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The Leofrings

The document provides background on the Leofrings, a group of Northmen who split from the Eotheod and settled in the Anduin Vales. It describes their origins, culture, and current situation as a diminished people who maintain a semi-nomadic lifestyle herding animals and defending against orc attacks.

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100% found this document useful (1 vote)
2K views10 pages

The Leofrings

The document provides background on the Leofrings, a group of Northmen who split from the Eotheod and settled in the Anduin Vales. It describes their origins, culture, and current situation as a diminished people who maintain a semi-nomadic lifestyle herding animals and defending against orc attacks.

Uploaded by

Zeeall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE LEOFRINGS

BY
PAUL KIRK (AKA 'HALBARAD')
EDITED BY
RICHARD HARRISON
FOR
THE ONE RING
ROLE-PLAYING GAME




Artwork Credits
Artwork found within this fan created compendium is strictly the copyright of the original artists and, if applicable, any publications
associated to their printing and distribution and such usage in no way challenges this. Special thanks to all those artists (known and
otherwise), including: Alan Lee, John Howe, Angus McBride, Merlkir, et al.
- The
Leofrings -


HORSEFOLK OF THE ANDUIN VALES
When the Eotheod departed the northlands and
migrated onto the plains of Calenardhon, not all
were content to simply leave their homes and follow
their King. Several groups of riders and their kinfolk
chose to remain in the north while others, struck by
the sheer beauty of the Eastern Nether Vales,
decided that they would travel no further.

Within less than a decade of the departure of the
Eotheod, these disparate groups had come to realise
that the Vales were no longer the safe haven they
had once been when Eorl could put thousands of
riders in the field.

The largest group had remained in the vicinity of
Framaburg, believing that the stout palisades and
deep ditches would protect them from the goblins of
the north. They united under a powerful nobleman
named Leofr, who had served with distinction
under Eorl at the Field of Celebrand, but it was not
long before the foul denizens of Gundabad poured
forth from their mountain stronghold and forced
them to abandon the fortress. They migrated further
south and settled in the western part of the Nether
Vales where they first adopted the name of
Leofringas (People of Leofr). Through time, the term
Leofrings would come to be used in reference to all
the Horsefolk who dwelt in the southern vales.


Unlike the Eorlingas, these Leofrings chose no King.
Leofr realised that for him to claim Kingship would
jeopardise such good will as remained towards
them in the new Kingdom to the south. King Eorl
still considered the Leofrings to be his subjects and
thus it was decided that riders would be sent out to
each of the extended family groups(Cohorts) to
invite their Thanes to sit in a tribal council, to be
convened in the ruined town of Dwarrowhall.

Dwarrowhall was built by the Dwarfs of Khazad
Dum many years earlier. It had been populated by
members of many different Northmen tribes, all
living together under the watchful eyes of the
'Longbeards' and farming the lands of the Dimrill
Dale.

When Durin's Bane forced the Dwarves to abandon
their ancient halls, the Northmen of Dwarrowhall
left in their wake, in search of new homes and new
markets for their skills and produce. The newly
arrived Leofrings claimed the deserted town as their
own. This they would make the stronghold of their
new homeland and here they would spend the cold
months of winter. While most of his folk departed to
begin a semi nomadic existence, Leofr and the
remainder stayed to fortify the ruins.

Following the death of Eorl, his sons and their
descendents showed little interest in the affairs of
the Leofrings. The young men might still journey
south to join the 'Muster of Rohan' or find wives but
the Leofrings became, in effect, an independent
people.

As the power of the Shadow grew in Mirkwood,
those of the Leofringas who dwelt in the Eastern
Nether Vales either migrated west across the Great
River or fell under its sway. A number of 'cohorts'
traded openly with the servants of the Necromancer
and several were rumoured to have entered his
service. In the winter of 2940TA, when the
Leofringas had gathered at the Dwarrowhall to
celebrate the Feast of Yuletide, a horde of Orcs
attacked and overwhelmed their defences, driving
the survivors south.

The Leofrings are now greatly diminished in
number. They still maintain the semi nomadic
existence of their Rhovanic ancestors, unlike the
Eorlingas, who have adopted a sedentary lifestyle
on the fertile grasslands now known as 'The Mark'.
They tend their herds in that area that lies between
the Golden Wood and Fangorn as well as in the
northernmost regions of the Wold and the Field of
Celebrand. A scarce handful remain in the lands of
the Western Nether Vales, eking out their existence
in the ruins of Dwarrowhall or diligently
maintaining a vigil over the Ford of the Leofrings.

