuvers Forceful Blow or Hammer Blow causes the weapon to become stuck. Recovering
the weapon requires a free action and a successful Feat of Strength (Dragging & Pulling) check.
War Hammer (2H) 2D6+3 STR 13 0/-3 medium 6 pounds 48 inches 170 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Warunk Hammer (2H) 1D6+6 STR 14 0/-3 long 8 pounds 59 inches 300 S complex (2 AP)
Weapon Advantage: Subtract 1 PRO from a target’s armor of PRO 4 or greater.
Weapon Disadvantage: With a confirmed botch on AT or PA, gain 1 level of Stupor. This is in addition to any other botch results.

Combat Technique Two-Handed Swords


Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Bastard Sword (2H) 1D6+6 STR 14 0/0 medium 4 pounds 56 inches 320 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Double-Khunchomer (2H) 2D6+3 STR 14 0/-2 medium 4 pounds 52 inches 320 S simple
Weapon Advantage: Upon rolling a critical success, the confirmation roll receives a +2 bonus.
Weapon Disadvantage: The double-Khunchomer cannot be used for Feints.

148 New Rules for Equipment


Executioner’s Sword (2H, i) 2D6+6 STR 14 -2/-3 medium 10 pounds 50 inches 600 S simple
Weapon Advantage: If the wielder of an executioner’s sword inflicts a critical hit or causes 16+ DP in one blow, all enemies within
attack distance must make a Willpower (Resist Intimidation) check with a -1 penalty. If the check fails, that opponent suffers 1 level
of Fear for 5 CR. If using the focus rules for hit zones, a hit against the head inflicts DPx2.
Weapon Disadvantage: After making an attack, the wielder cannot parry until the end of the next CR. However, the wielder may
dodge, instead.
Great Slave-death (2H) 2D6+3 STR 14 0/-2 medium 4 pounds 56 inches 320 S simple
Weapon Advantage: The Intimidation (Threats) check for the special ability Threats (see Aventuria Compendium page 105) receives a
bonus of 1. The great slave-death causes +1 DP against unarmored humanoids with PRO 0.
Weapon Disadvantage: If successfully parried, roll 1D6. On a result of 5-6, the opponent’s weapon becomes stuck in the blade,
giving the wielder a -1 penalty to AT for the next CR. This rule does not apply to attacks against unarmed opponents.
Great Sword (2H) 2D6+4 STR 14 0/-3 medium 5 pounds 64 inches 360 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Rondra’s Crest (2H) 2D6+2 STR 14 0/-1 medium 4 pounds 52 inches 340 S complex (4 AP)
Note: Sanctified (Rondra); only Blessed Ones of Rondra may purchase weapons sanctified by Rondra.
Weapon Advantage: Gain a +1 bonus when using the maneuver Windmill (see the Aventuria Compendium, page 165).
Weapon Disadvantage: This weapon cannot perform the maneuver Quickdraw.

Combat Technique Whips


Name DP P+T AT/PA Mod RE Weight Length Cost Complexity
Horse whip 1D6 DEX 16 0/- long 6.6 pounds 98 inches 20 S primitive
Weapon Advantage: none
Weapon Disadvantage: none

Ranged Weapon Table


Combat Technique Blowpipes
Name DP RT RA Ammunition Weight Length Cost Complexity
Blowpipe 1D2 2 actions 5/20/40 Blowdarts 1 pound 23 inches 40 S primitive
Note: If a poisoned blowdart inflicts at least 1 DP, the target is poisoned.
Weapon Advantage: none
Weapon Disadvantage: none

