RHUNA STORY ATELIER

Rhuna: Homelands

Weapons & Armor

Discover the places people call home.

In this section
Weapons & Armor · book illustration

Weaponry Copy link

Weapons are as varied as the peoples who carry them.

Across Rhuna, they serve as tools of protection, hunting, profession, warfare, ceremony, status, and cultural identity. A weapon may be an ordinary blade carried by a traveler, an heirloom passed through generations, a sacred instrument of divine purpose, or a technological innovation rarely seen beyond the culture that created it.

There is no universal law against carrying weapons.

Local custom determines what is permitted.

A hunting bow may attract little attention in a rural settlement. A sword may be expected upon a caravan road but peace-bound before entering a court. Firearms may be legal in one city, licensed in another, and completely prohibited somewhere else.

The weapon itself matters.

So does the person carrying it.

And so does where they choose to draw it.

Common Weapons Copy link

Most weapons in Rhuna are exactly what they appear to be.

Swords cut.

Hammers crush.

Spears keep enemies at distance.

Bows allow hunters and warriors to strike from afar.

Knives are carried as tools as often as weapons.

Different cultures have developed their own preferences, materials, techniques, and traditions, but a weapon does not need to interact with the Threads to be dangerous.

Large martial weapons are particularly visible. Carrying a greatsword, polearm, warhammer, or similarly imposing weapon through a crowded settlement may communicate profession, status, or threat long before it is actually used.

Armor communicates much the same.

For this reason, many cities regulate behavior and circumstance rather than simply prohibiting weapons outright.

Visitors may be required to peace-bind a blade, declare a firearm, surrender weapons before entering particular buildings, or accept responsibility for violence committed with them.

Beyond the cities, such restrictions quickly become impractical.

Travelers have good reasons to go armed.

Firearms Copy link

Firearms exist throughout Rhuna, but they are neither universally available nor technologically uniform.

Their construction requires specialized knowledge, materials, and maintenance, making them significantly less common than bows, crossbows, and conventional weapons.

Some cultures have developed reliable traditions of gunsmithing.

Others regard firearms as dangerous curiosities.

In regions where they are uncommon, merely carrying one can attract attention.

Local governments frequently regulate firearms more heavily than blades because of their concealability, destructive potential, and the difficulty of identifying unfamiliar designs.

Illegal workshops and smugglers have produced stranger varieties—dueling pistols, compact weapons, experimental rifles, and devices incorporating unstable materials or unusual Patterns.

Such weapons may be powerful.

They are rarely trustworthy.

Weapons & the Threads Copy link

A weapon cannot contain a Thread.

It can, however, influence how a Thread moves.

Certain materials, shapes, inscriptions, Patterns, and construction methods can function as Foci or Regulators, helping a trained wielder direct, interrupt, disperse, or resist particular forms of Thread activity.

These weapons are uncommon.

Creating one requires knowledge of both weaponcraft and the behavior of the Threads, and their effectiveness depends heavily upon the wielder and the circumstances in which they are used.

No blade simply carries Dalo within its steel.

No bow stores Jatu waiting to be released.

The weapon provides a relationship between the wielder, the environment, and forces already present.

The Pull still comes from somewhere.

Atrazhel Copy link

Among the most famous Thread-interacting weapons are the Atrazhel blades of the Zaltar.

Atrazhel are not vessels of divine flame.

They are instruments of Order.

Their construction allows a trained Zaltar to identify and separate forces that have become dangerously entangled, particularly corruption associated with the Wither.

To outsiders, this may appear as though the blade itself cuts the Threads.

It does not.

The Atrazhel provides the precision necessary for its wielder to untangle what should not be joined.

In the hands of an experienced Zaltar, an Atrazhel can interrupt dangerous Pulls, break unstable Patterns, and separate Wither corruption from what it has begun to consume.

Used carelessly, however, even an instrument of Order can cause harm.

Separation is not the same thing as healing.

Thread-Cutters Copy link

The name Thread-Cutter is commonly applied to weapons designed to imitate some of the disruptive properties associated with Atrazhel.

Most are crude by comparison.

