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Shop
There is a market in every major city that carries basic military supplies and weaponry. Feel free to request any sort of weapon that you can provide a picture and/or description of, but be warned: if it's too crazy, it'll count as exotic and be extremely hard to use. It'll probably be near-impossible to find, and even if you do, the price'll be through the roof.


Weapons and Armor

Swords
Knife - 1 gold
A long knife suitable for use in combat.
Dagger - 2 gold
A long, double-edged knife. Good for quick stabbing attacks.
Main Gauche - 2 gold
A long dagger with a large guard, usually used in the off hand but equally deadly in the main.
Short Sword - 2 gold
Standard short blade. Agile but not powerful.
Gladius - 3 gold
A thicker, stronger short sword.
Long Sword - 3 gold
Extended blade. Balance of power and reach.
Broad Sword - 3 gold
Large blade. More powerful, but not as swift.
Rapier - 3 gold
Swift, thin piercing/slicing sword. Great for duels.
Cutlass - 3 gold
A heavy, curved blade with a single sharp edge.

Spears
Short Spear - 2 gold
Spear with a shortened shaft. Easier to wield than its larger cousins.
Javelin - 2 gold
A spear balanced for throwing.
Spear - 2 gold
Standard spear. Thick shaft lets wielders block bladed weapons.
Pike - 4 gold
Very long spear. Incredible reach but useless against close opponents.
Halberd - 5 gold
A standard spear with an axe blade attached. A powerful, heavy weapon useful in large battles.
Lance - 5 gold
A heavy spear intended for horseback use.
Glaive - 5 gold
A spear with a longer, heavier blade. Better for slashing attacks than normal spears.

Axes
Francisca - 3 gold
Singled-bladed hand axe. Simple but effective design. One handed.
Broad Axe - 4 gold
An axe meant for extended combat. Large blade and long haft. One-handed.
War Axe - 5 gold
A large double-handed axe. Two blades and a spike on the end make it effective at slashing and piercing.
Battleaxe - 8 gold
Massive double-bladed axe. Huge and powerful.

Greatswords
Cleaver - 4 gold
A crude, heavy blade. Powerful but poorly designed.
Bastard Sword - 5 gold
A very long, very heavy sword. Hard to use properly.
Claymore - 5 gold
A thinner version of the bastard sword with a longer hilt. Easier to handle.
Kukmonjuki - 8 gold
Ridiculously large sword. Incredibly powerful but slow as hell.

Bows
Bow - 2 gold
Your standard bow.
Compound Bow - 4 gold
An improved version of the bow. Better range and power.
Longbow - 6 gold
A huge bow capable of incredible distance on its shots.
Shortbow - 5 gold
A compact bow, useful in medium-range combat. Well-made.
Crossbow - 7 gold
An accurate bow with limited range. Also very easy to use.

Armor
Padded Armor - 2 gold
Heavy cloth armor with pads stitched in. Cheap but doesn't provide much protection.
Robes - 4 gold
Wizards and such enjoy wearing this. Allows grand, sweeping motions. Gives a slight bonus to magik efficiency.
Leather Armor - 5 gold
Boiled leather plates. Provide good protection and agility.
Brigadine - 6 gold
Studded leather plates, slightly tougher than normal leather.
Chain Mail - 12 gold
Interlocking metal rings. Adequate protection, good at stopping arrows but light enough to move in.
Half-Plate - 14 gold
Combination of chain and plate armor. Gives decent mobility and a lot of protection.
Full-Plate - 16 gold
Thick plates covering the body. Great protection but hard to move in.

Shields
Buckler - 3 gold
Small, round shield for use on forearm.
Heater shield - 6 gold
A medium-sized round shield lined with bronze.
Kite Shield - 7 gold
Large shield, used by knights. Tear-drop shaped.
Tower Shield - 10 gold
Massive shield, hard to use but provides excellent coverage.

Exotic Weapons
Katana - 7 gold
Exquisite blade of the East. Razor-sharp and incredibly swift, these are odd two-handed blades that are difficult to wield properly.
Claws - 4 gold
Sharp metal that straps onto the user's hands. Very nice in hand-to-hand combat.
Warhammer - 6 gold
Huge, heavy, and powerful. Useful only in the hands of a very strong fighter, and especially effective against heavily armored opponents.
Horse - 10 gold
Not really a weapon, is it? A mounted warrior is a much bigger threat than one on foot, but it takes special training to be able to ride these in combat.
Magikal Tome - 10 gold
A generic book of magik, studying this is the quickest way down the path of the magi. The most powerful of tomes are not for sale, and may only be found by a wily party of adventurers.

