Age of Legends
Arms and Armor
Arms & Armor
he northern reaches are home to many races. The unique cultural identity of each of these is reflected in the types of arms and armor that are crafted by these races, and the quality of the armaments, and often even the choice of materials that make up the armor.
The Dwarves are renowned throughout the world as being some of the finest metal craftsman in Eriond. Consequently, all Dwarven made arms and armor is of at least masterwork quality. In addition, a highly skilled craftsman is able to create works of truly phenomenal balance and strength. Such “Dwarven Masterwork” (DMW) arms and armor have +2 to hardness, +10 HP, and receive a +2 to Reflex Saves to avoid taking damage from acid, rust or other corrosive attacks. Dwarven crafted armaments are designed around the principles of power and efficiency and tend to maximize a Dwarf’s great strength. While the Dwarves trade and sell their armaments readily, these do not come cheaply. A superior DMW armament crafted by a Dwarven master costs 250gp over and above the normal cost for that armament (that is, over and above the MW price).
During the reign of the kings of Ondroth, the Dwarves began to use runes in their craft. As the written form of the Tongue of the Ilad, runes are potent with creative magic. Runes are carved into an armament during the forging process, and endow it, and sometimes its bearer, with the symbol’s arcane properties. The greatest of the runecraft armaments rivaled in power, if not in beauty, artifacts crafted during the Age of Earthsdawn. Yet much of the knowledge of runecrafting was lost after the destruction of Ondroth, and in the years that followed, the Dwarves were too busy fighting each other to devote time to runecrafting. The art of this noble craft was all but forgotten. There are, however, some abiding within the halls of Duroth who have kept this tradition alive. Yet none can replicate the wonders crafted during the time of Ondroth, and sadly, most of these items have been lost as well.
Though lesser Halls abound, the two most well known contemporary havens of the Dwarves are Igladon, the Halls of Duroth. Dwarven masters can be found in both of these Halls, and drethidium and luminied are mined from roots of the mountains in which they dwell.
The only creatures within Eriond capable of matching the Dwarves in the quality of their craft are the Elves, yet Elven art is a slower and more expensive process than Dwarven craft. The Elves tend to emphasize natural themes in their armaments, and unlike the Dwarves, value grace and beauty over strength and power. Elven crafted armor is at minimum of masterwork quality. Like the Dwarves, Elven masters may also craft armaments of superior quality (see discussion on Dwarven masterwork), yet most elves are loathe to craft such items without also imbuing them with arcane power. Unlike the Dwarves, many among the Elves retain the knowledge of runecrafting, and lesser runes are often applied to Elven armaments.
As a rule, Elves tend not to sell their crafts on the open market for they regard this as somehow demeaning the integrity of their craft. Elves that make their living from their forge never display their wares, rather, they work by commission. The demand for Elven crafted armaments is such that an Elf may be selective in choosing those with whom they will deal. Each armament is tailored to the individual that will come to possess it. Runecrafted armaments vary in price widely, but are at a minimum, 500gp more expensive than the normal cost of for that armament (500gp more than the cost of a standard +1 magic item).
The wood-elves of the Tindor forest have developed a technique a leaf-weaving that they have employed in the crafting of armor. Their armor is woven from various kinds of leaf and twig, and then treated with a natural elixir which coats and toughens the leaves, giving them a leather-like quality. Leaf woven armor is incredibly light and is less cumbersome than normal armor. The Tindoran forges most commonly use Sidoran Ash for the hilts of their swords and other weapons, and green steel for the blades. The wood elves of Tindor never sell their armaments to outsiders, though they do, on occasion, give them away as gifts.
Goblins, while not as skilled as the Elves or the Dwarves, are nevertheless, quite proficient craftsman of armaments. They tend to prefer darker hues for their armaments, and make use of a variant form of greansteal that is a shade of black grey. If Goblin forged armaments often contain smooth and flowing lines similar to those of the Elves, they also contain jagged spikes and sharp spiny edges that reflect their brutal nature. Some goblin craftsmen possess the knowledge of glyphcraft, and employ glyphs in their work. Like runes, glyphs are powerful magical symbols. However, glyphs are the written symbols for the Tongue of the Damned. All goblin forged armaments are of at least average quality, and many are considered masterwork, and are valued at the same cost as human masterwork armaments. Glyphcraft armaments vary in value, but are at a minimum, cost 1,000 gp over and above the cost of ordinary armaments.
The goblins of the clan of Herzeglob tend to use bat, dragon and worg motifs in their armaments. They use the wings of the giant bats that dwell in the caverns of Mt. Amadan to make a lightweight armor for their scouts. They also craft a spiny form of dark breastplate for their elite warriors.
