
The Kuras have developed many different types of weapons over the years, many originally made (or at least designed) by their saviour, Kuras himself. Some Kuras themselves are the weapons, using a combination of deadly styles and prevision with almost any weapon, but most focus on one polearm, one sword-type, a dagger, and use the bow.
The Kuras only use one form of axe. It is a one-handed, one bladed weapon, with strange ripping blade attatched to the outside. It is known as the bo'Chu axe.
The Bo'Chu axe is particularly effective for disarming. It receives a +1 bonus in any disarm maneuver. This is due to the hook-like style of the blade. Furthermore, wounds made by the Bo'Chu are not as easily bound as normal wounds, most requiring magical healing or powerful regenerative powers to heal, as they have a tendency to rip and rend flesh.
The Kuras use only one type of bow also, developed based on their ancient Longbow. It is known as the Tharang. It is a heavy, strong bow, also usable in melee if need be. It can be easily made into a strength bow. They are used as are Composite bows.
There are three main types of arrows used with the Tharang. These are the Echa (slicing) arrow, the Ocha (Piercing and barbed) arrow, and the Eralit, an arrow used more for well-aimed disarms, and other strange maneuvers. Legends tell of Kuras killing an enemy with the Eralit by cutting a rope attatched to a beast-head trophy on the wall, and causing it to fall upon him. An Eralit receives a +2 bonus to strange attacks such as this, and the Ocha can only be removed by pushing it all the way through, which does an additional dice of damage (it has a habit of stopping with the blade entirely within the target).
Small hand-weapons are popular among the military, useful in close-combat upon ships or below decks. Swords and other weapons are used in combination sometimes, combining the speed of the smaller weapon and the power of the larger one.
The Schi'lahj is the second most popular hand-weapon. It is grasped in the hand, with two blades protruding on either side continuing the arm. It is very effective for gutting or neck-ripping attacks. Any opponent wearing non metal armour receives a +2 penalty to his or her armour class versus a Schi'lahj.
The next most popular weapon is the Hag'A'Fara, or glove-blade. It is popular with rangers and druids, as it simulates the claws of great beasts. Again, it is popularly used in one hand while a large blade is used in the other, but in very close combat two Hag'A'Fara may be used, or even a Schi'lahj instead of the second blade-glove. It also receives a +2 versus un-metal-armoured opponents. It is, however, ineffective against those in full plate, except for disarm attacks. The Hag'A'Fara and Schi'lahj both require the full hand to be used, anyone with less than normal fingers has a -1 penalty when using them (unless they have particularly big hands, or have designed a specific weapon to compensate for this).
The Gola'Ti is a punching, piercing dagger, also used to deflect small weapons like shortswords and broadswords. It has two hooks, both facing different directions, on the sides of it. Unlike the other two weapons the Gola'Ti is held on by an incredibly tight strip of metal and leather, around the wrist. It requires adjusting to be used by someone other than whom it is designed for. Also, after prolonged use (20 rounds) the hand becomes numb and almost useless. In the time, however, the hand may still be used if need-be.
The last small weapon is the Kova'Cha. It provides its user with a bonus to armour class if he fights defensively, of +1 over normal. The blades and spikes are designed specifically for deflecting weapons (+1 to parry), but it is still an effective hand-to-hand weapon. It is always used along with large weapon.
The pole-arm is easily one of the most favourite weapons of the Kuras, although their polearms tend to be much shorter than most, usually four feet in length, with a foot-long blade (or other implement) on either end. Note all polearms receive an automatic +4 to disarm attempts, in addition to those specifically ntoed below.
The first is the Yo'Kala'Ja. It is called the defender, and is used by support units within the military, typically to hold at bay or disarm opponents. It has a spear-like tip on one end, used for thrusting and pushing, and a curved crescent blade on the other, used for holding/disarming weapons. It also has a pair of small protrusions from each blade for disarming. It receives a +2 in any disarm attempt, but does little damage versus opponents in combat.
