Weapons & Armor
“Tools of Defense & War”
“In the Aetherium, everyone carries a weapon. The question isn’t whether you’ll need it. The question is whether you’ll be skilled enough when you do.”
Weapons and Armor of the
Aetherium
Quick Reference
| Category | Details |
|---|---|
| Common Weapons | Knives, swords, spears, crossbows |
| Rare Weapons | Pre-Shattering firearms, crystal blades, constellation-blessed arms |
| Common Armor | Leather, padded cloth, limited chainmail |
| Rare Armor | Full chainmail, plate (officers only), exotic materials |
| Best Smith | Garrick “Stonehand” (Ironhold) |
| Military Standard | Ironhold (disciplined, well-equipped) |
| Black Market | Murky Chasm (illegal weapons, poisons, stolen military gear) |
| Cost Range | 1 Coin (knife) to 500+ Coins (masterwork plate) |
| Cultural Significance | Weapons as status symbols, family heirlooms, survival tools |
Table of Contents
- Overview
- Melee Weapons
- Ranged Weapons
- Ship Weapons
- Armor
- Shields
- Combat Styles and Training
- Weapon Crafting
- Military Equipment
- Black Market Weapons
- Pre-Shattering Weapons
- Combat Training
- Weapon and Armor Costs
- Cultural Significance
- Specialized Weapon Uses
- Famous Weapons
- In-World Documents
- Quest Hooks
- Related Topics
Overview
In the Aetherium, weapons are not luxuries—they’re necessities. Rot-Beasts hunt the unwary. Pirates prey on travelers. Falls can be prevented with grappling hooks. Survival depends on being armed, trained, and ready.
Every settlement has at least one smith. Every adult carries at least a knife. Children learn basic combat by age 10. The unarmed die young.
Weapon quality varies dramatically. A peasant’s rusted knife versus a master smith’s blade is the difference between barely surviving and thriving. Armor is even more stratified—leather for common folk, chainmail for soldiers, plate for officers and the wealthy. The best-equipped survive. The poorly-equipped become statistics.
Combat in the Aetherium is unique. Three-dimensional aerial battles between airships. Zero-gravity duels on Aether-currents. Traditional ground combat on stable islands. Each environment demands different weapons, different tactics, different training.
The weapons industry is significant. Ironhold’s forges employ thousands. The Sky-Guild controls weapon trade. The Black Sky Cartel smuggles illegal arms. Master smiths command fortunes. Weapons are power, and power determines survival.
Melee Weapons
Swords
Types:
Short Sword (Most Common) - Length: 50-70cm blade - Weight: 1-1.5kg - Use: One-handed, versatile, standard military - Advantages: Balanced, effective, reliable - Disadvantages: Requires training, expensive - Cost: 15-30 Coins (standard), 50-100 Coins (masterwork) - Users: Soldiers, guards, wealthy civilians - Notable Examples: Ironhold military standard issue
Long Sword (Military Officers) - Length: 90-110cm blade - Weight: 1.5-2kg - Use: Two-handed or one-handed (versatile) - Advantages: Reach, power, intimidation - Disadvantages: Heavy, requires strength and training - Cost: 40-80 Coins (standard), 150+ Coins (masterwork) - Users: Officers, elite guards, duelists - Notable Examples: Commandant Vask’s personal blade (named “Ironwill”)
Curved Saber (Storm-Sailors) - Length: 70-80cm blade, curved - Weight: 1kg - Use: One-handed, slashing focus - Advantages: Fast, excellent for aerial combat, intimidating - Disadvantages: Less effective against armor - Cost: 20-40 Coins - Users: Storm-Sailors, pirates, Sky-Striders - Cultural: Storm-Sailor tradition (every captain carries one)
Rapier (Dueling Weapon) - Length: 100cm blade, thin - Weight: 0.8kg - Use: One-handed, thrusting focus - Advantages: Fast, precise, elegant - Disadvantages: Fragile, requires high skill - Cost: 50-100 Coins (quality steel required) - Users: Duelists, nobles, fencers - Cultural: Status symbol (gentleman’s weapon)
Crystal Blade (Legendary) - Length: Variable - Weight: Lighter than steel - Use: Pre-Shattering technology - Advantages: Never dulls, never breaks, beautiful - Disadvantages: Irreplaceable (can’t be made), extremely rare - Cost: Priceless (500-1000+ Coins if sold) - Users: Heroes, collectors, the incredibly lucky - Notable Examples: “Starfall” (Kalis Dren’s blade, lost in the Deeps)
Axes and Hammers
Hand Axe (Common) - Length: 40cm handle, 15cm blade - Weight: 1kg - Use: Tool and weapon (dual-purpose) - Advantages: Cheap, versatile, no training needed - Disadvantages: Short reach, crude - Cost: 3-8 Coins - Users: Laborers, woodcutters, practical fighters - Cultural: Working-class weapon (honest, unpretentious)
Battle Axe (Heavy Weapon) - Length: 80-120cm handle, 20-30cm blade - Weight: 2-3kg - Use: Two-handed, devastating - Advantages: Armor-breaking, terrifying, powerful - Disadvantages: Slow, heavy, requires strength - Cost: 20-40 Coins - Users: Heavy infantry, Rot-Beast hunters, strongmen - Cultural: Iron-Blood tradition (warrior culture)
War Hammer (Anti-Armor) - Length: 60-80cm handle, heavy head - Weight: 2-2.5kg - Use: One or two-handed, crushing - Advantages: Effective against armor, doesn’t dull - Disadvantages: Requires strength, slow - Cost: 15-35 Coins - Users: Soldiers fighting armored opponents - Cultural: Forge-worshippers favor (hammer is sacred symbol)
Spears and Polearms
Short Spear (Universal) - Length: 150-180cm - Weight: 1kg - Use: Thrusting, throwing, hunting - Advantages: Reach, cheap, easy to learn - Disadvantages: Fragile (wooden shaft), less effective close-range - Cost: 2-5 Coins - Users: Everyone (most common weapon) - Cultural: Peasant’s weapon (but effective)
Pike (Military Formation) - Length: 300-400cm - Weight: 2-3kg - Use: Formation fighting (phalanx) - Advantages: Extreme reach, stops charges - Disadvantages: Useless close-range, requires coordination - Cost: 5-10 Coins - Users: Ironhold infantry (disciplined formations) - Tactical: Anti-cavalry (if cavalry existed—adapted to anti-Rot-Beast)