The skill of men in the craft of forging armaments varies greatly from culture to culture. While Men have the potential to become great craftsmen, their short lifespan prevents them from attaining to the superior skill of the elder races. Most human made armaments are of at least average quality, yet in some less advanced cultures they are of lesser quality (-1 Max/Dex, an additional Armor Check Penalty of 1, additional Arcane Spell Failure Chance of 5%, 25% less valuable). In many cultures however, more skilled craftsmen are able to forge armaments of masterwork quality.
There are many competent craftsmen within the kingdom of Vindovier, some of them half-elves possessing the knowledge of runecrafting. The land of Vindovier is wild and rugged and its warriors are largely horsemen trained as light cavalry. The armaments of Vindovier reflect the rugged character of its people. Often these armaments are decorated with symbols that tell stories about their peoples. The men of Caldoranth trace their lineage back to Barathund, Dwarf friend and father to the fallen nations of the north. Like their ancestor before them, the men of Caldoranth keep very close relations with the Dwarves, particularly those of Igladon. As a result, the style of their armaments resembles, to a great degree, that of the armaments of Igladon. Many of these armaments are of masterwork quality. Within the Thengloran Waists dwell the Hidrai, a strange tribal society of nomadic men who ride atop enormous mastodons. The armaments of these people are made directly from the flesh and bone of their mounts. The Hidrai are a technologically less advanced culture, and their armor tends to be of lesser quality; however, they are capable of crafting armor that is of at least average quality.
The Orcs have never been long for cultural endeavors. Their societies are violent and brutish, and for the most part lacking in aesthetic sensitivity. Thus the armaments of the Orcs focus chiefly on utility and are lacking in any form of frills or embellishments. Moreover, the piecemeal nature of Orc armor tends to make it of lesser quality then that of other races, though when put to it the Orcs are capable of producing armor of at least average quality. The Orc clans of the Atrowan Heights tend to employ a bit more skill than most.
Dwarven Heavy Plate: is similar to regular Dwarven Plate, except that it has been reinforced (in vulnerable areas) with an additional thin layer of steal ring. It is so heavy that the land speed of its bearer is hampered by an additional 5 feet per round.
Dwarven Plate: is among the sturdiest coats of non-enhanced armor to be found in all of Eriond. The Dwarven technique for strengthening their steal involves a process of lamination in which several sheets of overlapping metal are layered and then forged together
Dwarven Ring: is a larger, thicker variation of chainmail that includes a thin layer of plate to cover the bust of the bearer.
Elven Leaf Weave: is, as the name suggests, a coat of arms woven out of leaves that have been treated through a special alchemical process. A variety of leaves may be used in this process allowing for a wide array of possible shapes and colors for the armor. Leaf woven armor grants its bearer a +5 circumstance bonus to hide checks made while in wooded areas. The wood elves never divulge the secrets of their armor-weaving techniques to outsiders, nor do they ever sell or barter their coats of arms.
Elven Laurel: is similar to Elven leaf weave, but is composed of the thicker and more fibrous leaves of the Laural trees that grow in the Tindor Forest. The Tindoran Laurel leaves are naturally a vibrant shade of forest green, but turn a dark green-black hue once treated. Laurel Leaf armor grants its bearer a +5 circumstance bonus to hide checks made while in wooded or shaded areas. As with the Leaf Weave, Laurel leaf may only be given, never sold.
Fur Cloak: is a form of armor that doubles as a heavy garb to provide protection from the cold (it provides a +5 circumstance bonus on fortitude saving throws against exposure to cold weather. A Fur Cloak may be worn over a coat of armor. When worn in conjunction with other armor, the AC bonuses of both suits stack, however the maximum dexterity bonus of other armor is reduced by 1 as a consequence of the cumbersomeness of the Cloak (the AC bonus of the Cloak does not stack with any armor that does not have an AC bonus of at least +1).
Ivory: is a form of lesser quality armor that is composed of the tusk, bone and skin of the great mastodons that roam the wastes of the north. The armor is composed of two layers, the first of which being the leather of the animal, and the second being strips of overlapping bone or tusk plates. Ivory armor, like other mammoth armor, is crafted and used by the mastodon riders that dwell the Thengloran Wastes. However some coasts of this armor have been acquired by northern traders and as such have filtered into the lands of Mierodran.