The To'Vo'Ku is the bludgeoning polearm. Developed to literally beat the living components out of an opponent, possibly to knock them out. It is the rarer used polearm. It receives no penalty, of course, to undead, being a type B weapon, but does little damage to others. Those Kuras that follow other gods and become clerics sometimes use this weapon, as it is bludgeoning, and well made, to be used within that type of ethos. Furthermoe, the To'Vo'Ku incurs a -2 penalty to any saves vs crushing blow caused by it. It is used to smash open chests, doors, and heads, quite frequently.
The Kusarji is the piercing polarm. It also has, like many other weapons, spikes protruding to disarm opponents. It is said this weapon was not made by Kuras himself, but his second in command, Yuri. It receives a +1 bonus to disarm attempts.
The last polearm, the Chiji'Kirala, is the main weapon our saviour himself created. Both elegant and deadly, the Chiji can be the most damaging of our weapons in the hands of a grand-master, and the most impressive. Those opponents who know our race well usually back off from those who show great aptitude in the Chiji. It receives a +2 bonus to disarms, parries, and trips. Also, it confers no penalties against any sort of armour. It slashes against an unguarded stomach just as easily as the sharp blades penetrate straight through plate armour or chain mail. It can also be twisted onto its side to be used as a bludgeoning weapon, though the dice used are lowered to the next size (ie a d10 lowered to a d8), and receive -1 to damage and hit.. Use of the Chiji is considered the most honourable of professions among the Kuras. Any Chiji wielder is expected to act most honourably and justly at all times.
It is also not an easy weapon to use, requiring a 14 strength and 16 dexterity minimum, aswell as a surprising 14 intelligence, due to the strategies used with it.
The spears used by the Kuras have been quite popular at ground-battles, often being hurled at enemies, providing not only cover fire, but also spare weapons on the field once it is reached.
The first spear, known as the Cho'Ju, is the spear seen in the Complete (cough) book of Elves. It is perfectly balanced, and flies much farther than a normal spear. In hand-to-hand combat it is the most popular of the spears, being not too large yet powerful in the hands of a warrior. It is sometimes tied with ropes attatched to foil disarm attempts and cause it to create a strange, whistling sound in the air. This causes a -2 penalty on enemy morale, as it is quite an eerie sound.
The second is not actually a spear usually, but a trident. It was developed by a sea-elf for a group of Kuras whom saved him long ago. Instead, however, it has been found to be used as a spear, or a thrusting weapon for brief combats (it tends to become to heavy on one end at times). It is known as the Li'Tar.
The third spear is the Hor'Vash, used on ship-to-ship combat. It is useful not only against infantry, but against rigging and netting, which it is 30% more likely to shear on a pass. However, it is most ineffective in melee, typically thrown and then a melee weapon drawn.
The last spear is the MiTi spear, or piercing blade. It is also popular in some melee's, though again only as a thrusting weapon. In the air it flies very quickly, and usually can be aimed quite well, receiving only half the normal attack penalties at range. It is, however, ineffective against plate mail or higher at medium range, and chainmail or higher at long-range, having lost enough fo its momentum for these armours to block it.
Swords are almost as popular as the polearms within Kuras society. They are weapons that do not stand out while walking with other races, and are much more easily concealed than polearms. Also, some of the polearms become hard to use in close-quarters, requiring a smaller blade or a medium weapon.
The first sword is the Bit'Chara, or broad-bladed sword. It is one of the more aesthetically pleasing weapons, at least to other races, and has begun to be sold at certain markets to make additional money. It receives, due to the heaviness of the blade, a +1 to disarm and parry maneuvers. The users hand is protected by the cross-guard aswell, making it popular.
The Maketh is a much smaller weapon, almost the size of a short-sword, but has a long hilt upon it. It is not only a piercing, but slashing, and bludgeoning weapon. The top of the blade is blunt, and thick as the rest of the blade (it does not taper to a point here), while the sides are sharpened down rather finely. There is also a point on the top left of the blade (as seen in the sketch above), and another lower down, for catching and deflecting/disarming blades. It also receives a +1 to disarm/parry maneuvers. It, like the Chiji, can be used as a bludgeoning weapon, reducing the dice by one factor (d8's to d6's etc), and receiving a further -1 to hit and damage. It is easily concealable in ones back or leg, and most Kuras warriors carry these, even those whom use not the Ujara dagger.
