Emporium - Armour


Warriors of Ellesland and Ipeiros quite rightly hold their arms and armour in high regard. The military equipment used by these soldiers and knights is based on indigenous designs and derived from the late Selentine types. The race between armour and arms maker has resulted in a number of innovations. The advent of the crossbow, for example, has led to the wearer of metal plates, first as mail and plate, then plate and eventually leading to the full head-to-toe field and full plate.

Above all, armour must be practical – affording the utmost protection and functionality without impairing body movement because of excess weight or inflexible material. However, even such practical equipment was subject not just too technical advances, but also changes in taste and aesthetic and artistic fashion. Leather armour is thought to be dated in style, with Padded (Jupon) armour the current light armour of choice throughout the continent, in large part because it can be embroidered and decorated to the wearer’s taste. In medium armour, brigandine and chain is typically worn, while scale and light scale armour is considered archaic. Plate is the heavy armour of choice, with splint armour being considered surpassed and Bakheret (banded) armour as provincial at best. With light and medium armours the cap helm is favoured, while it is fashionable to wear a Great Helm with plate. The triangular shield is considered to be a fashion from the last decade, with oval and round shields popular. These shields are commonly made from light, tough wood covered with leather and rimmed with metal. Completely metal shields, a very recent development, are considered not as practical or effective as the wooden shields.

Contemporary civilian taste has strong influenced armour, and even technical developments have led to a local or regional armour fashion. For example, currently in vogue in Algandy are ailettes(small shoulder shields) that are directly attached to the shoulders and upper arms, acting as both protection and as a heraldic device. In Ellesland, a fashion currently on the wane was to wear a surcoat that was shortened to the knees or mid-thigh at the front but still full length at the back.


Armour Cost Avail Armour Cost Avail
Banded, Klavic 200 GF Very Rare Brigandine 150 GF Common Chain Hauberk 75 GF Average Chain Mail 75 GF Average Chain, Ta’ashim 125 GF Rare Leather 5 GF Common Padded 4 GF Common Plate 1,000 GF Scarce Plate, Field 2,000 GF Rare Plate, Full 4,000 GF Very Rare Plate, Half 600 GF Scarce Ring Mail 40 GF Average Scale, Light 80 GF Average Scale Mail 60 GF Very Rare Splint Mail 80 GF Very Rare Studded 20 GF Common
Armour AC Mod Weight Type Description
Banded, Klavic 4 -3 35 lbs Mail A Klavic and Krarth armour, also found in some Ta’ashim lands. Consists of integrated small metal plates and chain mail. Not technically made to order, but must be imported Brigandine 6 -3 30 lbs Textile Combination of a textile and metal armour. Consists of a large number of small plates riveted to a heavy cloth or leather backing and sandwiched within a textile cover. A popular armour Chain Hauberk 6 -2 35 lbs Mail Thigh-length coat of mail Chain Mail 5 -3 40 lbs Mail Consists of the hauberk and chain leggings. The favoured form of protection Chain, Ta’ashim 4 -4 35 lbs Mail Type of mail used in Tamor and Ta’ashim lands. Chain mail with lamellar breastplate, greaves and arm guards. Leather 9 -1 15 lbs Leather Leather plates toughened with oil in a process called cuir boilli to reinforce the torso, shoulders and thighs and soft leather for the legs and arms. Includes a helm Padded 8 0 10 lbs Textile A very common and the most popular light armour. Padded armour must be constantly cared for or lose its effectiveness and if not waterproofed (at a cost of 1 GF) with leather or canvas it quadruples its weight when wet Plate 3 -4 50 lbs Plate Joints and non-vital areas covered with chain mail instead of plate Plate, Field 2 -5 60 lbs Plate A full suite of articulated plate without the chain mail backing, worn over a light suit of padding or aketon Plate, Full 1 -6 70 lbs Plate The final development of plate armour, protects with padding, chain and a suit of interlocking plates carefully angled to deflect blows. Sign of high nobility Plate, Half 4 -4 40 lbs Plate Consists of a breast-plate and tassets (hip armour) leaving the lower legs and inside of the arms unarmoured Ring Mail 7 -2 30 lbs Leather Consists of a leather coat with rings sewn onto it, resembling chain mail but the rings do not interlock Scale, Light 7 -1 25 lbs Leather Scale armour made from cuir boilli leather rather than iron or steel. Popular in Ta’ashim and Tamor. Scale Mail 6 -3 40 lbs Mail Consists of a leather coat or shirt with scales of metal riveted to it. Considered archaic on the Ipeiran continent but still used extensively in the Ta’ashim and Eastern regions Splint Mail 4 -3 40 lbs Mail Resembles brigandine but larger metal strips are riveted together in an overlapping pattern and then enclosed in 2 layers of leather. Popular in Sri Raji Studded 7 -1 25 lbs Textile Considered a poor man’s brigandine, studded armour consists of padded armour reinforced with metal studs or small plates, usually beneath a second layer of cloth or padding


