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Ordinary enemy0.3%Normal 20 · Common 8 · Magic 2
Threshold Boss1%Normal 20 · Common 8 · Magic 2
Depth Boss6%Normal 10 · Common 6 · Magic 4 · Rare 20
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N028 · NormalPolearmsA caravan and expedition guard manualAny expeditionReveal book

A guard manual on two-handed spears and halberds, their exceptional reach, group drills, shaft care, travel problems, and use against threats best kept at a distance.

Catalog code
N028
Rarity
Normal
Expedition
Any expedition
Unlock
No story gate
Weight
0.5 lbs
Aurel value
100
Series
Weapons in Common Use, volume 3 of 6

A polearm puts useful distance between its wielder and danger.

That distance is not free. The shaft needs two hands, clear movement, and enough room behind the wielder to bring the point where it is needed. A spear that dominates an open path may become difficult inside a sleeping compartment. A halberd carried upright through a low door becomes a problem for everyone behind it.

Learn the length before learning the attack.

Spears

A spear places a point at the end of a long shaft. It is one of the simplest weapon forms and one of the hardest to make irrelevant.

The point reaches before most hand weapons. Two hands guide it quickly between targets, hold it steady against a charge, and recover it after contact. The long shaft also gives the wielder leverage without requiring a heavy head.

Spears serve hunters, guards, militias, travelers, and expedition parties. A hunting spear may use a broad head and a crosspiece to control a large animal. A guard spear may favor a durable point and a shaft able to shove. A route spear may double as a walking staff, depth probe, boundary marker, or way to test unsafe ground.

Those additional uses shape local weapons. Thornshaft Spears suit Greenveil's heavy growth. Shardpoint Spears reflect Glassmoon's brittle mineral traditions. Ore-Probe Spears come from Deepforge routes. Boundary-Marker Spears belong to Asterhome's prepared roads. Sightline Spears developed around the Mirror Belt. Ferryhook Spears serve the Tide Courts.

A working use can damage the weapon before combat begins. A spear used to test a chemical pool, pry a door, or bear a traveler's full weight must be inspected before anyone trusts it in a fight.

Halberds

A halberd adds a heavier, more complex head to the long shaft. Most combine a point with an axe-like edge, hook, or other surface able to cut, pull, or strike.

The added head makes the weapon more powerful and versatile. It also makes it slower and more tiring. A halberd resists quick changes of direction more than a spear, and its hooks catch the environment as readily as the intended target.

Halberds are especially useful where guards can maintain a line, protect an entry, or control the approach to a large threat. They require more room than spears when the edge is used. A thrust may fit a corridor where a sweeping cut does not.

Briarhook, Ossuary, Service-Rail, Railhook, Warrant, Arrival-Road, Observatory, and Sanctuary-Gate halberds show how the form changes with its post. A station guard and an expedition fighter may carry weapons of the same family while expecting entirely different ground beneath their feet.

Reach and distance

Reach matters only while the point remains between the wielder and the threat.

If an opponent passes the head and closes along the shaft, the polearm becomes harder to redirect. Step, turn, shorten the grip, or make room for a companion whose weapon works better nearby. Do not continue backing into a wall because the training yard always had more space.

Against large animals and machines, reach may keep claws, jaws, tools, heat, or moving parts away from the body. It also tempts the fighter to look only at the weapon's point. Watch the whole threat. A tail, second limb, cable, or companion may cross the distance from another direction.

Fighting beside others

Polearms become stronger when several wielders understand the same spacing.

Stand far enough apart that shafts do not collide. Keep points at different heights when the ground allows it. Call before changing sides or making a wide cut. A rear fighter should never thrust past another person's head without a practiced signal.

In a mixed party, the polearm fighter controls the first approach. Shield users and short-weapon fighters protect the space after something comes close. Archers and casters need clear lines that moving shafts do not repeatedly block.

A formation is not created by owning matching weapons. It is created by practicing where each person stands when the first plan fails.

Confined ground

Do not discover the limits of a polearm after entering the tunnel.

Measure doors, stairs, ladders, ferry aisles, dense trees, broken masonry, and the interior of any ruin the party expects to search. Carry the weapon angled or broken down when safe fittings allow it. Fit a cover over every exposed point during travel.

Never use a loose multi-part shaft merely because it is convenient to pack. The join must carry thrust, turning force, and sudden impact without opening. Assemble and test it before danger is near.

When the space becomes too short, carry another weapon you know how to use. Refusing to change tools is not loyalty to the spear.

Shaft care

The shaft is most of the weapon. Inspect it as carefully as the head.

Roll a straight wooden shaft on a flat surface when one is available. Look for warping, cracks along the grain, crushed sections, water swelling, rot, and damage hidden beneath grip wraps. Composite shafts require inspection where materials join. Metal shafts may bend or fatigue near the head and hand positions.

Check the socket, pins, bindings, and any hook. A sound point on a damaged shaft is not a sound weapon. Replace a cracked shaft instead of hiding the weakness beneath a new wrap.

Store polearms so their length is supported. Leaning a wet shaft in the same corner for a season can bend what survived years of fighting.

Choosing the polearm

Choose a spear for faster control, a lighter head, direct reach, and broad usefulness in hunting, travel, or defense. Choose a halberd when a heavier head and several forms of attack justify slower movement and greater space.

Both require two hands. Both reach farther than ordinary blades, axes, and maces. Both demand planning before entering narrow ground.

The point lets the wielder meet danger early. Training decides whether that early contact keeps the danger away or merely tells it where the wielder stands.

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