Combat Technique Bows


Name DP RT RA Ammunition Weight Length Cost Complexity
Composite Bow 1D6+7 2 actions 20/100/160 arrows 1.5 pounds 56 inches 160 S complex (4 AP)
Weapon Advantage: Subtract 1 from range penalties (but do not reduce penalty below 0).
Weapon Disadvantage: Receive an additional -2 penalty when firing in forests that are difficult or bad terrain (see Core Rules, page 349).
Elf Bow 1D6+5 1 action 50/100/200 arrows 1 pound 72 inches 400 S complex (5 AP)
Note: To buy an elf bow during hero creation, the character must come from an elven culture.
Weapon Advantage: Gain a +1 bonus when performing the maneuver Precise Shot.
Weapon Disadvantage: Cannot be used while mounted. When wielding the elf bow, non-elves receive a -2 penalty to RC.
Long Bow 1D6+8 2 actions 20/100/160 arrows 1.5 pounds 80 inches 80 S simple
Weapon Advantage: When performing Ballistic Shot (see Aventuria Compendium, page 151) ignore the -2 penalty.
Weapon Disadvantage: It is not possible to use the long bow while mounted. Receive a penalty of -2 in addition to all other
applicable modifiers for the shot when firing in forests that are categorized as difficult or bad terrain (see Core Rules, page 349).
Short Bow 1D6+4 1 action 10/50/80 arrows 1 pound 52 inches 45 S simple
Weapon Advantage: none
Weapon Disadvantage: none

149
Combat Technique Crossbows
Name DP RT RA Ammunition Weight Length Cost Complexity
Balestrina 1D6+4 2 actions 5/25/40 Bullets 1.5 pounds 16 inches 120 S complex (4 AP)
Weapon Advantage: When firing at targets of size categories small and tiny, reduce the AT penalty by 1.
Weapon Disadvantage: A botch roll of 20 when firing (whether confirmed or not) causes the weapon to jam. Clearing the jam
requires 2 actions. When using the Botch Table optional rule, this effect is cumulative with other weapon jam results.
Bullet-Shooting 1D6+3 2 actions 20/60/100 Bullets 6.5 pounds 31 inches 200 S complex (3 AP)
Crossbow
Weapon Advantage: At distances of up to 16 feet the bullet-shooting crossbow inflicts +2 DP.
Inflict an additional +1 DP against birds up to 6.5 feet away (for a total of 1D6+7, including the DP bonus for range).
Weapon Disadvantage: A botch (whether confirmed or not) causes a heavy weapon jam that takes 2 actions to clear. When using
the Botch Table optional rule, this effect is cumulative with any other weapon jam results.
Iron Forest 1D6+4 2/10 10/50/80 bolts 7.5 pounds 36 inches 500 S complex (4 AP)
Crossbow actions
Note Magazine (holds 10 bolts); 2 actions per shot, 10 actions to change the magazine
Weapon Advantage: Gain a +3 bonus for aiming (to a maximum of +4).
Weapon Disadvantage: A botch (whether confirmed or not) causes a heavy weapon jam. Clearing the jam takes 2 actions. When
using the Botch Table optional rule, this effect is cumulative with any other weapon jam results.
Hand Crossbow 1D6+3 3 actions 5/25/40 bolts 1.5 pounds 16 inches 100 S complex (3 AP)
Weapon Advantage: At short range, add +1 DP (for a total of 1D6+5, including the normal DP bonus for range).
Weapon Disadvantage: At far range, subtract 1 from DP (for a total of 1D6+1, including the normal DP penalty for range).
Heavy Crossbow 2D6+6 15 20/100/160 bolts 14.5 32 inches 360 S complex (4 AP)
actions pounds
Weapon Advantage: At short range, add +1 DP (for a total of 2D6+8, including the normal DP bonus for short range).
Weapon Disadvantage: At far range, subtract 1 from the DP (for a total of 2D6+4, including the normal DP penalty for far range).
Light Crossbow 1D6+6 8 actions 10/50/80 bolts 6.5 pounds 44 inches 180 S simple
Weapon Advantage: none
Weapon Disadvantage: none

Combat Technique Discuses


Name DP RT RA Weight Length Cost Complexity
Discus 1D6+2 2 actions 5/25/40 1.5 pounds 11 inches 25 S primitive
Weapon Advantage: none
Weapon Disadvantage: none

