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Written by Evan Jamieson, Richard Meyer, and William H. Stoddard Additional material by Shawn Fisher, John Goff, Dan Howard, Walter Hunt, Bret Indrelee, Phil Masters, David Morgan-Mar, Jason Morningstar, Sean Punch, and Matt Riggsby Edited by William H. Stoddard and Andrew Hackard Cover art by Alex Fernandez GURPS System Design by Steve Jackson and Philip Reed Managing Editor Andrew Hackard Illustrated by Eric Hotz Line Editor Sean Punch Additional illustrations by Donna Barr Production Manager Monique Chapman Cover and page design by Alex Fernandez Art Director Philip Reed Production and layout by Russell Godwin Print Buyer Monica Stephens Production assistance by Remi Treuer Errata Coordinator Andy Vetromile Sales Manager Ross Jepson Lead Playtester: Shawn Fisher Playtesters: David Ackermann, William Allman, Thomas Barnes, Glen Barnett, Frederick Brackin, Nelson Cunnington, Andy Dokachev, Mike Dokachev, Jessica Dokachev, Aaron Falken, John Freiler, Richard Gadsden, C.R. Holden, Bob Huss, Jon Lay, David Levi, M.A. Lloyd, John Macek, Jim MacLean, John Morrow, Sean Nealy, Robert Prior, Tracy Ratcliff, Emily Smirle, Brian C. Smithson, David P. Summers, David Thomas, Chad Underkoffler, and Don Wagner. Special thanks are due to Peter V. Dell’Orto, Master of Arms, whose help in organizing and playtesting the material on weapons and armor was invaluable. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Low-Tech, Pyramid, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Low-Tech is copyright © 2001, 2004 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright © 2001-2004 www.clipart.com. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author's rights is appreciated.

ISBN 1-55634-343-4 2 3 4 5 6 7 8 9 10 CONTENTS The Cost of Living ...... 36 ADVANCES IN LEARNING ...... 67 INTRODUCTION ...... 3 Irrigation Technology...... 36 Writing and Literacy ...... 67 TECHNOLOGIES...... 37 Marking Time...... 67 1. CULTURES AND Architecture and Fortifications . . . . 37 Locks ...... 67 CIVILIZATIONS ...... 4 Animal Traction ...... 37 Mathematics...... 68 TECH LEVELS 0-3 ...... 5 Elephants ...... 37 Navigation ...... 68 Historical Periods ...... 5 Crafts ...... 38 Gadgets and Automata...... 68 Before TL0 ...... 5 Brewing ...... 38 Medicine ...... 69 “Take What You Like,” Said God ....5 Furnace Heat ...... 38 Medicines ...... 69 Prices in $kins ...... 5 What is Bronze? ...... 38 Chinese Medicine...... 69 VARIATIONS ...... 6 Fuels...... 39 WEAPONS AND WARFARE ...... 70 Some Anomalies...... 6 Travel and Transportation ...... 40 VEHICLES AND TRANSPORTATION ...... 75 PRICES ...... 7 Armoury ...... 40 TOOLS AND EQUIPMENT ...... 77 JOB TABLE ...... 8 SOCIAL ORGANIZATION...... 41 Political Systems ...... 41 5. THE MIDDLE AGES ..81 2. THE STONE AGE ...10 Law ...... 41 MAN AND HIS ENVIRONMENT ...... 82 Trade ...... 42 MAN AND HIS ENVIRONMENT...... 11 Farming ...... 82 Warfare...... 42 Life of the Wandering Life in the Middle Ages ...... 82 Transportation Costs ...... 42 Hunter-Gatherer ...... 11 Domestication of Animals ...... 83 Guarding the Walls ...... 42 Gathering ...... 12 Fishing ...... 83 Hunting ...... 12 ADVANCES IN LEARNING ...... 43 Forestry ...... 83 The Ice Man ...... 12 Writing and Literacy ...... 43 The Ladby Ship Jarl...... 83 Food and Water ...... 13 Siegecraft ...... 43 Mining ...... 84 Fishing ...... 14 Slavery ...... 43 TECHNOLOGIES...... 84 Horticulture ...... 14 Mathematics...... 44 Architecture and Fortifications . . . . 84 Trapping...... 14 Tombs ...... 44 The Horse Collar ...... 84 Record-Keeping ...... 44 TECHNOLOGIES...... 15 Windmills and Water Mills...... 85 Astronomy and Navigation ...... 45 Fire ...... 15 Crafts ...... 86 Media of Exchange ...... 45 Crafts ...... 16 Like Clockwork ...... 86 Medications ...... 45 Domestication of Animals ...... 16 Travel and Transportation ...... 87 Medicine ...... 46 Cutting Trees and Locks ...... 87 Public Health ...... 46 Clearing Ground...... 16 The Concept of Feudalism ...... 87 The Fish Wheel...... 17 WEAPONS AND WARFARE ...... 47 SOCIAL ORGANIZATION...... 88 Fire and the Landscape ...... 17 VEHICLES AND TRANSPORTATION ...... 51 Political Systems ...... 88 Irrigation ...... 18 TOOLS AND EQUIPMENT ...... 55 Law ...... 88 Sources of Stone...... 18 The Papacy...... 88 Bridges ...... 19 4. THE IRON AGE .....57 Paper and Printing...... 89 The Beginnings of Astronomy . . . . . 19 MAN AND HIS ENVIRONMENT ...... 58 Alchemy/Chemistry ...... 89 Construction...... 20 Farming ...... 58 Trade and Money ...... 89 Signals ...... 20 Life in the Iron Age ...... 58 Warfare...... 90 Memory and Lore...... 20 Indirect Heating ...... 58 ADVANCES IN LEARNING ...... 92 Transportation and Travel ...... 21 Domestication of Animals ...... 59 Writing and Literacy ...... 92 Health and Medicine ...... 21 Forestry ...... 59 Pyrotechnics...... 92 SOCIAL ORGANIZATION...... 22 Mining and Smelting ...... 59 Mathematics...... 93 Bands, Tribes, and Chiefdoms. . . . . 22 Miles Herculaneus ...... 59 Astronomy and Navigation ...... 93 Stone Age Economics ...... 22 TECHNOLOGIES...... 60 Medicine ...... 94 Warfare...... 22 Architecture and Fortifications . . . . 60 Making Things Burn ...... 94 Settling Down...... 23 Crafts ...... 61 WEAPONS AND WARFARE ...... 95 ARMS AND ARMOR...... 24 Irrigation ...... 61 VEHICLES...... 100 VEHICLES...... 27 Travel and Transportation ...... 63 TOOLS AND EQUIPMENT ...... 103 TOOLS AND EQUIPMENT ...... 28 SOCIAL ORGANIZATION...... 63 APPENDIX ...... 106 Water Mills...... 63 HAND WEAPONS TABLE ...... 106 3. THE BRONZE AGE ...32 Political Systems ...... 64 RANGED WEAPONS TABLE ...... 111 Life in the Bronze Age ...... 33 Law ...... 64 ARTILLERY TABLE ...... 113 MAN AND HIS ENVIRONMENT ...... 33 Oleiculture ...... 64 ARMOR TABLE ...... 114 Farming ...... 33 Sericulture ...... 64 Domestication of Animals ...... 34 Trade and Money ...... 65 SHIELDS TABLE ...... 117 TL1 Without Cities? ...... 34 The Workshops of Dionysius ...... 65 VEHICLES TABLES ...... 118 The Pazyryk Ice Maiden...... 34 Warfare...... 66 GLOSSARY ...... 121 Forestry ...... 35 Postal Service...... 66 BIBLIOGRAPHY ...... 123 Mining and Smelting ...... 36 Writing Materials...... 66 INDEX ...... 126 2 contents INTRODUCTION GURPS Low-Tech examines the vast period from the dawn of man to the ABOUT GURPS end of the Middle Ages in the year 1450. It completes the series of GURPS Steve Jackson Games is committed to full support of the GURPS system. Our address books that detail the technology of past, present, and future campaign settings. is SJ Games, Box 18957, Austin, TX 78760. GURPS High-Tech covers the period from 1450 to 2000, while GURPS Please include a self-addressed, stamped Ultra-Tech and GURPS Ultra-Tech 2 catalog and describe the futuristic envelope (SASE) any time you write us! devices of science fiction. Resources now available include: Pyramid (www.sjgames.com/pyramid/). Separate chapters in GURPS Low-Tech cover the Stone, Bronze, Iron, Our online magazine includes new GURPS and Middle Ages in . Although arms and armor make up much rules and articles. It also covers Dungeons & of this book, each chapter also describes tools and personal equipment. For Dragons, Traveller, World of Darkness, Call of Cthulhu, and many more top games – and the GM, each chapter summarizes advances in agriculture, metallurgy, trans- other Steve Jackson Games releases like In portation, and medicine, and identifies societal changes that transformed