Weapon and Armor Materials for creative works
- Peter Primini
- Mar 17, 2019
- 13 min read
Updated: Sep 4, 2020
Weapon, Armor and Magical Materials
Note: Draoids (Drow-ads), sometimes just referred to as Draos (Drows) are magical beasts that do not occur in nature. They are byproducts of the magic that created Talahm (tal-am). Most Draoids are simply versions of ordinary wildlife. Some are more unique and resemble spirits and other mythical creatures. All Draoids are more aggressive than natural wildlife and even the weaker ones are more than a match for an average human. Most man made materials such as steel cause wounds that heal very quickly but natural metals such as iron, silver and other unmodified materials leave lasting wounds. The more altered a material is from its natural state the less effective it is against Droids.
Format
Name: (pronunciation if applicable)
Relevant race - date of discovery
Description.
Timeline
Aios de Dia - Age of the Gods
0AdD - 16,000AdD
Aios H’aon - The First Age
0AH - 5,025AH
Aios Dhà - The Second Age
0AD - Present (2,421AD)
Natural Non Metals
Darach Wood: (dar-rak)
Human - 0AH
Wood from a Darach, or Oak, tree. Used for shaft and heads of spears and arrows in the first age. Hard for a wood, especially when charred but softer than any metal. Used for its high effectiveness against Draoids.
Leather:
Human - 0AH
Ordinary leather
Treated Leather:
Human - 200-300AH
Leather treated in animal resin, tougher and heavier than ordinary leather, resistant to fire and a decent insulator.
Giallan Leather: (jay-lan)
Elven - 400AH
Leather reinforced with magic. Often provides enhanced protection against the elements.
Talmhainn Fiber: (Talm-hay-nn)
Human/Elven 1150AH
Fiber made from the roots of trees. Can only be harvested during the winter. Magical in nature, it glows a soft white and is highly resistant to piercing and cutting. Prized for its ability to retain heat and keep out the cold. Usually woven into shirts, trousers, gloves and cloaks. Clothes made Talmhainn fiber are said to be nearly weightless and wearers note that they feel much lighter on their feet and seem to have near limitless stamina when wearing it exclusively. The most remarkable feature of Talmhainn fiber is an ability called soul memory. When a person wears clothes made of Talmhainn fiber for most of their lives a portion of their soul is stored in the fiber and when, after their death, a new person wears the same items the cumulative experiences and knowledge of its previous wearer can be passed down to the new. There are known to be several sets of clothing that have been passed down for nearly a thousand years and which contain an equal amount of experience and power.
Bholcàno: (bowl-can-no)
Orcc - 0AH
Volcanic Stone, used in spear and arrowheads. Highly effective against Draoids. Notable for its incredible sharpness though it does tend to be highly brittle, often shattering after a single use.
Obsidian:
Orcc - 750AH
Harder and Heavier than War Steel. Only the Orks have mastered Obsidian smithing. Obsidian is notable for its ability to absorb magic and radiate it as heat. Obsidian is also able to hold the sharpest edge of any non magical material, capable of creating cuts so clean they can be nearly impossible to heal by normal means. Due to its high weight, Humans are rarely able to effectively wield anything made from Obsidian with the exception of small daggers and knives.
Dragon Bone:
Human - 200AD
Harder than all but Ashewood and Beathaheim Steel, incredibly expensive. Despite its hardness Dragon Bone makes poor weapons as it has poor edge quality, dulling fairly quickly. Even so, Dragon Bone is one of the few (relatively) readily accessible materials hard enough to harvest Ashwood trees and so it is often used in axes for this purpose. Even though Dragon Bone is technically softer than Ashewood its incredible durability and resistance to bending, shattering or otherwise breaking or deforming make it the only suitable material for Cutting Ashwood trees. Its high cost comes from its difficulty to harvest. Taking down a healthy Dragon is impossible for even a large army and so only the old or otherwise weakened Dragons can be targeted. Even so partys of several hundred are required and often suffer high casualties. Only the high bounties placed by nobles, who desire the material simply for its rarity and cost or for Ashewood harvesting, are enough to warrant attacking a Dragon.
Ashewood:
Dragon/Human - 134AD
Wood harvested from the Ashewood Tree, also known as Deadwood. Currently the hardest known naturally occurring material on Talahm. Even more expensive than Dragon Bone as multiple Dragon Bone tools and many years are needed to create a single Ashewood artifact. As far as mankind is concerned Ashewood is indestructible, neither fire nor man made steel can affect it. Dragon Bone can wear away at Ashwood but the time and effort required mean that anything made from Ashwood, usually ships or buildings, will stand for ages. Some powerful magics can damage or destroy it.