The last weapon is reserved for commanders, officers, royalty, and other highly honourable Kuras. It is called the V'Horr blade, and is used typically only in great combats. It requires great finesse in use, due to the strange maneuvers performed with it. It can only be used to deflect a blade by catching that blade in the small gap at the top of the weapon, but can be used for attack as either a piercing or slashing weapon. The blade is, again, very thick, and heavy. It receives no bonus to disarm attacks, although it receives a +1 to parries. Only those with a 15 dexterity and 14 intelligence can use a V'Horr blade, and any Kuras whose honour is not great is frowned upon (or worse) for having one, it typically being a stolen or misplaced blade. These blades are looked upon as great rewards by the general military, not requiring as much power to use as the Chiji, but being almost as effective.
The Ujara dagger is one of the more strange appearing weapons used by the Kuras. Its origin is unknown, but it is believed Kuras himself had one, although it is not believe he created it himself. It is the rite-blade of most rituals, although not all Kuras use it. Some believe it is one of the great honour blades of the Kuras, while others believe it is something strange that just slipped in the cracks and became popular.
In combat the Ujara dagger shines in defense. It receives a +3 to any parry or disarm maneuver, due to the strange blades across the sides of it, and the general flow of the weapon. If one cannot catch a blow with it, he can deflect it down the large hilt-guards, and harmlessly let it slip to the side, usually leaving his enemies guard open. The strange points of the Ujara dagger are very sharp, as is the whole blade, and it receives no penalty versus any type of armour.
One thing that is considered taboo is having more than on Ujara dagger at a time. This is a strange custom, and one the Kuras do not fully understand themselves, but it is followed to this day.
The twin blades of Volk are a weapon dating back to the time of Kuras. It is said a warrior fled the arena with him, a huge warrior known as Volk. With Kuras he developed the weapons, and created two of his own for brawling. The blades come as a twin set, one on each arm, with the primary arm being the offensive blade (the Orayk), and the secondary arm using the defensive (Urai) blade. When used together, the leave no part of the arm undefended, and are very deadly.
The Volk'Orayk has a sharp blade along its back, and an incredibly sharp point on either end. It has a spike coming out of the back of the blade to catch or deflect blades, and another on the inside of the front of the blade for the same purpose. The Vokl'Urai has similar blades all over it, for catching and deflecting and disarming of blades.
A Volk', when properly used with the appropriate style (which costs two weapon proficiencies to even begin to use), bestows a +3 to disarm, parries, and armour class of its wearer. Furthermore, the Urai may be used as a bludgeoning weapon, doing one damage less than its sister-blade, which must then become the defensive weapon. This is due to its almost total solidity, and the fact that not an inch of its blade is sharp, but more round (on the long edges) and flat (on the short ones).
The chora disc is not illustrated here, but is a throwing disc similar to a chakram, but made differently. It has not one single blade all around, but two opposing blades coming out from a weighted centre, like the wings of a bird, with one blade turned around the other way. It is the favourite missile weapon of the Kuras, and was designed by Kuras himself. Typically, a Kuras carries only a few, as they are quite heavy.
There are many fighting styles within the Kuras military academies. Each weapon itself has a school, teaching at least more than one style for each weapon. Typically they are as follows, each a generic style. Each style must be purchased for each weapon type that it is being used with (for instance polearm, offensive, dagger, defensive etc). Some weapons, suck as the Volk, require a specific style to go with them, and allow no others.
Note that styles may only be taken in melee weapons, not bows or spears, other than the Cho'Ju.
An offensive style in a weapon grants a +1 Thac0 bonus. A second proficiency in this style, which may be spent at any time (without training) provides an additional bonus, of +1 to disarm attempts with this weapon. A third, and final, proficiency spent, provides a final +1 bonus to thac0, and to damage, but this third slot may not be spent until the Kuras is at least levl 10, and requires a minimum strength of 13, and dexterity of 14.