Nomine, Illuminati, Car Wars, Toon, Ogre daily life. Miniatures, and more. And Pyramid sub- scribers also have access to playtest files GURPS Low-Tech provides rules for a wide range of tools, weapons, and online! devices, but it cannot be exhaustive. The bibliography provides a starting New supplements and adventures. point for further explorations of this subject. GURPS continues to grow, and we’ll be happy to let you know what’s new. For a current catalog, send us a legal-sized or 9”×12” SASE – please use two stamps – or ABOUT THE AUTHORS just visit www.warehouse23.com. Richard Meyer and Evan Jamieson are Boston area Errata. Everyone makes mistakes, includ- gamers and freelance authors. Richard Meyer is starting his ing us – but we do our best to fix our errors. Up-to-date errata sheets for all GURPS third decade as a creator of FRP games and supplements. releases, including this book, are available His past credits include the Thieves’ Guild series and Free on our website – see below. City of Haven as the former president of Game-lords, Ltd., Gamer input. We value your comments, the Mech-Warrior roleplaying system for FASA, for new products as well as updated print- ings of existing titles! and over 30 other products. Since 1985, he and Internet. Visit us on the World Wide Web Evan Jamieson have written supplements as part at www.sjgames.com for errata,updates, of the consortium Adventure Architects. Q&A, and much more. GURPS has its own Usenet group, too: rec.games.frp.gurps. Their joint credits include Indiana Jones GURPSnet. This e-mail list hosts much and The Temple of Doom, The of the online discussion of GURPS. Romulans, the Trinity Players’ To join, point your web browser to www.sjgames.com/mailman/listinfo/ Guide, and other projects in the gurpsnet-l/. fantasy, science fiction, and The GURPS Low-Tech Web page is at superhero genres. www.sjgames.com/gurps/books/low-tech/. William H. Stoddard is a copy editor specializ- PAGE REFERENCES ing in scientific and- Rules and statistics in this book are scholarly publica- specifically for the GURPS Basic Set, Third tions. He has been a science fic- Edition. Any page reference that begins with tion and comics fan since childhood and has a B refers to the GURPS Basic Set – e.g., p. B102 refers to page 102 of the GURPS played roleplaying games since 1975, when Basic Set, Third Edition. Page references he discovered Dungeons & Dragons at his that begin with CI indicate GURPS first science fiction convention. He lives Compendium I. Other references are EG to GURPS Egypt, GR to GURPS Greece, and in a book-crammed apartment in VE to GURPS Vehicles. The abbreviation for San Diego. Other than roleplaying, this book is LT. For a full list of abbrevia- his favorite hobby is research, tions, see p. CI181 or the updated web list at which helped a lot with his www.sjgames.com/gurps/abbrevs.html. work on GURPS Low-Tech! His other projects for Steve Jackson Games include the Origins Award-winning GURPS Steampunk. introduction 3 “Us put ’un up like this-yur, an’ ’ee wurked all right; us put ’un higher an’’ee didden wurk so gude, so us put ’un back where ’ee be, an’let ’un bide.” – J.G. Landels, Engineering in the Ancient World HISTORICAL PERIODS hen archaeologists began to classify ancient artifacts, they recog- In Near Eastern and European history, nized distinct stages in the growth of technology. C.J. Thomsen the timeline of technological development classified the material in the Copenhagen Museum (opened 1819) is as follows: TL0, before 4000 B.C.; TL1, W 4000 B.C.-1200 B.C.; TL2, 1200 B.C.-500 into ages of Stone, Bronze, and Iron; his student J.J.A. Worsaae A.D.; TL3, 500 A.D.-1450 A.D. Different showed that the three technologies occupied successive strata in excavations. dates may be relevant to other civilizations. In 1865 a British archaeologist, John Lubbock, divided the Stone Age into the The highlands of New Guinea were scarce- ly explored until after World War II, when Old and New Stone Ages. Anthropologists studying present-day non- Europeans and Americans moving from European societies borrowed this classification for their own purposes. TL6 to TL7 made contact with villages still GURPS classifies early technology into the same stages, or Tech Levels at TL0. (TLs), with one more added: The Middle Ages. The Stone Age is TL0, the Bronze Age is TL1, the Iron Age is TL2, and the Middle Ages are TL3. But there’s more to technology than materials. A fuller classification needs to look BEFORE TL0 at several other technologies. Some earlier GURPS material consid- ered “TL0” to mean literally “no technolo- gy.” As a result, some equipment used by Stone Age people was classified as TL1. In GURPS Low-Tech, such inventions are reassigned to TL0, along with other well- documented achievements of Stone Age peoples, ancient or recent. “No technology” can be shorthanded as “TL(-1)” if neces- sary. Don’t use this value in numerical for- mulas; TL(-1) means, literally, no technolo- gy. (Stretching the point, the termite probes used by chimpanzees might count as late TECH LEVELS 0-3 TL(-1).) Here are the typical forms taken by several major technologies at the TLs this book discusses: “TAKE WHAT YOU LIKE,” SAID GOD TL Materials Energy Players in low-tech campaigns will want 0Wood, leather, stone Fire their adventurers to own or invent higher- tech devices. Let them. (See pp. B186- 1Bronze, ceramics Draft animals 187.) At the experimental stage, there is lit- 2 Iron, concrete, glass Water mills tle standardization; each new example of an 3Steel Windmills, horses with horse collars invention will be unfamiliar, giving -2 to skill rolls (see p. B43). If the device is invented during play, no one is skilled in its TL Tools Construction use or able to train anyone else. Its use 0 Hand tools Shelter starts out at the default level and it takes 1 Machines Monumental architecture 200 hours to learn the skill at the 1/2-point level. The process should be roleplayed, 2– Keystone arch with careful attention to mishaps. 3– Dome

TL Transportation Warfare PRICES IN $KINS 0Walking, sledges, boats Stone weapons, shields Some previous GURPS treatments of 1 The wheel, the sail Metal weapons, armor, chariots Stone Age peoples (see pp. D86-87 and D112-114) cited prices in $kins. This does 2Riding Infantry formations, artillery, galleys not reflect the actual value of any animal 3Stirrups Armored cavalry skin, nor do incomes in $kins reflect the economic output of Stone Age tribes . . . it TL Food Medicine was a matter of flavor. Since the $kin and the $ are both arbitrary units, GURPS Low- 0Hunting, gathering, horticultureHerbs Tech uses the $ for all prices, to keep things 1 Agriculture, herding Military surgery simple. 2Two-course rotation Bleeding and purging 3Three-course rotation Amputations, extracts

Cultures and Civilizations 5 WEAPONS AND WARFARE

