Warfare and Technology

Art by Akeiron

In the world of Altear there are many forms of warfare, sorcery, and in general means of killing people. Technologically speaking the peoples of Cels have not passed the Bronze to Early Iron age with catapults barely exceeding what was once used by Alexander the Great! Compared to the mortal realm, the Altear ways of war are brutal, savage and generally require a lot of cleaving of flesh. In that regard the Altear races have honed their skills in battle for centuries. What it has also prevented is the advancement of technology which is also hampered by the magical nature of Altear itself. Altear the world provides boundless resources, but at a cost of the science of the world that a mortal might perceive as necessary for progress.

Common armor and weapon materials:

  • Leather - The cheapest of all armor materials.
  • Copper - A cheap metal used for low-quality weapons and some armors.
  • Bronze - The most common material used in most of Altear, especially in Cels and Vilagifa.

  • Black Bronze - A uncommon Iron-Copper found in regions near the eastern mountains of Everyn and northern Serakim. Contains 1% – 29% Iron purity. Costs twice as much as normal Bronze.
  • Tin Iron - A rare low quality Iron Allow found mixed with Tin that contains 30% – 80% Iron purity. Found in selective veins in Vilagifa and Norland. Costs three times as much as Bronze.

  • Sky Iron - A very rare form of Iron of 81% or greater purity. Sky Iron is found in meteor impact sites and often attracts dangerous creatures from the surrounding region. Costs four times as much as Bronze.
  • Witchwood - A material only used in Cels and for upper nobility.


Bow making materials

  • Hardwoods such as elm, sycamore, and ash.
  • Horn is used for recruve bows.
  • Witchwood is used to great great longbows which are quite rare.

Art by Goshun


Some materials are more expensive in certain regions. Iron materials for example is twice if not three times as much (it is a contraband) in Cels as it is in neighboring regions.


Fight Proficiency

Within the lands of Altear there is a variety of skill in the execution of combat. Ranging from simple Amateurs who can barely swing a sword, to deadly archers who can pick off fleeing targets from a hundred feet away.


Skill Levels

Advancing Proficiency is done through years of training and conditioning. The longer a person trains with a weapon the more proficient they become in it. The more time put into training the weapon the more dangerous an individual becomes.

Here are the levels of weapon proficiency:

  • Amateur - The combatant is able to lift up a weapon and use it in a klutzy manner. They can pick up a sword and assume the most basic abilities, their skill in actual usage is not very effective.
  • Student - The combatant has sown grown skill in a weapon and can use it alright, but is still quite green and inexperienced. A student bowman can actually hit a target most of the time and with fair accuracy, moving targets are out of the question.
  • Blooded - The combatant has seen several fights and has shown proficiency in the usage of their weapon. They are able to counter enemy combats decently and are able to even kill a few of them with some effort. A Blooded swordsman is able to take three combatants and one with good effort.
  • Deadly - The combatant has grown their skill to the point where killing is done in a reactive manner. They are not yet a master of the weapon and are unable to predict their enemies movements or have trained in at least two styles of their weapons usage. A Deadly bowman can hit a moving target at a decent distant and in slightly difficult conditions for aiming.
  • Master - The combatant has all but mastered their chosen weapon. Years of training have given them muscle memory that allows them to react to situations and to a point predict their enemies attacks. They are not at all invincible, but are capable of taking on five to seven enemies at a time with decent effort.

Art by Faraone


Measuring and Advancing Skill

Skill advancement is based in part upon the amount of time placed studying a weapon, training with it physically, and using it an actual combat. Weapons training can begin at any age (more warlike races or tribes generally start start training weapons skills at four or five years of age) and often results in varying results. Older students may lack the necessary bodily strength to fully master a weapon whereas young warriors may get mowed down by more experienced veterans. For this reason it can be hard to gauge the actual advancement for someone as each race in turn also  has their own limitations in learning (Sidhe take twice as long to learn combat skills, but retain them better than other races).

  • Half a Year to a Year of weapon experience places someone in the Amateur level for a given weapon.
  • Four to Seven Years equates to the time span needed to become a student.
  • Student Training Plus at least Ten Years of actual combat or focused combat training equals to Blooded level weapon skill.
  • Twenty Five of combat training and focus on a weapon (and only that weapon) total equates to Deadly level weapon skill.
  • Thirty Years of experience focus on one weapon skill and perfecting it leads to Master Level Skill.

Art by KateMaxpaint


Notes about Weapon Skills:

  • A character may only master one weapon max.
  • If a character specializes in five weapon skills at Student level they may only have one Master level weapon skill.
  • Similar weapon types allows a user to remove the Amateur level and move straight into student, but not into blooded.
  • If a character has shown effectiveness in defending and fighting with a weapon they may reduce the weapon training time by one third. This requires proof of actual combat experience.


