• by the rules for great weapons. Must be over 42” and up to 60” long You must hold the weapon in both hands Any character with the Weapon Master skill may
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  • even when using two weapons at once. It is not possible to wield two weapons at once without this skill. You cannot wield two weapons if either is longer
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  • Magic items (section Weapons)
    instruments. Paired weapons and arcane weapons are a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively
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  • Butcher's Cleaver (category Great Weapons)
    creatures such as the great white dire beast Penju), but also terrified their companions into fleeing. These weapons gained great popularity among the Imperial
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  • Woodcutter's Axe (category Great Weapons)
    making these weapons in the form of heavy, thick bladed greatswords colloquially called Butterknives - a waggish reference to the way the weapons cut through
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  • Trollslayer's Crescent (category Great Weapons)
    such weapons are seen as so unruly that they may as well be cursed. Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use
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  • Reaving Mattock (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • Landsknecht's Zweihänder (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • with bows, thrown weapons, crossbows, one-handed swords, maces and axes, a variety of great weapons, shields of all sizes, siege weapons, daggers, staves
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  • armoured soldiers, divided into three classes. The first wield mighty great weapons with which they inflict devastating blows capable of hewing limbs and
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  • single blow with any great weapon that is between 48” and 60” long. You cannot use this skill with a weapon, even a great weapon, that is shorter than
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  • Captain's Command (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • Giant's Maul (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • Trollhammer (category Great Weapons)
    treat the weapon with caution until it is clear whether it is safe to wield in battle or not. Form: Weapon. Takes the form of a great weapon. You must
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  • Dawn's Glory (category Great Weapons)
    commission great green iron poleaxes called Dawn’s Folly. Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical
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  • usually involves both the target and their great weapon. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture
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  • Splintering Hammer (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • his head like a raging bull. Woodcutting axes and stone hammers made great weapons. They took over the fort and held it against inumerable odds. The local
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  • warrior the supernatural strength needed to smash such a shield with their great weapon. The personal enchantments that Winter creates are about resisting death
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  • then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume. If you are using a great weapon, polearm, pike, or one
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  • grants the target the ability to spend a hero point to call SHATTER with a great weapon. They also experience a roleplaying effect: You feel an urge to protect
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  • the weapon master skill. The target characters gain the ability to fight with one weapon type chosen from the list: one-handed spear, great weapon, polearm
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  • wielding a great weapon they may call IMPALE. Note that this ritual does not give them any particular ability to wield a weapon covered by the weapon master
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  • time. The target gains the ability to call shatter twice each day with a great weapon. The target also experiences a roleplaying effect: you want to deal with
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  • power of a magic dagger, One-handed weapon, great weapon, One-handed spear, paired weapon, polearm, or arcane weapon. Bloodstones are found in deposits
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  • based on the weapon that they are using. They may call STRIKEDOWN if they are wielding a polearm, IMPALE if they are wielding a great weapon or CLEAVE if
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  • with shield and hand weapon, or great weapons Skirmish troops wearing the PD orc breastplates, equipped with polearms or paired weapons Battle Mages with
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  • A great life leaves a legend. “Great deeds are eternal.” Few lands espouse the heroic ideal in quite the same way the Dawnish do. When people think of
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  • matching wits and weapons against worthy foes, forging victory from adversity on the anvil of the north. The Winterfolk are three great peoples - the wise
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  • most use on battlefields, especially battles against enemies who favour great weapons (such as the Jotun), or who are supported by supernaturally strong auxiliaries
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  • a fast-moving Druj warrior, but Dawnish or Highborn great swords and similar are also great weapons for the Druj. If you are playing an Imperial Orc then
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  • have slain the creature with their bare hands. In battle they carry great weapons, usually axes, but swords and maces are not unknown, and disdain a shield
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  • along a weapon to use in the battle. For the basic orc troops most weapon combinations are fine to use - sword and buckler, axe & shield, spears, great weapons
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  • onto a better path. The risk is that without the light of knowledge the great experiment can only end in darkness and failure. The third pillar is ambition
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  • borders - but never in great numbers, and the attacks have been dealt with swiftly and effectively by vigilant Thorns. Quality: Forest, Great Forest Orcs The