he Bronze Age was an era of well- ly simple round balls without spikes or flanges; many still documented conflict. Every major had stone heads. After the development of the helmet, culture was beset by war at some armies turned to other weapons, though maces T remained in ceremonial use long afterward. point during this time period, and some (such as the Minoans and Hittites) were destroyed. Axes and Polearms Other civilizations, such as the Egyptians, succumbed for a Techniques for casting bronze time to foreign invaders, whose advanced military enabled TL1 armourers technologies were then assimilated into the con- to fashion axe-heads quered society. Resource-rich regions such as in shapes and lengths the Levant became prizes to fight over, and than were unattain- standing armies, composed of professional able by Stone Age flint soldiers supplemented by foreign mercenaries, knappers. Early axe-heads became the rule rather than the exception. were commonly tanged, with the Technological progress resulted in the inven- tang inserted into a split wooden han- tion of important new weapons, including the battleaxe dle that was bound with leather thongs. A and the composite bow. As man’s destructive capabilities sturdier design developed later in the period was expanded, his preoccupation with developing both personal the socketed axe, whose wooden handle was insert- (shields, helmets, and armor) and large-scale (city walls and ed into a tubular metal socket that formed part of fortresses) defenses also grew. But the invention that most the axe-head. altered the practice of war during the Bronze Age was the Epsilon Axe. This unique long-handled (4’-5.5’ chariot. For about 500 years, these horse-drawn wheeled vehi- long) Egyptian axe had a crescent-shaped blade that cles ruled supreme on the battlefield. Rulers assembled large was attached to the axe handle in three separate and expensive chariot forces that faced off against each other, places. This blade provides a wide but shallow cut- reducing other troops to auxiliary roles. ting surface best suited for a slicing or swinging attack, rather than the downward slash of a typical battleaxe. HAND WEAPONS Battleaxe. The true battleaxe had a shorter During the Bronze Age, soldiers continued to outfit blade, designed to concentrate the force of its themselves with the traditional hand weapons of TL0, swing on a narrow edge that could such as the axe and spear. In most parts of the world, the penetrate helmets or armor. Bronze Egyptian TL1 versions of these Age armourers developed blades of weapons were equipped several shapes; these are all classified Battleaxe with metallic rather as battleaxes, though the more than stone heads. In effectively shaped ones can be considered Fine addition, an innova- weapons. tive hand-to-hand Ko. The Bronze Age Chinese produced very weapon appeared long axe-like weapons (averaging 10’) with two that could only be or three triangular blades thrusting out at right produced through angles to the shaft, spaced about a foot apart. metalworking: the Such weapons were . used by charioteers to repel attack at Mace close quarters, but The mace was a could also strike potent weapon in the upward at a chariot’s crew. hands of the earliest Hook. Weapons consisting of a Bronze Age armies. metal hook mounted on a long pole had Swung downward at a foe, various shipboard uses. Fishermen used it had a good chance of them to lever large fish into boats. With the knocking him unconscious or beginning of naval warfare, warship crews even cracking his skull. Maces used them to grapple the sides of enemy in this period were normal- vessels. Greek Foot Soldier with Mace The Bronze Age 47 MEDICINE MAKING THINGS BURN During the early Middle Ages, medical knowledge in Europe declined; ancient texts were copied in monasteries, but not always understood. Apart from causing direct injury to living beings, flame attacks can set things on fire. European medicine can be considered to be effectively TL1. The revival of The following rules represent this process medical knowledge after 1000 A.D. reflected the influence of the Near East, for the incendiary agents available at TL3 initially transmitted through the School of Salerno. and below. Medicine in the Near East also looked back to ancient texts as authorita- Materials are classified into six cate- gories of readiness to burn: tive. A Nestorian Christian school and hospital translated ancient Greek texts Type A (super-flammable): black powder, into Arabic, and they were relied on by Christians, Jews, and Muslims, from distilled naphtha Persia to Moorish Spain. This led to new encyclopedic compilations of med- Type B (highly flammable): alcohol, paper, tinder ical knowledge that were the basis for true TL3 medicine in the Near East, and Type C (flammable): dry wood, kindling, later in parts of Europe. Greek humoral theories were combined with careful light clothing, oil clinical observation. Many new drugs were discovered in the Near East as Type D (resistant): heavy clothing, leather, pitch, rope, seasoned wood well. Type E (highly resistant): flesh, green wood Type F (non-flammable): brick, metal, rock When a material is first exposed to a heat source, it will be set on fire immedi- ately if sufficient burning damage is inflict- ed. Damage required is as follows: Type A: negligible (candle flame or spark) Type B: 1 point Type C: 3 points Type D: 10 points Type E: 30 points Type F: does not burn If a heat source could cause enough dam- age to set a material on fire, but does not do so immediately, roll once per second so long as contact continues. Materials one or two categories above the highest category it could so affect may be set on fire through prolonged contact, if they are not of cate- gory F. For each 10 seconds of contact, roll 3d; fire results on a 16 or less for materials one category up, and on a 6 or less for materials two categories up. Some examples of incendiary agents are Similar encyclopedic compilations of medical knowledge were produced as follows: in India and in China. The Indian surgeon Sushruta listed 20 sharp and 101 Torch ...... 1 (added to crushing damage) blunt instruments as needed for surgical practice. Indian surgeons developed Flaming arrow . . . 1 (added to arrow damage) Large, hot fire (1 hex) ...... 1d-1 the operation of lithotomy, or surgical removal of bladder stones; this can be Fire lance...... 1d-1 considered minor surgery (see pp. 21-22). Greek fire ...... 1d The first dissections took place in Europe near the end of the period, and Furnace...... 3d the first anatomy was published in 1316. However, anatomy did not become Molten bronze/iron ...... 3d a mature branch of knowledge until TL4; medieval dissections must be con- For example, a bonfire causes up to 5 sidered early experiments. points of damage. One roll could set light clothing on fire, so roll every second for Chinese medicine developed variolation, the first form of immunization. this. It cannot set heavy clothing or flesh on The pus from a light case of smallpox was inoculated into the skin of a healthy fire with one roll, so roll after every 10 sec- person. This calls for a roll against Physician skill. On an ordinary success or onds; heavy clothing starts to burn on 16 or less, flesh on 6 or less. failure the inoculated person is mildly ill for a few days. On a critical success Once a material starts burning, it may act there is no illness; on a critical failure a full-blown case of smallpox results. as a further source of ignition; make sepa- This procedure was introduced into India, but reached Europe only after 1700. rate rolls for it as if it were the nearest com- parable incendiary source. For material to be Diagnosis made little use of instruments, relying mainly on the physi- rendered structurally unsound, it must suffer cian’s senses and questions about the patient’s diet and habits. Collection of cumulative fire damage equal to its hit urine specimens to check for blood, sugar, or sediment was known in the Near points. Take its DR into account for each East and Europe. second in which damage is inflicted.

