Fantasy Trappings

Note: Some things have some notes linked to Tanion, the world represented here.

Weapons

Weapon Material

Steel Weapons
Most common in civilized areas, these weapons are most expensive and durable. Iron weapons classify to same type, but rust and and are not as durable.

Bronze Weapons
Used by some southern civilizations, these weapons are easier to make but bend and break if forced too much. Sharp edges become dull very fast.

Bone Weapons
Used by savage tribes, these weapons cannot have effective cutting blades, but rely mainly on sharp spikes and weight. Spikes are easily damaged and become dull, but are lighter than other weapons.

Stone Weapons
As with bone weapons, these weapons are used mainly by savage tribes. Stone edges dull easily and quickly, and cannot be used to make large blades.

Melee Weapons

Here is a short description of various common melee weapons. Damage is represented in normal RIP values, while penetration is usually 0, 1 for weapons with pointed parts, or even 2 with armor piercing weapons like picks. Most weapons are used one-handedly, but can be backed with second.
Sword
Sword is a handy melee weapon, ideal for slashing, thrusting and parrying. Quality swords are well balanced and no exceptional strength is required to swing it for a quite long period. Swords are usually made from steel or iron, but bone and bronze versions exist, althought they are quite fragile and become dull very easily. Most swords are straight edged, but curved blades (to either direction) exist, used mainly by orcs. Length is usually around one meter. Damage about strength +2, price high.

Great sword is a huge two-handed weapon, dealing strength +4 damage.

Axe, Mace or Warhammer
Typical hacking or mauling weapons can be made from almost any material. The striking part may deliver damage via simple crushing, or combined with axeblade or concentrated in one point, making ideal armorpiercing weapon, pick. Because of the great weight in one end, the weapon requires strength to be wielded effectually and is not as good for parrying as a sword is. Damage about strength +3, price low or average.

Great axe (or mace or pick) is a huge impressive two-handed version, requiring exceptional strength for any effective use. Damage about strength +4, price usually average.

Flail
As a mace, but the actual ball or other crushing object is at the end of short chain or rope, creating extra impact to blows. Moreover, the weapon can easily be used to entangle other weapons and to strike behind a shield or other cover. However, it is hard to use and is dangerous to user. Damage about strength +3, price low to average.
Spear
A very simple weapon, with pole from one and half a meter to 3 or more meters, with sharpened end or even a metal tip. If used one-handedly, is not very wieldy but can be set against a charge. With two hands, can be used to make fast thrust over a long distance, and is quite good for parrying, although the shaft usually does not endure much stress. Damage about strength +1 or +2 (two-handed), price low.

Polearm is a spear with a special tip with axe-blade, hook, pick or similar things. This thing can be used for piercing, slashing, crushing, hacking or tripping, depending on its type. Damage about strength +3 (+2 for thrusting), price from low to average.

Staff
A good two-handed staff is exceptional for parrying, and is easily made from any good branch. Damage strength +1, price very low.

Thrown Weapons

For damage please note that effect of strength greatly decreases over the distance.
Throwing Axe or Javelin
A lighter versio of an appropriate melee weapon, these are balanced for throwing and are easily thrown over distances. Effective maximum range is about 10 meters for throwing axe, and up to 40m for a javelin. Damage is about strength +1, price low to average.
Throwing Knife
These balanced knives and daggers can be thrown accurately up to 20 meters. Damage about strength, price average.

Projectile Weapons

Bow
This common hunting weapon varies from short bows used by mounted barbarians of the north to long bows of the bowmen infantry, elves and some orcish tribes. Maximum range from 100 to 300 meters. Damage from 0/2 to 1/4, depending on arrow type and size of the bow. Price from low to high, quarrel of arrows from low to average.
Crossbow
Crossbows are used by mounted warriors of the Thee'tuon, dwarves and some random other troops. It can be kept loaded more easily than a bow and is easier to use by the untrained. Loading might require some tools, if the crossbow is very strong. Damage from 1/2 to 2/5, price average,
Sling
This simply device is used to hurl small stones or even metal pellets over a distance. Hitting something requires some training. Damage 0/1, 0/2 for heavy pellets, price low or none.

Armor

Fur (-/1)
Thick furred clothing gives some simple padding against crush-attacks, but practically useless against cuts and stabbing, except might protect from scratches as any clothing will. Cheap price

Hard Leather (0/2)
From hard or thick leather, this armor protects from most cuts. In addition, it gives basic padding against all crush. If the attack is a very strong one, it usually penetrates the armor anyway, and hard leather is not very flexible and cannot be used to protect joints or similar locations. Average price

Chain (1/1)
From linked metal rings, this armor provides fair protection against cuts and impaling attacks, and some cushioning against crush. High price

Plate (2/3)
A plate armor is made from hard metal plates, linked together with either leather strips or chain. High price

Miscellaneous Stuff

Coins

Coins are the most typical type of payment used in a more civilized area. Each kingdom typically has its own coins, and to exchange them to other currency might be an adventure itself...