The Ashewood forest was created when a Dragon, fed up with its kind being hunted by humans, burned 900 square miles of forest inhabited by humans. The magical nature of the flame was such that all humans perished but the forest itself was left relatively unscathed, the only effect being the wood of the trees acquiring incredible hardness and black color. Ironically this act only increased humans desire to hunt Dragons, both out of revenge and desire to harvest this new wood.
Earth Metals and Alloys
Bronze:
Human - 1500AH
Ordinary bronze. Obsolete.
Hardened Bronze:
Human - 1700AH
A bronze alloy used in the past, roughly equivalent to iron in hardness but corrodes much quicker.
Iron:
Human - 2100AH
Ordinary iron, highly effective against Draoids if it can pierce their skin.
Cave Iron:
Dwarven - 450AH
A specific type of iron found only in deep mountain caves. Very hard and dense. Susceptible to corrosion but highly effective against Draoids. Originally Cave Iron was effectively impossible to work until the Dwarves created a method of smelting and forging. They freely gave this secret to the other races, Elves cared not for it, the Orcs had so little Cave Iron available to give it much use but Humans made great use of it.
Steel:
Human - 2250AH
Ordinary Steel made from Iron, less effective against Draoids than iron but often still used as iron weapons, usually aren’t hard enough to stand against a Draoid’s hide.
War Steel:
Human - 2700AH
Damascus steel, effectively useless against Draoids but used by nearly every Human army for combat against other men.
High Rock Steel:
Human/Dwarven 3100AH
Steel made from Cave Iron, harder than even War Steel with excellent edge qualities. Similarly effective against Draoids as War Steel but can better hold enchantments that can counter this weakness. Technically only Steel forged in the mountain city of High Rock, where it was first created, is called High Rock Steel but the technique is fairly well known and used by various smiths worldwide. Commonly, as these smiths are of high regard, the Steel they forge will take their name, for example; Darroch Steel. Notably Dwarves, who consider themselves the ultimate metal workers, find High Rock Steel to be quite impressive and hold a great deal of respect for the smiths who discovered it even before they could despite centuries of attempts.
Beathaheim Steel: (bay-tha-heim)
Beatha - 220AD
A Steel perfected by the Beatha during their one century time on Talahm. Nigh unbreakable and immune to corrosion. Blades are highly effective against both Fauna and Draoids and are noted for being sharp enough to cleanly slice through most man made materials with little force and for creating wounds that resist both natural and magical healing. The power of items made from Beathameim Steel is not always apparent as it tends to respond to a users spirit or soul and will often manifest by enhancing a users own abilities (though it cannot grant abilities that a user does not already possess). Beathaheim Steel artifacts often “bond” with their users growing in power as that bond strengthens. If an artifact is lost it will find its way back to whomever it is bonded to and those who try to steal an artifact from another will be unable to utilize its power or prevent it from returning to its original user. In extreme cases, if the item is stolen by someone who differs greatly from its original user, they may find the item actively resisting them.
Men have spent centuries unsuccessfully trying to recreate Beathaheim Steel after the Beatha left Talahm. Five human smiths were taught the secrets to its creation and have passed it through their generations. Of these five, three are currently in hiding from the Church while two work with the Church to create weapons and armor. Human made Beathaheim Steel retains the material’s hardness and edge qualities but only one of the chosen smiths is gifted with the knowledge of how to draw the metal's true power. This secret is to place a sliver of the maker's soul in the created item, the larger the piece, the greater the quality and power of the resulting item. In some cases, items with a full or even multiple souls involved in their creation have been known to wield power equal to that of Godly Artifacts, though at great, even mortal, cost to their user.
Silver:
Human - 4130AH
When used as a weapon are armor material silver is alloyed with steel and fused with quartz in a magical forging process. The quality of the final product depends on the purity of the Silver, the quality of the steel and the magical prowess of the forger. Highly effective against Draoids but limited against fauna due to lower than average hardness and edge qualities. Despite its poor hardness Silver weapons are so effective against Draoids that even their presence can repulse them and direct contact will often burn them.
Goldensteel:
Human - 3200AH
A steel/gold alloy. Softer and with poorer edge qualities than other metals, used primarily as decorative metal but very effective against Draoids if a cut can be made.
Stàilinn: (stay-lin)
Dwarven - 4800AH
A titanium alloy used exclusively by the Dwarves. Harder than High Rock Steel with similar edge qualities.
Geal: (gay-eel)
Dwarven - Unknown
An alloy of unknown composition made by the Dwarves, an equivalent to mithril. Impossible to enchant but its incredible hardness and light weight make enchantment redundant. While not totally unbreakable by physical means, the amount of force required is well beyond most mortals, Geal is effectively immune to damage by magic making it ideal as an anti magic armor. Unfortunately as the Dwarves are incredibly secretive very few Geal artifacts exist outside of the Dwarven kingdoms.