94 The Middle Ages INDEX

Abacus, 44, 56. Ayurvedic medicine, 69. Buddhism, 64, 88. religion and politics Decoction, 45. First Aid skill 21, 46, Acacia, 46, 53. Aztecs, 6, 18, 25, 33, 41, Bureaucracies, 41, 43. in, 88; Shang, 42, 48; Deforestation, 35, 59, 80. Acheulean tools, 16, 18. 48-49; lack of wheel, Burin, 16, 28-29. TL dates in, 6; tools, 83. Fishhook, 30. Acupuncture, 46, 69. 51. Burning glass, 80. 77; writing, 43, 68, Denmark, 83. Fishing, 11, 14, 19, 26, 92. Adze, 28, 55. Back hammer, 110. Bushmen, 11, 14. Dental surgery, 21-22. 47, 59, 83. Chisel, 16, 26, 28, 39, Afghanistan, 34, 65. Back spike, 110. Butt spike, 70, 110. Devanagari script, 68. Fish wheel, 17. 55. Africa, 11, 14, 33, 37, Bacon, Roger, 93. Byzantine Empire, 65, Dhows, 101. Flanchards, 104. Chivalry, 90. 40, 62, 71, 74, 90. Baghala, 101. 82, 88, 92, 97, 104; Digging stick, 14, 26, Flanges, 110. Christianity, 88, 90, 94. Alchemy, 90, 92. Ballista, 72, 76. and Vikings, 95; 30. Flax, 19, 39, 61-62. Chukonu, 71. Alcohol, 90-91. Bamboo, 26, 97, 113. engineering, 86; Distillation, 90-91. Fletching, 26. Circumcision, 21-22. Alexander, 63, 66-67, 80. Barbs, 110. fortifications of, 86. Docks, 64. Flint, 15-16, 18, 25-26, City, 33, 42-43, 58, 82; Alexandria, 58, 61, 65. Barding, 80, 104-105; Camels, 35, 58, 66, 87. Dogs, 13, 16, 28, 35, 83. 28, 39, 106, 113; Mayan, 7. Alphabet, 43-44, 67, 92. table, 105. Camouflage skill, 12, Dolabra, see Pickaxe. mining, 18; sparking, 14-15. City-states, 41, 43. 15, 30. Amputation, 21-22, 46. Barley, 14, 38, 58, 82. Dome, 60. Canals, 37, 40, 58, 63. Clay pot, 31. Flint Sparking skill, 15. Anatolia, 24, 58, 62, 94. Barrel vault, 60. Domesday Book, 82. Candle, timed, 56, 67, Cleavers, 16. Flutes, 20. Animal traction, 34-35, Bascinet, 98. Donkey, 35, 51. 86. Clepsydra, see Water 37, 55. Batten sail, 100. Double canoes, 54. Flying buttress, 86. Cannon, 90, 93, 100; Clocks. Animals, domestication Battle car, 52. Double mail, 97, 114. Flying powder tube, 68. Chinese, 7. Climbing skill, 12, 19. of, 16, 34, 46, 52, 59, Battleaxe, 47. Draft animals, 35, 37, Flying tiger warships, Cannonlock, 93. Clinker-built, 100. 83. Beating upwind, 53-54. 51, 55, 77, 82, 87, 100. Canoes, 27, 53-54. Cloak, 40; skill, 56. Antler, 16, 18, 24-26, Bedouin, 34, 59. 104; Mayan lack of, Forestry, 35, 59, 83. Caravans, 89. Cloth, 44, 61-62. 28, 30. Beekeeping, 16, 46. 7. Forge welding, 61. Caravel, 103. Clothing, 26, 39-40. Aqueduct, 59, 82. Beer, 38, 46, 90. Drakkar, 102. Forging, blade, 40-41. Caribou, 30. Coal, 83. Arabs, 58, 68, 71, 82, Bellows, 40, 78. Drills, 50, 71. Fortifications, 37-38, 50, Carrack, 90, 103. Coat of a thousand nails, 60, 84-85. 88, 90, 92, 95; and Belly spear, 70. Dromons, 92, 101, 120. Greek fire, 92; Cart, 35, 40. 97. Fortresses, 47. Biremes, 76, 101. Drums, 20, 31. numerals, 93. Carthaginians, 65, 70. Coat of plates, 97. Francisca, 70. Bit, 79. Dung, 39, 83; crocodile Arbalest, 72, 97. Castle, 84-85; on ship, Coca, 22. Franks, 70, 82. Blacksmith skill, 38, as contraceptive, 46. Arch, 60, 86. 103. Cochlea, see 104. Dye, hair, 35. Fuchuan, 100. Archimedean screw, 59, Çatal Hüyük, 20, 24-25. Archimedean screw. Blades, 40-41; copper, Dyeing skill, 62. Full plate armor, 95. 61. Codex, 66. 25; stone, 24. Catapult, 66, 72, 75, Efleurage, 91. Fuller, 61, 87. Archimedes, 60-61, 68. 101; Roman, 60. Cog, 90, 103. Blanket, 35, 79. Egypt, 7, 16, 23, 29-30, Furnaces, 38, 59. Arcuballista, 72, 97. Cavalry, 66, 90; heavy, Coif, 74, 97. Bleeding, 46. 33-35, 39-41, 43, 46- Galerus, 74. Armet, 98. 80; horses, 59, 75. Coinage, 7, 65, 89. Block printing, 88-89. 