In Tanion, partically in Thee'tuon, following coins are used. This is quite a standard way to organize coins, so other kingdoms may have similar methods. Coins usually weight 10 grams each, except for gold coins, which weight double that, with 50 weighting a kilogram.

Tin piece
This simple coin is usually used as change in daily trading. Its raw value (value of raw metal if melted and sold) is about 20%.
Copper coin
The most common coin in trading is a copper coin, worth 10 tin pieces. A typical mug of ale may cost a round one copper piece. Copper coins have raw value of 20% if melted.
Silver coin
As bigger money, silver coins are used. They are worth 10 copper coins, which equals to 100 tin pieces. Weapons, armor, horses and similar things are usually paid with these, and their metal value is usually 50%.
Gold coin
The most valuable coin is a gold coin, worth 10 silver pieces, 100 copper pieces or 1000 tin pieces. Raw value is up to 80%.

Adventure Trappings

Rope, Hamp
This typical rope made of hamp comes in many thicknesses and lenghts. It is very cheap and durable (if thick enough) but heavy. 10 meters of hamp rope capable for 500 kg load weights around 5 kgs.
Rope, Silk
This rare and precious thing is light and narrow, but do not think that you can throw it without some weight in the end.
Horse
Horse is a fine but expensive mount for overland movement. Although overland travel with horse is not always faster, it is much more smoother and less straining.

Magic Items

Magic items are either bind items with bind spirit on them or enchanted items with some other magical enchantment, or both.

Bind Items

Bind items are usually made by shamans, calling for special spirits with long rituals and then binding them into items. Some of the spirits are bargained, some forced, some tricked. Most of the bind items are one-use minor items, but some can be used as long as the spirit is kept in the item.
Arrow of the Spirit Guide
This arrow has a trapped warspirit of the sky that will aim the arrow straight into the target. When fired, the arrow will correct its course as needed, but this is somehow limited. The actual target is determined by the spirit, but it will usually select the creature or object it is pointed at.
Dust of Spirit Port
When this dust is sprinkled from risen hand, it will create a shimmering doorway that acts as two-way portal between the normal world and the spiritworld. This only works in the normal world and the port stays in place for only a few minutes.
Dust of a Water Spirit
When this dust is sprinkled into the water, it will create a fresh and clean area of unpoisoned water. This work for a few liters, any remaining water is forced to sides for a few minutes.
Flame Arrow
This bone arrow has a trapped flame spirit. Upon intact, it will be released and it burst the object hit by the arrow into flames, if flammable, before being forced back to spiritworld.
Flame Blade
This charred bone blade also has a trapped flame spirit. When commanded by the wielder with ancient words, the blade burst into flames, igniting flammable materials and illuminating area as a blazing torch. The blade will burn for a few minutes and then the flame spirit has eghuisted its powers and is freed back to the spiritworld.
Stick of the Trapped Banisher
This stick has a trapped banisher spirit on it. When it touches a materialized spirit, it vanishes back to the spiritworld, trying to pull the other spirit with it. This usually works against all lesser spirits, but bigger and more powerful spirits are usually only confused for a brief moment or be unaffected. This binding can also be done to arrows and weapons.
Warspirit Weapon
This major item has a bind warspirit on it. This spirit can affect the weapon so that the user has enhanced melee ability and more forceful blows. It may even affect unnatural targets with owe special powers. However, its powers over the weapon might be so strong that it can move itself without any help for a short periods, attacking targets it wants to. A typical warspirit weapon grants the user +1 melee and +1 strength for damage.

Enchanted Items

These items are made by Sorcerers and practioners of other magics which manipulate flows of mana. In a long and careful ritual, a specially tailored spell is woven onto the item, enchanting it for special purpose.
Spelleater Shield
This shield has a powerful spell woven into it which tries to break the pattern of all spells which are cast near it. Unless the spell is very powerful, the shield will disrubt its composition and usually dispels the spell. Very powerful spells absorbed may turn against the enchantment, possibly destroying it.
Spirit Blade
This dagger does not have a bound spirit in it despite the name. Instead, it has special enchantments against spirits woven onto it, and so it can be used to slash and rip spirits in the spiritworld, where normal weapons are usually useless.
Vorpal Blade
This strange black blade has powerful sorceries woven into it. Any creature co-existing in the spirit world hit by it is instantly stunned and possible damaged while its very existence is ripped to pieces. Stronger creatures may resist effects, but blade is neverthless a sword capable of chopping.

Artifacts

Artifacts are mysterious items of unknown powers and materials, found from the remains of ancient civilizations. No bind mana nor spirits are found from them with simple research.
Box of Illusions
This small black box can create static illusions of things it has encountered. No one has ever found all its capablities, new uses are found almost each time it is used.
Dark Bow
This strange bow made of unknown dark stone-like material has many strange rods and strings on it. However it has magical power to send arrows more powerfully as any normal bow, yet it is easy to pull and to aim with.
Obsidian Sword
This sword is made from unknown dark alien material, and it is far more lighter than any other sword. Neverthless it is very sharp and never dulls in use, although it can be broken to shard with extreme force.

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