Halberd (Versatile Polearm) - Length: 180-200cm - Weight: 2kg - Use: Axe + spear + hook (multi-function) - Advantages: Versatile, effective, intimidating - Disadvantages: Requires training, expensive - Cost: 25-45 Coins - Users: Elite guards, officers, gate guards - Cultural: Symbol of authority (guards carry them)
Glaive (Slashing Polearm) - Length: 180-200cm, blade 30-40cm - Weight: 1.5kg - Use: Slashing from reach - Advantages: Reach + cutting power - Disadvantages: Requires space, less effective in tight quarters - Cost: 20-35 Coins - Users: Rot-Beast hunters (keep distance from corruption)
Knives and Daggers
Utility Knife (Universal) - Length: 10-15cm blade - Weight: 0.2kg - Use: Tool (cutting rope, food, etc.), backup weapon - Advantages: Everyone has one, cheap, versatile - Disadvantages: Short reach, limited combat effectiveness - Cost: 1-3 Coins - Users: Everyone (literally everyone) - Cultural: First weapon children receive (age 8-10)
Combat Dagger (Fighting Knife) - Length: 20-30cm blade - Weight: 0.3-0.5kg - Use: Close combat, assassination, backup weapon - Advantages: Fast, concealable, deadly close-range - Disadvantages: Requires close quarters (dangerous) - Cost: 5-15 Coins - Users: Assassins, thieves, soldiers (backup), anyone who values concealment
Throwing Knife (Specialized) - Length: 15-20cm blade - Weight: 0.2-0.3kg (balanced for throwing) - Use: Ranged attack (10-15 meters) - Advantages: Silent, fast, surprising - Disadvantages: Requires high skill, limited range, loses weapon - Cost: 3-5 Coins each (usually carry 3-6) - Users: Assassins, performers, show-offs
Exotic Melee Weapons
Chain Weapons (Flails, Chains) - Use: Unpredictable, armor-bypassing - Advantages: Wraps around shields, difficult to parry - Disadvantages: Dangerous to user, requires extensive training - Cost: 15-30 Coins - Users: Specialists, gladiators, the reckless
Whips (Rare) - Use: Disarming, tripping, pain compliance - Advantages: Reach, non-lethal option - Disadvantages: Minimal damage, requires mastery - Cost: 10-20 Coins - Users: Slavers (illegal but exist), trainers, entertainers
Garrotes (Assassin’s Tool) - Use: Silent strangulation - Advantages: Silent, concealable, deadly - Disadvantages: Requires surprise, close quarters - Cost: 1-5 Coins - Users: Assassins, Black Sky Cartel operatives - Legality: Illegal in most settlements (murder tool)
Ranged Weapons
Bows
Short Bow (Hunting) - Length: 100-120cm - Draw Weight: 15-25kg - Range: 50-80 meters effective - Advantages: Fast shooting, mobile - Disadvantages: Less power than longbow - Cost: 8-15 Coins - Users: Hunters, scouts, light infantry - Ammunition: Arrows (1 Coin per dozen)
Long Bow (Military) - Length: 150-180cm - Draw Weight: 30-45kg - Range: 100-150 meters effective - Advantages: Power, range, armor penetration - Disadvantages: Requires strength and years of training - Cost: 20-40 Coins - Users: Dedicated archers (Ironhold archer corps) - Training: 5+ years to master
Composite Bow (Rare) - Length: 120-140cm - Draw Weight: 25-35kg - Range: 80-120 meters effective - Advantages: Powerful but compact, flexible - Disadvantages: Expensive, complex construction - Cost: 40-70 Coins - Users: Elite archers, Storm-Sailors (compact for ships) - Construction: Laminated materials (wood, horn, sinew)
Crossbows
Light Crossbow (Standard) - Draw Weight: 40-60kg - Range: 80-100 meters effective - Advantages: Easy to learn, powerful, accurate - Disadvantages: Slow reload (30 seconds), mechanical failure risk - Cost: 25-45 Coins - Users: Soldiers, guards, anyone needing ranged weapon without years of training - Ironhold Standard: Every soldier issued one
Heavy Crossbow (Anti-Armor) - Draw Weight: 80-120kg - Range: 100-120 meters effective - Advantages: Penetrates armor, devastating power - Disadvantages: Very slow reload (60 seconds), requires crank, heavy - Cost: 50-80 Coins - Users: Specialist soldiers, ship defense, siege warfare - Ammunition: Heavy bolts (2 Coins each, metal-tipped)
Hand Crossbow (Concealed) - Draw Weight: 15-25kg - Range: 20-30 meters effective - Advantages: Concealable, one-handed, surprising - Disadvantages: Weak, inaccurate, toy compared to real crossbow - Cost: 15-25 Coins - Users: Assassins, spies, paranoid merchants - Legality: Restricted (assassination weapon)
Repeating Crossbow (Experimental) - Draw Weight: 30-40kg - Range: 50-70 meters effective - Advantages: Rapid fire (5 bolts before reload), suppressive - Disadvantages: Expensive, complex, prone to jamming - Cost: 80-120 Coins - Users: Wealthy, experimental military units - Status: Prototype (Ironhold engineers developing)
Throwing Weapons
Throwing Knives (Specialized) - Range: 10-15 meters - Accuracy: High skill required - Damage: Moderate (can kill if placed well) - Cost: 3-5 Coins each - Users: Assassins, performers, skilled fighters
Throwing Axes (Heavy) - Range: 8-12 meters - Accuracy: Moderate - Damage: High (mass and edge) - Cost: 5-8 Coins each - Users: Strongmen, barbarians, show-offs
Javelins (Military) - Range: 30-50 meters - Accuracy: Good (with training) - Damage: High (penetration) - Cost: 2-4 Coins each - Users: Light infantry, skirmishers - Tactical: Volley before melee engagement
Slings and Projectiles
Sling (Primitive but Effective) - Range: 50-80 meters - Accuracy: Requires practice - Damage: Moderate (can kill) - Cost: 1 Coin (leather strap) - Ammunition: Stones (free), lead bullets (1 Coin per dozen) - Users: Shepherds, poor fighters, guerrillas - Advantages: Cheap, ammunition everywhere, silent
Ship Weapons
Ballista (Ship-Mounted Artillery)
Standard Ballista: - Size: 2-3 meters long - Draw Weight: 500-1000kg (mechanical advantage) - Range: 200-300 meters - Ammunition: Heavy bolts (1 meter long, metal-tipped) - Crew: 2-3 operators - Reload Time: 2-3 minutes - Cost: 200-400 Coins (weapon), 5 Coins per bolt - Damage: Penetrates ship hulls, kills Rot-Beasts, devastating to personnel - Users: Military ships, wealthy merchant vessels, pirate ships - Tactical: Ship-to-ship combat, anti-creature defense