Although few in number, the riders of the Leofrings
are fearless. They prefer to engage their foes at close
quarters, reliant on the strength and
manoeuvrability of their steeds to offset any
disadvantage in numbers. The swirling melee and
the charge are where these warriors gain the
honour and reputation they crave. Some few are
skilled with the bow, but these weapons are
considered less honourable than the tall spears and
swords that they wield to devastating effect.

DESCRIPTION
The Leofrings are Northmen of the same stock as the
Rohirrim, which is to say that they are tall and
brawny, fair of skin and light eyed. They are
generally fair haired and the younger men tend to
be clean shaven, but sport moustaches. Both sexes
wear their hair long. Men favour it loose although
veteran warriors often plait the hair at their temples
as a mark of their standing. Young girls wear their
hair long and loose but older, especially married,
women tie theirs in two long plaits. Both of these
are customs that date back to the time of their
ancestors on the plains of Rhovanion. The most
distinctive feature of any warrior of the Leofrings
however, is a slightly bow legged gait. The mark of a
life spent in the saddle.

STANDARD OF LIVING
The Leofrings possess little in the way of wealth and
much of what they had was stolen from them
during the sack of Dwarrowhall. Many have little
more than than the clothes on their back and such
possessions as they managed to retain during their
flight. Their standard of living is considered to be
Frugal.

LANGUAGES
Leofrings generally speak the Common Speech
(Westron) in addition to the language of the folks of
the Vale of Anduin, closely related to Dalish.




LEOFRING ADVENTURERS
Times have rarely been so hard for the people of
Leofr. Few of their young people find the time or
possess the inclination to pursue the path of the
adventurer. Those who do are usually drawn from
among those who have lost everything they own, or
everyone they held dear to the depredations of Orcs
or other servants of the Shadow.

Sugges Sugges Sugges Suggested Callings ted Callings ted Callings ted Callings: :: : Among the Leofrings who find
themselves on the path of adventure, it is those who
have lost their kith and kin to Orcs, or worse things,
who usually take up the calling of the Slayer. Others
who have lost all they owned, but retained their
families, roam the Wilderland in search of new
homes or opportunity and adopt the role of the
Wanderer.

Unusual Callings Unusual Callings Unusual Callings Unusual Callings: :: : As a people of no letters, Scholars
are a rarity among the Leofrings. Histories and
wisdom are passed down through an oral tradition
of tales, poetic eddas and songs. The handful of
keepers of this accumulated wealth of knowledge
are known as Skalds.



WHAT THE THANE SAYS...

Barding Barding Barding Bardings: s: s: s:
After the Dragon drove them from their homes,
some few came to dwell amongst us at
Dwarrowhall. They had learned their smith craft
from the Dwarves of the Lonely Mountain and
many of our mail shirts and weapons were crafted
by their skilful hands. Now that they have returned
to Dale, they will be sorely missed.

Beornings Beornings Beornings Beornings: :: :
Their Lord is a mighty warrior who, it is said,
wanders the vales in the form of a great bear. Their
numbers are small, but swell daily as many
Woodmen clans give over their allegiance to him. A
few cohorts of our own people have sworn fealty to
him as well. We missed their spears when the Orcs
came to Dwarrowhall.
Dwarves of the Lonely Mountain: Dwarves of the Lonely Mountain: Dwarves of the Lonely Mountain: Dwarves of the Lonely Mountain:
It is said that Dwarrowhall was built by Dwarves
who dwelt in a massive underground city in the
nearby mountains. All that I know is that there are
no Dwarves there now. I have gazed in wonder on
the lake that lies in the Dimrill Dale and have even
approached the stair to their old city gates, before
being chased away by the foul goblins who now
infest that ancient place. I have never laid eyes
upon a Dwarf and I feared, until recently, that they
may be so diminished in number that I never
would. Now I hear that Smaug the Terrible is slain
and that there is a King, once more, under the
mountain. Strange days we live in.