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  • iron fist by potent, aged shaman-ritualists called the Dragons. There is a great deal of competition between warlocks, apparently, over magical resources
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  • choice - take up arms and fight for the orcs as Jotun, or lay down their weapons and become thralls. The majority of Marchers who refused to flee chose to
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  • They might master multiple weapons, and perhaps learn a little healing or combat magic, viewing magic as one of the many weapons they can wield as circumstances
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  • fight as a unit in close formation. Chapters outfit their guardians with weapons and armour and most provide a surcoat adorned with the chapter’s heraldic
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  • into their city and prepared a great work of magic. The Grand Ilarchs watched with great trepidation. Then, horribly, a great power bloomed in the centre
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  • the heavy weapons of war such as broad swords, war axes and bardiches. This sets them apart from other Varushkans who tend to favour weapons that are also
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  • sinecure built with mithril generates mine materials or mana crystals. Great work - a great work built with mithril generates mine material or mana crystals
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  • throne by four generations of divinely-inspired monarchs until her great-great-great-grandson tore the kingdom apart by producing no clear heir. The duchies
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  • soothing terms and appear quite intelligent. The Prince of Shikal dwells in a great city that occupies an active volcano of immense size. The Forge of Shikal
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  • It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are
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  • favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a
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  • represent physical blows of great strength or skill Heroic calls are most commonly used to represent physical blows of great strength or skill. A highly
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  • and nearby Dawn. Trading in raw materials and crafted goods, especially weapons and armour, it is seen by many as the merchant capital of the northern lands
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  • authority. At the height of a great banquet, thrown by the Earl to celebrate her apparent victory over the weavers, a great bell began to toll and the castle
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  • enacted in Spiral. At the heart of the territory is the Black Plateau, a great plateau of volcanic glass with a dire reputation. Artefacts from the Black
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  • themself and a high-flying eagle, while one who wishes to grant their comrades great strength might compare them to a flood, storm, earthquake or herd of wild
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  • appropriate than fancy patterns or embroidery. Medieval re-enactments are a great source of inspiration for the look and feel of the Marches territories -
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  • handle weapons, fight individually and in groups and learn to command troops in miniature. Minstrels often teach such things, using the tales of great heroes
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  • job. As a consequence many wardens build up broad skills with a number of weapons, adjusting their weaponry to the needs of the battlefield. Many wardens
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  • like glowing runes on weapons are fine, but a weapon that would need magic simply to function at all is not. Flaming swords or weapons made of ice, glass
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  • be given as gifts to spouses and trusted allies and friends who had done great service or favour. Worth is gained when an item is won in battle, so the
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  • way. Sinecures, follies, colleges, great works, bourse seats, fortifications, even an army (representative of weapons, armour, and other materials being
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  • mausoleums. Several great stone sphinxes are found in Necropolis in Highguard. They are shown as serene and distant creatures, capable of great ferocity in defence
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  • is a vast forge at the foot of a great mountain. The forges run night and day, as the thralls labour to produce weapons and armour for the Jotun armies
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  • Otherwise, weapons are light, practical, and good for skirmishing rather than heavy combat. Bows Bows are another favoured Navarr weapon. Like the spear
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  • can resist their efforts to bring it to its ending. They are known to take great pleasure in destroying beautiful or precious things, and one of the few boons
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  • fashioned three great statues of Highborn soldiers gazing south into Zenith. Each soldier is nearly two hundred foot tall, clothed in armour, weapons at the ready
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  • often seem superstitious and unpredictable. They are known to have made a great study of summoning and communicating with the spirits of the dead - a practice
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  • Isaella's Dance. This large army is especially fast moving, able to cross great distances very quickly. They are especially adept at using the trods to move
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  • abominations that thrive in areas infested with the vallorn. They demonstrate a great deal of diversity, some scouts claim that no two ettercaps are exactly the
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  • escape, they made no effort to rescue anyone else. The orcs fought with the weapons and armour they could salvage. The uprising began in Varushka with the legendary
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  • the favoured shape, decorated with personal or household devices. Missile weapons are rare, and regarded with some suspicion. Despite their obvious uses,
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  • lawlessness and in the end the prince declared a ban on the open carrying of weapons. The ban had the desired effect, damping down the bloodshed although the