49, 52-53, 55, 61-62, Galleys, 102-103. Armor, 26, 37, 40, 47, Cedar, ships constructed Compass, 100, 103. 65-66, 76, 95; Garrote skill, 13, 25. Blowpipe, 26. with, 53. 49-50, 74, 94, 97-98; Compress, 45. architecture, 6; Gastraphetes, 65, 72. bark, 26; cloth, 97; Boats, 21, 27, 53, 103. Celts, 70, 74-75, 95. irrigation, 36; and Concrete, 60. Gates, 37, 85. fiber, 26; full body, Bolas, 25; skill, 25. Ch’in Shih Huang Ti, private hospitals, 69; Construction, 20-21, Genealogies, 20. 49; lamellar, 50, 74, Bombards, 93. 60, 63-64. and pyramids, 44; 37-38; Chinese, 37; Geometry, 44, 67-68. 97; leather, 26; quilt- Books, 88. Chainmail, 74, 97, 114. Roman, 60. trade, 42, 58. ed, 49; scale, 50, 74; Geophagy, 22. Boomerang, 25. Chalcedony, 18. Copper, 24-25, 29, 36, Elephants, 37, 80. splinted, 97; Gerron, 74. Boum, 101. Chalcolithic, 11, 24, 35. 38-39, 55, 58-59, 65, Elixir of life, 90. studded leather, 74; Bow, 18, 24, 71, 113; 106. Engineer skill, 68. Gladiators, 58, 74. time to make, 41; Chalcophiles, 36. and spear thrower, England, 18, 82, 88. , 70. wood, 26. Chandragupta Maurya, Copyists, 88. 26; composite, 47-48, 63. Coracle, 27. Epsilon axe, 47. , 95. Armoury skill, 26, 40- 71, 96; longbow, 90, Chanfron, 80, 104. Corvus, 77. Essential oils, 91. Glass, 38, 60-61, 87, 41. 95-96; short, 26, 48, 105. Changan, 65. Cotton, 39, 61-62. Euclid, 68. Arrow, 26, 48, 113. 71. Goats, 16, 35, 66. Charcoal, 36, 39. Couched lance, 90, 96. Europe, 6-7, 17-18, 33, Arrowheads, 17, 26. Bow and palette, 15, 30; Gold, 7, 36, 38, 45, 65, Chariot, 43, 47, 49, Couching maneuver, 79. 35, 37, 72, 82, 87, Arsenic, 12, 38. skill, 15. 89. 51-52, 66, 75; horses, Cranes, 65. 92-94. Artillery, 65, 72, 96-97; Bow drill, 28, 55. Gothic cathedrals, 86. 79; races, 58; Crete, 37, 42-44, 47, 49, Explorers, European, naval, 101. Bowls, 18. Gourds, 19. runners, 49; 66. 103. Asbestos cloth, 97. Bowmanship, 96. Grain, 14, 23, 35-36, 58, scythed-wheel, 75; Crinet, 104. Expression, 91. Ashlar, 37. Bowsprit, 102. war, 35, 40. 82; trade, 76. Crop rotation, 58, 82-83. Extract, 45. Asia, 35, 37, 62, 71, 97. Box traps, 14-15. Chariot Warrior Grapes, 34, 38. Crossbow, 65, 71, 90, Falcata, 70. Aspis, 75. Brahmi script. 68. maneuver, 52. Great axe, 95. 95-96, 113; Chinese, , 95, 110. Ass, 51-52. Brains, and tanning, 18, Charsa, 62. 60, 71; see also Farming, 14, 33-36, 58, Great Britain, 60. Assyria, 7, 41, 62-64, 62. Chausses, 97. Chukonu. 82-83; in modern Great Wall, 60. 66-67, 70-71. Brass, 38. Chemistry, 90-91. Crown glass technique, India, 39. Greaves, 50, 74. Astrolabe, 86, 105. Breastplates, 74. Chert, 18. 87. Fealty, 87. Greece, 37, 42-44, 49, Astronomy, 19, 45, 68, Bricks, fired, 37. Chiefdoms, 22, 43. Cuirboilli, 97. Felt, 35, 97. 52-53, 58, 61, 65-70, 93, 105. Bridle, 78. Chimalli, 49. Cuneiform, 44. Feudalism, 86-87. 105; alphabet, 67; Athens, 58, 64. architecture, 60; Brigandine, 98. China, 6-7, 14, 16, 33- Currach, 27. Fiber, 19, 29, 34. Atlatl, 25, 48. coinage, 65; Britain, 38, 96; see also 34, 37, 41, 46-47, 52- Cyphering skill, 44-45, Figs, 34. Augmented mail, 97, mathematics, 68. England. 54, 58, 60-66, 69, 77, 56, 68, 93 File, 55. 114. Greek fire, 92, 101. Broadswords, 95. 82, 84, 86-89, 92-95, Cyrus, 63-64. Fire, 15-17, 27, 30, 94; Australia, 11, 17, 25-27. 104; architecture, 60; Grindstone, 35. Bronze Age, 5, 32-56. Dates, 34, 38. engine, 62; lance, 93; Axe, 16-18, 24, 47, 55, and cannons, 7; civil Grist mill, 59. Bronze, 34, 36, 38, 55, 65, Dau, 95. signal, 20; siphon, 59, 70, 78, 95. 74, 106; and iron, 58. service in, 65; clocks, 92, 101; stick, 26. Groin vault, 60. 67; Han Dynasty, 67; Deadfalls, 14-15. Axle, 100. Bucklers, 98. Firearms, 90. Guilds, 92.