Elves of Mirkwood: Elves of Mirkwood: Elves of Mirkwood: Elves of Mirkwood:
"I know little of them as they stay safe and secret
beneath their woodland boughs in the northern
reaches of the forest. They are reputed to be fair of
form and speech, but merciless in battle with vast
armies of spearmen and archers at their King's beck
and call. Would that they were our allies but, alas,
distance and their rumoured mistrust of mankind
makes this impossible."

Hobbits of the Shire: Hobbits of the Shire: Hobbits of the Shire: Hobbits of the Shire:
I heard a strange tale from a Woodman of
Rhosgobel, who heard it from a Barding merchant
of Dale. This Woodman told me that the small folk,
the 'Holbytlan', have returned to the Anduin Vales.
It is, of course, a nonsense. My father told me tales
of these 'halflings' and how they once lived along
the banks of the Rive Gladden, but they are long
since lost to the mists of time. Of course, this
Woodman swore the Daleman's words to be true.
He said that the 'Holbytlan' operate a hostelry near
the Forest Gate and that one of them was somehow
involved in the death of the dragon, Smaug.

Men of Men of Men of Men of the Lake the Lake the Lake the Lake: :: :
A nation of merchants and shopkeepers, they dwell
in a great wooden city that floats on the waters of a
long lake, lying to the north east of Mirkwood. They
are canny traders and capable warriors. I hear that
their boats now sail down the rivers as far as the
lands of the Easterlings.


Woodmen of Wilderland: Woodmen of Wilderland: Woodmen of Wilderland: Woodmen of Wilderland:
They are decent people for the most part, although
I have heard tales that a few of them have given
their allegiance to the Shadow. They breed great
hounds, used for hunting and battle and they afford
them the same respect that we do our horses. The
Brown Wizard dwells among them at the settlement
of 'Brown Hay' and they avail of his protection.
Would that we had such a powerful patron or ally.

CULTURAL BLESSING

HORSE MASTER
Such is your skill at arms and your horsemanship
that you fight just as proficiently when mounted as
when afoot.

This blessing enables the character to fight
effectively from horseback without spending points
of Hope.

While mounted, the character gains a single
(automatic) Combat Advantage Die per Combat
Encounter. This extra die represents the tactical
advantage that a trained warrior, from a
mounted culture, has over his foes
All melee attacks against opponents on foot use
the Favoured Body Attribute for damage
determination on greater and extraordinary
successes and, if able, the opponent must roll
the Feat Die twice and take the lesser result when
attacking the mounted character (unless they
possess the Shadow Ability: Great Size)

STARTING SKILL SCORES

COMMON SKILLS
Copy the following skill ranks onto the character
sheet and underline the favoured skill:

Awe 2 Inspire 1 Persuade 0
Athletics 3 Travel 2 Stealth 0
Awareness 2 Insight 2 Search 1
Explore 1 Healing 0 Hunting 1
Song 1 Courtesy 0 Riddle 1
Craft
1 Battle 2
Lore 1

WEAPON SKILLS
Choose one of the following weapon skill sets, and
record it on the character sheet:

1) (Swords) 2, Bow 1, Dagger 1
2) Tall Spear 2, Sword 1, Dagger 1
SPECIALITIES
Choose two traits from:

Animal Husbandry, Enemy Lore (Orcs),
Horseman, Horse Wrangler, Region Lore
(Anduin Vales), Smith-craft

BACKGROUNDS

1 - GATHER NO MOSS
To roam the Vales with the wind in your hair and
the sun upon your face. This is the daily life and
heritage of the Leofrings. Whether mounted as an
outrider for your 'cohort' or scouting for fresh
pastures for the herds, this is the life you had lived
until the Orcs came. They attacked your people at
Dwarrowhall during the gathering for the festival of
Yuletide. Many were slain and many more were
dragged off into bondage by these vile denizens of
the mountains. Most of those who survived live now
on the borders of Rohan, afraid to return to their
homeland.

You are not afraid and you hope to gather friends
and to cement alliances between all of the free folk
of the vales, the better to fend off the followers of the
Shadow and permit your kin to return to their
homes. You rarely stop in any one place for more
than a few days and have found yourself made
welcome among the Woodmen of Mirkwood and
the followers of Lord Beorn.