Helm Cost Avail Helm Cost Avail
Cap 4 GF Common Closed 20 GF Scarce Great 80 GF Rare Leather 1 GF Common Open 12 GF Average Mail Coif 5 GF Average
Helm AC1 Mod Weight Description
Cap 6 0 3 lbs Steel, bronze and iron caps amongst the most common helments used. Often worn over a mail coif Close 3 0 10 lbs Offers excellent protection but limits vision & hearing: -2 to perception checks and -1 penalty to surprise Great 1 0 20 lbs Sits on a metal gorget or throat guard & completely covers the face. Unmatched protection but perception is seriously impaired: -4 to perception check & -2 pentalty to surprise Leather 8 0 2 lbs The lightest helm available, made from cuir boilli leather reinforced with iron bands Mail Coif 5^ 0 5 lbs A hood of chain coif that drapes over the head, neck & shoulders that is usually worn with a cap or another helm. Impairs a (stackable) -1 to hearing checks. ^AC prot. is if worn if worn on own. If worn with another helm, take the best AC protection and improve by 1 Open 4 0 7 lbs Provides good protection and only moderately compromises perception: -1 to hearing & vision checks

1 AC protections is provided against head attacks only.


Shield Cost Avail Shield Cost Avail
Bouche shield 9 GF Scarce Buckler 1 GF Plentiful Heater shield 7 GF Common Kite Shield 10 GF Average Pavise shield 15 GF Rare Targe 3 GF Common Tower shield 15 GF Rare
Shield AC Mod Weight Description
Bouche shield +1 -2 7 lbs Evolved from the heater shield and designed for cavalry charges. Has a lance rest cut into the upper corner of the lance side to help guide it in combat, providing a +1 to hit with lances on a charge. When used this way it cannot defend against attacks from the non-shield flank. Otherwise as per a heater shield. Buckler +1 0 3 lbs The smallest shield, bucklers are no more than 1’ in diameter, it fastens on the forearm and usually hung from a belt when not in use. A second weapon can be held and used in the shield hand without any additional penalty or impact on AC. Similarly, Archers and Crossbow men can use the buckler with no hindrance. Two handed melee weapons, however, cannot be used in conjunction with a buckler. AC bonus only counts against 1 opponent per phase. Bucklers cannot be used to shield rush, but can shield-punch for 1d2 points of damage as a Fast(2) weapon with a reach of 0. Heater shield +1 -2 8 lbs Usually stands about 3’ tall and 2’ or 3’ wide, its size and weight prevents the shield hand carrying or being used for anything else. Can be used on foot and mounted and can be slung across the back. Protects against any attack from the front or frontal flank. Heaters can shield -punch or -rush for 1d4 points of damage with a speed of Av (5) and a reach of 1. Kite shield +1 -4 12 lbs Protects more of the legs than the heater. A footman’s shield, and not usable from horseback. Protects against any attack from the front or frontal flank. Kites can shield-punch or -rush for 1d6 points of damage with a speed of Av (7) and a reach of 1. Pavise shield +2; +4 -6 20 lbs A very large shield used to protect the whole body of defenders, Pavises can be wielded with 2 hands (a size L shield) or set up as freestanding. archers that requires 2 hands to use. If wielded in 2 hands it provides a +2 bonus to melee attacks. If wielded or freestanding, the Pavise provides +4 AC bonus to missile attacks. Can be used to shield -punch or -rush for 1d10 points of damage with a speed of Sl(9) and a reach of 1. Targe +1 -1 5 lbs Normally between 18 to 21 inches in diameter and carried on the forearm like the buckler from which it evolved. A weapon can be wielded in the shield hand, but if used to attack the character loses the shield bonus for that phase and suffers an additional -1 to hit. The Targe can only provide an AC bonus against a maximum of 2 attackers per phase. Can be used to shield -punch or -rush for 1d3 points of damage as a Fa(3) weapon. Tower shield +1; +2 -4 15 lbs A smaller version of the pavise, the Tower shield is normally between 4’ to 5’ tall and provides a +1 AC vs. all frontal melee attacks and +2 vs. missile attacks each phase. Cannot be used from horseback. Can be used to shield -punch or -rush an opponent for 1d8 points of damage, as a Sl(8) weapon.


