Equipment

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.

WeaponBase DamageRange/ReachRequired AthleticismHandDamage Type
Fist15ft11Bludgeoning
Dagger1d45ft (15ft thrown)11Piercing
Mace1d65ft21
Bludgeoning
Short Sword1d65ft21Piercing
Long Sword1d85ft31Slashing
Halberd1d1010ft52Slashing
Great Axe1d105ft52Slashing
Great Sword2d65ft52Slashing
Shortbow1d660ft32Piercing
Longbow1d8100ft42Piercing
Crossbow1d1045ft52Piercing

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 TypeSlotDRRequired AthleticismMovement Disadvantage
LightHand10No
LightChest23No
LightHelmet12No
LightLegs12No
LightBoots12No
LightShield34Yes
MediumHand23No
MediumChest34No
MediumHelmet23No
MediumLegs23No
MediumBoots23No
MediumShield45Yes
HeavyHand34No
HeavyChest45Yes
HeavyHelmet34Yes
HeavyLegs34Yes
HeavyBoots34Yes
HeavyShield56Yes

Elven armor

Dwarven armor

Draconian armor

Human armor

Gnomish Armor

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