Professional Documents
Culture Documents
Credits
ORIGINAL GERMAN VERSION ENGLISH VERSION
Authors Copyeditors
Thomas Craig, Marie Mönkemeyer, Alex Spohr, Ariane Dana Hagengruber, Daniel Ley
Willumeit
Layout
Copyeditor Matthias Lück
Carolina Möbis
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.
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.
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
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.
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.
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.
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.
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
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.
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
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.
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.
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
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.
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!”
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
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.
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.
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.
“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.
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.
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.
“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.
“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
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.
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.
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.
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.
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
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.
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.
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.
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.
“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
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.
“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
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
“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
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.
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
“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
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
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
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
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.
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
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
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.
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
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.
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.
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
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.
“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
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
“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.
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.
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
“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
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.
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.
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.
“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
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).
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.
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
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
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
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
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.
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
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
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.
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).
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)
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.
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
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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
157
NOTES
158 Notes
NOTES
159
Arm yourself for battle!
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.
www.ulisses-us.com
RECOMMENDED
FOR 1 GM AND
US25208EPDF
3-6 PLAYERS
AGES 10+