Item is… Village Large Village Small Town Town Major Town or City Very Rare 1% 5% 5% 10% 25% Rare 3% 7% 10% 15% 30% Scarce 5% 10% 15% 25% 40% Average 10% 20% 27% 35% 55% Common 20% 35% 45% 50% 80% Plentiful 35% 60% 65% 70% 100%


Increasingly, common quality armour and weapons are being manufactured for armies, town guards and armsmen. This ‘munitions grade’ armour is made to fit ‘off the rack’ as opposed to being tailored to an individual wearer. All the suits of armour above can be considered munitions grade and thus are made with an average level of craftsmanship and common materials.

The high regard accorded to armour is also given to the cities and makers that manufacture the armour. Numerous regions and cities have consolidated their reputations as centres of armour production. In all of them, there is a close relationship between arms maker, armourer and other related craftsmen such as silver and gold smiths. Most nations have thriving national production centres: in Albion the sole production centre is Londra; Algandy’s most important centres are in Tyon, Qebelle and Vantry, as well as Parmonts which specialises in mail armour. Most major cities in Tierra, Chaubrette, Karameikos, Lalkovnia, New Selentine Empire and Analika all have active armourer guilds.

However, the true masters of crafting armour are the armourers of Asmulia and Kurland. Nearly all nations, including those mentioned above, import a significant portion of their armour from these two nations. Nearly every city and town in these two countries has active armourer guilds or organisations. One of the most dynamic centres of armour manufacture is in the city of Alysso in Asmulia, home to the Castellano family whose workshops have exported all over the continent. The Castellano’s have constructed and decorated armour for Imperator of the New Selentine Empire and the Algandarve and Tierran royal courts. The workshops in Leonessa, however, are successfully challenging Alysso’s dominance, as are a number of southern Kurlish cities.

Armour production in Kurland centres on several hubs: Drachenzahn, Lowenstadt, Achtan and Haltenberg. Haltenberg has a long earned reputation for its mail armour, while Drachenzahn is famous for its plate armour. All armour from Lowenstadt and Achtan is highly regarded and eagerly sought after. Langschwert, better known for its blades, is also known for its manufacture of chain mail armour.

It is possible to purchase armour from these master craftsmen, made by hand and individually tailored for the wearer. Unless noted, all the armour below needs the assistance of an armourer to adapt if for a new owner and can only be done for an individual of vaguely similar height and weight.

Alyssian Armour

Armour crafted in the Asmulian city of Alysso is considered the finest armour available. Alysso produces armour in every design for customers in Algandy, Kurland, Tierra, as far as Ellesland. Alyssian armour is masterfully tailored and carefully fitted to the owner’s body and features sophisticated articulation, fitting well and not severely inhibiting the owner’s movement. Metal armour bought from Alysso is made of tempered steel and is thus quite thin compared to armour from other regions. To adapt Alyssian armour to another person would require the assistance of a skilled armourer and could only be done for an individual of similar size and weight.