Rather than carefully separating tangled forces, Thread-Cutters interfere with resonance. Specialized materials, scar-script, disruptive Patterns, or unusual construction cause instability when brought into contact with an active Pull.

This can interrupt Threading.

It can also make the situation worse.

A disrupted Pull may collapse harmlessly.

Or it may Snag.

For this reason, Thread-Cutters are restricted in many regions and viewed with particular suspicion among experienced Threaders.

Their owners include professional hunters, specialized enforcers, assassins, mercenaries, criminals, and people who simply believe no Threader should be allowed to stand beyond the reach of a blade.

The Devourer Copy link

There are weapons whose existence is known primarily through warning.

The Devourer is one of them.

Ancient accounts describe a featureless blade associated with Vel's original hunger. Where an Atrazhel separates and a Thread-Cutter disrupts, the Devourer is said to consume.

Stories claim that Pulls collapse around it.

Patterns disappear.

Memories become uncertain.

Those killed by it are gradually forgotten.

Whether every tale is true is impossible to establish. Few reliable accounts of the weapon agree, and many scholars question whether the Devourer refers to a single artifact at all.

The stories agree on one detail.

Its wielder is not spared.

The longer the Devourer is carried, the less firmly its owner seems to remain within the memories of others.

Eventually, the blade may consume the only thing it has left.

The hand holding it.

Xel'vathis — The Nullblade Copy link

Where legends of the Devourer speak of unmaking, stories of Xel'vathis speak of equilibrium.

The translucent gray blade is traditionally associated with the Valanarks and their ancient relationship with the Orvah.

Xel'vathis does not contain Balance.

Instead, its impossible construction is said to suppress extremes around its edge. Active Pulls weaken. Unstable Patterns quiet. Forces pushed unnaturally toward Order or Chaos may briefly return toward equilibrium.

The oldest Orvah traditions warn that such neutrality carries its own danger.

Those who wield Xel'vathis too freely may begin losing the very extremes that define a person:

desire.

anger.

attachment.

ambition.

fear.

Eventually, perfect Balance can become indistinguishable from absence.

Armor Copy link

Armor throughout Rhuna reflects the dangers its wearer expects to face.

Some is practical.

Some ceremonial.

Some communicates profession, wealth, allegiance, or cultural identity before it ever stops a weapon.

Most armor is made through ordinary craft: metal, leather, hide, wood, bone, layered cloth, shell, and other materials available to the culture producing it.

More unusual armor may incorporate materials chosen for how they respond to particular environments or Thread activity.

As with weapons, armor does not need to be magical to matter.

A well-made piece of steel remains extremely persuasive when something is trying to kill you.

Tavakhor Armor Copy link

Style: Modular, Trade-Forged, Urban-Ready Material: Bone-steel, reinforced leather, traded alloys Purpose: Adaptable protection for guards, caravaners, mercenaries, and guild agents.

House Tavakhor armor reflects Corvian practicality.

Rather than producing a single standardized suit, Tavakhor smiths favor interchangeable pieces that can be repaired, replaced, traded, or modified according to circumstance.

Collapsible helms, removable plates, locking gauntlets, concealed pockets, and modular fittings allow the wearer to adapt their protection without purchasing an entirely new suit.

Decoration tends to be restrained, though geometric inlays, trade marks, guild seals, and personal contracts frequently identify the armor's history.

A Tavakhor suit is not expected to remain pristine.

It is expected to remain useful.

Gahlian War-Plate Copy link

Style: Heavy, Monumental, Ancestral Material: Forged steel, beastbone, heat-resistant alloys Purpose: Protection intended for frontline combat and the preservation of martial legacy.

Gahlian war-plate is built to be remembered.

Many suits survive generations, repaired and altered by descendants who add the names, victories, failures, and scars of those who wore them before.

Helms frequently echo the horns associated with Gahl, while broad plates favor imposing silhouettes and powerful movement over subtlety.

Some ancient suits incorporate Patterns designed to respond to heat or assist a wearer already Pulling upon Dalo.

The armor does not create that power.

It gives it shape.

To wear an ancestral suit is therefore more than protection.

A warrior enters battle carrying evidence that others stood there before them.