The Weapon Skills

For the purpose of simplicity Altear breaks down general weapons into a simple set of categories to provide players a quick means of defining their characters combat proficiency.

  • One Handed Sword – All swords that require one hand usage.
  • Two Handed Swords – Large longswords, greatswords and broadswords. Using one hand diminishes effectiveness for these weapons.
  • One Hand Axes – All small axes that can be used single handedly.
  • Two Handed Axes – Dane Axes, and Great Axes
  • Polearms – Weapons that use an elongate shaft or pole from simple quarterstaffs to spears.
  • Longbows – Long ranged bows which require great strength to pull them.
  • Shortbows – Short ranged bows effect in skirmishes and from horseback.
  • Unarmed Fighting – All forms of unarmed martial arts.


Other skills to take into consideration when dealing with combat:

  • Cavalry Training – The warrior is able to fight from horseback or similar tamed mounted creatures.
  • Chariot Training – The warrior is trained in handling or fighting from a chariot and the tactics related to it.
  • Armor Training – The warrior is trained to fight in either light, medium weight armors (light is cloth armor, medium is leather to plated leather, heavy is scale mail to laminar).
  • Naval Training – The warrior is trained to fight on the high seas and the tactics related to ship combat.



There are many different forms of armor in Altear ranging from the simple boiled leather of the peasant soldier, to the fully armmored banded mail panoply (suit of armor) of the career warrior. Armor in Altear in general is decided upon the resources at hand and the money backing the outfitting of the person in question. Generally speaking most warriors are generally going to be commons who do not have the amount of funds to afford anything higher than perhaps at the most a shirt of mail, at best a decent set of splint mail if they have the time to pay for it.

Armor types in Altear are:

  • Boiled or Studdeded Leather - Formed leather armmor that is either reinforced with several layers or metal studs. Boiled leather is the cheapest and the most common form of Armor in Altear.

  • Scale Mail - Scale shaped metal plates are overlapped into a piece of armor. Scale mail is often used by sergeants or upper class peasant conscripts.

  • Mail - Mail is a heavy armor constructed of small interlinking rings. Generally favored by career raiders and warriors from the north. It is expensive compared to other armors and is generally reserved for those who can pay for it.

  • Mirror Armor - A shield like chest piece generally made out of a roundel it is said that the Evil Eye is absorbed by the mirror set over the chest piece. Generally used as tan addition to a mail shirt or over leather armor.

  • Banded Mail - Metal bands that are riveted together and then placed over in a scale like fashion in metal bands. Banded is the heaviest armor type found in Altea rand is generally reserved for the nobility or the best fighting peoples.

Art by capprotti


Armor pieces:

  • Brigandine - A chest covering piece of armor that cover sthe front and back and sometimes the lower area of the waist.

  • Hauberk - A shirt of mail.

  • Helm -  Helms come in various varieties from conical banded leather helms with a simple nose guard to ones that include elaborate nose and face guards.

  • Vambrace - An arm guard worm over the lower arm.

  • Greaves - Shin or leg guards.

Art by JSfantasy



  • Round Shield - the Most common form of Shield and generally used by all military fighters.

  • Buckler - Smaller rounded shield used by skirmishers.

  • Square Shield - A reienforced piece of wod with metal and often used by Tiber soldiers.



Weapons within Altear are generally an exhaustive exercise and require years of training and preparation to use. The basics of weapons combat beings most certainly at a young age and then continues for most of the adult life. Expertise in multiple weapons is possible, but master in more than two over a lifetime is essentially rare. Weapons within Altear are generally broken down into a few categories.

Swords and Daggers:

  • Short Sword - A small versatile weapon slashing weapon generally found in either a leaf shaped form, a gladius stabbing form, or a falshion form used to split open helms.

  • Dagger - A long knife worn at the belt and generally no more than a few inches long.

  • Greatsword - A two handed weapon considerable in length generally up to three or more feet long (Aesir swords are extremely large). Wielded in a two handed fashion.

  • Khopresh - A long sword with a sickle like end generally found in the Sand Swea desert.

  • Scimitar - A long two or one handed curved blade common among noble warriors in Serakim greater.



  • Handax - Common ax weapon used for one hand.

  • Bearded Ax - A form of great or handax with a beard extended blade portion that gives it greater cutting area. Produced only by the Aesir.

  • Greatax- Two handed chopping weapon often employed by the more brutal races of Cels such as the Aesir, the Parzyk or the Dverg.

