Sovereign Stone: People of the Sword and Stars
(Sovereign Press, 2003)
KARNUAN WEAPONS

In a country dedicated to war, it was inevitable that unique weapons would be developed. While the weapons below are widely available within the Caliphate, they are often much more difficult to acquire in markets elsewhere across Loerem.

YAZ’MAT
Medium Martial Melee Weapon
Damage: 1d6 / special (see below)
Critical: 19-20/x2
Type: Piercing
Cost: 15 argents (Karnu) 20 argents (elsewhere)
Availability: T (Karnu) C (elsewhere)
Weight: 3 pounds

A favorite weapon of Karnuan soldiers, the yaz’mat is a Karnuan shortsword with a hooked notch several inches beneath the point that can be used to inflict extra damage on those struck by the blade. When the wielder of a yaz’mat is allowed to make a second attack on a target that they have successfully hit with the yaz’mat earlier in the round, they have the option to forego an attack roll and do an immediate 1d4 points of damage (plus any appropriate Strength modifiers.) This may only be done once per round.

HOLGRAN
Small Exotic Melee Weapon
Damage: 1d6
Critical: x2
Type: Slashing
Cost: 3 argents (Karnu) 5 argents (elsewhere)
Availability: T (Karnu) C (elsewhere)
Weight: 2 pounds

Illegal in many places outside the Caliphate, Karnuans who wear a holgran favor it for its concealability and its effectiveness. Appearing otherwise like a normal leather gauntlet (and often sold with a matching normal gauntlet for the off-hand), a holgran has three iron spheres on its back, right above the knuckles. With a sharp shake, the iron balls extend on two-foot leather thongs and can be used to rake at opponents. When attacking from surprise, the wielder of a holgran can make a sneak attack as if flanking.

HAHN’BEZ
Small Exotic Ranged Weapon
Cost: 1 argent (Karnu) 5 argents (elsewhere)
Availability: V (Karnu) C (elsewhere)
Weight: 1/2 pound

A simple length of wood about eighteen inches long with a notched bend at one end, the hahn’bez hang on leather thongs from the wrists of Karnuan spearmen until they are used as lever arms to throw shortspears incredible distances with accuracy.

Use of a hahn’bez doubles the range increment of a thrown shortspear from 20 to 40 feet.

FAZ’TI
Medium Exotic Melee Weapon

Damage: 1d6
Armor Bonus: +1
Critical: x2
Type: Piercing
Cost: 12 argents (Karnu) 20 argents (elsewhere)
Availability: C
Weight: 8 pounds

Requiring the Two-Weapon Fighting feat to use effectively in concert with another weapon, the faz’ti is a buckler with a blade extending from the shield in line with the wielder’s arm (the faz’ti thus can be found in right-and left-handed variants.) Difficult to use as a primary weapon, those Karnuans who carry a faz’ti are more than happy to sacrifice the protection of a larger shield for the chance to have a second blade at the ready.

GOZ’NEJ
Small Exotic Melee Weapon
Damage: Special
Cost: 8 argents (Karnu) 12 argents (elsewhere)
Availability: T (Karnu) C (elsewhere)
Weight: 1/2 pound

Available for shortswords or longswords, the goz’nej attaches above the hilt and allows the strong to attempt breaking the blades of their opponents’ weapons. To break a blade, the wielder of a goz’nej makes an attack as if attempting to disarm. If the attack is successful, damage equal to the attacker’s Strength bonus is inflicted on the defender’s weapon, ignoring its hardness (see Table 8-13 on page 136 of Core Rulebook II.)

QOR‘MAJ
Large Martial Melee Weapon
Damage: 2d6
Critical: x2
Type: Piercing
Cost: 10 argents (Karnu) 20 argents (elsewhere)
Availability: C
Weight: 20 pounds

The qor’maj combines the reach of a pike with the three-pointed spread of a trident, allowing fewer pikemen to cover a wider front against cavalry charges. Made of solid iron and oak, it also has a secondary shaft that hinges out two feet below the head to provide additional bracing. Though usually dropped in favor of a sword once the line has broken, those who wield a qor’maj in melee combat suffer a –1 penalty due to its extreme weight and unwieldiness. However, if a ready action is used to set a qor’maj against a charge, double damage is dealt if a hit is scored against a charging combatant.

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