Basic Attributes Basic Attributes Basic Attributes Basic Attributes
Body 6, Heart 6, Wits 2

Favoured Skil Favoured Skil Favoured Skil Favoured Skill ll l
Travel

Distinctive Features Distinctive Features Distinctive Features Distinctive Features
(Choose two Traits from those listed)
Adventurous, Curious, Hardy, Honourable, Just,
Proud, Vengeful, Wrathful


2 - WARDEN OF THE CROSSING
Despite the abandonment of the Nether Vales by
your people, a small garrison of warriors has been
left to guard the Ford of the Leofrings. In bygone
years, your father had served with this group of
men. From him you learned how to observe and
listen carefully for approaching danger. "The
eastern approaches were the most dangerous", he
told you, "but vile goblins occasionally approach
from mountains in the west". The men at the ford
have often been hard pressed to keep it open, but
have yet to fail in their duty. One day, you hope to
join this illustrious band.

Basic Attributes Basic Attributes Basic Attributes Basic Attributes
Body 6, Heart 4, Wits 4

Favoured Skill Favoured Skill Favoured Skill Favoured Skill
Awareness

Distinctive Features Distinctive Features Distinctive Features Distinctive Features
(Choose two Traits from those listed)
Adventurous, Hardy, Honourable, Just, Keen-
eyed, Patient, Quick of Hearing, Wary

3 BLOOD, SWEAT AND TEARS
Your father was a Daleman, who had made his
living in the town of Dwarrowhall by forging and
repairing weapons and armour for the warriors of
the Leofrings. Your mother was the only daughter of
a local Thane and you had always considered
yourself to be of her people, rather than your
father's. Oh, how you had envied their freedom to
come and go at will, instead of having to work the
forge, day in and day out. Now, struggling to simply
exist in the ruins of Dwarrowhall, you have heard of
the rise of the new Kingdom of Dale. Your father
and mother are both gone, slain in the sack of the
town, and the prospect of a new life beyond
Dwarrowhall has drawn your forth from your
mourning.

Basic Attributes Basic Attributes Basic Attributes Basic Attributes
Body 7, Heart 4, Wits 3

Favoured Skill Favoured Skill Favoured Skill Favoured Skill
Craft

Distinctive Features Distinctive Features Distinctive Features Distinctive Features
(Choose two Traits from those listed)
Adventurous, Hardy, Honourable, Just, Patient,
Robust, Steadfast, True


4 TAMER OF HORSES
As long as you can remember, you have had a way
with horses. Among the men of your cohort, it was
said that you had the skill to soothe a wild horse
with a few gestures and gentle words when others
would need to break it's spirit to train it. Your cohort
has been dispersed and the herd scattered. Perhaps
it is time for you to make your way in the world by
other means.

Basic Attributes Basic Attributes Basic Attributes Basic Attributes
Body 6, Heart 5, Wits 3

Favoure Favoure Favoure Favoured Skill d Skill d Skill d Skill
Athletics

Distinctive Features Distinctive Features Distinctive Features Distinctive Features
(Choose two Traits from those listed)
Cautious, Clever, Determined, Hardy, Nimble,
Patient, Steadfast, True Hearted.

5 - CAMPFIRE TALES
As a people of no letters, the stories and traditions
of the Leofrings are passed on by word of mouth,
down through the generations. Your family have
long been repositories of these oral traditions and
the ancient histories of your people are well known
to you. Around the night fires of your 'cohort', your
father would regale the children with humorous
tales to send them off to a contented slumber. In
times of strife, he would seek to inspire the men
with the heroic tales of Frama, of Leofr and of Eorl
the Young. Now, you are driven from your home
and your cohort are scattered. With none left to
impart your knowledge to, you have decided to
create a story of your own.

Basic Attributes Basic Attributes Basic Attributes Basic Attributes
Body 5, Heart 5, Wits 4

Favoured Skill Favoured Skill Favoured Skill Favoured Skill
Lore




Distinctive Features Distinctive Features Distinctive Features Distinctive Features
(Choose two Traits from those listed)
Clever, Cunning, Fair-spoken, Forthright,
Honourable, Just, Merry, True-hearted



6 WARRIOR BORN
Orcs, Wild Wolves and villainous men in the service
of the Necromancer. Your people have fought them
all and in all of those battles of yesteryear, the
names of your forebears are remembered with
honour among the captains and champions of the
Leofrings.

Your people have been driven forth, but 'you' will
not go quietly into exile. You have girt your loins
with leather and iron and mounted your steed to
bring the wrath of your people to the defilers of your
homeland.