Apply the following modifiers to Alyssian armour:

  • +1 to AC vs. slashing attacks
  • weight x0.75
  • armour check modifier reduced by 2
  • armour penalties to Pick pockets, Open Locks, Find/Remove Traps, Climb Walls, and Tunnelling reduced by 10%.
  • cost textile and leather +750 GF, mail +1500 GF, plate +3000 GF.

Castellano Armour

The Castellano family have multiple workshops throughout Alysso and their armour represents the very finest armour and is extraordinarily rare. Castellano armour incorporates several design features, including extensive fluting and ribbing of armour (allowing metal armour to be made even thinner than those made in Drachenzahn) and leggings and boots that are equally suited for cavalry and foot combat. The armour is masterfully tailored, closely fitted and custom made for a single individual. All metal armour is made from only the highest quality tempered steel and is often elaborated decorated with scroll work, and gold and silver plating. As a result of these features, Castellano armour is very strong yet also very light weight.

Adapting Castellano armour to another person requires the assistance of a master armourer and can only be done for an individual of close to the same weight and height as the original owner.

Apply the following modifiers to Castellano armour:

  • weight x0.7
  • armour check modifier reduced by 2,
  • +1 to AC
  • armour penalties to Pick pockets, Open Locks, Find/Remove Traps, Climb Walls, and Tunnelling reduced by 10%.
  • cost textile and leather + 1000 GF, mail +3000 GF, plate +5000 GF.

Leonessan Armour

The armourer’s of the town of Leonessa in Asmulia are successfully challenging the Alyssian crown. Leonessa regularly exports armour to countries such as Chaubrette, Ferromaine, Lamordia, and the Duchy of Lavasse. This difference in clientele has been a major factor in the different design of Leonessan armour compared to those of the armourers of Alysso. The availability of powerful crossbows in those countries, as well as the preference of bandits and the Kurlish to favour such weapons, has resulted in a preference for a heavier, more resistant, armour. The armourers of Leonessa have achieved this by combining different types of armour. As with Alyssian armour, Leonessan armour is more carefully shaped and better made than ordinary types, and is an individually tailored masterwork.

Apply the following modifiers to Leonessan armour:

  • +1 AC vs. all piercing attacks, including piercing projectiles
  • weight x1.15
  • no change to armour check modifier despite increase in weight
  • cost: Textile and Leather armour +300 GF; Mail +500 GF; Plate +700 GF

Haltenberg Mail

The city of Haltenberg in Kurland is renowned for making a light but very strong mail that is well suited to a fast moving style of fighting. Haltenberg achieve this by augmenting their mail with small metal strips threaded through the mail links.

Apply the following modifiers to Haltenberg mail armour:

  • +1 AC versus all attacks
  • weight x0.8
  • armour penalties to Pick pockets, Open Locks, Find/Remove Traps, Climb Walls, and Tunnelling reduced by 5%.
  • cost +800 GF

Drachenzahn Plate

The armourers of Drachenzahn, in Kurland, have developed a masterfully tailored armour that uses complex fluting and duplex plate to create a light, strong plate armour. Duplex plate involves riveting or welding together two separate plates of different hardness to create a tougher, more resistant plate. Drachenzahn armourers export this armour throughout the continent.

Apply the following modifiers to Drachenzahn plate armour:

  • Weight x0.8
  • armour check modifier reduced by 1
  • +1 AC vs. piercing attacks
  • armour penalties to Open Locks and Climb Walls are reduced by 5%
  • cost +2,000 GF

Lowenstadt Armour

While all of the armourers that receive the Lowenstadt stamp can be considered masters of their craft, it is in the area of textile armour that these craftsmen excel. Textile, and leather if requested, armour is reinforced with metal for additional protection.