Combat Technique Slings


Name DP RT RA Ammunition Weight Length Cost Complexity
Cast-Net - 1 1/3/5 - 4 pounds 135 inches 35 S primitive
Note Instead of taking DP, the target gains the state bound until freed. To escape, make a cumulative Body Control (Squirm) check,
or use a sharp weapon to cut the net or control rope (reduce its 10 structure points to 0). Making a Body Control check takes one
regular action. When cutting the net, weapons with a reach of medium or greater inflict only half DP.
Weapon Advantage: The target may make only one attempt to dodge a cast-net. Shields cannot parry cast-nets.
Weapon Disadvantage: On a confirmed botch when attacking, the net thrower becomes entangled in the net and suffers all
relevant effects.
Sling 1D6+2 2 actions 5/25/60 pebbles 0.5 pound 19 inches 5S primitive
Weapon Advantage: none
Weapon Disadvantage: none

150 New Rules for Equipment


Combat Technique Thrown Weapons
Name DP RT RA Weight Length Cost Complexity
Cut-tooth 1D6+4 1 action 2/10/15 2 pounds 20 inches 80 S simple
Weapon Advantage: Subtract 1 from the weapon’s damage threshold when using the maneuver Powerful Throw (see Aventuria
Compendium, page 163).
Weapon Disadvantage: Receive a -1 penalty to RC when attacking targets at far range.
Throwing Axe 1D6+3 1 action 2/10/15 1.5 pounds 16 inches 50 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Throwing Club 1D6+2 1 action 2/10/15 1 pounds 20 inches 5S primitive
Weapon Advantage: Targets that receive at least 6 DP from throwing clubs must succeed at a Body Control (Balance) check with a
-1 penalty for every DP above 6, or receive the state prone.
Weapon Disadvantage: Subtract 2 from DP when attacking a target with armor of PRO 4 or greater.
Throwing Dagger 1D6+1 1 action 2/10/15 1 pound 12 inches 45 S simple
Weapon Advantage: none
Weapon Disadvantage: none
Throwing Disc/Ring/Star 1D6+1 1 action 2/10/15 0.5 pound 4 inches 30 S simple
Weapon Advantage: Throwing discs gain a +1 bonus to RC. Throwing rings inflict +1 DP against humanoids with PRO 0. On a hit
that inflicts 6 or more DP, throwing stars become embedded in their targets, which then receive a -1 penalty to AT, PA, DO, and RC
until the end of the next CR.
Weapon Disadvantage: Make a botch confirmation roll on an attack roll of 19+.
Throwing Spear 2D6+2 2 actions 5/25/40 1.5 pounds 44 inches 40 S primitive
Weapon Advantage: Targets that take at least 10 DP must succeed at a Self-Control (Remain Conscious) check with a penalty of -1 for
each DP above 10, or receive the state prone.
Weapon Disadvantage: Cannot perform the maneuver Quickload.

Armor
Type Protection (PRO) Encumbrance (Level) Additional Weight Cost Complexity
Penalties
Chainmail 4 2 - 24 pounds 250 S simple
Armor Advantage: Chainmail has PRO 5 versus weapons of the combat techniques Bows, Crossbows, Daggers, and Swords.
Armor Disadvantage: Opponents receive a +1 bonus to Perception checks when noticing someone in chainmail.
Half Plate 6 3 - 33 pounds 400 S complex (3 AP)
Note: Half plate is a variant of plate armor.
Armor Advantage: Half plate counts as PRO 7 versus the Combat Techniques Daggers and Fencing Weapons.
Armor Disadvantage: Half plate counts as only PRO 1 versus attacks from the rear.
Iryan Armor 3 1 -1 MOV, -1 INI 11 pounds 250 S complex (3 AP)
Note: Iryan armor is a variant of leather armor.
Armor Advantage: Iryan armor is fire-proof. The wearer is immune to DP from fire and fire-based attacks.
Armor Disadvantage: Without at least 8 hours of maintenance each week, the additional penalties increase to -2 MOV, -2 INI.
Leather Harness 3 1 -1 MOV, -1 INI 12 pounds 150 S complex (3 AP)
Note: Leather harness is a variant of leather armor.
Armor Advantage: The leather harness offers one level of protection against Cold.
Armor Disadvantage: At Heat levels II or higher the leather harness causes one further Heat level (up to a maximum of 4).
Linothorax 2 1 - 6.5 pounds 75 S simple
Armor

