In the Hyborian Age, a weapon’s worth is measured in blood. These are not heirlooms polished for parade, nor relics left to gather dust. They are the killing tools of warriors and raiders, forged for the sole purpose of ending lives. From northern shield walls to the deserts of Shem, each carries the scars of the land and the people who wield it. When words fail, these speak louder than any king’s decree.
Doomhammer
A maul made to smash shields, stone, and men alike.
Damage: 1d12 Range: Close Properties: 2H, 2 slots
Trait: Battering Ram on a Stick – Deals double damage to objects like doors, statues, or barricades.
Requirement: 14+ STR to wield
Game Type: Greatsword (reskin)
Lore: First seen in Conan the Barbarian (1982), this monstrous hammer was wielded by Thorgrim, the silent juggernaut who followed Thulsa Doom. More battering ram than weapon, it crushed shields, stone, and men with equal ease. Forged not for finesse but for obliteration.
Savage Sword
Forged by reclusive Cimmerians, these blades speak only in blood.
Damage: 1d8 Range: Close
Trait: Hack – Once per day, add your STR bonus to damage. Must be resharpened during a rest to regain this ability.
Trait: Branded – While carried openly, you have DISADV on Reaction checks with civilized NPCs. Cimmerians may demand an explanation or draw steel.
Game Type: Longsword
Lore: A brutal slab of steel, honed by Cimmerians until it can split bone with a single stroke. It bears no ornament, only edge. These swords are rarely seen beyond Cimmeria, where they are forged by hand and passed down in silence, not trade. Outsiders risk being mistaken for thieves or killers.
Tulwar
A massive Vendhyan war-blade unleashed in sweeping arcs of death.
Damage: 1d12 Range: Close Properties: 2H, 2 slots
Trait: Cleaving Arc – On a hit that reduces a foe to 0 HP, you may immediately make an attack at DISADV against a different foe within reach.
Game Type: Greatsword
Lore: Favored by the warlords of Vendhya and Iranistan, the tulwar is known for its sheer cutting power and cruel elegance. Heavy and demanding, it is not wielded, it is unleashed. Its sweeping arcs carve through flesh and armor alike.
Borosian Spatha
The disciplined sword of shield-wall phalanxes in Boros and Argos.
Damage: 1d8 Range: Close
Trait: Shield Line – While wielding this weapon with a shield and standing adjacent to at least one ally, you gain +1 damage on attacks.
Game Type: Longsword
Lore: In the disciplined ranks of Boros, Argos, and other civilized southern realms, the spatha is more than a weapon, it is doctrine. Forged long and straight, it thrives in shield walls, where its measured reach and precise thrusts turn cohesion into killing.
Pictish Splitter
Crude, vicious axes wielded by ambushers beyond the Black River.
Damage: 1d8 Range: Close
Trait: Maim – On a max damage hit, the target’s Speed is halved until their next turn.
Game Type: Longsword (reskin)
Lore: In Howard’s Beyond the Black River, the Picts strike from ambush, wound, and vanish. They do not need to kill immediately. A crippled limb ensures the prey cannot escape. The Splitter is their favored weapon: crude, vicious, and purpose-built for terror.
GM Note: These weapons are not sold in stalls or found on armory racks. They carry legacy, not a price tag. They should be rare, earned through heritage, seized from a fallen foe, or given as a mark of trust. Generic swords and axes remain the tools of common adventurers; these cultural arms are rare finds with story weight. NPCs know what they mean, and carrying one can open doors or close them.