126 INDEX Gum, 95. 75, 78-80, 83, 87, Kazakhstan, 34. Maces, 24, 47, 70, 95. Monarchy, 41, 64, 88. Oetzi, 12-13. Gunpowder, 6-7, 84, 93. 102, 104; attacking, Keel, 54, 100, 103. Machicolations, 85. Monasteries, copyists in, Ointments, 69. Guns, aboard ship, 102. 52; cavalry, 59; draft, Keeps, 84. Maggots, 21. 88. Old Kingdom, Egyptian, GURPS Arabian 82-84, 103; race, 59; Kelek, 27. Magnetite, 59. Money, 65, 89-90. 16, 44, 49. war, 83. Nights, 7. Kerf, 55. Maguey, 19. Moneylending, 90. Oleiculture, see Olives. Horseshoes, 104. GURPS Egypt, 44. Khantangku dehel, 97. Mahabharata, 63. Mongols, 34, 82, 88, 96. Olives, 34, 64; oil, 58, Horticulture, 11, 14, 34. GURPS Greece, 64. , 48. Mahout, 37. Monk’s spade, 95. 64. Hourglasses, 67, 86. GURPS High-Tech, 93. Khorsabad, 67. Mail barding, 104. Monotheism, 41. Onager, 72. Hulk, 90, 103. GURPS Imperial Rome, Kilns, 38-39. Maize, 14, 34. Monozyla, 102. Opium, 22. Humoral medicine, 69, 64. Kilt, 40. Mallet, 39, 55. Months, 45. Oscillating clock 94. GURPS Vehicles, 117, Knapping, see Stone Mangonel, 97. Monuments, 38, 43. mechanism, 86. Huns, 59, 70, 82, 104. 120. Knapping skill. Manjaniq, 97. Moon, tracking, 45. Ousiakos, 101. Hunter-gatherers, 7, 11, Hadiths, 89. Knarr, 102. Marijuana, 22, 34. Morocco, 98. Outriggers, 27, 54. Hadrian’s Wall, 60. 19; American, 20; Overshot water wheel, and irrigation, 18; Knit clothing, 87, 103. Massed fire, 48. Mortars, 17. Hafting, 41. 63. settled, 23. Knives, 16, 41, 48. Mast, 103. Mortise-and-tenon, 53, Oxen, 34-35, 37, 42, 55, Halberd, 95. Ko, 47. Matchlock, 93. 75. Hunting, 11-13, 19, 26, 82, 84, 103. Hammurabi, 41. 34, 49, 51, 83; Kontos, 96. Materia medica, 69. Motya, 65. Pacific Islanders, 27. Han Dynasty, 67. simulated, 58. Koran, 88-89. Mathematics, 44-45, 68, Mounted knight, 90. Pacific Northwest, 17, Hand axe, 16, 24, 28-29. Hussites, 90, 100. Korax, 72. 93; skill, 45, 68, 93. Movable type, 7, 88. 23, 26. Handguns, 93. Hydrochloric acid, 90. Korea, 71, 82, 95. Mats, 44. Mud brick, 21, 37. Paddle wheel, 100. Hand mill, 78. Hymns, 44. Kumiss, 35, 38. Mattock, 78. Mukluks, 30. Paddling, 27. Hanseatic League, 88, Hypocaust, 58. Lacquer, 65. Mauls, 55, 95. Murder holes, see Padlock, 68. 103. Hyksos, 52. Lactose intolerance, 35. Maya, 7, 33, 41, 49; Machicolations. Pain, of surgery, 46. Harappan, 42. Ice Man, see Oetzi. Ladby Ship Jarl, 83-84. architecture, 6; lack Music, 68. Pamphylos, 101. Harness, 37. Iceland, 89, 102. Ladder, 37, 43, 50, 56, of wheel, 51; numer- Musical instruments, 20. Panoply, 50. Harpago, 77. Ideographic writing, 43. 72, 84. als, 44; writing, 44. Muslims, 82, 86-88. 93- Pantheon, 60. Harpoons, 17, 25-26. Iliad, 63. Lamellar armor, 50, 74, Mead, 38. 94. 97. Paper, 66, 88, 105; Harrow, 58, 77, 82. Illiteracy, 92. 97. Mechanic skill, 68. Mycenaean Greece, see Greece. currency, 89. Hatshepsut, 40, 53. Immersion therapy, 69. Lamt, 98. Media of exchange, 7, 45. Naginata, 95. Papyrus, 19, 44, 56, 66; Heaters, 98. Immunization, 94. Lances, 78, 96, 104. Medicine, 7, 21-22, 45- Nails, 38. rope, 31. Heating systems, 58. Imperial University, 67. Lancet, 46. 46, 94; Chinese, 69, Naphtha, 92. Parchment, 66, 105. Helepolis, 72. Incas, 18, 33. Lasso, 70. 94; Egyptian, 69; Nara period, 87. Pavise, 98, 117. Helmets, 47, 49, 74, Incense, 86. Latajang, 95. 97-98; barrel, 98; Indian, 69; Muslim, Nasal, 114. Pazyryk Ice Maiden, Inch, 44. Lateen-rigged sail, 76, 7. 34-35. one-piece, 98. 82, 101, 103. National Academy, 67. India, 27, 33-34, 39, 52, Mediterranean, 33, 42, Pearls, 65. Hematite, 59. Latin, and Roman Native Americans, 20, 58, 62-63, 65-66, 58, 65, 88; agricul- Peas, 82. Hemiolia, 76. alphabet, 92. 26, 28. 68-69, 71, 74, 80, 85, ture, 64; and Peat, 39, 83. Hemp, 19, 61-62. 94-95; mathematics, Law, 41, 64-65, 67, 88- Natufian, 42. papyrus, 44. Pebble tools, 16, 29. Herbalist skill, 21-22, 68, 93; surgeons 89; Merchant, 88. Natural defenses, 42. Melting point, of metals, Periplus, 68. 46, 69. from, 69. Lead, 36, 38. 38. Natural science, 67. Herculaneum, 59-60. Indian Ocean, 88. Leather, 18, 24, 38-39, Naturalist skill, 12, Persia, 61, 63-67, 70, Menhirs, 6. 75, 80, 94-95; postal Herding, 34-35, 59. Indo-Europeans, 33-34. 59, 62, 74, 97, 105; 14-15, 26. Merchants, 41-42, 89. service, 66; roads, Hermetic Medicine skill, armor, 26, 49, 97; Navigation, 6, 21, 45, 68, Indus Valley, 30, 37, 42. Merkhet, 56. 63; siege tower, 72. 69. barding, 104; helmet, 93, 103-105; skill, 21, Infused oils, 69. Mesoamerica, 19, 30, 49; shield, 26, 98. 43, 68, 93, 103-104. Peru, 35, 41-42. Hero of Alexandria, 6, Infusion, 45. 42. 68. Lebanon, and cedar, 53. Near East, 6, 23, 82, 89. Petard, 93. Ink, 44, 105. Mesolithic, 11, 17. Hieroglyphics, 44. Ledi, 34-35. Neck armor, 80. Pewter, 38. Inuit, 11, 18, 28. Mesopotamia, 27, 30, High Pain Threshold Leeches, 46. Neck-guard, 114. Peytral, 80, 104. Iran, 33, 65, 70, 85. 33, 37, 41-42, 61, 67; Phalanx, 48, 66, 70. advantage, 21-22. Legionaries, 59, 67, 71. numerals, 44; and Necropolises, 44. Iron, 36, 38, 58-61, 65, Phlebotomy, see Hilting, 41. Legumes, 14. wheels, 51. Needle, 29. 74, 106. Bleeding. Hittites, 43, 47, 49, 52. Levallois tools, 16, 18. Metallurgy, 7, 34, 36, Neolithic, 5-6, 11-12, Iron Age, 5, 33, 38, Phoenicia, 42, 61-62, Hoes, stone, 14. Levant, 14, 33, 42, 47. 