Legacy:Dwarven smithing: Difference between revisions

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It is widely believed among dwarven smiths that the works forged in the heat of the planet gain special properties. As a result, some ancestral forges are located in otherwise dangerous, inaccessible locations, like inside volcanoes, near lava flows, or extremely far underground. The dwarves of [[Barazar El]] use magma plumes for the same purpose, tempering their works in the waters of the geothermal vents.
It is widely believed among dwarven smiths that the works forged in the heat of the planet gain special properties. As a result, some ancestral forges are located in otherwise dangerous, inaccessible locations, like inside volcanoes, near lava flows, or extremely far underground. The dwarves of [[Barazar El]] use magma plumes for the same purpose, tempering their works in the waters of the geothermal vents.



Latest revision as of 17:47, 13 January 2024

This page was written for an earlier draft of the setting. It is no longer accurate or canon, but kept around to scavenge for ideas.

It is widely believed among dwarven smiths that the works forged in the heat of the planet gain special properties. As a result, some ancestral forges are located in otherwise dangerous, inaccessible locations, like inside volcanoes, near lava flows, or extremely far underground. The dwarves of Barazar El use magma plumes for the same purpose, tempering their works in the waters of the geothermal vents.

Special properties

Type of item Price modifier Effect
Light armor +1000 gp +1 AC, -1 max dex bonus, fire resistance 2
Medium armor +1500 gp +1 AC, -1 max dex bonus, fire resistance 2
Heavy armor +1800 gp +1 AC, -1 max dex bonus, fire resistance 2
Weapon +1200 gp +2 to attack rolls against earth elementals or underground dwelling aberrations

In addition, the hardness of the crafted item increases by 5. These properties can only be applied to metal items. Armor crafted using traditional dwarven techniques provides more protection against all attacks and can absorb some of the heat from fire-based damage, but are more bulky and unwieldy. Weapons created using these methods assist their bearers against earth elementals and the types of aberrations that frequently threaten subsurface dwarven settlements.

While not exceedingly common, items made using this method of dwarven smithing can be found in major markets across the world. Merchants in small towns are significantly less likely to have these items among their wares.

Barazan special properties

Type of item Price modifier Effect
Light armor +1000 gp +1 AC, -1 max dex bonus, +2 to fortitude saves against water pressure
Medium armor +1500 gp +1 AC, -1 max dex bonus, +2 to fortitude saves against water pressure
Heavy armor +1800 gp +1 AC, -1 max dex bonus, +2 to fortitude saves against water pressure
Weapon +1200 gp +2 to attack rolls against water elementals or deep sea dwelling aberrations

In addition, the hardness of the crafted item increases by 5. These properties can only be applied to metal items. Armor crafted using Barazan techniques provides more protection against all attacks, like other dwarven armor, and are designed to resist the force of water pressure, but are more bulky and unwieldy. Weapons created using these methods assist their bearers against water elementals and the types of aberrations that frequently threaten the Barazan deep sea settlements.

Items made using Barazan methods of smithing are quite rare outside of Barazar El. While the Barazans actively trade their works with outsiders, they are still very limited in quantity. Aside from the deep ocean towns, these items are only generally available for purchase in the major markets of Kea Racha and Rovakhit. Merchants almost always heavily inflate the prices of these goods, as they are well aware of how difficult they are to obtain.