Weapons and armour

In the Helerin Archipelago, weapons and armour are more than just battlefield necessities: they are crafted with care, steeped in tradition, and often tailored to the wielder’s rank, role, or skill.   From the humble leather jerkin of a peasant conscript to the ornate breastplate of a noble warrior, each piece tells a story of conflict, survival, and status.   See also: Warfare  

 

Weapons

Weapons in Helerin serve not just as tools of war, but as status symbols and instruments of survival in a world where danger lurks in every shadow.   From elegant blades to brutal clubs, every weapon tells a story of purpose and place. They are crafted for cutting, piercing, crushing, or disabling foes, each suited to different fighters and tactics.  

Piercing and bladed weapons

Blades and piercing arms are the backbone of combat in Helerin, designed for quick kills or precision strikes.   Whether it’s a sword slashing through flesh, a spear thrust to keep an enemy at bay, or a dagger slipping between ribs, these weapons are essential in every warrior’s arsenal. They’re crafted for agility, reach, and lethality.  

 

Spear

A long shaft tipped with a leaf-shaped or barbed point, ideal for thrusting or throwing in battle or hunting.  

Sword

Ranges from short, straight blades like the gladius to heavier broadswords and curved cutlasses, used for slashing, thrusting, and close combat versatility. Can be one-handed or two-handed.  

Axe

Features a broad, sharpened head mounted on a wooden haft, used for hacking through armour or delivering crushing blows. Can be one-handed or two-handed.  

Knife

Small, fast, double-edged blades, suited for close-quarters stabbing or throwing.  

Halberd / glaive

Pole weapons combining an axe-like blade or sword-like tip with a hook or spike, effective against cavalry and in formation fighting.  

Crushing weapons

Where blades may falter against thick armour, crushing weapons come into their own. Maces, hammers, and flails rely on brute force and weight to break bones, dent shields, and shatter mail.   These weapons are favoured by warriors facing heavily armoured foes or engaging in chaotic melee.  

Hammer

Heavy metal heads designed to deliver forceful strikes, often used to dent armour or break shields. Can be one-handed or two-handed.  

Mace

Blunt weapon with a solid, often flanged or spiked head to crush through armour and bones. Can be one-handed or two-handed.  

Flail

A flexible weapon with one or more weighted ends attached to a handle, used to bypass shields and cause unpredictable strikes. Can be one-handed or two-handed.  

Morning Star

A spiked ball mounted on a handle or chain, combining the weight of a mace with penetrating spikes.  

Club

Simple, thick stick or branch used for blunt strikes, often wielded by militia or as an improvised weapon.  

Staff

A long wooden pole, versatile for striking, parrying, or disarming opponents, also used by spellcasters or commoners.  

Ranged weapons

While armour offers welcome protection, in the rugged terrain and hot climate of Helerin there is always a calculated trade-off between mobility, defence, and intimidation.   From the simple leather jacket of a scout to the full mail coats of seasoned warriors, each piece is designed to deflect, absorb, or break the force of incoming strikes. Combined properly, these layers of protection decide the fate of fighters on the battlefield.  

 

Blowpipe

A slim tube used to silently launch darts, often coated with poison for stealth kills. Best for close-range ambushes.  

Longbow

A tall, heavy bow capable of long-range, high-power shots, perfect for warfare and open battles.  

Shortbow

Compact and fast, suitable for rapid shots and close-quarter archery where space is limited.  

Sling

A simple, easily concealed corded pouch that hurls stones or other projectiles with deadly force. Effective for skirmishers and light infantry.  

Javelin

A lightweight throwing spear designed for distance attacks, easily carried and quickly deployed to soften enemy lines.  

Throwing axe

A light, balanced axe designed for throwing. In battle, these can quickly disrupt enemy formations, or can be a brutal close-range weapon.  

Other weapons

Beyond the traditional battlefield fare are tools of subterfuge, surprise, and control.   Weapons like whips, garottes, and nets are designed to restrain, disable, or execute with stealth or style. These are often wielded by rogues, gladiators, or specialists operating outside conventional combat.  

Bolas

A set of weighted cords hurled to entangle the legs of targets, effective for taking down fleeing enemies or wild prey.  

Whip

A long, flexible lash used to strike, entangle, or intimidate, capable of painful welts and disarming opponents.  