151
Note: Linothorax armor is a variant of cloth armor.
Armor Advantage: Linothorax armor grants PRO 3 against weapons with the combat techniques Impact Weapons and Two-
Handed Impact Weapons.
Armor Disadvantage: When linothorax armor catches fire, receive an additional -2 penalty to Body Control checks to extinguish
the flames (see Core Rules, page 341).
Mirror Armor 4 2 - 28 pounds 350 S complex (3 AP)
Note: Mirror armor is a variant of chain armor.
Armor Advantage: Grants PRO 5 against weapons of the combat techniques Swords and Two-Handed Swords.
Armor Disadvantage: Grants only PRO 2 against weapons of the combat techniques Impact Weapons and Two-Handed Impact
Weapons.
Scale Mail 5 2 -1 MOV, -1 INI 36 pounds 400 S complex (3 AP)
Note Scale mail is a variant of chain armor.
Armor Advantage: Grants PRO 6 against weapons of the combat techniques Impact Weapons and Two-Handed Impact Weapons.
Armor Disadvantage: Grants only PRO 2 against weapons of the combat technique Daggers.
Toadskin 3 1 -1 MOV, -1 INI 11 pounds 200 S simple
Note: Toadskin is a variant of leather armor.
Armor Advantage: Do not add toadskin’s Encumbrance to Swimming or Body Control (Balance) checks.
Armor Disadvantage: Toadskin provides only PRO 2 versus ranged attacks.

152 New Rules for Equipment


Availability
This section lists weapon and armor availability by Bornland, Caliphate, Cyclopes’ Islands, Far North, Far
Aventurian region. Note that not all items are available South, Garetia, Gjalskland, Horasian Empire, Kosh, Lands
everywhere, and some entries list only the specific of the Tulamydes, Maraskan, Mountain Kingdoms of the
settlement(s), race(s), culture(s), or institution(s) that Dwarves, Northmarches, Nostria, Orclands, Rommilysian
produce and/or use that item. Weapons and armor may be Marches, Salamander Stones & Heartlands of the Elves,
purchased outside of the listed regions at GM discretion. Shadowlands, Southern Sea & Forest Islands, Svellt Valley,
Thorwal, Tobrien, Weiden, and Windhag.
For purposes of the following table, Aventurian regions
are: Al’Anfan Empire, Albernia, Almada, Andergast, Arania,

Close Combat Weapons


Weapon Region
Amazon Saber Albernia, Almada, Arania, Bornland, Caliphate, Cyclopes’ Islands, Garetia, Horasian Empire, Kosh, Lands
of the Tulamydes, Maraskan, Northmarches, Rommilysian Marches, Shadowlands, Svellt Valley, Tobrien,
Weiden, Windhag
Barbarian Battle-axe Arania, Far North, Gjalskland, Lands of the Tulamydes (always among the barbarian tribes), Rommilysian
Marches, Tobrien
Barbarian Sword Arania, Far North, Gjalskland, Lands of the Tulamydes (always among the barbarian tribes), Rommilysian
Marches, Tobrien
Basilisk-tongue Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Caliphate, Cyclopes’ Islands, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria, Rommilysian
Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden, Windhag,
Bastard Sword Albernia, Almada, Bornland, Garetia, Horasian Empire, Kosh, Northmarches, Rommilysian Marches,
Shadowlands, Tobrien, Weiden, Windhag
Battle-axe All
Brabak Cudgel Al’Anfan Empire, Far South, Lands of the Tulamydes
Brass Knuckles Cities
Broadsword Albernia, Thorwal
Buckler Al’Anfan Empire, Albernia, Almada, Far South, Garetia, Horasian Empire, Kosh, Northmarches,
Rommilysian Marches, Shadowlands, Tobrien, Weiden, Windhag
Club All
Cudgel All
Cutlass All coastal regions
Dagger All
Double-Khunchomer Arania, Lands of the Tulamydes
Dragon Tooth Dwarves
Dshadra Arania, Lands of the Tulamydes
Dwarf Cudgel Dwarves
Executioner’s Sword Cities
Foil Horasian Empire
Glaive Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Far North, Far South, Garetia, Horasian
Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden, Windhag
Great Shield Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Far North, Far South, Garetia, Horasian
Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Thorwal, Tobrien, Weiden, Windhag
Great Slave-death Al’Anfan Empire, Far South
Great Sword Al’Anfan Empire, Albernia, Almada, Andergast, Bornland, Far North, Garetia, Horasian Empire, Kosh,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Tobrien, Weiden, Windhag
Halberd Al’Anfan Empire, Albernia, Almada, Andergast, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden, Windhag

