In the world of Tambra, steel does not exist—but conflict, danger, and adventure certainly do. Whether you’re a blade wielding nomad or a bow-drawn scout deep in the forest, the tools you carry often mean the difference between triumph and tragedy.
Weapons and armor are more than gear. They are instruments of intent, shaped by culture, carved by necessity, and wielded with purpose.
Each culture in Tambra favors its own style of weapon: Draconians forge deadly glass pikes, Elves coax wooden scimitars from trees, Dwarves wield iron hammers, Gnomes invent bonebladed contraptions, and Humans… make do with whatever they can sharpen and swing.
Weapons — What You Carry, Carries You
Weapons in Adventures in Tambra serve two key purposes: they define your fighting style and deliver consistent damage in combat. Damage is influenced by your Athleticism and level, ensuring both raw talent and experience sharpen your edge.
While magic and primal forces may dance at your fingertips, sometimes iron, stone, or bone is the most immediate answer to danger.
Weapon | Base Damage | Range/Reach | Required Athleticism | Hand | Damage Type |
Fist | 1 | 5ft | 1 | 1 | Bludgeoning |
Dagger | 1d4 | 5ft (15ft thrown) | 1 | 1 | Piercing |
Mace | 1d6 | 5ft | 2 | 1 | Bludgeoning |
Short Sword | 1d6 | 5ft | 2 | 1 | Piercing |
Long Sword | 1d8 | 5ft | 3 | 1 | Slashing |
Halberd | 1d10 | 10ft | 5 | 2 | Slashing |
Great Axe | 1d10 | 5ft | 5 | 2 | Slashing |
Great Sword | 2d6 | 5ft | 5 | 2 | Slashing |
Shortbow | 1d6 | 60ft | 3 | 2 | Piercing |
Longbow | 1d8 | 100ft | 4 | 2 | Piercing |
Crossbow | 1d10 | 45ft | 5 | 2 | Piercing |

Elven Scimitar

Draconian Halberd

Dwarven hand axe

Gnomish Crossbow
Stamina Points and Weapons
1 SP = an additional 5ft of range for thrown weapons.
1 SP = an additonal 10ft of range for Shortbows and Longbows.
A character may use an additional SP to attempt to perform a combat maneuver (trip, disarm, push, etc.) on a target.
To dual weild a one-handed weapon the character must double the Required Athleticism. Swinging the second weapon during a turn cost 1 SP.
A character may use SP to increase odds of hitting a target. Add the character’s Athleticism rank for each SP used.
A character may use SP to increase damage on a melee weapon attack. Add the characters Athleticism rank to the damage for each SP used.
Armor – Your Second Skin
Armor doesn’t just make you harder to hit—it absorbs the blow. In Adventures in Tambra, armor increases your Damage Reduction (DR), letting you soak up punishment before it reaches your health.
But protection comes at a cost. Heavier armor requires higher Athleticism to wear effectively. If you can’t handle the weight, the armor may slow you down, restrict movement, or even leave gaps in defense.
Armor Type | Slot | DR | Required Athleticism | Movement Disadvantage |
Light | Hand | 1 | 0 | No |
Light | Chest | 2 | 3 | No |
Light | Helmet | 1 | 2 | No |
Light | Legs | 1 | 2 | No |
Light | Boots | 1 | 2 | No |
Light | Shield | 3 | 4 | Yes |
Medium | Hand | 2 | 3 | No |
Medium | Chest | 3 | 4 | No |
Medium | Helmet | 2 | 3 | No |
Medium | Legs | 2 | 3 | No |
Medium | Boots | 2 | 3 | No |
Medium | Shield | 4 | 5 | Yes |
Heavy | Hand | 3 | 4 | No |
Heavy | Chest | 4 | 5 | Yes |
Heavy | Helmet | 3 | 4 | Yes |
Heavy | Legs | 3 | 4 | Yes |
Heavy | Boots | 3 | 4 | Yes |
Heavy | Shield | 5 | 6 | Yes |

Elven armor

Dwarven armor

Draconian armor

Human armor

Gnomish Armor