Mammoth Hide: is a form of lesser quality armor crafted from multiple layers of stretched mammoth skin and covered with an outer layer of mammoth fur. Mammoth Hide grants its bearer a +5 circumstance bonus on fortitude saving throws against exposure to cold weather. A Fur Cloak may be used in conjunction with Hide, in which case both the AC, and the bonus against cold weather stack. Hide is crafted by the mastodon riders, but is easily acquired through purchase or trade.
Mammoth Leather: is a form of lesser quality armor that is, not surprisingly, crafted from the skin of a mammoth. Like other mammoth armors, this Leather is shaped by the mammoth riders of the wastes, and is among the most common and easily accessible forms of armor within Mierodran.
Etobran Dart Catcher: This wooden +1 Buckler looks somewhat like two teardrops inversely conjoined. The buckler is painted green and has artistic intaglios carved into it that have been filled with silver. It also has a round centerpiece of silver. The shield also has the ability to attract arrows to itself (+1 against all ranged weapons within a 15ft by 15ft radius).
Elven Moon Blossom: A spring green +2 Leaf Weave that has a living moon blossom vine growing within that adheres to the skin of its wearer. The moon blossom offers extraordinary restorative powers: +2 to constitution and fast healing of 2/round.
Elven Shadow Leaf: A jet black+2 Laurel Leaf Weave that blurs the wearer whenever he tries to hide granting him an additional +5 competence bonus to hide checks. Also, the bearer of the armor doubles the concealment bonus granted from shaded areas. In addition, this armor makes little sound, and dampens sounds around it, granting the wearer a +5 competence bonus to move silently checks.
Hallowed Ivory: This is an ornate coat of average quality Ivory armor crafted by the Mammoth riders. It is traditionally reserved for the tribal chieftains, and will not be sold or bartered to outsiders—though on rare occasions it could be given away as a gift.
Herzeglob Scout Skin: This is a masterwork quality coat of studded leather fashioned by the goblins. Dark steel spikes are inlaid into hardened batwing armor which protects the shoulders and torso of its wearer, while softer batwing leather protects other areas of the body.
Herzeglob War Plate: This spiny looking+1 Breastplate (with armor spikes) has been Inlaid with a dark glyph of invulnerability granting the armor and its bearer damage reduction of 5/—.
Igladonian Phalanx: This is a Dwarven masterwork tower shield composed of Sidoren Ash wood overlaid with drethidium. The Shield manages to be both incredibly hard, thanks to the drethidium, yet of little more weight than an average tower shield, due to the Sidoren Ash.
Igladonian Plate: This Dwarven Masterwork Dwarven plate seeks to take advantage of both the strength of drethidium and the light and dexterous qualities of luminied. Plates of drethidium cover vulnerable areas of the body, while luminied covers other portions of the body in other to offset the weight of the harder metal.
Igladonian War Plate: This Dwarven masterwork Dwarven heavy plate is made almost entirely of Drethidium, granting it phenomenal strength, and lending its bearer superior strength at the cost of maneuverability.
Shield of Atoier: This +2 Heavy Wood shield is made of Sidoren Ash and overlaid in the center with gold and green steel. Artistic intaglios have been carved into the Ash, which is then inlaid with either gold or green steel.
Herzeglob Claw Gauntlet: This goblin crafted steal gauntlet has thorn like spikes running up the length of the forearm, and three long gagged iron claws protruding outward just before the knuckles. This is the weapon of choice for the Hezerglob scouts who tend to wear one on either hand during combat.
Herzeglob Dart Gun: This is a simple blow gun device. The Herzeglob typically apply blue whinnis to the darts when they go on slaving raids so they can render their victims unconscious without seriously damaging them.
Herzeglob Scimitar: This jagged-edged shortsword is curved for slashing. It, like most of the armaments of the Herzeglob, is made from a darker steal. This is the favored weapon of the Herzeglob Ravagers.
Igladon Long Axe: This long hafted axe bears a family resemblance to the Halberd, yet retains the appearance of an axe. This weapon was designed with the defense of Igladon in mind. The length of the axe allows the Dwarves to slash or stab at the enemy as he ascends the face of the cliffs.
Tindori Laurel Blade: This shortsword is gently curved for slashing. The blade of the sword is patterned after Laurel leaves while the hilt is crafted from wood, and resembles the stem of the Laurel Leaf.
Tindori Laurel Spear: The center of this spear is smooth and straight, yet each end of the spear is gently curved and possesses a Laurel Blade. The spear may be used as a piercing or slashing weapon, and is considered a double weapon. It is the favored melee weapon of the Tindori Wardens.
Greathammer: This weapon resembles its smaller relative, the warhammer, in most respects. The difference between the two of course is that the greathammer is larger and nearly two times heavier the warhammer and must therefore be used as a two handed weapon by those untrained in its use. This weapon was developed by the Dwarves of Ondroth, and was their favored weapon. Its popularity has, however, spread throughout the North.
