Benefits of Smiths

Forged lessons

The craft of smithing stands as one of the oldest and most revered trades on Ertha, an integral part of both daily life and grander tales of adventure. From forging tools that till the land to crafting weapons and armor that defend against the Voidborn, smiths shape the fate of the Fourth Age. However, their role is far more nuanced, involving the intersection of tradition, magic, and the needs of Ertha’s Great Guilds.

 

Ties to Smithing

The House Alka-Gimel-Zhared, part of the Fire and Forge Guild, epitomizes the artistry and mastery of smiths. This house encompasses three allied domains: the Armorers Guild (House Krangle-Bosch), the Metallurgy Guild (House Tamppolam), and the Smiths Guild (House Aldarekh). Together, they produce weapons, armor, and enchanted items that serve the adventurers of Ertha.

Smithing within the House of the Holy Rollers (Judges Guild) presents a more specialized function. Here, smiths forge tools to enforce the cosmic balance. Enchanted shackles, forged in the fire of House Alka-Gimel-Zhared’s techniques, suppress both natural and unnatural abilities. These artifacts are indispensable for Judges, aiding them in their mission to contain chaos and enforce the laws set by the Star Chamber. The crafting of such items requires precision, as mistakes could lead to catastrophic consequences, particularly when dealing with entities aligned with Voidborn corruption.

 

Tradition Meets Innovation

In the forges of Ertha, smithing begins with selecting the appropriate materials. Rare ores, often mined from the depths of the Stonemasons Guild (House Brandlekliener)’s labyrinthine quarries, are smelted and refined by Metallurgists. This process transforms raw metals into ingots with unique properties, depending on their intended purpose.

The forging itself employs a range of techniques, many of which originated during the First Age. Dwarven forges, known for flames as hot as dragon’s breath, are a cornerstone of the smithing tradition. The smiths have perfected folding techniques that infuse strength and flexibility into weapons. These techniques, when combined with elvish precision, nomadic adaptability, and shaper enchantments, yield creations that border on the divine.

Enchanted Creations

The most sought-after items are those imbued with magic. The Fire and Forge Guild works closely with the Shapers Guild (House Zend-Wynn) to craft items that extend beyond mere functionality. For example, enchanted shackles forged for the Judges Guild mute their wearer’s connection to magic, rendering even the most powerful foes powerless.

Weapons like the Trinity Blade—a relic of the First Ones—stand as testaments to the synergy of metallurgy and enchantment. Though the exact methods used in their creation remain shrouded in mystery, modern smiths draw upon fragments of that ancient knowledge to craft comparable items. These include blades with patterns reminiscent of Damascus steel, embedding magic into their very structure.

 

The Role of the Smith

Smiths are not merely artisans; they are keepers of a tradition that safeguards Ertha’s future. Their creations arm adventurers and enforce justice. Beyond the practical, smithing is a cultural touchstone, reflecting the values and histories of the regions they serve. A sword forged in the Frostharrow reaches differs significantly in style and function from one born of Glister’s sweltering heat.

Smiths also serve as scholars, preserving and adapting ancient techniques to meet modern challenges. Their role in uncovering and preserving First Age relics ties them deeply to the history of the world, ensuring that knowledge is not lost to time.

 

GM Tips

Smiths provide rich opportunities for storytelling in Dicesongs. As a GM, you can use smithing as a narrative tool to deepen the world of Ertha and connect players to its history. Here are a few suggestions:

Quest Hooks

A smith might request rare materials for a legendary weapon, sending players on a perilous journey to forgotten mines or Voidborn-infested ruins. These quests tie into the guild’s lore and the broader tapestry of Ertha’s history.

Moral Dilemmas

The Judges Guild’s use of enchanted shackles can raise questions about the ethics of suppressing abilities, particularly when the line between natural and unnatural is blurred. Allow players to explore these gray areas through interactions with smiths and their creations.

Customized Gear

Offer players the opportunity to collaborate with smiths to craft personalized items. This interaction can make their characters’ equipment feel unique and tied to the world’s lore.

Economic Intrigue

Introduce conflicts between guilds or regions over access to resources or techniques. A feud between the Fire and Forge Guild and the Shapers Guild over crafting rights, for instance, can lead to political intrigue and player involvement.

Artifacts of the Ages

Incorporate legendary items with rich backstories, like those forged during the First Age. These artifacts can serve as key plot elements, tying together disparate threads in your campaign.

Smiths are the unsung heroes of Ertha, their forges humming with the potential to shape destinies. By weaving their craft into your game, you can add layers of depth, challenge, and immersion to the Dicesongs experience.

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Conclusion

When hiring a Smith, it is important to consider what you need them for. If you need someone to create weapons or armor for you, make sure they are equipped with the skills and knowledge necessary to do so. If you’re looking for someone who can repair your gear, then a Smith with Repairing as one of their main skills will be more suited for the job. Keep in mind that many Smiths also have other talents and skills that may come in handy depending on your needs. So before you hire a Smith, make sure you know exactly what you want them to do.

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