Adventures in Theia
Metals and Materials
Most weapons, and armor are assumed to be made out of wrought iron or low carbon steel. All of the prices and statistics in the book reflect these implements.
A critical success with a craft (armorsmith) or craft (weaponsmith) skill can produce an item that is superior to its mundane counterparts. They are more durable and are more effective in combat. Masterwork items typically cost twice as much as regular items.
- Weapons & Shields: Masterwork weapons and shields increase skill by +5% OR +1d2 damage (weapons only) and have +10% Hit Points.
- Armor: Masterwork armor reduces skill penalties by 10%.
Horn, Bone or Stone:
Horn, stone and bone are common materials to primitive and certain near-human societies that live at the edge of Inworld or within its expansive wildernesses. Flint, mammoth ivory, boar tusks, etc. are all used to create a variety of arms and armor; usually spears, arrows, scaled armor, etc.
Gameplay effects: Hit Points for weapons are halved and armor constructed of bone or horn absorbs 1 less point than those listed in the book. Costs are similarly reduced by half or might only be available through barter with primitive tribes and the like.
Strictly speaking “bronze” isn’t the alloy of tin or arsenic and copper that it is on Earth. This reddish-brown metal is mined from the earth in its elemental form. The metal is as hard and durable as iron (arms and armor have the same characteristics as those in the rule book) but it is immune to rust and corrosion (see spot rules for “Acid” on page 83). Bronze is a bit heavier than iron and items made from it cost 50% more than listed.
Identical to Wootz or Damascus steel from earth’s antiquity. Called “The Riddle of Steel” by outsiders, this metallurgical technique is an enigma unique to the Kimmerian people. Kimmerian weapon and armorsmiths are practically a cult – a brotherhood of secret rites who jealously guard these secrets gifted to them by Krom Kruach.
Kimmerians are loathe to part with their arms and armor, but inevitably over the long years, handfuls of their sacred arms and armor have slowly found their way into the wider world – usually claimed as trophies of war by Acadian, Kurgan and Illyrians.
Gameplay effects: Hit Points for steel-made weapons and shields are +50% over standard iron or bronze. Crucible steel armor absorbs an additional point of damage. Assuming a Kimmerian steel sword or suit of mail were available for purchase it could cost any amount from triple to quadruple an iron counterpart (Steel arms and armor aren’t “made to order”).
This rare, gold colored alloy is solely a product of Dvergar ingenuity. It was (and is) highly prized by Hyperboreans for its durability and its special affinity for holding enchantments. But when ‘Erlik’s Revolt’ liberated the Dvergar from Hyperborean thralldom seven hundred years ago, the manufacture and trade of orichalcum weapons and armor ceased. As a result, any arms and armor made from the stuff is incredibly valuable and usually well guarded by those who possess it. Compounding the problem of scarcity is the fact that Dvergar consider all of the orichalcum in the world to be their property, even going so far as to launch raids and campaigns against individuals or groups with known caches. Therefore possessing orichalcum implements can be fraught with difficulty and peril.
Gameplay effects: Arms and shields have double Hit Points and armor made of orichalcum absorbs an additional 2 points of damage. Implements made of this precious metal are only ever found, won or stolen and are never available for sale.
A speciality alloy devised by the Hyperboreans of antiquity. It is prized for its suitability in armor making because of its lightweight durability (equal to iron or bronze). It’s especially useful to Hyperboreans because it doesn’t interfere with arcane spell casting.
Arms and shields have normal hit points and durability.
Armor made from Mithril is one category lower in terms of burden and skill penalties are halved (round down).