153
Heavy Dagger All
Hook Dagger Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdom of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Horse Whip All
Hunting Knife Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far
South, Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Mountain Kingdom of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Hunting Spear Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far
South, Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Mountain Kingdom of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Katar Far South, Southern Seas & Forest Islands
Khunchomer Arania, Caliphate, Lands of the Tulamydes
Knife All
Leather Shield Far South, Gjalskland, Lands of the Tulamydes, Orclands, Southern Sea & Forest Islands
Long Sword Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdom of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Mace All
Mage’s Staff All regions with mages
Main Gauche Al’Anfan Empire, Albernia, Almada, Garetia, Horasian Empire , Kosh, Northmarches, Rommilysian Marches
Mengbilar Al’Anfan Empire, Arania, Far South, Lands of the Tulamydes, Maraskan
Molokdeshnaja Bornland
Morningstar Albernia, Almada, Andergast, Bornland, Garetia, Kosh, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Tobrien, Weiden, Windhag
Nightwind Maraskan
Ogre Catcher Albernia, Almada, Andergast, Bornland, Garetia, Kosh, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Tobrien, Weiden, Windhag
Ogre Swatter Albernia, Almada, Andergast, Bornland, Garetia, Kosh, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Tobrien, Weiden, Windhag
Orchid Cities
Orc-Nose Thorwal
Ox-herd Albernia, Almada, Andergast, Bornland, Garetia, Kosh, Northmarches, Nostria, Rommilysian Marches,
Shadowlands, Tobrien, Weiden, Windhag
Quarterstaff Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdom of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Rapier Al’Anfan Empire, Albernia, Almada, Garetia, Horasian Empire, Kosh, Northmarches, Rommilysian Marches,
Tobrien, Weiden, Windhag
Raven’s Beak Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Caliphate, Cyclopes’ Islands, Far North,
Far South, Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria,
Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden, Windhag
Reaper Arania, Lands of the Tulamydes, Maraskan
Rock-cleaver Dwarves
Rondra’s Crest All places that have Blessed Ones of Rondra
Saber Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Caliphate, Cyclopes’ Islands, Far North,
Far South, Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria,
Rommilysian Marches, Shadowlands, Southern Seas & Forest Islands, Svellt Valley, Thorwal, Tobrien,
Weiden, Windhag

154 New Rules for Equipment


Seal-killer Firnelves
Short Sword Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Slasher Al’Anfan Empire, Cyclopes’ Islands, Far South, Lands of the Tulamydes
Slave-death Al’Anfan Empire, Far South
Spear All
Spiked Vambrace Cities, Gladiator Arenas and Schools
Sun-scepter All places that have Blessed Ones of Praios
Sword Cane Horasian Empire
Thorwaler Shield Thorwal
Trident All coastal regions
Tuzak Knife Maraskan
Two-lilies Albernia, Almada, Caliphate, Garetia, Horasian Empire, Kosh, Northmarches, Rommilysian Marches,
Tobrien, Weiden, Windhag
Waqqif Arania, Caliphate, Lands of the Tulamydes
War Hammer Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Warunk Hammer Albernia, Almada, Garetia, Kosh, Northmarches, Rommilysian Marches, Shadowlands, Tobrien, Weiden,
Windhag
Wolf-knife Elves
Wooden Shield All
Wooden Spear All
Wyvern-beater Dwarves