Magical Metals
Elven Steel:
Elven - 2250AH
Magically infused steel produced by the elves. Indestructible unless met with a magical force greater than that of its creator. Immune to corrosion as long as it remains undamaged. Specific enchantments are determined by the steel’s forger. Common enchantments include Glowing, often accompanied by high heat, being imbued with elemental energies and binding to certain individuals or types of individuals.
Magisteel:
Elven/Human - 3000-4000AH
A generic term for steel forged using magic. Similar to Elven Steel except that while Elven Steel uses ordinary ore infused with magic, Magisteel is the art of creating the material with magic alone. While generally similar to Elven Steel, Magisteels properties are determined by whoever forges it. Both Men and Elves have used Magisteel in the past but today only the Wizards retain the knowledge of how to create it.
Saidhbhir Steel: (sayd-beer)
Human - 2300AH
Also called “Enriched Steel” Saidhbhir Steel is traditional steel, often War Steel, that has during its forging been “enriched” with a magically attuned gemstone dust. Visually very similar to ordinary steel though it may glitter or sparkle in the right light. Due to the steel containing additional particulates blades made with this metal tend to be of lower overall quality in terms of hardness, flexibility and edge retention, than ordinary steel. Advantages to Saidhbhir Steel are the ability to use the gemstone dust to “enchant” the blade on demand. For example, a blade enriched with Ruby dust can be wreathed in flame upon uttering the Old Tongue word “Teine” (Tine-eh), literally “Fire”. As with all Natural magic the ruby dust in the steel will be slowly consumed as long as the spell is active. This ultimately leads to structural weakness in the blade and upon all of the ruby dust being consumed the weapon will simply become a low quality steel blade. While not cheap compared to ordinary steel Saidhbhir Steel is far cheaper and easier to produce than any other magical metal, especially for humans and so is quite popular among Royal Guardsmen and other high profile, wealthy warriors. A more practical method, used by the Luchd-dìon Brotherhood, is to have an inlay usually in the hilt or guard of a weapon in which a gemstone is placed. This allows spells to be quickly cast and upon consumption of the stone it can simply be replaced with no ill effects to the metal of the weapon.
Cridhe Stàilinn:
Dwarven - 4820AH
(kride-he stay-lin) Similar to Eleven Steel, Cridhe Stàilinn is Magically enchanted during to forging process. Dwarves are less magically potent than elves and as such are unable to create specific enchantments. However all Cridhe Stàilinn has a few specific attributes. Firstly, much like Elven Steel it is largely (though not completely) immune to corrosion. Secondly Artifacts made from Cridhe Stàilinn have the ability to judge the “purity” of an individual being and will only manifest its third effect if they are judged worthy. Once a worthy bearer is found the item will bind to the user who will find the item to have negligible weight and to give them a feeling of confidence in their own abilities and decisions. Thirdly, The metal is able to, in the Dwarves own vernacular, “Make whole that which is broken”. In practice this ability is attributed to raising an individual to their true potential. While the mechanics and limits of this power are somewhat ambiguous, those able to wield weapons made of Cridhe Stàilinn invariably become legendary warriors of their age. Some weapons made from the metal have also been said to possess the ability to temporarily reach the white hot temperatures of their forging, allowing them to easily slice through other metals and stone.
Moon Silver:
Beatha/Human/Elven - Unknown
Not actually silver but a unique metal found only on Beathaheim, some has fallen to Talahm in the form of meteorites. Supremely effective against all things living and nonliving. Glows with a silver flame in moonlight.
Aondé: (a-awn-day)
Unknown - Unknown
An ancient metal of unknown origin. Some believe it was used by the gods who created life on Talahm while some think it was created by the planet itself. The metal’s actual properties are largely unknown as it has only been found in small pieces and so far has eluded all of mankind’s attempts to smelt, destroy or otherwise breakdown the material. Though it is thought that any weapon made from Aonde would surpass even Beathaheim Steel in power.
The largest single Aonde artifact ever found was a small ring of unknown power and properties.
Dragon Steel:
Human - 400AD
Not technically magical but not found in ore and must use magic to forge. Made from the metal-like armor of dragons. Requires white hot temperatures to forge it is believed to be as hard or harder than Ashewood but this has never been confirmed.