38, 48, 84; skill, 36, 14, 16-17. 57-80. 65; tin trade, 38; Homer, 63. Liburnians, 76, 101. 38. Nets, 19. Ironworking, 61, 86. writing, 67. Homo erectus, 15, 24. Lime, 60. Metalworking, 34, 39- Nettles, 19. Irrigation, 7, 18, 33-34, Phosphorus, 61. Homo heidelbergensis, Limestone, 18. 40, 86. New Guinea, 5, 11. 36, 59, 61-62, 64. Pi ( ), 44. 15-16. Linden, 98. Metates, 17. New Kingdom, π Islam, 88-90, 92. Pickaxe, 78. Homo sapiens Linen, 35, 39. Meteorites, 36. Egyptian, 40. Ivory, 65. Picks, 43, 50, 71. neanderthalensis, 11, Literacy, 43, 59, 67, 92. Mica, 97. Nickel, 36. Jadeite, 18, 48, 106. Pictograms, 43. 16, 24. Literature, 44. Microliths, 17. Nile, 34, 44, 53-54. Japan, 23, 58, 62, 71, Pigs, 16, 46, 95. Homo sapiens sapiens, 82, 86-87, 90, 95-96, Lockpicking skill, 67- Middle Ages, 5, 18, 74, Nitric acid, 90. Pilum, 70. 11, 16, 21, 24, 27, 31. 104. 68. 81-105. Nobles, 43, 46. Pin-tumbler lock, 67. Honey, 38, 45-46. Javelin, 48-49, 59, 70, 75. Locks, 67-68, 87. Migraine, 46. Noria, see Water Wheel. Pit traps, 14-15. Hook, 110; weapon, 47. Jazerainted mail, 98. Logograms, 44. Miles Herculaneus, 59- Normans, 82, 88. Place notation, 93. Hoplites, 95. Jericho, 6, 42. Logographic writing, 43. 60. North America, 17, 90. Plane, 55. Hoplon, 75. Jerusalem, 64. Loincloth, 40. Military, 40, 42. Nubia, 80. Planets, tracking, 45. Horn, 20, 97. Jewelry, 33, 39, 65. London, pollution in, 83. Milk, 34-35, 38. Numbers, 44, 56, 68. Plastic surgery, 69. Horse Archery Jews, 94. Long gu che, 61. Mill, rotary grist, 59. Numerology, 45. maneuver, 52, 79. Plate armor, 95, 97; Jiann, 95. Longships, 102-103. Millet, 14. Numerals, Arabic, 93. Horse bow, 71. barding, 104. Job Table, 8-9. Looms, 19, 62, 87. Mines, 36, 38, 59, 84; Nuts, 14. Horse collar, 84, 87, Platform car, 52. Jomon, 23. Lorica segmentata, 74. flint, 18; Rio Tinto, O-yoroi, 97. 100, 103. 59. Plow, 34-35, 55, 82, 84; Jumping skill, 52. Louchuan, 76. Oars, 53-54, 101-102; Horse-cutter, Chinese, Ming Emperors, 88. moldboard, 58, 82; Justinian, 88. Low Pain Threshold sweep, 54. 95. Minoan Crete, see Crete. scratch, 58. Kamas, 70. disadvantage, 22. Oarsmen, multiple, 76. Horsehair, 72. Mirror, 105. Plowshares, iron, 58. Karve, 102. Macauitl, 25. Oats, 82-83. Horses, 34-35, 43, 47, Moat, 33, 84. Plumbata, 71. , 95. Macedon, 63-64, 66-67, Obsidian, 16, 18, 24-25, 51-52, 58-59, 65-66, Mohammed, 89. Plumbing, 82. Kayak, 27-28. 70. 55, 106, 113. index 127 Pocket sundial, 105. artillery, 60, 72; Shelters, Stone Age, 20. Stirrup, 78, 90, 104; for Tesserakonteres, 76. Ventilation systems, 84. Point, 110. cavalry, 79; postal Shields, 26, 37, 39, 47, crossbow, 71. Testudo, 75. Verge-and-foliot Poisons, 22. service, 66; laws of, 49, 74-75, 95, 97-98; Stone Age, 5, 10-31, 42. Textiles, technology of, mechanism, 86. Polearms, 47, 95. 88; medicine, 69; chimalli, 49; figure- Stone knapping skill, 87. Verutum, 70. numerals, 44; and Poling, 27. eight, 49; kite, 98. 16-18, 24, 26. Thatch, 37. Vikings, 82-83, 90, 95, sanitation, 69. Polynesia, sea voyages, Ships, 40, 53-54, 58, 66- Stone throwers, 97. Theaters, 58. 104. Roofing, 39. 6, 54. 67, 75-77, 89, 100- Stonehenge, 6, 19. Thing, the, 89. Vision skill, 12, 15. Rope, 19, 31; bridge, 19; 103; Arabian, 101; Ponies, 35, 51. Stoneworking, 39. Tholos, 44. Visor, 49. harness, 37; tow, 53. Byzantine, 75, 101; Pontoon bridge, 77. Straddle car, 52. Thong Throwing Wagon, 40, 84, 87, 100. Rotary lock, 67-68. Chinese, 7, 54, 58, Pope, 88. Struggling disadvantage, maneuver, 70. Wales, 103. Royal Road, 63, 66. 76, 90, 100; Cretan, Portuguese, 103. 23, 46. Three-field system, Wall shield, 98, 117. Rubble, 37. 43; Egyptian, 40, 43, Post and lintel 53; Greek, 53, 67, 75- Stylus, 44, 105. 82-83. Walls, city, 33, 37-38, Rudder, 54, 100, 103. construction, 60. 76; Persian, 67; sail- Sumer, 41, 43, 49. Throwing stick, 25; skill, 42, 47, 50. Running the Pole Postal service, 66, 90. ing, 53-54; steering, Sun shadow board, 104. 25. Warfare, 23, 40, 42, 66- maneuver, 75. Pot-helms, 49, 74. 54; Venetian, 102; Sun, tracking, 45. Tillers, 54. 67, 70, 90. Russia, 23, 34-35, 97. Potatoes, 14, 34. Viking, 90, 102. Sun-dried food, 14. Timekeeping, 45, 67 86. Warships, 43; and Saddle, 59, 104. Potter’s wheel, 39. Shipbuilding skill, 18. Sundial, 45, 67, 86. Tin, 38; scarcity of, 58. artillery, 72. Saffron, 62. Pottery, 20, 23, 38-29; Shiphandling skill, 77. Sunstone, 104. Tincture, 91. Water, 13-14; Sagas, Icelandic, 89. skill, 39. Shipyards, 64. Surgery, 7, 21-22, 46, TL(-1), 5. contaminated, 46. Sahara, 62. Poultice, 45. Shoes, leather, 39. 69, 80; skill, 21-22, Tomahawk, 24. Water clocks, 67, 86. Sails, 44, 53-54, 76, Press, 64. Shovels, 78; snow, 30. 46. Tombs, 44. Water ladder, 61. 100, 103. Pressure flaking, 17. Shunting, 53. Survival skill, 12, 14-16, Tongs, 56. Water mills, 63, 85. Sakti, 70. Prices, 7. Sickle, 14, 17, 31, 55, 30. Tools, 55-56, 77-80, 103- Water pumps, 84. Sallet, 98. Priests, 41; and 78. Sushruta, 94. 105; antler, 16, 18, 28, Water wheel, 59-61, 63, Salmon, 23. medicine, 46. Sickle-sword, see Swidden, 17, 23. 