GM Guide: Equipment by Era
Weapons, armor, and gear use the same stats in any era; the era decides which exist. Pick the column that fits your world and strike out the rest from the Equipment lists.
| Era | Typical weapons | Typical armor | Notable gear |
|---|---|---|---|
| Bronze Age / Classical (Greece, Egypt, Rome) | spear, short sword, javelin, sling, bow, axe | linen or bronze cuirass, large shield, helmet | chariots, oil lamps, wax tablets |
| Viking / Early Medieval | spear, axe, seax, sword (rare), bow | padded coat (vápntreyja), mail (rare), round shield | longships, sledges, rope, soapstone pots |
| High Medieval | sword, mace, lance, crossbow, longbow, polearms | mail, coat of plates, kite or heater shield | lanterns, chain, grappling hooks, books (expensive) |
| Renaissance / Age of Sail | rapier, cutlass, pike, early firearms, crossbow | breastplate, buff coat, little armor at sea | spyglass, compass, printed maps, gunpowder |
| Fantasy-industrial / Sky-ship | any of the above, spell-engines, repeating crossbows | light armor, magical wards | clockwork tools, airships, alchemical lamps |
Guidelines
- Firearms: treat as a weapon with a big die (1d10–1d12) and Reload (can’t fire again until the end of your next turn). They exist only if the GM says so.
- Price and rarity follow the era: a sword is a fortune in a Viking village and ordinary in a Renaissance city.
- Tools and gear need no stats beyond “gives Advantage when it clearly helps” (see Tools and Gear).