In the Age of Abundance the kingdoms of Tarisia marched massive armies clad in shining armor into battle, trailed by giant rusted war machines, and led by ironclad warlords wielding magnificent swords forged from unique metals. Today such metals are the subject of relic hunter tales.
Intriguingly, the arid sands of Tarisia bear no workable quantity of metal or metal ore. Whether this absence is the byproduct of relentless harvesting by the ancestors, or an enigmatic side-effect of the corruptive magics that ravaged the land, the outcome is clear—there is no gold, silver, or copper for currencies, and no steel, iron, or copper for crafting arms and armament.
Items made of metal, whether trinkets, weapons, or armor, are exceedingly rare, and when discovered, are fashioned of strange ores from the Age of Abundance. They are never found in the markets of Tarisia and those brandishing them publicly are often the target of thieves, or worse, the Archons of the local Thrones.
Most artifacts that remain from the Age of Abundance are either the property of the infamous Thrones, or have become ensconced in the layers of history, waiting to be unearthed by intrepid explorers and treasure seekers. These sacred relics are highly prized by those who wield them for their unique properties, strength, and durability. See Artifacts & Wondrous Items.
In the absence of metal, the people of Tarisia have become expert craftsmen of bone, chitin, obsidian, leather hides, and furs. This unique resourcefulness has given rise to arms and armor that, while devoid of metals, are nonetheless formidable and serve as a testament to the resilience of humanity in the face of scarcity.
Artifacts & Wondrous Items
The art of imbuing items with magic has long been lost to the world of Tarisia. Fearing the corrupting effects of the practice on nature, and banned by Thrones concerned about rebellious uprisings armed with wondrous items, the practice has faded into obscurity. The sole exception is the enigmatic Golem creation rituals, closely guarded secrets of the Hearth of Tarkes.
Only a handful of such Wondrous Items still exist in the world, with those of any notoriety held by the ominous rulers, and wielders of corruptive magics, the Thrones. Any others lie buried beneath the shifting sands. More common, though still rare, are items made of metal or alloys like emberune, ashur, mythril, or starforged. These artifacts serve as remnants of a time when Tarisia possessed more abundant resources.
Gear made of metal often has special properties that are unique and subject to GM discretion. These properties may grant bonuses to using the weapon or armor, such as bonus damage, or armor piercing. Items of high quality or special craftsmanship may even combine such bonuses. Wondrous items, on the other hand, are exceptionally rare, powerful, with a combination of bonuses and imbued magic, often bearing both blessings and curses for their wielders.
The chart below is a useful reference for generating metal gear as loot, or designing special artifacts, but see the Artifacts and Wondrous Items section for specific examples.
| Item / Material | Bonus / Bane |
|---|---|
| Emberune a bronze colored metal, relatively common in the Age of Abundance, but rare now because it erodes easily in the harsh environment of Tarisia. | - Better than Bone or Obsidian - Hardness 9 |
| Starforged a dark celestial blue with shimmering white flecks, like the night sky | - Known for its durability. - Hardness 10 - +1 Damage or Armor |
| Mithral silvery pure metal with sky blue tint | - Durable and Sharp - Hardness 12 - +1 Damage, +1 AP, +2 Armor |
| Ashur deep molten red hued metal with shimmering black formations. Almost like molten lava but cool to the touch | - Extremely Durable and Sharp - Hardness 14 - +2 Damage, +1 AP, +2 Armor, +1 Toughness |
Breaking Things
Tarisia is a world of limited resources, and scarcely available metal weapons or armor. Gear made of bone, chitin, obsidian, or even the rare artifact metal, may break. The following rules compliment the Breaking Things rules of Savage Worlds, and should be considered definitive where they contradict.