The Great Forge of Kapova Dome had been running a light crew through most of the day.  Despite the heat, the forge was close to the outer walls of the Dome so cold seemed to seep in through the cracks in the stone.  As the sun was beginning to set the Dome would require the forges working at full blast to help push back against the cold. The blacksmiths of Moragon were not just the makers of things but they were life givers who used their craft to heat the massive domes.  As the Foreman of the Southern Kapova forge Ryba started the daily process of having the apprentice smiths stir the coals and work the bellows.  

Reds and oranges illuminated the stone walls as one flue after another was open.  Some taking smoke out of the Domes and some funneling heat into the homes of the nearby city.  Each apprentice quickly took to their task working as individual parts of the human machine that is The Forge.  Artisans and apprentices sat at their respective benches making large quantities of whatever their given task was.  The more experienced artisans worked on specific contracts to supply arms, armor, or even jewelry to specific patrons across the world.  Today Ryba was making something special.  Her son was about to come of age and start an apprenticeship.  This was not going to be for a customer or for money.  What she set her mind to today would be for her child and would be forever.  

Stone Carvers of ages long past had crafted secret ways of crafting on every inch of the forge walls.  Ryba had tried every single one of them.  Some of them produced items of surpassing beauty for sure.  Alloys of metals she would never have thought to combine on her own however at the end of the day they were always just exquisite examples of human handiwork.  “Truth chiseled in stone lasts forever” the saying went.  However not since the Great Exile had this forge produced a single Great Item.  It may not be magic Ryba thought but it would be the best forge hammer she ever created. Into the crucible went a rare collection of ores, as dictated by the stone in front of her where they began to melt into one.

Without warning the forge sparked and what should have been controlled flame briefly roared to life as if fueled by an unknown outside source.  Ryba set to tending to the apprentices first, making sure their were no injuries, then helping to save what items could be salvaged.  Once she was confident that the forge had returned to working order she returned to the hammer for her son.  The metal in the casing had already cooled and was ready to be shaped with more detail… that should have taken an hour at least.  She stood before the Grand Anvil facing the stone instructions for what was called the “Heart of the Forge”.  It must have been a trick of light from the forge coals but it looked to her as if the instructions before her were glowing a faint orange of their own.  Rather than just following the instructions some instinct beyond her own skill moved her to grab one of her finer steel chisels and to begin carving the stone instructions directly onto the hammers face.  With each chisel strike the words became clearer and when she was finally done the hammer itself seemed pulse with a soft orange heartbeat of it’s own.  She did not realize the rest of the room had completely stopped working.  All eyes were on her as she lifted the finished hammer from the anvil.  It should still burn to touch and while the carvings glowed bright, while the hammer head itself quietly beat it remained warm to the touch.  She did not know what had happened or how it had happened… but she knew.  Magic had returned to the world.

Cost Summary

Tier Title CP Cost CP Range
1 Apprentice (5 XP) 2 XP each 1-10
2 Journeyman (10 XP) 3 XP each 11-20
3 Master (15 XP) 4 XP each 21-30
4 Artisan (20 XP) 5 XP each 31-40
5 Grand Master (20 XP) 5 XP each 41-50
Tier 1 (Apprentice, 5 XP)
Apprentice Smiths are capable of making all basic armor and weapons without restriction as long as they have production points and the materials to do so. All Apprentice Smiths will receive a list of general craft items that includes the materials needed and time cost to make them. If an attempt to craft an item has failed, the crafter will receive a “Work in Progress” tag. Any other Smith can use the tag to finish the project. All material costs must be paid fully and in advance to start a project.

Tier 2 (Journeyman, 10 XP)
As magic has returned to the world, it hasn’t only affected the living, but also the world itself. New metals and crafting materials have begun to surface and make themselves available. Journeyman Smiths can experiment with the creation of items out of new materials to untold effects. In the ancient stories strange metals are said to reflect magic, heal the warrior and be near unbreakable. Learning to make items from the metals typically means learning how to refine its ore. All effects at this level are native to the type of metal you choose to work with.

Tier 3 (Master, 15 XP)
Master Smiths have learned to harden their items with the alloys of the new magical metals. The increase in cost creates more masterful pieces. Smiths can make armor and weapons that are much more difficult to break, capable of working as a focus for mages as well as a multitude of other effects. If one magical metal is good making alloys of them is even better. The most famous alloy weapon is a sword said to be made of obsidian and fairy stone. That was said to allow the wilder to walk the roads of death.

Tier 4 (Artisan, 20 XP)
Magic can flow through metal just as easily as it can flow through the veins of a living person, sometimes it just needs a little motivation. Smiths of the Artisan level have learned the secrets of binding magic into weapons and armor in a fashion that allows any user to activate it. In the old days magic was talked about as if it was a physical substance. In many of the old stories Smiths simply forge magic straight into their metals. This of course is a lost art as to how to even get the magic in the first place. What is clear is that this magic when forged into a blade became like a heart and powered the creations to new life.

Tier 5 (Grand Master, 20 XP)

Weapons and armor are certainly more than lifeless metal in the hands of a Grand Master as the very same armor and weapons can take on an identity of their own. Grand Master Smiths in legends are most renown for the named armor and weapons they crafted and shaped. One thing is clear through out all cultures in Altera the great weapons and armor of the past are spoken of as if they are a living person as much a part of the world as you are I. Master Smiths are said to negotiate and communicate with these items to teach them new abilities and shape their growth more like a parent raising a child rather than an artist creating a master piece.

Production Charts

Name MU CP
Dagger 1 1
Short Sword 2 2
Short Axe 2 2
Short Hammer/Club 2 2
Long Sword 3 2
Long Hammer/Club 3 2
Long Axe 3 2
Great Sword 4 3
Great Hammer/Club 4 3
Great Axe 5 3
Halberd 5 3
Staff 2 2
Thrown Weapons (3) 2 1
Long Bow (& Quiver) 3 2
Blow Gun (& Dart Quiver) 3 2
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
Armor & Shields
Armor MU CP
Light Armor 2 2
Medium Armor 4 2
Heavy Armor 10 4
Encased Armor 20 10
Shields MU CP 
Buckler 1 1
Small Shield 2 1
Medium Shield 4 2
Large Shield 5 3
Tower Shield 10 6
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points
Consumables MU CP Notes
Patch Kit* 2 2 Grants 1 Repair to a broken or breached shield, armor or weapon of normal material.
Whetstone (3) 3 1 With 1 minute of roleplay, grants +1 damage to the next swing.
  • *Requires Smith skill to use.
  • MU = The material cost of components & supplies in copper pieces.
  • CP = Crafting Points