Swivel Ballista (Light Artillery) - Size: 1 meter long, mounted on pivot - Range: 100-150 meters - Crew: 1 operator - Reload Time: 30 seconds - Cost: 80-120 Coins - Advantages: Fast, maneuverable, one-person operation - Users: Smaller ships, defensive positions
Harpoons
Hunting Harpoon (Multi-Purpose) - Length: 2-3 meters (shaft), 30cm (head) - Weight: 3-5kg - Use: Thrown or launched, rope attached - Applications: Fishing (Aether-Fish, Void-Whales), grappling (ship boarding), combat (anti-personnel) - Cost: 10-20 Coins - Users: Fishermen, sailors, pirates - Rope: 50 meters (standard attachment)
Harpoon Gun (Mechanical Launcher) - Size: 1 meter long, shoulder-mounted or ship-mounted - Range: 50-80 meters - Power: Spring or compressed air - Cost: 40-60 Coins (gun), 5 Coins per harpoon - Advantages: Power, range, accuracy - Users: Rot-Beast hunters, ship crews, specialized fighters
Rams and Boarding Equipment
Ship Ram (Collision Weapon) - Type: Reinforced prow (iron-shod) - Use: Ramming enemy ships - Damage: Catastrophic (hull breach) - Risk: Damages own ship (collision is violent) - Tactical: Pirate favorite (disable then board)
Boarding Hooks (Grappling) - Type: Hooked poles, thrown or extended - Use: Pull ships together for boarding - Length: 2-4 meters - Cost: 5-10 Coins - Tactical: Essential for ship-to-ship combat
Boarding Planks (Bridges) - Type: Reinforced wooden planks with hooks - Use: Bridge gap between ships - Length: 3-5 meters - Risk: Unstable, defenders can cut ropes - Tactical: Boarding action (terrifying for both sides)
Armor
Leather Armor
Soft Leather (Basic Protection) - Coverage: Torso, sometimes limbs - Protection: Minimal (stops glancing blows, light cuts) - Weight: 3-5kg - Mobility: Excellent (barely restricts movement) - Cost: 5-10 Coins - Users: Common folk, hunters, light fighters - Maintenance: Oil regularly (leather cracks in Aether)
Hardened Leather (Boiled/Treated) - Coverage: Torso, shoulders, sometimes limbs - Protection: Light (stops cuts, some piercing) - Weight: 5-8kg - Mobility: Good (some restriction) - Cost: 15-25 Coins - Users: Guards, soldiers, anyone who can afford it - Construction: Leather boiled in wax or oil (hardens when cooled)
Studded Leather (Reinforced) - Coverage: Torso, shoulders, arms - Protection: Light-to-moderate (metal studs reinforce) - Weight: 8-10kg - Mobility: Good - Cost: 25-40 Coins - Users: Professional soldiers, mercenaries, wealthy guards - Construction: Metal studs riveted to hardened leather
Chainmail
Chainmail Shirt (Standard Military) - Coverage: Torso, arms to elbows - Protection: Good (stops cuts, reduces piercing) - Weight: 12-15kg - Mobility: Moderate (restricts movement somewhat) - Cost: 50-80 Coins - Users: Soldiers, professional guards, wealthy fighters - Construction: Thousands of interlocking iron rings (labor-intensive) - Maintenance: Oil constantly (rust is constant battle)
Full Chainmail (Heavy Infantry) - Coverage: Head to knees (coif, shirt, leggings) - Protection: Good (comprehensive coverage) - Weight: 20-25kg - Mobility: Poor (exhausting to wear) - Cost: 100-150 Coins - Users: Elite infantry, officers, the wealthy - Disadvantages: Heat exhaustion, fatigue, drowning risk (if fall in water)
Chainmail with Plate Reinforcement (Elite) - Coverage: Full chainmail + plate on vital areas (chest, shoulders, knees) - Protection: Excellent - Weight: 25-30kg - Mobility: Poor - Cost: 200-300 Coins - Users: Officers, champions, the very wealthy - Status: Symbol of elite status
Plate Armor
Partial Plate (Breastplate + Helm) - Coverage: Chest, back, head - Protection: Excellent (vital areas protected) - Weight: 15-20kg - Mobility: Moderate (heavy but allows movement) - Cost: 150-250 Coins - Users: Officers, wealthy merchants, champions - Practical: Balance of protection and mobility
Full Plate (Legendary) - Coverage: Head to toe (articulated joints) - Protection: Maximum (nearly invulnerable to conventional weapons) - Weight: 30-40kg - Mobility: Poor (slow, exhausting, requires strength) - Cost: 500-1000+ Coins - Users: Commandant Vask, highest officers, legendary warriors - Disadvantages: Heat, exhaustion, useless for aerial combat (too heavy), drowning risk - Status: Ultimate status symbol (few can afford, fewer can wear effectively)
Masterwork Plate (Garrick Stonehand Special) - Coverage: Full plate, perfectly fitted - Protection: Maximum + beautiful (engraved, polished) - Weight: 25-30kg (lighter than standard through superior craftsmanship) - Mobility: Moderate (articulation allows surprising movement) - Cost: 1500-2000+ Coins (commission only, years-long wait) - Users: Commandant Vask wears one, Guild-Master Elara commissioned one - Cultural: Masterpiece of smithing art
Exotic Armor
Storm-Serpent Scale (Legendary Material) - Source: Killed Storm-Serpent (extremely rare) - Properties: Lightning-resistant, flexible, beautiful (iridescent) - Coverage: Usually partial (not enough scales for full armor) - Protection: Good (flexible but tough) - Weight: 8-12kg (lighter than metal) - Cost: Priceless (can’t buy, must hunt and kill Storm-Serpent) - Users: Storm-Captain Kiera Windcaller (only known wearer) - Status: Legendary (proof of legendary kill)
Ironwood Armor (Experimental) - Source: Carved from ironwood (extremely dense wood) - Properties: Hard as steel, lighter, doesn’t rust - Coverage: Partial (wood is difficult to articulate) - Protection: Good (comparable to metal) - Weight: 10-15kg - Cost: 100-200 Coins (ironwood is rare) - Users: Experimental (few examples exist) - Disadvantages: Fire vulnerability, can’t be repaired easily
Rot-Beast Bone Armor (Macabre) - Source: Harvested from killed Rot-Beasts - Properties: Light, surprisingly strong, terrifying appearance - Coverage: Partial (plates sewn to leather) - Protection: Moderate - Weight: 6-10kg - Cost: 30-50 Coins - Users: Rot-Beast hunters, Rot-Touched, those who want to intimidate - Cultural: Wearing Rot-Beast remains is taboo (but effective) - Disadvantages: Smells terrible, social stigma, possible corruption risk