Misc Services
Fortify Area - 1 to 10 gold
Your troops will dig trenches, put up walls, and generally set an area to repel an assault. You can specify what form these defenses take, though increased defense requires more gold (and time). Also, this can be used to strengthen the defenses of a town or fort. After the assault, the defenses can be left up for another attack, or taken down and 1/2 of the cost recouped.
Build - 20 to 100 gold
You may build almost anything - from a small defensive compound to a massive castle - on stable ground, but sometimes the permission of the owners is needed.


For Hire
The following may only be hired in friendly cities. Mercenaries may not hire grunts.

Soldier Companion
Cost: 25 gold
Equipment: Short Sword, Brigadine, Buckler
A basic soldier companion, completely customizable. Specify name/gender when purchasing, or the choice will be random.

Universal Grunts
These units are available to all three governments. Note: Grunts with a numerical limit per squad are given free horses if in a squad entirely containing mounted troops.

Infantry
Cost: 10
Equipment: Leather armor, Short Spear, longsword, Heater shield
The backbone of any military force, Infantry are equipped for most battlefield situations.

Bowmen
Cost: 8
Equipment: Leather armor, Bow
The standard ranged unit of any army. Effective only at long and medium ranges.

Scouts
Cost: 16
Equipment: Leather armor, shortbow, shortsword, horse
A light cavalry unit designed for hit and run tactics, but not particularly good when forced to stand and fight. As their name suggests they are quite efficient at exploring territory.

Wizards
Cost: 15
Equipment: Mage robes, dagger
While rather weak at any combat, Wizards are very useful for any grunt squad. Their support and offensive magiks can add punch to any assault. Limit 2 per squad.

Volinus Grunts
These units are available only to Volinus commanders.

Peltasts
Cost: 16
Equipment: Leather armor, buckler, shortsword, javelins
Skills: Sprint
An expert skirmishing unit, Peltasts are capable of acting as skirmishing missile troops or as advance scouts. Peltast units pride themselves on being superior to any other unit of dedicated scouts.

Shield Bearer
Cost: 20
Equipment: Heavy armor, tower shield, longsword
Skills: Guardian
Troops noted for their prowess in combat may become Volinus Shield Bearers, sworn to protect the commander of their unit at all costs. Limit 2 per squad.

Theocracy Grunts
These units are available only to Theocracy commanders.

Dervishes
Cost: 9
Equipment: Double shortswords
Skills: Piety
Troops eager to die gloriously in battle for the Magnat Pope, believing it will grant them eternal salvation. They wear little armor but move quickly to engage their enemies.

Prevole
Cost: 18
Equipment: Chainmail, kite shield, mace
Skills: Adoration Aura
The lowest caste of clergymen, these troops - while not the fiercest in combat - are still powerful in their own right and grant all grunts in their squad a defensive bonus. Limit 1 per squad.

Pax Imperica Grunts
These units are available only to Pax Imperica commanders.

Legio
Cost: 15
Equipment: Chainmail, buckler, shortsword, bow
Skills: Disciplined
A well-armored missile unit, able to recieve and dish out damage with equal skill. Also effective in melee combat.

Imperical Herald
Cost: 17
Equipment: Chainmail, tower shield, shortsword, standard
Note: Command Aura
This standard bearer is an important sight to its squad, increasing its morale and discipline. However, if the standard is lost in combat it often causes the troops to panic. Limit 1 per squad.


Grunt Skills

Sprint: Peltasts are exquisite runners, able to lay down bursts of speed that puts them on par with some horsemen.

Guardian: Shield Bearers gain a bonus to their combat prowess when defending the leader of their squad.

Piety: Many Theocracy troops are so fixed in their belief in God that it makes them resistant to some magiks. This ability is the same as the magic resistance given to Theocracy PCs, though to a lesser degree.

Disciplined: Many Pax units are trained to an expert degree. Disciplined troops have more morale than normal soldiers, and react faster and more smoothly to commands.

Adoration Aura: Prevole inspire their underlings to incredible heights of worship. Grants the benefits of Piety upon all members in a grunt squad, and increases the strength of the effect on those which already have it.

Command Aura: The Imperical Herald represents the glory and superiority of the Pax Imperica, and inspires all units under it. Grants the benefits of Discipline upon all members in a grunt squad, and increases the strength of the effect on those which already have it.