The art of weapon and armor crafting varies drastically across the races of the world. Each culture’s work reflects its history, strengths, and relationship with magic. Orcs dominate as weapon-smiths, giants are remembered as mythical craftsmen, humans rely on runes to augment otherwise plain steel, goblins shape stone with uncanny precision, and dwarves forge sturdy but unrefined gear.
- Masters of the Forge. Orcs of Ironspine are famed as the greatest smiths of the age, producing weapons and armor that rival the durability of stone itself.
- Style. Brutal, heavy designs that emphasize strength over elegance. Their greatblades, axes, and war-helms are symbols of power across the continent.
- Mechanic. Orc-forged weapons grant +1 to damage rolls beyond normal steel; armor forged by orcs counts as one category lighter for encumbrance (plate worn as half-plate, etc.).
- Mythical Smiths. Long ago, giants forged the stone golems and the Great Wall itself, using runes interwoven with their craft. None now alive match their skill.
- Style. Weapons of impossible size, stone and metal bound together, often inscribed with runes of permanence.
- Mechanic. Giant-forged items are unique relics, effectively indestructible, and often carry magical effects by default (DM-defined).
- Rune-Bound Steel. Human smiths produce reliable, serviceable arms and armor, but rarely masterpieces. Instead, they rely on Runebinders to etch power into steel, wood, or stone.
- Style. Practical weapons and armor inscribed with glowing sigils, humbler than orc equivalents but versatile.
- Mechanic. Human-forged weapons function as standard; when inscribed, runes can grant magical effects (e.g., fire damage, wards, durability). Without runes, human steel is average.
- Masons First. Goblins are not great smiths but legendary stoneworkers, able to carve weapons and armor from stone with uncanny precision.
- Style. Jagged stone blades, blunt hammers, and intricate armor plates, all cut from volcanic rock or obsidian. Beautiful, though brittle compared to steel.
- Mechanic. Goblin stone weapons deal +1 damage but have a 10% chance to break on a critical failure. Armor is ornate but cumbersome (–1 Dex cap to AC).
- Sturdy, Not Beautiful. Dwarves of the Southern Crags craft simple, functional arms from mountain ores. They prize utility and endurance over artistry.
- Style. Thick-bladed axes, heavy spears, and slab-like shields; no ornament, only purpose.
- Mechanic. Dwarven gear is always reliable (never breaks from wear) but lacks finesse — it cannot receive advanced runes or enchantments without risk of failure.
- Runes & Magic. Only humans (and, historically, giants) use runes effectively. Orcs disdain magic, preferring raw steel. Goblins and dwarves may imitate rune patterns but cannot bind magic through them.
- Trade & Value. Orc-forged arms fetch the highest price in markets; goblin stonecraft is prized for art but distrusted in battle; dwarven arms are cheap and durable; human rune-inscribed gear is unpredictable but powerful.
- Basic (Dwarven/Ironspine rejects): Simple iron, functional but plain.
- Standard (Human): Reliable steel, common in Thalossa.
- Superior (Orc): Reinforced, heavier, but unmatched in quality.
- Runed (Human/Runebinder): Standard steel augmented with magic.
- Relic (Giant): Mythical items of unmatched power, near-indestructible.
- Exotic (Goblin): Stone-forged artistry, unique but fragile.