Art by Remton


Ranged Weapons

  • Longbow - Used by highly trained archers found primarily in Western Everyn and not in Norland. Takes years of practice to pull properly and has the longest range of all bows.

  • Shortbow - Most common bowed weapon often employed by poor archers and by most armies. Has limited range.

  • Recruve bow - Newer form of bow known for its usage for horse Archers. Its usage was great increased afte the Fall of the Norgard Empire.

  • Crossbow - Rare weapon sold at great risk as it is outlawed in most countries. Sold by Ishuan merchants at exorbitant prices and generally used for assassination for its long load time and heavy weight.

  • Javelins - Weighted throwing spears used to kill enemies at a distance, the Tiber Pele are known for their used as smashing squar fighting shields.



  • Shortspear - A weapon often wielded with a shield used to impale, stab and sometimes slash and enemy with its long reach.

  • Lance - Mounted calvary weapon or used in time with a phalanx to impale and stale oncoming enemies. A heavier spear  known for its strength and durability.

  • Romphaia - A long pole with a flate extended sword like bladed attached to the end.  Use for slashing and impaling thrusts against enemies. Often used two handed.

  • Falx - A form of Romhaia with the ended of the blade having a hooked curve to it.


Engines of War, Transport, and Maritime Transport

Within the land of Cels the weapons of War can often be reserved to those of the singular warrior. However, there are some elements that can only be wielded or driven by multiple individuals such as the Chariot or the catapult. Battering rams and latters are still the most common form of war engine and siege works.



Calvrary within Altear is found in two general forms. Light Calvery which considers of light armored fighters who may wield various weapons or horse archers who attack on the fly. The other form is the Cataphract a heavily armor man and horse that wields heavier weapons in battle to charge and break the enemy.

Art by ilkerserdar



The most common war engine found in Altear, the Chariot comes in a few varieties:

  • Light Chariots - A two man Chariot used to either retrieve a singular warrior from the front line or to hold an archer and drive. Also used for general transportation. Generally, uses one horse.

  • Heavy Chariot - A two horse or more Chariot that can hold up to four individuals. Generally a warrior and a few archers. Heavy Chariots can also be used to smash enemie ranks in correspondence with calvary.


Complex Engines

Complex engines are often used primarily by full fledged armies or the richest backers. They are generally overseen by engineers who guard their secrets and production carefully and are willing to kill to protect them.

  • Catapult - A standard torsion catapult that uses sinew cords to build up torsion and then fling an object a target far away.

  • Scorpion - A large two man crossbow set on a tripod post, the scorpion uses a crank to pull back the torsion based sinew cords and send a large three foot bolt through a man from several hundred feet away. Scorpions are extremely expensive and are generally only employed in large scale combat.


Naval Technology

Sailing technology in Altear generally relies on direction sails and oars to propel the ship in times of low wind. Ship design varies from the great battle triemes of the Sea of Aegos to the small curraghs of the Ice sea. Navigation limitation often require the usage of the stars and understanding of the placement of the sun. Compases are a high rare item and are oftne kept with secrecy by the captains that own them.

  • Longship - A large single deck ship common to the peoples of the Ice Sea, lonships employ a single sale and often rely heavily on strong rowers. The large Drakkar of the north were said to posses multi-directional sail design, but that was a rumor spread by the Aesir to create greater fears in their enemies.
  • Trieme - A tripple deck ship common in the Sea of Aegos, the Trieme is often used for combat in ramming other ships. Larger Triemes often were double masted. The Trieme is often used in the Ice Sea for defensive naval combat and is often used by the works of Clann Sea Dragan.
  • Galley - A long narrow vessel with two decks, the Galley possessed a singular square sail and a set of oars. Galleys often hosted maritime archers and even catapults. These were often the choice naval combat out in the open sea in most regions of the world.
  • Merchant Vessels - Merchant ships were often found in the form of large flat bottom vessels with double deck set of ours set around a large central hold. Their large square sails were able to catch the lightest sails.
  • Curragh - A small seal skin ship made for fishing and for short trips out to sea.

art by sketchboook


The Basics of Naval Combat

Warfare on the high seas in Altear is limited to the ancient naval combat forms of early antiquity. These primarily can be summarized into the follow forms:

  • Ranged Combat via either rare shipboard Catapults or small two man ballistae (only the richest cities can afford these)
  • Range combat via archers or slingers.
  • Ramming the enemy ship with a submerged battering ram on the prow to disable it.
  • Pulling alongside a ship and boarding it.

Ships in general are expensive and difficult to produce so capturing them is generally preferred to sinking them if necessary.