Defensive styles provide a +1 bonus to AC. A further proficiency bestows the ability to have one free parry per round. A third, and final, proficiency may be spent at level 12 to bestow a +1 bonus to parry rolls, and another +1 bonus to AC. This last slot requires a minimum 15 dexterity.
The offensive or defensive styles may be used with any melee weapon, aside from the Volk, which have their own style. Also, a further combat style (such as two-weapon, one-handed, two-handed etc) may be taken. The last item of note is that a character may only spend his second and third slot on a style for a weapon he is specialised in (ie one may not have two slots on offensive for the Ujara dagger if one is not specialised in its use)
As with other races, Kuras may take two weapon style, although it costs only one slot for them. A further slot must be used if the Kuras wishes to use two weapons of M size together. Typically, however, it is merely taken, along with ambidextry, to remove the -2/-4 offhand penalty to attack. Then, a Kuras becomes proficient in a defensive or offensive style, chooses a sword (or the Bo'Chu), and a hand-to-hand weapon or uses the Ujara dagger.
This style does not bestow the AC bonus, that it normally does, for the Kuras, but instead allows the use of their feet. One free kick may be swung every second round, starting the count in the second round of combat (ie round 3,5,7,9 etc a free kick is gained). Unless a Kuras has taken a martial arts style, this damage is only 1d4, plus a maximum of +2 points for strength, and three quarters of it is temporary damage (as per punching). Note this kick does not provoke an attack of opportunity as per standard, proficient martial arts.
The V'Horr blade provides a second use for this style. Those taking it, and mastered in the V'Horr, may lower their weapon speeds by 2. A second slot, at level ten, provides a +1 AC and Thac0 bonus with the V'Horr. This need not be trained but merely paid for.
The only real two-handed weapons in the Kuras repertoire are the polearms and the Cho'Ju spear. This style lowers the weapon speed of such weapons by 2. Like the offensive and defensive styles, however, it must be taken in a specific weapon, while the others need not. This version of two-handed style, however, may be enchanced once level 5 is passed, costing one slot and benefiting the user with another -2 to initiative.
This style may not be taken by Kuras, as they never use shields.
One of the few styles available to Kuras Bowmen (who are very rare) this is available. None of the smaller Kuras weapons are really throwable, excepting the occasionally Ujara knife (which is usually wanted to be kept by those who use it), or the spears, and so it may only be taken for these weapons purpose, though not specific to each weapon. It has standard benefits, as stated in the Combat & Tactics, or Fighters Handbook.
This is merely a name given to the style of offensive Chiji'Kirala, by Kuras himself. No other styles have been named here, as there are many variations across many academies, while the styles stay the same. Lareth is the only to keep the same name regardless of the region.
As said previously, the Volk have their own total specific style. It costs two slots for the base style, which is needed in addition to proficiency in the Volk themselves. A further proficiency bestows a +1 ac bonus, while a second further slot provides one free parry per round. The third slot, taken at level ten at the earliest, bestows +2 to all parry/disarm rolls.
A proficiency slot may be spent to cause the Chora disc to return to its owners hand at the end of the round, if it misses its target, similar to a boomerang. A second slot, at tenth level, bestows the eerie ability for the disc to hit an area of an opponent such that it continues to fly past, and returns to its wielders hand at the end of the next round.
Most schools teach a style (one for swords, one for daggers etc), wherein the user may, at the end of a round, put his weapona way with no penalty to attacks/actions in that round. Polearms and such are re-clipped into special back-straps, swords into their sheaths, daggers into belts, and Maketh's into almost anywhere. At the start of the next round, with a penalty of +3 to initiative, a user of this style (which is broad-range) may draw a different weapon and attack with it in the same round. This was developed to reduce dishonour due to weapon loss.
The wielder must state at the start of the round that he wishes to sheath his weapon at the end, but need not state the use of a drawing action until the next round.