Basic Attributes Basic Attributes Basic Attributes Basic Attributes
Body 7, Heart 5, Wits 2

Favoured Skill Favoured Skill Favoured Skill Favoured Skill
Battle

Distinctive Features Distinctive Features Distinctive Features Distinctive Features
(Choose two Traits from those listed)
Bold, Determined, Fierce, Hardened,
Honourable, Just, Stern, Wrathful
LEOFRING NAMES
The Leofrings speak both Westron and the Rohirric
tongue of their neighbours in the Mark. They tend to
favour names that are Rohirric in style.

Male Names: Male Names: Male Names: Male Names: Aldor, Bregdan, Brego, Derngar,
Dunhere, Eomod, Eomund, Eorl, Fastred, Feolca,
Gamling, Grimbold, Guthlaf, Haldred, Haleth,
Herumer, Leofr, Walda.

Female Names: Female Names: Female Names: Female Names: Barhilda, Dernwyn, Eohilda,
Gleowyn, Herufrid, Theoda, Theofrid

Adventuring Age: Adventuring Age: Adventuring Age: Adventuring Age: 16 16 16 16- -- -30 30 30 30
The Leofrings Woodmen dont usually become
adventurers before their 16th year of age, and rarely
continue beyond their forties.

ENDURANCE AND HOPE
Starting scores:

Endurance = 22 + Heart
Hope = 8 + Heart



CULTURAL VIRTUES
The Leofrings are valiant Northmen, descended
from the same stock as the Riders of Rohan. They
are equally skilled horsemen and ferocious fighters.
It is unsurprising to find that many of their Virtues
are specific to horsemanship and mounted combat.

BLOOD OF THE WYRMSLAYER
Among the warriors of the Leofrings, there are some
of such fearsome strength and skill that they must
surely be scions of the line of Frama, the slayer of
Scatha the Wyrm.

A Hero with this Virtue may spend a point of Hope
to subtract the Base Damage of his weapon from a
foe's Armour roll, when he rolls the weapon's Edge.
This makes causing a wound that much more likely.

If the attack causing the wound was a Greater
Success (or better) the enemy must subtract the
entirety of Endurance Damage suffered from the
Armour roll.

HORSE WHISPERER
Your skill and ability with horses is peerless. Never
do you resort to laying on the whip or applying
spurs, yet it seems that you can urge your mount on
to ever greater feats of endurance while still keeping
it hale.

Travel becomes a favoured skill while you are
mounted

Additionally, you may spend a point of Hope to
increase the distance you can travel in a single
day by one half

All attempts to Heal your mount receive a +2
bonus

IRON CLAD
Most warriors of the Leofrings are trained to wear
armour on horseback. The finest of these men are
the men of the Thane's bodyguard or those in
training to join with those illustrious bands.

A character with this virtue is trained in how to
wear heavier types of armour effectively, by
learning to position themselves so that their steed
bears a part of the burden.

Any character with this virtue may deduct 4
points from the total encumbrance of their war-
gear, whilst mounted.

This can be improved by the spending of APs in
future Fellowship Phases. A single point can be
spent per Fellowship phase to decrease the wargear
encumbrance by a further 1point (to a maximum of
four points).

TRUSTY STEED
There have always been tales that there are those
among the Leofrings who can actually converse
with their mounts. A character with this virtue
names his steed and in doing so, forms an
unbreakable bond of friendship with it.

The 'trusty steed' will always come at its master's
command and can be trained to assist him in
any 'one' of the following skill rolls (Athletics,
Awe, Battle, Travel)

When the character makes a roll for the skill that
has been imparted to the mount, he may roll the
Feat Die twice and take the best result.
Additional skills can be imparted to the 'trusty
steed' at the cost of 1EP per further Fellowship
phase. Only one new skill can be learned per
subsequent phase

Such is the strength of the bond between horse
and rider that the character's Hope score is
increased by two points.

The bond serves well in battle also as the trusty
steed will bite, kick and stamp to defend its master.

Any immediate opponent facing a character
mounted on a 'trusty steed' is counted as Weary

Any time that an immediate opponent rolls an
Eye rune during combat the mount takes an
automatic wound and becomes incapable of
further action. All benefits accrued from
mounted combat are immediately lost

A character may take this wound himself to
prevent damage to his mount. The wound is
automatic and no armour save is permitted.