One handed Melee
Two Handed Melee
NOTE: where indicated, several of the materials listed below either supersede or replace materials listed in the DMG and the PCRB.
Batwing Leather: is stripped from the wings of the great northern Desmodu bat, and is stretched and tanned to produce a lightweight, formfitting suit of armor. Batwing leather appears slightly translucent (like velum) and ranges in color from muddy pink to brown to dark grey. It is as sturdy as regular leather, yet softer and lighter. Batwing leather is valued at 15-20 gp a lb.
Dragonscale: is, of course, taken from the hide of a dragon. The scales of this fearsome member of the Iunid are incredibly hard, and possess small traces of the magic of creature that bears them. The scales of a large dragon may be used to make a single suit of light armor and a small shield. All dragonscale armor must be crafted by a master (and is thus considered masterwork armor). Apart from the cost of materials, a light suit of armor and a light shield cost 2,000 gp to craft (this cost has already been figured into the price of the suit of arms) and each possesses the following: energy resistance of 1 to some form of energy (e.g. acid for black dragons, electricity for blue dragons, fire for red dragons etc.), damage reduction of 1/magic, and a +1 bonus to AC. The un-worked hide of a large dragon is valued at 8,000 gp.
A huge dragon may be used to make a single medium coat of arms and a heavy shield. A medium set of arms and shield cost 5,000 gp to craft (see above comment) and possesses the following: energy resistance of 5 to some form of energy, damage reduction of 3/magic and a +3 bonus to AC. The un-worked hide of a huge dragon is valued at 20,000 gp.
A colossal or gargantuan dragon may be used to make a single heavy coat of arms and a heavy shield. A heavy set of arms and shield cost 15,000 gp to craft and possesses the following: energy resistance of 10 to some form of energy, damage reduction of 5/magic and a +5 bonus to AC. The un-worked hide of a colossal or gargantuan dragon is valued at 45,000 gp. Note that while not listed here, smaller dragons may be used to make any form of leather, hide or scalemail armor. There are, however, no intrinsic benefits to these forms of armor. Crafting a set of armor out of a smaller dragon costs the same as that of a suit of masterwork armor of the same type (NOTE: the details offered here for Dragonscale supersede those given in the DMG and the PCR).
Drethidium: is among the rarest, and quite possibly the hardest, elements within Eriond. This metal has only been discovered within the heart of the Hammodrans. In appearance, Drethidium is much like brass, yet with a redder hue. It is extremely dense and half again as heavy as steal. Blades forged from Drethidium retain their edge for decades, but sharpening a blunted blade requires the skill of a master weaponsmith. Drethidium is valued at about 7.5 times the price of gold (NOTE: Drethidium functions similar to, and replaces Adamantine in Age of Legends).
Green Steel: is made from an alloy of iron, carbon and Luminiad. While not as light as Luminiad, Green Steel is a quarter lighter than its average steel counterpart, thus allowing its bearer greater ease of mobility. As alluded to by its name, Green Steal bears a beautiful golden green tint ranging in hue from shades of walnut to olive and avocado. Green Steel is valued at roughly 6 times the cost of ordinary high carbon steel.
Luminied: is as strong as steal (yet half the weight), as beautiful as silver, and, when crafted by a master, as soft as satin. It is rarer by far than gold (yet not so rare as Drethidium) and widely sought after for its beauty and strength. While most frequently employed by the elvish craftsman of Tilieth Angul, the Dwarven forges deep within the Hammodrans have produced coats of arms such quality as to rival their fairer brethren’s craft. Luminied is valued at 10 times the coast of gold (1 lb = 500gp), and is about ½ the weight of steel (NOTE: Luminied functions similar to and replaces both Mithral and Platinum in Age of Legends).
Mammoth Skin: is taken from the Mastodons of the northern plains. This leather is more durable than average leather, yet it is also heavier and more cumbersome. While typically used in the Armor of the Hidrai, it is also sometimes utilized by other human or Dwarven craftsmen for their armaments.
Sidoren Ash: is as hard as the woods typically employed in he crafting of arms and armor, yet it weighs only half as much as the other varieties of wood. While once plentiful, Sidoren Ash has become quite rare in the last few centuries due to over-harvesting. However, a skilled woodsman will still be able to find a few clusters of these trees within the southern forests of Caldoranth. Sidoren Ash is valued at about 25 times the cost of ordinary wood (NOTE: Sidoran Ash functions similar to and replaces Darkwood in Age of Legends).