D&D General Greyhawk and Polearms

Going with Gary's writing,, the Greyhawk setting has an immense diversity of Polearms. Why is what and which Polearms are prominent where and why? Are there any prominent Polearms that are artifacts!?
 

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okay some musings

Regions Known for Specific Polearms​

Each region of Greyhawk could develop distinct polearm preferences based on cultural, military, and geographical factors:

  1. Furyondy
    Known for its chivalric knights and disciplined armies, Furyondy emphasizes defensive strategies against the forces of Iuz.
    • Signature Polearm: The Bec de Corbin, a weapon that combines a spear point with a hammer and spike, ideal for countering heavily armored foes.
  2. The Great Kingdom of Aerdy (now fragmented)
    The imperial legions of the Great Kingdom once boasted disciplined phalanxes inspired by the polearm-wielding cultures of Earth.
    • Signature Polearm: The Glaive, a versatile cutting weapon reflecting the grandiose and ceremonial traditions of Aerdy.
  3. Shield Lands
    A land of stubborn defenders fighting to reclaim their territory from Iuz.
    • Signature Polearm: The Halberd, symbolizing both defense and offense, used to hold strong against cavalry charges and demons alike.
  4. Ulek States (especially Celene and the Duchy of Ulek)
    With a strong dwarven and elven influence, the Ulek States blend craftsmanship and precision.
    • Signature Polearm: The Lucerne Hammer, combining a hammer and spearhead, excellent for combat in narrow mountain passes.
  5. The Bandit Kingdoms
    These chaotic territories feature a hodgepodge of weapons scavenged or stolen from more disciplined armies.
    • Signature Polearm: The Bohemian Earspoon, a simple but effective polearm reflecting the lack of standardization.
  6. Keoland
    As the birthplace of the knightly adventuring tradition, Keoland maintains a strong martial culture.
    • Signature Polearm: The Ranseur, a symbol of nobility used for both practical and ceremonial purposes.
  7. The Hold of Stonefist
    The brutal warriors of Stonefist favor aggressive, intimidating weapons.
    • Signature Polearm: The Bardiche, a massive blade used for heavy strikes in open combat.
  8. Baklunish West (Ekbir, Zeif, etc.)
    The Baklunish are famed for their cavalry and unique weaponry, often emphasizing agility.
    • Signature Polearm: The Spetum, with its long reach and ability to trap opponents' weapons.
 






Stewing some items:​


Lance of the High King

Weapon (lance), artifact (requires attunement by a lawful-aligned creature)

This ornately decorated lance symbolizes the authority and strength of the High King of Aerdy.

  • Unerring Strikes: When you attack a chaotic creature with this lance, your attack rolls gain a +3 bonus, and the weapon deals an additional 2d6 radiant damage.
  • Inspiring Presence: Allies within 30 feet of you who can see you have an advantage on saving throws against being frightened or charmed.
  • Commander's Aura: As a bonus action, you can grant up to 10 allies within 60 feet who can hear you an extra 10 feet of movement until the start of your next turn.
  • Sentience: The lance is sentient (Int 16, Wis 14, Cha 20). It has hearing and darkvision out to 120 feet and communicates telepathically. It seeks to unite the land under a just ruler.


Eternal Vigilance

Weapon (glaive), artifact (requires attunement by a paladin or cleric of Heironeous)

This gleaming glaive shines with holy light, symbolizing Furyondy’s resolve.

  • Holy Light: The glaive sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Undead and fiends within the bright light have a disadvantage in saving throws.
  • Radiant Smite: When you hit a creature with this glaive, you can use a bonus action to deal an extra 4d8 radiant damage. You can use this feature three times per long rest.
  • Turn the Tide: As an action, you can emit a wave of radiant energy. Each hostile creature within 30 feet of you must succeed on a DC 17 Wisdom saving throw or be turned for 1 minute. Once used, this feature can’t be used again until the next dawn.
  • Blessing of Heironeous: You gain a +3 bonus to AC while wielding this weapon.


Halberd of Elemental Fury

Weapon (halberd), artifact (requires attunement)

Forged by dwarves with elemental power, this halberd harnesses the destructive forces of nature.

  • Elemental Power: You can choose fire, ice, or lightning damage for your attacks when you hit with the halberd. Add 2d6 damage of the chosen type.
  • Elemental Strike: As an action, you can unleash a powerful blast of elemental energy. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 8d8 damage of your chosen type on a failed save or half as much on a success. This feature recharges after a long rest.
  • Elemental Resistance: You gain resistance to fire, cold, and lightning damage while attuned to the weapon.


Oeridian Pike of Victory

Weapon (pike), artifact (requires attunement)

A relic of the old Oeridian tribes, this pike inspires unity and valor in battle.

  • Unity’s Edge: With this weapon, you gain a +3 bonus to attack and damage rolls. When attacking alongside at least one ally within 10 feet, the pike deals an additional 2d6 radiant damage.
  • Leadership Aura: Allies within 30 feet of you gain a +2 bonus to attack rolls and saving throws while you’re conscious.
  • Commander's Rally: As an action, you can grant up to 10 allies within 60 feet who can see or hear you temporary hit points equal to your level + your Charisma modifier. Once used, this feature can’t be used again until you finish a long rest.


Bardiche of the Feral King

Weapon (bardiche), artifact (requires attunement by a barbarian)

This primal weapon channels the ferocity of the Fists and unleashes devastating power in battle.

  • Primal Might: When raging, your attack rolls with the bardiche have advantage, and the weapon deals an extra 2d12 slashing damage.
  • Feral Rage: You gain a +2 bonus to AC while raging.
  • Critical Devastation: When you score a critical hit with the bardiche, you can roll all damage dice one additional time.
  • Howl of Fury: As an action, you unleash a feral roar. Each creature of your choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. Once used, this feature can’t be used again until you finish a long rest.
 



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