Shields
Types
Buckler (Small Shield) - Size: 30-40cm diameter - Weight: 1-2kg - Use: One-handed, parrying focus - Advantages: Light, doesn’t restrict mobility - Disadvantages: Limited coverage - Cost: 5-10 Coins - Users: Duelists, light fighters, anyone valuing mobility
Round Shield (Standard) - Size: 60-80cm diameter - Weight: 3-5kg - Use: One-handed, balanced defense - Advantages: Versatile, traditional, effective - Disadvantages: Moderate weight - Cost: 10-20 Coins - Users: Soldiers, guards, most fighters - Cultural: Most common shield type
Kite Shield (Cavalry-Style) - Size: 100cm tall, 50cm wide (teardrop shape) - Weight: 5-7kg - Use: One-handed, covers torso and legs - Advantages: Good coverage, protects while moving - Disadvantages: Heavy, limits mobility - Cost: 20-35 Coins - Users: Heavy infantry, guards - Adapted: From pre-Shattering cavalry (no horses now, but design persists)
Tower Shield (Heavy Infantry) - Size: 120-150cm tall, 60cm wide - Weight: 8-12kg - Use: Full-body coverage, formation fighting - Advantages: Maximum protection, can use as mobile cover - Disadvantages: Very heavy, severely limits mobility, useless in aerial combat - Cost: 30-50 Coins - Users: Ironhold heavy infantry (phalanx formations) - Tactical: Plant shield, fight from behind it
Shield Materials
Wood (Common) - Type: Planks or plywood, sometimes leather-covered - Advantages: Cheap, light, easy to repair - Disadvantages: Splinters under heavy blows, fire vulnerable - Cost: Base cost (5-30 Coins depending on size)
Metal-Reinforced Wood (Standard) - Type: Wood core with iron rim and boss - Advantages: Durable, effective, balanced - Disadvantages: Heavier than pure wood - Cost: +10-20 Coins (reinforcement)
Full Metal (Heavy) - Type: Iron or steel (solid or layered) - Advantages: Maximum durability, can’t be cut through - Disadvantages: Very heavy, expensive - Cost: +30-50 Coins (full metal)
Combat Styles and Training
Aerial Combat (Unique to Aetherium)
Zero-Gravity Fighting: - Environment: Aether-currents, between islands, no gravity - Challenges: No footing, momentum is everything, disorientation - Weapons: Light weapons preferred (swords, daggers, short spears) - Armor: Minimal (weight is liability) - Tactics: Grappling, momentum control, three-dimensional thinking - Training: Years to master (Storm-Sailors are experts) - Lethality: High (mistakes are fatal—fall forever)
Ship-to-Ship Combat: - Phase 1: Ranged (ballista, crossbows, harpoons) - Phase 2: Grappling (hooks, ropes, boarding planks) - Phase 3: Boarding (melee combat on enemy deck) - Weapons: Sabers (slashing in tight quarters), boarding axes, daggers - Armor: Leather (mobility matters more than protection) - Tactics: Fast, brutal, decisive (prolonged fights favor defenders)
Aerial Dueling: - Context: Personal combat while floating in Aether - Weapons: Rapiers, light swords (weight is critical) - Armor: None (mobility is survival) - Tactics: Momentum, positioning, three-dimensional movement - Training: Elite skill (few master it) - Cultural: Storm-Sailor tradition (honor duels)
Ground Combat (Traditional)
Formation Fighting (Ironhold Military): - Formation: Phalanx (shield wall, pikes forward) - Weapons: Pikes, spears, swords - Armor: Chainmail, shields - Tactics: Discipline, coordination, hold formation - Training: 6 months basic, years to master - Effectiveness: Excellent against undisciplined opponents, vulnerable to flanking
Skirmish Combat (Outland Clans): - Formation: Loose, mobile, guerrilla-style - Weapons: Bows, spears, axes (versatile) - Armor: Leather (mobility) - Tactics: Hit-and-run, ambush, terrain advantage - Training: Practical (learn by doing) - Effectiveness: Excellent in rough terrain, poor in open battle
Dueling (Personal Combat): - Context: Honor fights, disputes, entertainment - Weapons: Swords (usually), sometimes daggers - Armor: None or light (honor demands fair fight) - Rules: Vary by culture (first blood, submission, death) - Training: Formal schools (Ironhold has three) - Cultural: Settles disputes without involving authorities
Rot-Beast Combat (Specialized)
Hunting Tactics: - Weapons: Spears (reach), fire (purification), crossbows (range) - Armor: Leather (mobility to dodge), sometimes chainmail (if can afford) - Tactics: Keep distance, target weak points, use fire - Teams: 3-6 hunters (solo is suicide) - Training: Apprenticeship with experienced hunters (high mortality during training)
Defensive Tactics: - Context: Settlement defense, caravan protection - Weapons: Polearms (reach), crossbows (range), fire (always) - Armor: Whatever available (protection matters) - Tactics: Walls, chokepoints, fire barriers - Success: Depends on preparation and numbers
The Fire Rule: Always carry fire - Rot-Beasts fear flames (instinctive) - Fire purifies corruption (prevents spread) - Torches, lanterns, alchemical fire (expensive but effective) - “No fire, no hunt” (hunter’s saying)
Weapon Crafting
Master Smiths
Garrick “Stonehand” (Ironhold): - Reputation: Best smith in Aetherium - Specialty: Swords, armor, anything metal - Quality: Masterwork (never breaks, perfect balance, beautiful) - Cost: 100-2000+ Coins (commission only) - Wait Time: 6 months to 2 years (depending on complexity) - Notable Works: Commandant Vask’s armor, Guild-Master Elara’s sword, dozens of legendary weapons - Philosophy: “Weapon is extension of warrior. Must be perfect. I make perfect.”
Copperpot (Skyport Eos): - Reputation: Good smith, affordable - Specialty: Practical weapons (swords, axes, knives) - Quality: Functional, reliable, not artistic - Cost: 10-50 Coins - Wait Time: 1-4 weeks - Notable: Repairs anything (often same day) - Philosophy: “Fancy sword kills same as plain sword. I make plain swords. They work.”