Apply the following modifiers to Lowenstadt textile and leather armour

  • +1 AC vs slashing attacks
  • armour check modifier is reduced by 1
  • weight x1.15
  • armour penalty to climb walls and move silently increased by 5%
  • Cost: Textile +250 GF, Leather +300 GF.

Apply the following modifiers to Lowenstadt metal armour

  • armour check modifier reduced by 1
  • armour penalty to climb walls reduced by 5%
  • weight x0.85
  • cost: mail +250 GF, plate +350 GF

Achtan Armour

Another Kurlish town famous for the quality of its armour.

Apply the following modifiers to Achtan armour:

  • armour check modifier reduced by 1
  • armour penalty to climb walls reduced by 5%
  • weight x0.85
  • cost: textile and leather armour +150 GF, mail +250 GF, plate + 350 GF.

Langschwert Chain Mail

Langschwert, while better known for the quality of its blades, also makes excellent chain mail armour. The armourers and arms makers work closely together in this town to produce quality defences for their region.

Apply the following modifiers to Langschwert chain mail armour:

  • +1 AC vs. piercing attacks
  • armour check modifier reduced by 1
  • weight x0.9
  • armour penalties to climb walls, find/remove traps, open locks, pick pockets and tunnelling reduced by 5%
  • cost: +500 GF

Good Craftsmanship

Master armourers from other regions can also produce good quality armour.

Apply the following modifiers to good quality armour from other regions:

  • armour check modifier reduced by 1
  • weight x0.9
  • cost: textile and leather +90 GF, mail +200 GF, plate +300 GF

Poor Craftsmanship

Finally, some armour is crafted poorly.

Apply the following modifiers to poor quality armour:

  • armour check modifier increased by 1
  • weight x1.25
  • cost x0.8



In addition to the craftsmanship of the armour, armour can be made from a different material, waterproofed and decorated. The effects of these modifications are stackable with the bonuses from craftsmanship above.


If requested, the armourer can attempt to make armour from a different material than iron.

  • Cheap Metals: -1 AC, if hit by a natural 19 or 20 (and if it hits by 5 or more), then the armour breaks. Then the armour worsens by 4 (though not above 10), and hampers movement, causing a -4 to hit, an additional -4 to checks, and reducing movement by half. Takes 1d4+1 phases to remove.
  • Silver: -2 to AC, double cost of regular armour for fabrication, plus weight of the armour multiplied by 500 GF for the cost of materials.
  • Gold: weight x2, triple cost of regular armour for fabrication, plus weight of the armour multiplied by 4,500 GF for the cost of materials.
  • Rose steel: AC +1, weight -20%, multiple the cost of the regular armour by x15.
  • Silk: used for textile armours only, weight x0.90, AC +1, cost x20 in Ferromaine and Alyssa, cost x30 elsewhere, reduces armour penalty modifiers by 1, reduces thief ability penalties by 10%.
  • Iron: weight x1.25%, cost x1.15
  • Cold Iron: weight x1.5%, cost x5, -1 AC
  • Bronze: -1 AC, cost x 0.67


Waterproofing of textile armour prevents it from becoming waterlogged due to rain and brief immersion, reducing the care required. Cost x1.5.


  • Use the decorating equipment rules for decorating armour.
  • Decorating Helmet Plumes and Crests: helmets often sport plumes or crests made of feathers, bristles, or horsehair. These serve as quick identification on the battlefield and increase the wearer’s height. Horns are another form of helm ornamentation. Add +1 to vision perception checks to spot the wearer. Also further penalise hide in shadow checks by 5%. Cost +20 GF to helm cost, plus 1 lb of weight.


Weighted Shield Boss

Adds +1 damage to a shield punch, +50 GF, +3 lbs weight.

Shield Spike

Targes or bucklers can add a long spike which screws on in place of the boss. Adds +1 damage, but changes a shield bash from a bludgeoning into a piercing attack. Cost +60 GF, +3 lbs weight.