The character may make a Heal roll at TN16 at the
end of the combat encounter. If successful the steed
can return to play in the following scene. Otherwise
the steed does not recover until after the next
Fellowship phase.

VIDUGAVIA'S HONOUR
Ever since the days when Vidugavia kept his oaths
to the King of Gondor and made war upon his
eastern kin, it has become commonly said that 'a
Horseman's word is his bond'. The Leofrings pride
themselves upon this perceived honesty and
integrity.

A character with this virtue is not easily swayed or
taken in by falsehoods.

Insight becomes a favoured skill and the
character gains +1 standing in his own
community


CULTURAL REWARDS
Noble steeds and badges of honour are to be found
among the rewards of these Horsefolk.

Charger Charger Charger Charger
Prior to the arrival of the Eothed, there were few
horses to be found in the Vale of Anduin, save for
ponies and an occasional dray horse. The Eotheod
brought with them the skills and the stock to breed
horses that could be trained for the field of battle.
These 'chargers' are fairly rare as the land cannot
support and sustain the numbers of mounts that
were once found on the plains of the east. Only the
warriors of a Thane's bodyguard possess these
mighty steeds, but they are occasionally given as
gifts to particularly valourous warriors.

Most horses instinctively shy away from danger,
carrying their riders away with them. Not so the
'chargers' of the Leofrings.

A character mounted on a 'charger' may declare
a 'Charge' in the first round of any combat where
he has Initiative. The character counts as being
in 'forward stance' and may roll the feat Die
twice, choosing the best result

Additionally, opponents on foot have their TNs
raised by + 2 on the Combat Complications table
in the Loremaster's Book when attacking the
rider (Opponents who possess the Shadow
Ability "Great Size" may ignore this)

Horn of Battle Horn of Battle Horn of Battle Horn of Battle
The Leofrings, like their Rohirric kin, use the
braying of horns to announce their arrival on the
field of battle.

The bearer of such a horn can blow it in the
Opening Volley phase of any combat encounter. It
may be used either to bolster courage among
friends and allies or to bring despair and ruin to the
enemy.

If the bearer succeeds at an Inspire test at TN16,
the Fellowship gains an immediate bonus of +1
to their Fellowship pool for the duration of the
current Combat encounter
A Great Success, or better, means a bonus of +2
to the Fellowship pool.

Or

If the bearer succeeds at an Awe test at TN16, all
opponents lose a single point of Hate
A Great Success means that the enemy
automatically concedes Initiative and strikes
last, no matter the other circumstances of the
combat, until the following combat round
An Extraordinary Success means that the foe is
terrorised to the point where he is rooted to the
spot with fear. In a situation where the
fellowship are outnumbered, the LM cannot
assign additional foes into the combat until the
following combat round

Horsehair Plume Horsehair Plume Horsehair Plume Horsehair Plume
A mark of distinction amongst all the horsemen of
Wilderland, this tradition dates back to the time
when Prince Vidugavia united most of the clans into
a single Kingdom of Rhovanion, where a horsehair
crest was fixed to the helmet of a Captain or
Champion as a recognition of his deeds or rank.

Awe and Inspire become favoured skills to the
bearer of one of these tokens.





APPENDICES - NEW RULES

NEW BACKGROUND TRAITS

Horse Wrangler Horse Wrangler Horse Wrangler Horse Wrangler
A character with this background is able to herd
horses and tame wild steeds for domestic purposes.

Animal Husbandry Animal Husbandry Animal Husbandry Animal Husbandry
A character with this trait is familiar with the
breeding, herding and general wellbeing of
domesticated animals.

Horseman Horseman Horseman Horseman
This trait means that a character can ride a horse
and knows how to saddle and maintain his mount.

NEW WEAPON

Tall Spear Tall Spear Tall Spear Tall Spear
These are long spears, developed by mounted
cultures for use from horseback. Like the shorter
spears favoured by foot warriors of other cultures, it
is normally wielded in one hand. It can, however,
be used in two hands by a dismounted rider.

Weapon Weapon Weapon Weapon Dmg Dmg Dmg Dmg Edge Edge Edge Edge Injury Injury Injury Injury Enc Enc Enc Enc Group Group Group Group
Tall Spear
(1H) *
5 9 14 3 Spears
Tall Spear
(2H) *
7 9 16 3 Spears

* Not balanced for throwing.

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