Regional Smiths (Various): - Quality: Variable (some excellent, some dangerous) - Specialties: Local traditions (Storm-Sailor sabers, Outland axes) - Cost: 5-100 Coins (wide range) - Availability: Every settlement has at least one smith
Crafting Process
Forging a Sword (Example):
Step 1: Material Selection (Day 1) - Choose steel (quality determines final product) - Ironhold steel best (high carbon, properly smelted) - Inspect for flaws (impurities, cracks) - Cost: 5-20 Coins for raw material
Step 2: Heating and Shaping (Days 2-5) - Heat steel to orange-red (forge temperature critical) - Hammer into rough blade shape (hundreds of strikes) - Fold steel multiple times (strength, flexibility) - Reheat and hammer repeatedly (gradual refinement) - Physical labor (exhausting, skilled)
Step 3: Grinding and Sharpening (Days 6-8) - Grind blade to final shape (grinding wheel, files) - Create edge (precise angle, consistent) - Polish (remove grinding marks) - Test edge (should cut paper, not chip)
Step 4: Heat Treatment (Day 9) - Heat to specific temperature (color indicates temp) - Quench in oil or water (hardens steel) - Temper (reheat to lower temp, reduces brittleness) - Critical step (mistakes ruin blade)
Step 5: Handle and Fittings (Days 10-12) - Attach handle (wood, leather-wrapped) - Add guard (protects hand) - Add pommel (balance, can be decorative) - Final assembly
Step 6: Final Sharpening and Blessing (Day 13) - Sharpen to final edge - Test (cut, flex, balance) - Blessing (prayer to Forge, optional but traditional) - Deliver to customer
Total Time: 2 weeks (masterwork takes months)
Total Cost: 20-30 Coins (materials + labor)
Selling Price: 30-50 Coins (smith’s profit: 10-20 Coins)
Maintenance
Weapons: - Sharpening: Weekly (combat use) or monthly (storage) - Oiling: After every use (prevent rust) - Inspection: Regular (check for cracks, damage) - Repair: As needed (smith can fix most damage) - Replacement: Eventually (weapons wear out, typically 10-20 years)
Armor: - Leather: Oil monthly (prevent cracking) - Chainmail: Oil constantly (rust is constant enemy) - Plate: Oil, check for dents, repair as needed - Storage: Dry place (moisture is enemy) - Lifespan: Decades if maintained, years if neglected
Military Equipment
Ironhold Standard Issue
Soldier’s Kit (Cost: 150 Coins, Guild-subsidized): - Short sword (standard pattern) - Crossbow + 20 bolts - Chainmail shirt - Round shield (iron-rimmed) - Utility knife - Maintenance kit (oil, whetstone, cloth)
Officer’s Kit (Cost: 500+ Coins): - Long sword (masterwork) - Crossbow (superior quality) - Full chainmail + partial plate - Kite shield - Utility knife - Command whistle, maps, writing supplies
Elite Guard (Cost: 1000+ Coins): - Masterwork sword (often named) - Heavy crossbow - Full plate (articulated) - Tower shield (formation fighting) - Multiple backup weapons - Blessed by Forge (prayer ritual)
Training
Basic Training (6 months): - Weapon proficiency (sword, crossbow, spear) - Armor familiarization (wearing, moving, fighting) - Formation fighting (discipline, coordination) - Physical conditioning (strength, endurance) - Tactics (basic strategy)
Advanced Training (2+ years): - Weapon mastery (multiple weapons) - Aerial combat (if applicable) - Leadership (for officers) - Specialized skills (Rot-Beast hunting, ship boarding)
Elite Training (5+ years): - Multiple weapon mastery - Tactical command - Aerial and ground combat - Survival skills - Produces officers, champions, legends
Black Market Weapons
Illegal Arms (Murky Chasm)
Poisoned Weapons: - Types: Blades, bolts, darts (coated in poison) - Poisons: Paralytic, lethal, painful (various) - Cost: 20-50 Coins (weapon + poison) - Legality: Illegal (assassination tools) - Source: Black Sky Cartel - Effectiveness: Very high (poison kills even if wound is minor)
Stolen Military Gear: - Types: Ironhold weapons, armor (stolen or sold by corrupt soldiers) - Quality: Military-grade (superior) - Cost: 50-70% of legal price (discount for illegality risk) - Legality: Illegal (possession is crime) - Source: Black Sky Cartel, corrupt guards - Risk: Possession can be traced (serial numbers, distinctive patterns)
Assassination Tools: - Types: Garrotes, hand crossbows, poisoned needles, disguised weapons - Purpose: Silent killing - Cost: 15-60 Coins - Legality: Extremely illegal (murder tools) - Source: Black Sky Cartel specialists - Users: Assassins, spies, the desperate
Experimental Weapons: - Types: Alchemical (acid, explosive, fire), mechanical (repeating crossbows, spring-blades) - Status: Prototypes (unreliable) - Cost: 50-150 Coins - Legality: Gray area (not explicitly illegal, but suspicious) - Source: Rogue alchemists, inventors - Risk: Malfunction (might kill user)
Pre-Shattering Weapons
Firearms (Legendary)
Pistols (Rare Artifacts): - Mechanism: Unknown (fires projectiles using chemical explosion?) - Range: 50-80 meters - Damage: Devastating (penetrates any armor) - Ammunition: Bullets (extremely rare—can’t be manufactured) - Cost: Priceless (1000+ Coins if sold) - Users: Collectors, the incredibly lucky - Problem: Ammunition scarcity (10-50 bullets per weapon found) - Status: More valuable as trade goods than weapons
Rifles (Extremely Rare): - Mechanism: Similar to pistols (larger, more powerful) - Range: 200+ meters - Damage: Can kill at extreme range - Ammunition: Bullets (same scarcity problem) - Cost: Priceless (2000+ Coins) - Users: Legends only (Captain Jorah allegedly has one, never confirmed)
Energy Weapons (Mythical): - Description: Weapons that fire light or energy (from fragmentary accounts) - Status: Never found intact (or never existed?) - Power: Allegedly could destroy ships, kill Rot-Beasts instantly - Reality: Probably myth (no verified examples)
Crystal Weapons (Rare)