There is also a school at the Kuras academies that teaches martial arts styles from the Combat & Tactics book. Kuras may not, however, take Martial Arts talents, or become more than specialised in one martial arts style. This specialisation, however, does not count in term of restricting other proficiencies, and thus if a Warrior may only have one specialisation, he may also specialise in a martial art.
Furthermore, they may use no martial arts weapons. However, a Kuras specialised in Style A or B receives a +1 to his Thac0 for any attack, permanently, and one specialised in Style C or D gains a permanent +1 to AC.
No Kuras may learn more than one Martial Arts style.
Note that, on the weapons list, many of the Kuras weapons may seem to have great weapon speeds etc, but it must be remembered that the styles, not necessarily the weapons, are the true power of a Kurasian warrior.
Here can be found the table listing the damages, weapon speeds, types, costs, weight, and other appropriate informations for Kuras weaponry. There is also a table below it, providing the statistic for typical Kuras weapon vs armour types, although some weapons ignore certain armour types, as noted in their descriptions.
| Weapon | Lb | Sz | Tp | Sp | ROF | Range | Sm-Med | Large | KD |
| Bo'Chu | 6 | M | S | 6 | 1 | 2/4/6 | 2D4+2 | 2D4 | D8 |
| Tharang | 5 | L | B | 8 | 2 | - | 1D4+1 | 1D4+1 | D4 |
| w/echa | .1 | S | S | - | - | 12/24/42 | 1D6+1 | 1D6+1 | D6+1 |
| w/ocha | .1 | S | P | - | - | 8/16/34 | 2D4+2 | 2D4+2 | D6+2 |
| w/eralit | .1 | S | S | - | - | 7/14/28 | 1D6 | 1D6 | 2D4+1 |
| Schi-Lahj | 2 | S | P/S | 3 | - | - | 1D4+2 | 1D6+1 | D6 |
| Hag'A'Fara | 2 | S | P/S | 2 | - | - | 1D6 | 1D4 | D4 |
| Gola'ti | 2 | S | P | 2 | - | - | 1D4+1 | 1D3+1 | D4 |
| Kova'Cha | 2 | S | P/S | 1 | - | - | 1D4 | 1D3 | D6+1 |
| Yo'Kala'ja | 12 | M | P/S | 6 | - | - | 1d6+2 | 1d6+1 | 2D4 |
| To'Vo'Ku | 14 | M | B | 5 | - | - | 2D4 | 2D4 | 2D4+1 |
| Kusarji | 10 | M | P | 6 | - | - | 2D4+2 | 2D4 | D6 |
| Chiji'Kirala | 15 | M | S | 8 | - | - | 1D10+1 | 1D12+2 | 2D4+2 |
| Cho'Ju | 5 | M | P | 6 | 1 | 4/8/12 | 1D6+2 | 1D6+2 | 2D4 |
| Li'Tar | 4 | M | P | 8 | 1 | 3/6/9 | 1D6+1 | 1D6+1 | D6 |
| Hor'Vash | 6 | M | S | 6 | 1 | 4/8/12 | 1D6 | 1D6 | D6 |
| MiTi | 4 | M | P | 4 | 1 | 6/12/18 | 1D6 | 1D4 | D6 |
| Bit'Chara | 5 | M | S | 5 | - | - | 2D4 | 2D4 | D6+1 |
| Maketh | 3 | M | P/S/B | 4 | - | - | 1D6+1 | 1D6+1 | D8+1 |
| V'Horr | 6 | M | P/S | 5 | - | - | 1D8+2 | 1D10+1 | D6+2 |
| Ujara Dagger | 2 | S | P/S | 2 | 1* | 3/6/9 | 1D6+1 | 1D4+1 | D6 |
| Volk | 12** | M | P/S/B** | 10 | - | - | 1D10+1 | 1D12+2 | 3D4 |
| Chora Disc | 3 | S | S | 4 | 1 | 5/10/15 | 1D6+1 | 1D6+1 | 2D4 |
