Rule

Iron and Hide

The weapon and armor catalog — what a blade is, what a shield is, and what it costs to have it made right.

What This Page Is

Iron and hide are the vocabulary every other system speaks. A creature's threat names the damage type it deals; a spell's Exchange names what it is made of; an item is what a maker owes the world in return. Iron and Hide is the catalog — the weapons, the armor, and the price bands — so that when a page says long sword it means one thing, and when it says masterwork it means a story event.

The damage vocabulary is fixed: blunt · slashing · piercing · bite · venom · fire · ice · lightning · poison · shadow · sound · mind · mixed. A weapon has exactly one; a being may have several, but the threat row names the one it most often kills with.

The Three Bands

Sidearm (one hand, the hand that is always free)

  • Dagger — piercing. The gap-finder; the second strike when the first has opened the line. Cheap, fast, and the only blade that fits in a coat.
  • Short sword — slashing. The town guard's argument. Honest, short, and everywhere.
  • Thrown blade — piercing. The last word of the Vantari when they are not on their bow.

Arm (the weapon the body commits to)

  • Long sword — slashing. The default of the world. Two hands or one, and the hand that is free is the hand that holds the shield.
  • Battle axe — slashing. The ogre's preference over the blade — it wins the parry by weight, not by hand.
  • Warhammer — blunt. The answer to plate; the only thing that argues with a wall and wins.
  • Mace — blunt. The short argument, one hand, for the fighter who keeps the other free.
  • Flail — blunt. The parry-killer — the head does not go where the parry expects it.
  • Spear / polearm — piercing. The line's whole reason for existing. Two hands, one long reach, and the distance where the other man is a rumor.

Ranged (the fight from where the ground is still yours)

  • Longbow — piercing. The Vantari's voice. Slow to draw, fast to land, and the only arrow that flies true at a gallop — because the Vantari are the only ones who shoot from one.
  • Crossbow — piercing. The patient shot. Slower to load, harder to miss, and the sound it makes is the sound of a decision.
  • Thrown — see sidearm. A stone, a spear-head, a vial of something the serpent-folk distilled — the ranged band is the band where what you throw matters more than how.

The Armor Ladder

tier coverage speed cost (AGI) who actually wears it
Hide torso and arms none the default; the beast-folk, the marsh, the poor
Leather torso −10 the town guard, the rider, the man who expects a cut
Scale torso and shoulders −20 the professional; the guild fighter
Chain everything but the neck −30 the siege; the line; the man who is paid to stand
Plate everything −40, and it moves like a thought named, and few. The only plate that moves is dwarven — the anvil-singers' masterwork, and it does not come off the anvil cheap.

Plate is not a tier you buy; it is a tier you are given, or a tier you make, or a tier that is already dead and you are wearing it.

Cost Bands (the crafting ladder)

An item's price is its tier on the maker's ladder:

  • Apprentice — it works. A sidearm, a hide coat, a pot. The price of a week's labor.
  • Journeyman — it is made right. The guild mark, the honest edge. The price of a season.
  • Master — it is made well. The name of the maker is on it, and the name is worth something. The price of a year.
  • Masterwork — it is a story event. There are a dozen in the world, most of them already owned: Rumzuck Umbatsch's shield, the dragons' own making, the anvil-singers' plate that moves. A masterwork does not get found; it gets remembered.

The Item Pages

The catalog's anchors are the item pages themselves — each one names its damage type, its band, its tier, and the one thing a fighter knows about it that the rest of the world does not. Start with the Long Sword, the Warhammer, the Kite Shield, the Longbow, and the Masterwork Blade.

Inscribed Sep 09, 2026 at 09:09 PM Revised Sep 09, 2026 at 09:09 PM