Ranged Weapons
Weapon Region
Balestrina Horasian Empire
Blowpipe Al’Anfan Empire, Arania, Far South, Lands of the Tulamydes, Maraskan, Southern Seas & Forest Islands
Bullet-Shooting Almada, Arania, Garetia, Horasian Empire, Mountain Kingdoms of the Dwarves
Crossbow
Cast-Net Al’Anfan Empire, Established fishing communities, Far South, Lands of the Tulamydes, Maraskan, Others
at GM discretion
Composite Bow Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Cut-Tooth Thorwal
Discus Arania, Lands of the Tulamydes, Maraskan
Elf Bow Elves
Iron Forest Dwarves
Crossbow
Hand Crossbow Albernia, Almada, Garetia, Kosh, Northmarches, Rommilysian Marches, Tobrien, Weiden, Windhag
Heavy Crossbow Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag

155
Ranged Weapons
Weapon Region
Light Crossbow Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Long Bow Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Short Bow Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Throwing Axe All
Throwing Club Far North (among the Nivese)
Throwing Dagger All
Throwing Ring/ Al’Anfan Empire, Arania, Caliphate, Lands of the Tulamydes, Maraskan
Disc/Star
Throwing Spear All

Armor
Armor Region
Chainmail Al’Anfan Empire, Albernia, Almada, Andergast, Arania, Bornland, Cyclopes’ Islands, Far North, Far South,
Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves,
Northmarches, Nostria, Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden,
Windhag
Half Plate Al’Anfan Empire, Albernia, Almada, Andergast, Bornland, Caliphate, Cyclopes’ Islands, Far North, Far
South, Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria,
Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden, Windhag
Iryan Armor Al’Anfan Empire, Far South
Leather Harness All
Linothorax Armor Arania, Caliphate, Cyclopes’ Islands, Lands of the Tulamydes
Mirror Armor Arania, Caliphate, Lands of the Tulamydes
Scale Mail Al’Anfan Empire, Albernia, Almada, Andergast, Bornland, Caliphate, Cyclopes’ Islands, Far North, Far
South, Garetia, Horasian Empire, Kosh, Lands of the Tulamydes, Maraskan, Northmarches, Nostria,
Rommilysian Marches, Shadowlands, Svellt Valley, Thorwal, Tobrien, Weiden, Windhag
Toadskin Albernia, Thorwal

156 New Rules for Equipment


NOTES

157
NOTES

158 Notes
NOTES

159
Arm yourself for battle!

Aventuria is a dangerous place. Lurking behind every corner may be treacherous


monsters, exciting adventures, or an ill-humored comrade who challenges you
to a duel. Gather your weapons, armor, and magic spells! Acquire unique skills
and surprise your opponent with unexpected tricks!

But you must strategize as well—will you save your strength so you can play a
Shining Blade later? Or will you press the attack with your dagger and try to
disarm your opponent?

Aventuria is a fast-paced card game for 1–4 players, ages 14+, where each player
takes the role of a hero from Aventuria. Choose from Arbosh the fierce dwarven
smith, Layariel the fleet-footed elven scout, Carolan the cunning half elven
rogue, or Mirhiban the mysterious Tulamydian mage.
Aventuria Armory
The Aventuria Armory presents a fantastic array of
useful gear and new rules for your Dark Eye campaigns.
Equipment listings reveal new details and game benefits
for everyday items such as crowbars, astrolabes, and mage’s
robes. New hit zone rules allow characters to wear a mix
of armor types, whether out of necessity or simply to suit a
personal sense of style. Defend yourself with new weapons
such as the versatile Warunk hammer, the stealthy nightwind
sword, and the fearsome, two-handed Pailos axe. Stride confidently
into a dragon’s cave wearing fire-proof Iryan leather armor, or
proudly display your social status with a suit of rare and prestigious
Tulamydian Mirror Armor. Refine your battle tactics with new rules
for advantages, disadvantages, and features for weapons and armor.

The Aventuria Armory provides exciting new tools for exploring


the Ennie Award-winning setting of The Dark Eye.
Adventure awaits!

www.ulisses-us.com
RECOMMENDED
FOR 1 GM AND
US25208EPDF
3-6 PLAYERS
AGES 10+

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