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  • sources. They prefer weapons that can endure for generations without shattering or corroding away. As a result they favour oversized weapons with plenty of heft
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  • slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of Hercynia
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  • to fight. The Navarr consider surprise to be one of the most effective weapons to use in battle, so they are particularly wary of being caught unawares
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  • assistance to this project. The dredging uses flat-bottomed river boats and great nets which are dragged through the silt and mud that serves as the bottom
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  • lack of wood on the Coast). Weapons Scimitars are less common than straight swords and axes which are the preferred weapons. The bhuj, a large heavy single-bladed
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  • general who unleashes their troops in a triumphant charge seeks great victory, but pays a great price. The army confronts the strongest enemy troops and the
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  • They resemble humanoid bodies infested with plant material; there is a great deal of diversity among 'husks. Some have vines or creepers growing from
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  • per day they may call cleave when wielding a one-handed weapon, one-handed spear, great weapon or polearm with which they are proficient. As long as the
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  • long and noted history that few orcs are willing to give up - most take great pride in their army's achievements. Imperial Orcs are also aware that much
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  • behind a great wooden wall. The broad road that runs through Essk links Miekarova to the rest of Varushka. It is famed for the Bell of Essk, a great Winterfolk-forged
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  • make up for the relative advantages of other weapons. Although this approach succeeded in making great weapons potent on the Empire battlefield, it had negative
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  • Great Forest Orcs (category Great Forest Orcs) (section The Great Forest Orcs in Play)
    consent to let the Great Forest Orcs access this great storehouse of knowledge and learning? Would they allow the young magicians of the Great Forest orcs to
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  • all the energy of the spell in a single concentrated burst that can ruin weapons and shields; and the Furrowed Wake, a staff that allows a magician to focus
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  • Heirs to a fallen Empire. The Navarr were once part of a great nation that was lost to Orcs and failed magic centuries before the Empire began. Although
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  • especially appropriate to military and political leaders, but they also make great champions and representatives for groups. Bands of changelings work well
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  • Knights-errant, even noble-born ones, are often short of money so it can be a great choice for players who want to play a Dawnish character but don't feel confident
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  • a large nation spread over the territories of the Mallum. Like the other great barbarian threats - the Jotun and the Grendel - they are split into many
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  • Asian bows such as those in this video should not be used. Urizen place great stock on politeness and good manners. Their nation is a place of competing
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  • nine months. The marshes of Kallavesa are the final resting place of the great heroes and heroines of Wintermark. Alone of all previous Emperors and Empresses
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  • orcs nobody knew urging their compatriots to take up makeshift weapons - and that those weapons seemed almost preternaturally effective at breaking chains
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  • will affect you when you put the item on. Auras on weapons affect you when you draw or wield the weapon. A standard item aura provides a roleplaying effect
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  • sacrificing ten lives to save a hundred, with using disease or terror as weapons. They choose the most effective course of action without experiencing any
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  • effect at a time. The target may call IMPALE three times each day with any great weapon. In addition they may react to any roleplaying effect that attempts to
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  • As a ministry, the title of Burgher allows the holder to purchase fine weapons and armour at a set price. The Burgher spends their money and makes their
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  • evocation of Estavus, the great fire mountain of Shikal, and the endless forges, smithies, and foundries that turn the great volcanic city into such a
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  • crafters prefer to dedicate their time to making glorious weapons that can be wielded by great heroes, rather than producing a dozen breastplates for a
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  • The gardens are tended by the same hands who tend those injured in the great tourneys. The healer of Dawn is expected to distribute the herbs they receive
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  • pole-arms and robes, while a forest that produces ambergelt spawns warriors with great two-handed axes and dark furs. A forest that normally provides dragonbone
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  • on the weapon that they are using within 10 seconds. They may call STRIKEDOWN if they are wielding a polearm, IMPALE if they are wielding a great weapon
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  • literally guide the hand of the user, allowing them to wield the weapons of war with great potence. It is most value to one who already has the fire within
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  • for making weapons and armour - another reason that Casinea is considered a good place for refitting and resupplying Imperial armies. The great quarry of
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