Garotte

A slender cord or wire used for silent strangulation, a favourite of assassins and covert operatives.  

Net

A weighted mesh thrown to entangle and trap, used in arenas, hunts, or by skirmishers to immobilise foes.  

Armour

 

 

Buckler

A small, round shield strapped to the forearm or held in hand, used for parrying or deflecting blows while leaving the other hand free.  

Shield

A large defensive barrier, typically wooden with a metal boss or rim, used to block attacks and provide cover in battle.  

Full helm

An enclosed metal helmet with a visor or faceguard, offering full head protection but limiting visibility and hearing.  

Helmet

A basic protective headpiece, often domed or conical, made from metal or reinforced leather to guard against overhead strikes.  

Leather coif

A close-fitting leather hood, offering minimal head protection and commonly worn under a metal helmet.  

Mail coif

A chainmail hood extending over the head, neck, and shoulders, worn under or without a helmet for flexible protection.  

Leather jerkin

A sleeveless leather garment worn over a tunic, providing some defence against cuts and abrasions, often favoured by scouts or light troops.  

Leather jacket

A long-sleeved garment of thick, hardened leather, offering basic protection for the torso and arms against slashes.  

Pauldrons

Metal or leather shoulder guards that protect the upper arms and shoulders, often part of a full suit of armour.  

Mail sleeves

Rings of interlinked metal protecting the arms, worn over or attached to a padded garment or leather jacket.  

Vambraces

Bracers protecting the forearms, made from leather or metal, used to deflect strikes and shield the arms.  

Gauntlets

Protective hand coverings, ranging from hardened leather to reinforced metal plates, used to shield the hands in combat.  

Tassets

Armour plates hanging from the waist to protect the hips and upper thighs, commonly paired with breastplates and cuisses.  

Mail leggings

Flexible chainmail coverings for the legs, usually secured at the waist and extending to the feet for layered defence.  

Cuisse and greaves

Metal or leather armour pieces covering the thighs (cuisses) and lower legs (greaves), protecting the wearer’s legs in close combat.  

Mail shirt

A chainmail tunic extending to the waist or hips, covering the torso and upper arms for flexible but heavy protection.  

Mail coat

A longer chainmail garment extending to the knees, offering greater protection than a mail shirt but with more weight and reduced mobility.  

Scale coat

Overlapping metal or horn plates sewn onto a backing, offering a flexible and layered alternative to mail, common in late antiquity and Byzantine troops.  

Breastplate

A solid metal plate covering the chest and upper abdomen, often contoured for mobility while offering excellent frontal protection.  

Back plate

A solid metal or reinforced leather plate that covers the back, often forming part of a full cuirass with the breastplate.  

Manufacture

The making of weapons and armour in Helerin is a craft as ancient as warfare itself, blending skilled craftsmanship with the resources drawn from the archipelago’s diverse lands. Whether for simple tools of survival or finely wrought masterpieces of war, the process combines raw materials, practiced hands, and regional specialities.  

Materials

The raw materials come from many places across Helerin's varied landscapes.   Iron and steel form the backbone of most weapons and armour, sourced from mines such as those of Benann and Amur Lefra, while copper and tin from Kunkana and Soldra support the creation of bronze for fittings, scale armour, and ornamentation. Leather, hardened with waxes or oils, is drawn from local livestock across the regions.   Wood for spear shafts, shields, and bows comes from the dense forests of the Boswood, Callason Forest and Denerth Woods.   Precious materials such as gold, silver, and rare stones are used sparingly, often reserved for the ceremonial arms of nobles or the intricate filigree of enchanted gear.   See also: Mining and metallurgy  

Crafting

Weapons and armour are crafted by skilled smiths and artisans in nearly every settlement of Helerin, from small-town workshops to grand forges in major cities.   The process begins with smelting and refining metals, followed by forging, shaping, and tempering blades, mail, and plate. Leather is soaked, moulded, and hardened for light armour, while wood is carved, sanded, and reinforced with hide or metal. Metal fittings, rivets, and decorations are then added, and finally, weapons are honed to lethal sharpness and armour polished to a protective sheen.   In some regions, crafting traditions are closely guarded, with techniques passed down through generations of smiths, and subtle variations reflecting regional styles. Craft and labour guilds often control access to the profession and set standards among smiths.  