Crystal Blades: - Material: Unknown crystal (pre-Shattering technology) - Properties: Never dulls, never breaks, lighter than steel, beautiful - Types: Swords, daggers, spearheads - Cost: Priceless (500-1500 Coins) - Users: Heroes, legends, the incredibly lucky - Problem: Irreplaceable (if lost, gone forever) - Notable: “Starfall” (Kalis Dren’s sword, lost in Deeps)
Crystal Armor (Mythical): - Description: Armor made from same crystal - Status: No verified examples (might not exist) - Properties: Allegedly weightless, indestructible, transparent - Reality: Probably myth
Combat Training
Formal Training (Ironhold Military Academy)
Curriculum (6 months basic): - Weeks 1-4: Physical conditioning (strength, endurance, agility) - Weeks 5-8: Weapon basics (sword, spear, crossbow) - Weeks 9-12: Armor training (wearing, moving, fighting) - Weeks 13-16: Formation fighting (discipline, coordination) - Weeks 17-20: Tactics (basic strategy, following orders) - Weeks 21-24: Live combat exercises (supervised, non-lethal) - Graduation: Proficiency test (must pass to become soldier)
Advanced Curriculum (2 years): - Weapon mastery (multiple weapons) - Aerial combat (if applicable) - Leadership training (for officer track) - Specialized skills (Rot-Beast hunting, ship boarding, siege warfare) - Tactical command (strategy, logistics)
Elite Training (5+ years): - Multiple weapon mastery (proficient with everything) - Tactical genius (command armies) - Survival skills (operate alone in hostile territory) - Produces: Officers, champions, legends
Cost: Free for recruits (Guild-subsidized), 100+ Coins for civilian training
Informal Training (Outland Clans)
Method: Apprenticeship and experience - Learn from parents, elders, experienced fighters - Practice through hunting, sparring, real combat - No formal curriculum (practical focus) - Emphasis on survival, not technique
Effectiveness: Variable - Some become excellent fighters (natural talent + experience) - Others barely competent (but alive) - Mortality during training (learning by doing is dangerous)
Cultural: Warrior tradition - Coming-of-age involves first hunt (Rot-Beast or dangerous creature) - Scars are badges of honor - Weapons passed down (family heirlooms)
Dueling Schools (Skyport Eos, Ironhold)
Curriculum: Formal fencing - Footwork, blade work, tactics - Honor code, dueling etiquette - 2-5 years to master - Expensive (20-50 Coins per month)
Purpose: Personal combat, honor duels, sport - Not military (too refined for war) - Status symbol (gentlemen’s pursuit) - Practical (dueling is common)
Notable Schools: - Ironwind Academy (Skyport Eos): Rapier focus - Stonehand School (Ironhold): Military saber - Void-Dancer School (Murky Chasm): Aerial combat
Weapon and Armor Costs
Weapons Price List (Year 287 S.)
Melee Weapons: - Utility knife: 1-3 Coins - Dagger: 5-15 Coins - Short sword: 15-30 Coins (standard), 50-100 Coins (masterwork) - Long sword: 40-80 Coins (standard), 150+ Coins (masterwork) - Saber: 20-40 Coins - Rapier: 50-100 Coins - Hand axe: 3-8 Coins - Battle axe: 20-40 Coins - War hammer: 15-35 Coins - Spear: 2-5 Coins - Pike: 5-10 Coins - Halberd: 25-45 Coins
Ranged Weapons: - Sling: 1 Coin - Short bow: 8-15 Coins - Long bow: 20-40 Coins - Composite bow: 40-70 Coins - Light crossbow: 25-45 Coins - Heavy crossbow: 50-80 Coins - Hand crossbow: 15-25 Coins - Arrows: 1 Coin per dozen - Crossbow bolts: 2 Coins per dozen
Ship Weapons: - Harpoon: 10-20 Coins - Harpoon gun: 40-60 Coins - Ballista: 200-400 Coins - Swivel ballista: 80-120 Coins
Exotic/Rare: - Crystal blade: 500-1500 Coins (if available) - Pre-Shattering firearm: 1000-2000+ Coins - Poisoned weapon: 20-50 Coins (illegal)
Armor Price List
Leather Armor: - Soft leather: 5-10 Coins - Hardened leather: 15-25 Coins - Studded leather: 25-40 Coins
Chainmail: - Chainmail shirt: 50-80 Coins - Full chainmail: 100-150 Coins - Chainmail + plate: 200-300 Coins
Plate Armor: - Partial plate: 150-250 Coins - Full plate: 500-1000 Coins - Masterwork plate: 1500-2000+ Coins
Shields: - Buckler: 5-10 Coins - Round shield: 10-20 Coins - Kite shield: 20-35 Coins - Tower shield: 30-50 Coins
Exotic: - Storm-Serpent scale: Priceless (must hunt) - Ironwood armor: 100-200 Coins - Rot-Beast bone: 30-50 Coins
Cultural Significance
Weapons as Status Symbols
The Blade Hierarchy: - Utility knife: Everyone (survival tool) - Dagger: Common folk (self-defense) - Sword: Soldiers, guards, middle class (martial capability) - Masterwork sword: Officers, wealthy, elite (status and skill) - Named blade: Heroes, legends (weapon with history) - Crystal blade: Myths (ultimate status)
Social Signaling: - Quality of weapon indicates wealth, status, skill - Carrying sword in settlement indicates martial profession or wealth - Carrying multiple weapons indicates serious fighter or paranoia - Carrying no weapons indicates either extreme poverty or extreme confidence
Family Heirlooms
Weapon Inheritance: - Weapons passed father to son (or mother to daughter) - Especially: Masterwork weapons (too valuable to bury) - Named weapons (carry family history) - Obligation to maintain (honor ancestors)
Named Weapons (Examples): - “Ironwill” (Commandant Vask’s sword, passed from previous Commandant) - “Stormcutter” (Storm-Captain Kiera’s saber, killed Storm-Serpent with it) - “Last Light” (Priest Valeria’s dagger, blessed by Light constellation allegedly) - “Truthseeker” (Bishop Vael’s sword, family heirloom from pre-Shattering)
Cultural Weight: - Losing family weapon is shame - Selling family weapon is desperation - Breaking family weapon is tragedy - Passing down weapon is sacred duty
Trophies and Proof
Rot-Beast Trophies: - Teeth, claws, scales worn as jewelry - Bones carved into handles - Hides made into armor - Proof of kill (status, respect)
Combat Trophies: - Notches in blade (kills—controversial practice) - Captured weapons (displayed) - Scars (badges of honor) - Stories (oral tradition)
The Trophy Culture: - Hunters display kills (Rot-Beast skulls, scales) - Soldiers display captured weapons - Duelists display scars - Status through proven combat capability
