Tegan --
It never occurred to me that you could have two icps. In the end, all I needed to do for a 1/2-handed axe was have icp_scimitar|icp_nodachi. Many thanks for that.
Oldtimer --
Many thanks for the kind words, and sorry it took so long to get back to your suggestions (I was out of contact for a while).
The lack of any weapon with a too-powerful punch is intentional -- you're supposed to rely upon your men in this one, rather than tackle large bands solo. However, in future versions I'll try to have a range of starting characters, at least some of whom have enough of a weapons mix to stand alone. Rather than try to balance them at start-up I was thinking of giving each a "handicap" score, and a high one might make things more difficult later on.
The Borcha character I think is in Trapani, and the Marnid/Metrios one in Syracuse. That's it for NPCs, for now.
However, the very next version in progress will be pretty limited in scope, with a heavy emphasis on the military aspects, and probably be geographically restricted to the area of the map between Enna and Troina. (Thanks to Colt's map, that will be quite a big space in game terms, big enough to have every medium- to large-sized village and geographical feature in the real Sicily without getting too crowded). Each major town will be surrounded by a number of satellite villages and small fortresses, and the player will try to sack the enemy's villages and loot their caravans, defend friendly ones, and depending on how strong he/she feels either dodge patrols or try and lure them out to fight. The idea is to simulate the rather gruelling campaigns of economic attrition that characterized medieval warfare. And if you succeed in reducing the enemy to a point, you might be able to storm their provincial capital, and get your own county/emirate.
Once I'm satisfied with the military game, I'll try to develop the role-playing aspects. I'm thinking of moving the setting forward a hundred years or so, to the decline of the Norman kingdom and its eventual conquest by the Holy Roman Empire. The player can work for the dying Norman Hauteville dynasty, trying to cobble together a coalition in a kingdom torn apart by conflicts between Muslim and Christian, nobles and towns, the bureaucracy and the aristocracy, or be an imperial agent and sew discord in preparation for the coming of the Emperor. Or you take advantage of the chaos to run protection rackets in the back alleys of Palermo, commandeer a ship and prey on coastal merchants, or whatever.
That will be several versions in the future, however.