Nuhlvine Armor Copy link

Style: Organic, Flexible, Resonant Material: Cultivated Nuhlvine fibers, hardened weave, lightweight reinforcing materials Purpose: Agile protection suited to movement through unstable environments.

Nuhlvine armor is cultivated as much as manufactured.

Its layered fibers flex easily with movement while tightening under sudden force. Skilled Ezhani craftspeople shape the material through controlled resonance during its growth, producing protection suited to runners, climbers, flyers, and others for whom heavy armor would be dangerous.

Nuhlvine does not make its wearer immune to the Threads or the Wither.

Its value comes from stability.

The material responds less dramatically to sudden changes in surrounding resonance than many conventional materials, making it valuable in environments where Thread activity is unpredictable.

Ezhani Ceremonial Armor Copy link

Style: Ornate, Reflective, Astral Material: Gem inlays, fine woven fabrics, precious metals Purpose: Ceremony, status, remembrance, and sacred observance.

Ezhani ceremonial armor is designed primarily to be seen.

Gemstones, reflective surfaces, flowing veils, and carefully shaped metal transform light and movement into part of the garment itself.

Many suits commemorate Ezhan or particular ancestors, with patterns representing flight, resonance, rebirth, rivers, storms, or important songs.

Some incorporate Foci that respond subtly when exposed to particular harmonies.

These effects are ceremonial rather than martial.

An Ezhani wearing such armor does not merely enter a gathering.

They arrive carrying a story.

Nullplate Copy link

Style: Industrial, Dense, Clean-Lined Material: Nullite and carefully selected conventional alloys Purpose: Protection against unwanted Thread influence.

Deep within parts of the Nuhlveldt, the Threads become unusually difficult to perceive.

There, Meridian miners discovered Nullite.

The mineral does not destroy the Threads.

It interacts with them poorly.

Thread activity has difficulty maintaining resonance through properly worked Nullite, a quality Meridian smiths eventually learned to exploit in the creation of Nullplate.

The result is armor unusually resistant to attempts to influence it through Threading.

A Pull intended to heat, move, weaken, reshape, or otherwise affect Nullplate may require significantly greater effort—or fail to establish sufficient resonance at all.

This resistance is not absolute.

Nullplate can still be broken.

Its wearer can still be wounded.

Wither remains dangerous.

And enough force, whether physical or metaphysical, can overwhelm its protective qualities.

Its greatest drawback is equally important.

Nullplate does not distinguish between hostile and helpful Threading.

A wearer may find beneficial Pulls difficult to receive, while Threaders wearing extensive Nullplate often describe discomfort, disorientation, or the unsettling sensation of being separated from something they normally perceive instinctively.

The Forges of Arden-Bight Copy link

The finest Nullplate is traditionally associated with Arden-Bight, where generations of Meridian smiths have developed techniques for working Nullite without destroying its unusual properties.

The process requires extraordinary precision.

Too much contamination from resonant materials can ruin the alloy. Incorrect heating can alter its structure. Even the location of a forge matters.

The resulting suits are expensive, difficult to repair, and prized by those expecting to confront powerful Threaders or enter unstable regions.

Meridian soldiers sometimes describe Nullplate as armor against gods.

Experienced smiths are less dramatic.

They call it difficult metal.

Uthuru Spikemail Copy link

Style: Jagged, Asymmetrical, Intimidating Material: Bone, darkened metal, hide, scavenged plates, regional materials Purpose: Protection, intimidation, identity, and ritual expression.

There is no single form of Uthuru armor.

Spikemail is an outsider's term for the aggressive silhouettes favored by some Uthuru warriors: overlapping plates, exposed bone, uneven spikes, trophies, cords, scars, and pieces repaired so many times that the original suit can barely be identified.

Some Uthuru intentionally cultivate frightening appearances.

Others consider this stereotype insulting.

The most elaborate suits accumulate the history of their wearer. Marks may commemorate victories, journeys, enemies, family, transformations, or moments when the wearer survived something that should have killed them.

Rumors claim certain ancient suits grow stronger by feeding upon blood spilled around them.

Most Uthuru laugh when outsiders ask whether this is true.

They rarely provide an answer.