Note: Some things have some notes linked to Tanion, the world
- 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.
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
- 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.
- 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.
- 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.
- A good two-handed staff is exceptional for parrying, and is
easily made from any good branch. Damage strength +1, price
For damage please note that effect of strength greatly decreases over
- 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.
- 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.
- 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,
- 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
- 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.
- 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
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
- 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%.
- 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 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 are either bind items
with bind spirit on them or
with some other magical enchantment, or both.
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
- 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
- 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.
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
- 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 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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- RIP Fantasy (c) Kalle Marjola 1997,99. All rights reserved.