Specialized Weapon Uses
Rot-Beast Hunting
Recommended Loadout: - Primary: Spear or halberd (reach is critical) - Secondary: Crossbow (engage from distance) - Tertiary: Fire (torch, alchemical fire, always) - Backup: Sword or axe (if it gets close) - Armor: Leather (mobility) or chainmail (if can afford)
Tactics: - Keep distance (corruption spreads through contact) - Target weak points (eyes, joints, exposed flesh) - Use fire (Rot-Beasts fear it, purifies corruption) - Work in teams (solo hunting is suicide) - Retreat if outmatched (living to fight again matters)
The Fire Rule: Never hunt without fire - Rot-Beasts instinctively fear flames - Fire prevents corruption spread - Can purify infected wounds (cauterize immediately) - “No fire, no hunt, no life”
Ship Defense
Anti-Pirate Loadout: - Ranged: Ballista, crossbows (engage before boarding) - Melee: Sabers, boarding axes (tight quarters) - Defensive: Boarding hooks (grapple first), fire (burn boarding planks) - Armor: Leather (mobility on deck)
Anti-Creature Loadout: - Heavy: Ballista, harpoon guns (large creatures) - Fire: Alchemical fire (Rot-Beasts) - Backup: Everything (creatures are unpredictable)
Personal Defense (Civilians)
Minimum Loadout: - Utility knife (always) - Awareness (best defense) - Tether-belt (prevent falls)
Recommended Loadout (If Traveling): - Sword or axe (primary weapon) - Dagger (backup) - Leather armor (affordable protection) - Crossbow (if can afford and trained)
Wealthy Loadout: - Masterwork sword - Multiple daggers - Chainmail or partial plate - Crossbow (superior quality) - Bodyguards (best defense is other people)
Famous Weapons
Legendary Blades
“Starfall” (Kalis Dren’s Crystal Sword): - Status: Lost (Kalis Dren fell into Deeps, sword with her) - Properties: Crystal blade, never dulled, glowed faintly - History: Pre-Shattering artifact, found by Kalis, used in legendary battles - Current Location: Unknown (Deeps, presumably) - Legend: “Whoever recovers Starfall will be greatest warrior of age”
“Ironwill” (Commandant Vask’s Sword): - Status: Active (Vask carries it) - Properties: Masterwork steel, perfectly balanced, named - History: Passed through seven Commandants, 150 years old - Symbolism: Authority of Ironhold military - Legend: “Ironwill has never broken, never failed, never lost battle”
“Stormcutter” (Kiera Windcaller’s Saber): - Status: Active (Kiera carries it) - Properties: Storm-Serpent scale handle, lightning-resistant - History: Killed Storm-Serpent with this blade (legendary feat) - Symbolism: Storm-Sailor mastery - Legend: “Stormcutter cut through storm itself to reach Serpent’s heart”
“Truthseeker” (Bishop Vael’s Sword): - Status: Active (Vael carries it, reluctantly) - Properties: Pre-Shattering steel, family heirloom - History: Vael family weapon, 300+ years old, survived Shattering - Symbolism: Light constellation service (truth-seeking) - Irony: Vael is pacifist, rarely draws it
“The Widow-Maker” (The Captain’s Blade): - Status: Active (The Captain carries it) - Properties: Unknown (never seen clearly) - History: Killed 40+ people (allegedly) - Symbolism: Black Sky Cartel power - Legend: “The Widow-Maker drinks blood. It’s always thirsty.”
Legendary Armor
Commandant Vask’s Plate: - Creator: Garrick Stonehand (masterwork) - Properties: Full plate, perfectly fitted, engraved with Forge symbols - Weight: 28kg (lighter than standard through superior craftsmanship) - Cost: 2000+ Coins (commission took 2 years) - Status: Most impressive armor in Aetherium
Kiera’s Storm-Scale: - Material: Storm-Serpent scales (she killed it) - Properties: Lightning-resistant, flexible, iridescent - Coverage: Partial (chest, shoulders) - Status: Only Storm-Serpent scale armor in existence - Legend: Proof of legendary kill
In-World Documents
Garrick Stonehand’s Commission Contract
COMMISSION AGREEMENT
Client: Commandant Theron Vask, Ironhold Military Smith: Garrick “Stonehand”, Master Smith Item: Full plate armor, masterwork quality
Specifications: - Full coverage (head to toe) - Articulated joints (maximum mobility) - Engraved with Forge symbols (religious significance) - Perfectly fitted (measurements taken, 3 fittings during construction) - Finest steel (Ironhold military-grade)
Timeline: 18-24 months Cost: 2000 Aether-Coins (50% deposit, 50% on delivery)
Terms: - Smith retains creative control (design decisions final) - Client may request modifications (smith may refuse if compromises quality) - If client dies before completion, commission continues (armor goes to successor) - Smith’s reputation depends on this work (will be perfect or client gets refund)
Garrick’s Note: “I’ll make you armor worthy of your position. You’ll be protected, intimidating, and beautiful. People will see you and know: this is Commandant. This is power. This is Ironhold. Give me two years. I’ll give you legend.”
—Signed Year 285 S., Delivered Year 287 S. (ahead of schedule)
Military Training Manual (Ironhold, Excerpt)
CHAPTER 7: WEAPON MAINTENANCE
Your weapon is your life. Treat it accordingly.
Daily: - Inspect for damage (cracks, chips, rust) - Oil blade (thin coat, wipe excess) - Check edge (should cut paper cleanly)
Weekly: - Sharpen (whetstone, consistent angle) - Deep clean (disassemble if possible) - Oil all metal parts - Check handle (loose handle kills)
Monthly: - Professional inspection (smith checks for hidden damage) - Replace worn parts (handles, guards, fittings) - Test (full combat simulation)
Remember: Weapon that fails in combat kills you. Maintain it, or die with it.
—Ironhold Military Academy, Standard Manual
Hunter’s Guide to Rot-Beast Combat
RULE 1: Keep distance. Reach is life.
RULE 2: Always carry fire. Rot-Beasts fear it.
RULE 3: Target weak points. Eyes, joints, exposed flesh.
RULE 4: Work in teams. Solo hunting is suicide.
RULE 5: Retreat if outmatched. Pride kills.
RULE 6: Burn the corpse. Corruption spreads even after death.