Note on the three types of known magic:
Natural Magic: In order to use “Natural Magic” a catalyst must be used along with a spoken word or phrase. While technically any catalyst along with any phrase can be used, to cast a spell with any real effect a properly attuned gemstone along with an Old Tongue phrase must be used. For example, one could sprinkle a handful of Ruby dust of some kindling and sofly speak the Old Tongue word “Teine” to start a fire. In combat using the same Ruby dust one could through it at the enemy and forcefully speak the same word to create a powerful engulfing flame. The exact behavior and scale of a spell is determined by the mental image of the user, louder speaking volume and grander hand gestures may serve to enhance this mental image and thus enhance the spell. Similarly additional words may be spoken to refine the effect of the spell but only so far as the user can maintain a working image of the desired effect. Meaning that for incredibly complex and refined spells a great deal of concentration is required as well as in depth, near fluency in the Old Tongue. Only the Wizards, Elves, Dwarves and Dragons may cast magic outside these rules. These stones are often carried as dust or embedded in a weapon or item for best effect. It is important to note that while anyone can use natural magic there is still a large element of skill and experience required in order to use it to great effect.
Innate Magic: This is the magic used by the Elves, Dwarves and Wizards. This magic is technically inherent in all living things, including humans, but only the Wizards, Elves and Dwarves possess it in great enough quantity to use it outwardly. A good way to think of innate magic is to think of it to be similar to the idea of Chi. All beings possess it but few possess the ability to manifest it and doing so will drain the user of some of the life force. Using too much can be dangerous or even fatal. Similar to Natural Magic the effects of Innate Magic are determined by the will and mental image of its user, though without the restriction of needing a catalyst. Once again using an Old Tongue word or phrase is most effective at drawing out Innate Magic. The greatest restriction to the use of Innate Magic is comes with something called “Caliber”. Caliber describes the abstract “power” or greatness of an item, be it person, beast or spell. A person of high Caliber will be able to use equally high Caliber spells that someone of lower Caliber would find near fatal to attempt. While it cannot be numerically defined Caliber is used, mostly by the Elves, to quantify ability. For reference, the ability to fly using Innate Magic is an incredibly high Caliber ability, only the Wizards are known to be of this level.
True Magic: True magic is the basis of all magic. It comes from the manipulation of An Stòr, or “The Source”. No mortal possess this ability. Only the Dragons, the first beings to inhabit Talahm and the gods spawned from their essence possess True Magic. There are few restrictions to its use, though individuals may have a certain disposition to a specific kind of effect, such as Bàs, the god of death, being predisposed to necromancy and summoning. Users of True Magic are the only beings exempt from the 7 Laws, as the Laws were created by True Magic they cannot affect beings equal to their power.
Rare Earth Stones Used in Natural Magic
Quartz: The most magically attuned gemstone. While it doesn't have any particular magical affinity it enhances any magic in its presence to a great degree. A small amount of Quartz dust added to any spell can greatly increase its potency. For this reason Quartz is highly controlled and expensive though not especially rare.
Ruby: Attuned primarily to fire, emotion and life, ruby is used mostly in flame magic. Ruby dust can be used to ignite embers or cover a wide area in flame. A whole stone can burn through steel or explode violently.
Amethyst: Attuned primarily to dieses, the undead, and stormy weather. Amethyst is used by necromancers to kill and then raise the dead.
Turquoise: Attuned primarily to the ocean Turquoise is used mostly for magic involving water.
Amber: Attuned primarily time both in its passing and preserving, Amber is used to accelerate or slow the passage of time in small controlled spaces.
Jade: Attuned primarily to healing, sleep and visions. Jade is used to heal wounds encourage sleep and sometimes to attempt to see the future, with mixed results.
Topaz: Attuned primarily to storms and lighting
Emerald: Attuned to living nature and new life
Opal: Like Quartz, Opal is attuned to all magic types. It does not enhance magic they way Quartz does but is more effective for general use.
Moonstone: Attuned to Bethaheim, Very strong in general magic and the only stone that can be linked to another of its kind, whatever happens to one stone happens to the other.
Tourmaline: Attuned to destruction, breaking down of living things.
Rose Quartz: Rose Quartz is created when magic is stored in Quartz
Onyx: The only stone attuned directly to death.
Citrine: Attuned directly with energy in all forms, very unstable and dangerous unless it can be turned into Zircon
Zircon: Stable form of Citrine, not as powerful but less volatile.
Amertine: Attuned to Deep knowledge.
Other
Dia: (dee-ah) Also known as Godly Artifacts. Not made of any materials or magics known to the mortals of Talahm. Their powers, appearance and other qualities are impossible to determine without first using the artifact and even then may not be readily apparent. All that is known about the few Dia found by mortals is that their power and quality exceeds that of any magic, even that possessed by most, though not all, Beathaheim artifacts.
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