Disarming Spike

Adds two or more short spikes to the shield’s rim to help catch weapons. The wielder may attempt to use the shield to disarm his attacker with a +1 modifier. Critical failure on a disarm attempt means that a spike stabs the wielder for 1d3 points of damage. Cost is +30 GF, weight +1 lb.

Rim Blade

A shield that’s metal rimmed or made entirely of metal can have the edge sharpened into a blade. This allows an attack for its normal shield punch damage but it is slashing instead of bludgeoning. Usually only part of the rim is sharpened to reduce the chance of self-inflicted injury. All critical fumbles result in the wielder cutting himself with his shield in addition to any other effects for half damage. If the whole rim is sharpened, a character now potentially critically fumbles on a 1 or 2.


Caring for Armour

Moisture has a major effect on armour. Sitting in the rain in your armour is a good way to ruin it. Iron rusts, steel rusts even more. Leather can become weakened by saturation in water and textile armour can double (from rain) or triple (falling in a river) in weight when soaked. Armour is a valuable asset, and characters should spend time taking care of it if they want it to work for them.

Armour must be tended to every day it encounters adverse conditions, such as combat, adverse weather, or any encounter that can cause the player damage (i.e. falling down a ravine, fire, etc). This is an action that must be stated by the player.

Failure to sufficiently take care of armour can lead to it breaking at an inopportune time.

Concealing Armour

To conceal armour from somebody who’s looking for it, a character must win a disguise or camouflage check versus a perception check. Range modifiers apply, and the type of armour and other clothes worn modifies the chance as follows:

  • Reduce disguise rank for plate armour by (10-AC)
  • Reduce disguise rank for all other armour by (10-AC)/2
  • Medium range -2 to perception, long range -5.
  • Wearing a long coat adds +4 to disguise rank. This is not stackable with a long cloak.
  • Wearing a long cloak adds +2 to disguise rank. This is not stackable with a long coat.

Armour can be made more concealable to improve the chances of hiding it. Textile and leather armour is more suitable, but even rigid breastplates can also be concealed.

The craftsman needs Armourer and Sewing at a rank of 12 or higher. The artisan chooses a type of clothing and the armour she wishes to conceal within it, and then the GM rolls against the lower of the two skills. On an ordinary success, it reduces the concealment penalties by 1 per two points of success. For example, if you make exactly or by 1, there is no modifier, if you make by 5 it reduces the disguise penalties by 2.

An Amazing success means that the armour can only be detected with a tactile search. Critical failure means that the armour will break at some point in the future.

Cost +400 GF for plate, +200 GF for all other armour, plus 100 GF for each point it reduces the disguise penalties by.

Sleeping in armour

Sleeping in armour, especially rigid armour and full body armour, is extremely uncomfortable and will leave the wearer in a near exhausted state. If a character sleeps in his armour, he will take damage equal to (10-AC) points of subdual (non-lethal) damage from a full nights sleep. Thus, this means that a character cannot heal damage from sleeping in his armour.

Armour and noise

Armour makes a lot of noise. Metal armour especially, but even leather armour creaks and rustles. Textile armour is the closest thing to quiet armour, but it is still noisier to wear than ordinary clothing.

Improvised Shields

Any large, flat object can be converted into an improvised shield by adding a handgrip. This takes 20 minutes and an armourer check.

If there’s no time to affix a handle then the item must be grasped by the rim. This requires at least 2 hands (and larger items maybe even 4) and leaves the fingers exposed. When an attack misses as a result of the shield’s protection, roll another 1d20. On a roll of a 19 or 20 a hand has been hit instead of the shield. A hand can also be targeted on a called shot, with a -8 penalty.


  • Frying pan, heavy book or metal ale mug acts as a buckler,
  • Cauldron lid or chair can acts as a heater shield,
  • Large chair or regular sized table acts as a tower shield,
  • Large table or a thick door acts as a tower shield except provides +4 to AC against missile attacks.

Emporium - Armour

Shadows Gather Darkly Mordenheim