30; bone, 27; bronze, 82; ancient Roman, 6. Salt, 14, 46. Printing, 7, 88. Khopesh. Swiss pikemen, 90, 95. 55; carpenter’s, 59; Water-raising engines, 59. Samarkand, 88, 93. copper, 29, 39, 55; Proverbs, 44. Siege engines, counter- , 47-48, 70, 95; Watercraft, Stone Age, Sambuca, 72. firemaking, 30; flint, 27-28; sizes, 120. Pulleys, 65. weight, 90. time to make, 41. Sambuk, 101. Siegecraft, 43, 50, 66, Syllabic writing, 43-44. 39; Greek, 61; hide, Waterskins, 19, 31. Pumice, 18. 30; ivory, 28; Sampan, 53. 71-72, 75. Syracuse, 65, 72. Wattle and daub, 37. Pump, 62; drill, 55. Mesoamerican, 55; Samurai, 87, 97. Signals, 20, 31. Weapons, 24, 40-41, 47- Push-scythe, 77. Table, armor, 115-117; Mesopotamian, 55; Sandstone, 18, 39, 106. Silk, 39, 61-62, 64-65, armor creation time, 48, 70-72, 95-97; Pyramids, 44. metal, 36; mining, 36; 87. antler, 24-26; Aztec, Sanitation, 69. 41; artillery, 113; Minoan, 55; shell, 27; Pyrotechnics, 92-93. 25, 48; bone, 24; Saqiya, 61, 63. Silk Road, 58, 62, 65, barding, 105; Slavic, 77; stone, 16-17, Pythagoras, 68. Carthaginian, 70; Sariam, 50. 88. Breakage Rating, 39; wood, 28, 30, 39. Quarries, 39. 106; crop rotation, Chinese, 47; copper, Sarissa, 70. Silkworms, 16, 64. Torches, 15, 31. Quartz lenses, 105. 83; hand weapons, 24; customization, Sassanid Empire, 66. Silver, 7, 36, 38, 45, 65, Torsion springs, 72. Quenching, blades, 40-41. 89. 107-109; hits to 110; Egyptian, 48; Saudi Arabia, 35. Tortoise shells, 65. prices of, 106; ships’, Querns, 17-18, 31. Skylax, 68. break weapon, 106; Saunion, 70. incendiary agents, Towers, 37, 84. 76-77; stone, 24; Quilted armor, 49, 97. Slash-and-burn Saw, 29, 39, 55. 94; irrigation Tracking skill, 12-13. wood, 24. Quinquereme, 76, 102. cultivation, 16-17. Saw slot, see Kerf. devices, 36; jobs, 8-9; Trade, 40, 42, 58, 65, Wearing, 53. Quiver, 26. Slavery, 43, 63. Sax, 95. land 89-90. Weaving, 19, 61. Quppu, 27. Sled, 28. Scabbard, 59. vehicles, 118; massed Transhumance, 35. Wheat, 14, 34, 58, 82. Rafts, 21, 27-28, 44, 53; Sledge, 21, 28, 35, 39; , 95. fire, 48; min ST for Transportation, 21, 40, Wheel, 37, 40, 51, 87; boats, 27, 53. hammer, 55. weapon, 111; ranged Scorpions, 72, 76. 51-54, 58, 63, 87-88; Mayan lack of, 7; Rahmani, 68. Sleeping fur, 31. weapons, 111-112; Screw, 78; Archimedean, costs, 42. potter’s, 39; scythed, Ramming, 66, 75-76, Sling, 24-25, 48;skill, scale factors for 59. Trapping, 11, 14-15. 43. 101. 25. watercraft, 120; Scribes, 43-44, 92, 105. Traps skill 14-15. Wheelbarrow, 77. Ramps, 43, 50. Smelling salts, 90. shields, 117; Scripts, 43-44, 67-68. Travois, 28. Whetstone, 35. Rams, 43, 50, 71. Smelting, 36, 38-39, 59. technological Trebuchet, 96-97. Windmills, 85. Rapid Healing Scrolls, 44, 66. development, 5; Snares, 14-15. Windrose, 80. advantage, 21. Scrounging skill, 12. water vehicles, 118- Trepanation, 21-22. Snow goggles, 30. 119; weapon creation Wine, 38, 46, 58, 64, 90. Record-keeping, 44. Sculpture, 16, 18, 39; Trireme, 66, 76, 120. Snow knives, 30. time, 41; weapon Wineskins, 39. Red Sea, 40. skill, 16, 18. Turf cutter, 78. Snowshoes, 30. price modifiers, 106. Wood, 27, 34, 37, 39, Religion, prominence in Scutum, 75. Turkey, 66. Soap, 80. Tablet, clay, 44; wax, 44, 59, 74, 106. Middle Ages, 88. Scythians, 59. Turks, 95-96. Soapstone, 18. 56. Woodcutting, 35, 39, 59, Republic, 64; in Italy, Sea Peoples, 43, 66. Turquoise, 23. Solvent extraction, 91. , 95. 83. 88. Secondary products Tusk caps, 80. South-pointing carriage, Tacking, 53, 100. Woodworking, 18, 53; Rhetoric, 67. revolution, 34. Umiak, 27. 68. skill, 18. Self bow, see Bow,Short. Tactics, naval, 102. Upwind, ships moving, Rheumatism, 21. , 59, 70. Semitic languages, 67. Talc, 97. see Beating Upwind. Wool, 35, 39, 59, 61-62, Rhodes, 72. Spears, 24-25, 40, 52, 83. Sericulture, see Silk. Tally marks, 19, 43-44. Urine, and tanning, 18, Rhymes, 20. 70, 79; points, 16-17, Woomera, 25-26. Sewage, 46. Tanning, 18, 38-39, 62; 62; cleaning wounds Rice, 14, 34. 24; skill, 79; thrower, see also Tawing. Wounds, treatment of, Sextant, 93, 104. with, 21; collection Riding skill, 78-80, 104. 25-26. Tarida, 102. 21, 69. Shachuan, 100. for medical diagno- Ring mail, see Spectacles, 105. Tariqah, 98. sis, 94; making Writing, 33, 41, 43-44, Chainmail. Shaduf, 36. Spices, 65. Tattoos, 12, 34. ammonia from, 90. 66-68, 92, 105; Rio Tinto copper mines, Shaft-and-collar harness, Spindle, 28-29. Tawing, 62. Variolation, 94. Chinese, 43, 68, 92; 59. 84. Mayan, 7. Spinning wheel, 87, 103. Teamster skill, 51-52. Vathmal, 102. River shipping, 39, 42, Shaman, 34. Spokeshave, 55. Vaulting maneuver, 79. Xyston, 70. 46, 58. Shardana, 49. Technological develop- Spurs, 79. ment, timeline, 5; Vehicles, 27-28, 51-54, Yataghan, 95. Roads, 37, 40, 63-64, Sharp Turn maneuver, Staff, 24. variations, 6. 75-80, 100-103. Yichuan, 76, 120. 88. 52. Stained glass, 87. Tehuelche, 25. Velites, 70. Yoke, 37, 84, 103. Rockets, 93. Shashah, 101. Stealth skill, 12 Tempering, 40, 61. Vellum, 66. Zero, 44, 93; and Maya, Rollers, 28. Sheaths, 24. Steam power, 6, 68. Temple, of Jerusalem, 64. Venesection, see 7. Rome, 58-62, 63-67, 76, Sheep, 16, 35, 59, 66; as Steel, 38, 61, 86, 95, Bleeding. 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