Boma smith

 

Notable centres of manufacture

While nearly every town and city has its smiths, certain locations in Helerin are especially renowned for their output and quality:  
  • Bachis in Forbin’s Bostin region is famed for its skilled blacksmiths and weaponsmiths, supplying the lords of Forbin with fine arms and armour.
  • Barvon Bir is a hub for both weapons and light armour, known for its use of innovative metalwork.
  • Benann in the Crimson Hills stands out as a centre of ironworking, with master smiths crafting superior-quality weapons and plate armour.
  • Mining centres such as Amur Lefra, Kunkana, and Soldra provide the essential raw materials for crafting, supplying iron, copper, tin, and other metals to smiths across the archipelago.
  • The Norran cities in the mountains of Remon and Forbin are famed for their durable, functional weapons and rugged armour.
  These centres not only fuel local economies but also supply weapons and armour to mercenary bands, royal forces, and adventurers alike, ensuring that the tools of war are never in short supply.  

Magical weapons and armour

The forces of magic can be imbued into steel, wood, and leather, creating items of unparalleled might and mystery.   Whether shaped by cunning Shapers, imbued with the raw force of Channeling, or enchanted by subtle mental arts, these items can turn the tide of battle, protect their wearer from the unthinkable, or doom them to ruin through careless use.   See also: Fabled treasures and Magical items  

 

Imbuing Magic into Weapons and Armour

The creation of magical items is a delicate craft, blending the physical skills of smiths with the willpower and focus of skilled magicians. Imbuing an item with magical power requires both an understanding of the desired effect and mastery of the technique.   The process is less about formulae and more about intention and focus; the enchanter or shaper must draw upon the energies of Dassantarra's realm and impress them into the physical world. This act of pure will, honed through years of training and practice, can result in weapons that burn with searing flame, armour that heals itself or wards off magic, or items imbued with strength or speed.   Shapers are often the artisans of such enchantments, skilled at altering the properties of materials to bind them with magic. However, any mage with sufficient mastery in their Talent can attempt the process.   Failures are dangerous: an improperly imbued item may backfire, possess unpredictable properties, or be destroyed outright.  

Types of magical weapon and armour

Magical weapons in Helerin range from subtle enhancements to deadly artefacts. Some blades carry the power of elemental forces or strike with unnatural sharpness; others, like Sun’s Fury or the lost Song of the Tide, are named heirlooms whose histories intertwine with noble lineages and forgotten wars. The same applies to magical bows, axes, and hammers, each a product of deliberate crafting and powerful enchantments.   Magical armour likewise offers more than just physical protection. Some, like the Breastplate of Flandris III or the Vashdari Hauberk, have become legendary, said to deflect not only blades but also magical attacks. Shields such as the Targe of the Sun or the Nythran Shield can resist elemental magic or even repair themselves over time, while enchanted boots, gloves, and helms can grant unnatural speed, strength, or resistance to hostile spells. Many of these items, like the Keepholder’s Gloves or Mask of the Dark Hunter, are closely guarded by their owners or hidden away in treasure hoards, known only through whispers of lore.  

Wizard’s Staves

Among magical items, staves stand apart as both weapons and tools of power for the magicians of Helerin.  

  Crafted from rare woods, they are often crowned with decorative caps of amber or jet, each carrying distinct magical properties.   Amber, drawn from the bell pits of the Amber Plains, serves as a natural insulator against magical interference; staves adorned with it are favoured for defensive magic, warding off enchantments or curses and absorbing stray magical energies.   In contrast, jet - gleaned from the swamps of the Festermere and polished to a dark, lustrous sheen - acts as a conduit and amplifier of magical power. Staves capped with jet allow mages to store energy and unleash more potent spells, making them highly prized by both scholars and battle mages.   Staves such as Tempestcaller or the Staff of Command are renowned examples, crafted with precision and imbued with power to bolster Channeling and Calling magic, respectively. Many of these staves are uniquely tailored to their owners’ talents and ambitions, making them both a personal statement and a formidable magical tool.  

Prices

The tables below gives typical prices for most types of weapons and armour, although these may vary depending on quality and availability.  

Weapons

Armour

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