RULE 7: Check yourself for infection. Immediately. Thoroughly.
RULE 8: If infected, seek treatment. Immediately. Don’t hide it.
RULE 9: If treatment fails, exile yourself. Don’t infect others.
RULE 10: Remember: You’re not hunting for sport. You’re protecting community. Act accordingly.
—Veteran Hunter’s Advice, Windmere Farms
Black Market Price List (Murky Chasm)
VEX’S ARMORY - DISCREET SALES
“No questions asked. No names recorded. No Guild taxes.”
WEAPONS (All prices negotiable): - Stolen Ironhold sword: 20 Coins (70% off legal price) - Poisoned dagger: 30 Coins (includes poison) - Hand crossbow: 20 Coins (assassination special) - Garrote: 5 Coins (silent, effective) - Alchemical fire (3 vials): 25 Coins (burn anything)
ARMOR (Limited stock): - Stolen chainmail: 40 Coins (military grade) - Partial plate: 100 Coins (officer’s armor, “acquired”)
EXOTIC (Rare, expensive): - Pre-Shattering pistol: 1200 Coins (12 bullets included) - Crystal dagger: 600 Coins (never dulls) - Storm-Serpent scale (single): 200 Coins (craft your own)
SERVICES: - Weapon modification: 10-50 Coins (poison grooves, hidden blades, etc.) - Armor fitting: 20 Coins (make stolen armor fit you) - Training: 50 Coins per month (learn to use what you bought)
DISCLAIMER: All sales final. Malfunction not my problem. Getting caught not my problem. Dying not my problem. Buy at your own risk.
—Vex Shadowhand, Proprietor
Duelist’s Code (Ironwind Academy)
PRINCIPLES OF HONORABLE COMBAT
- Challenge: Issued formally, witnessed, clear terms
- Acceptance: Opponent may refuse (no shame if reason valid)
- Weapons: Agreed upon (matched or chosen)
- Armor: None or matched (fairness demanded)
- Location: Neutral ground, safe for spectators
- Witnesses: Minimum three (verify outcome)
- Terms: First blood, submission, or death (agreed beforehand)
- Conduct: No tricks, no poison, no outside interference
- Outcome: Accepted by both parties (winner doesn’t gloat, loser doesn’t revenge)
- Honor: Maintained regardless of outcome
Violations: Result in social death (dishonored, shunned, reputation destroyed)
Reality: Code is ideal. Reality is messier. But trying to uphold it matters.
—Master Duelist Kael Swiftblade, Ironwind Academy Founder
Soldier’s Letter Home
Dear Mother,
They issued me my equipment today. Sword, crossbow, chainmail, shield. Worth more than I’ve earned in my life. I’m responsible for it now.
The sword is heavier than I expected. The chainmail is heavier than I imagined. The shield is heavier than I can believe.
Tomorrow, training begins. They’ll teach me to kill. To survive. To protect.
I’m terrified. But I’m ready.
The Forge grant me strength. The Light grant me courage. The Voyager grant me luck.
I’ll need all three.
Your son, Torven
P.S. If I don’t come back, sell the equipment. It’ll feed you for a year.
Garrick Stonehand’s Philosophy
People ask: “How do you feel, making weapons that kill?”
I feel fine. Here’s why:
Weapons don’t kill. People kill. I make tools. What people do with tools is their choice, their responsibility, their burden.
But here’s truth: World is dangerous. Rot-Beasts hunt. Pirates raid. Murderers exist. Unarmed people die.
I make weapons that keep people alive. Guard’s sword stops criminal. Hunter’s spear kills Rot-Beast. Soldier’s armor stops blade.
Yes, weapons also kill innocents. Murderers use my blades. Pirates use my swords. That’s tragedy. That’s reality.
But more people live because of my work than die. I’m sure of it. Mostly sure. Sure enough to continue.
I’m smith. I forge. People choose how to use what I make.
I sleep fine. Mostly.
—Garrick “Stonehand”, Master Smith
Quest Hooks
The Commission: Order custom weapon from Garrick Stonehand. Expensive, long wait, but worth it. What weapon do you commission? What will you do with it?
The Heirloom: Inherit family weapon (sword, axe, etc.) with history. Maintain tradition or sell for desperately needed coins?
The Theft: Someone stole your weapon. Track them down. Recover it or replace it (expensive). Personal stakes.
The Duel: Challenged to honor duel. Accept (risk death), refuse (lose honor), or find alternative resolution?
The Black Market: Need illegal weapon (poisoned blade, stolen military gear). Deal with Black Sky Cartel. Moral compromise, practical necessity.
The Hunt: Join Rot-Beast hunt. Proper weapons essential. Improper weapons mean death. Are you equipped?
The Training: Learn advanced combat technique. Find master, pay tuition, train for months. Worth the investment?
The Legendary Blade: Hear rumor of crystal blade location. Dangerous expedition. Priceless reward. Probably trap. Go anyway?
The Disarmament: Settlement considering weapon restrictions (reduce violence). Debate: Safety vs. self-defense. Which side do you support?
The Forge Blessing: Weapon blessed by Forge constellation (allegedly). Does it work better? Psychological? Divine? Test it in combat.
The Broken Blade: Family heirloom weapon breaks in combat. Devastating loss. Can it be repaired? Should it be? What does it mean?
The Trophy Hunt: Kill legendary Rot-Beast for trophy. Dangerous, prestigious, profitable. Organize expedition, gather hunters, face monster.
Related Topics
- Garrick Stonehand - Master smith
- Ironhold - Military center, weapon production
- Black Sky Cartel - Illegal weapons trade
- Rot-Beast Hunting - Specialized combat
- Constellation of the Forge - Weapon blessing
- Storm-Serpents - Source of exotic materials
- Pre-Shattering Technology - Advanced weapons
“Weapon doesn’t make warrior. But having good weapon when you need one? That makes difference between living and dying.”
“I forge swords. People kill with them. People die to them. Should I feel guilty? Sometimes. Does it stop me? No. World needs weapons. I provide. Someone would anyway.” — Garrick Stonehand
“In the Aetherium, everyone carries a weapon. The question isn’t whether you’ll need it. The question is whether you’ll be skilled enough when you do.” — Military Instructor
“My sword has name. My sword has history. My sword has killed. My sword has saved. My sword is me. I am my sword. We are one.” — Duelist’s Creed
“The best weapon is the one you have when you need it. The second-best weapon is the one you know how to use. The worst weapon is the expensive one you left at home.” — Practical Fighter’s Wisdom