From: Lineage 422 of the Kwe Sar
Heavy forearm guards fused directly with Tharion’s stone skin, their exterior a glassy sheen of dark obsidian reinforced with inlaid brass conduits. When striking an anvil, the gauntlets amplify resonance through the material, improving forging precision or unarmed strikes with explosive kinetic feedback.
- Effects: +2 Strength; unarmed strikes deal +1d4 fire damage; double crafting speed while using hammers or forges.
- Perception of Activation: rhythmic pulse through arms, skin glows orange at impact points, faint forge-scent of ozone and ash.
- Crafting Materials: obsidian glass, brass vein wire, Core-spark crystal, condensed forge smoke.
- Lore: Created by the artisans of Korra-Shar to honor smiths who shape weapons as perfectly as they wield them.
Lore
The Gauntlets 224 of the Obsidian Anvil trace their origin to the city of Korra-Shar, the northern forge-port of Acheulean where the air forever smells of molten metal and brine. They were first conceived in the Age of Reclamation, when the forges of the coast thundered to rebuild the fleets lost in the Ashfall. The gauntlets were not the work of a single smith, but the culmination of a generation of collaboration between the Firetenders’ Guild and the Anvil Chorus, an order of metallurgic chanters who believed that rhythm and resonance could reshape reality.
Forged upon a basalt plinth deep within the Hall of Ten Thousand Echoes, the process required three continuous days of rhythmic hammering while Kwe-Va chants were sung in harmonic intervals with the volcanic tremors below. When the molten brass veins were poured into obsidian molds, each artisan’s pulse was magically synchronized to the beating of the anvil. As the final hammer fell, the molten pattern cooled into a glass-sheen finish that captured both heat and vibration.
Each pair was gifted only to those who had “married craft and combat”—warrior-smiths who could defend their forge with the same mastery they used to shape their steel. It is said that the original ten pairs were presented to the Queen’s chosen Shield-Forgers, defenders who could reforge broken weapons mid-battle and strike with fists that resonated like living anvils. Over centuries, most have been lost, shattered, or melted into newer weapons; a surviving pair marks its bearer as both a master craftsman and an heir to the true voice of the forge.
In Acheulean tradition, to don the Obsidian Anvil Gauntlets is to accept a sacred pact: every strike you make, whether in battle or craft, must shape something greater than destruction. The gauntlets hum when their wielder works with pure intent, but remain cold and inert when driven by greed or vanity. Their internal runes react to the rhythm of the wearer’s heartbeat—slow and steady in labor, rapid and fierce in battle—guiding the flow of power through each impact.
Item Data — Gauntlets 224 of the Obsidian Anvil
Tier: 1
Slot: Arm (paired gauntlets; occupies both forearms)
Durability: 65/65
Rarity: Rare Lineage Artifact
Stat Modifiers
• Strength + 2
• Endurance + 1
• Attack + 1 (on melee strikes only)
• Crafting + 2 (when using hammers, tongs, or anvils)
Skills Gained
• Forge Harmony — When performing blacksmithing, engineering, or alchemical shaping involving heat or impact, you gain advantage (or +2 bonus) to all related rolls.
• Hammer Discipline — When using any blunt weapon, you can channel resonance through it once per short rest to increase its striking power (see passive magics).
• Unarmed Forge Style — Your unarmed attacks count as magical for overcoming resistances; may be used with either Strength or Dexterity modifiers for attack rolls.
Passive Magics
- Kinetic Resonance Field:
When the wearer strikes solid metal or stone, vibrations flow harmlessly through their body and amplify outward. All crafting actions involving forging or shaping hard materials are completed in half the normal time. - Heat of Creation:
The gauntlets absorb ambient heat, maintaining a stable internal temperature of 600 °F. The wearer is immune to burns from handled metal or tools up to red-heat intensity. - Echoing Pulse:
While wearing both gauntlets, faint rhythmic waves emanate in a five-foot radius. Allies within range gain +1 to attack rolls when performing synchronized melee strikes or cooperative forging efforts.
Activatable Magics
- Forgeheart Ignition (2 uses/day)
Action: Channel stored heat into your arms; for one minute, unarmed or melee attacks deal +1d4 fire damage and emit bright orange cracks of light. Each successful strike also deals +1 structural damage to metal or stone objects. After the effect ends, your arms smoke gently for 1d6 minutes. - Anvil Shatter (1 use/day)
Action: Slam both fists into the ground or a solid surface, releasing a seismic pulse in a ten-foot radius. All enemies in range must make a Strength or Dexterity save (DC 13 + user’s tier modifier) or be knocked prone and take 1d6 bludgeoning + 1d4 fire damage. Crafting anvils struck by this ability temporarily resonate, granting +2 Crafting to all allies using them for the next hour. - Chant of Sparks (1 use/short rest)
Action: Channel rhythmic strikes into a repeating cadence. Each successful melee hit on the same target increases damage by +1 (fire) stacking up to +3. If you miss, the rhythm breaks and the bonus resets.
Tags
Obsidian, Forged Augmentation, Arm Slot, Strength, Crafting, Fire, Resonant, Artisan’s Relic, Heat-Bound, Smith’s Honor, Living Metal, Kinetic Echo, Battle-Forge, Endurance, Industrial Magic, Tempered Heritage, Strength, Crafting, Obsidian, Fire, Artisan’s Tool, Forged Augmentation
Commerce and Trade of the Gauntlets 224 of the Obsidian Anvil
In the world of Saṃsāra, where craftsmanship is both spiritual and industrial, the Gauntlets 224 of the Obsidian Anvil occupy a rare intersection between sacred relic and precision tool. Only those who have earned reputation within the forges of Acheulean or proven mastery of the hammer may ever hope to purchase—or be entrusted with—them. Ownership carries a responsibility to uphold Korrath’s doctrine of purposeful creation, so they are never sold casually on the open market.
Below are the known venues across Saṃsāra where these gauntlets may be found, commissioned, or bartered. Each differs in tone, price, and tradition.
1. Emberforged Consortium of Korra-Shar
Type: State-Sanctioned Forge Guild and Artisan Hall
Atmosphere: Towering brass-and-obsidian workshops built into basalt cliffs overlooking the northern coast. Steam cranes lift ship engines and temple bells while Firetenders chant rhythmic hymns.
Availability: Official reproductions or successor models only (the originals are considered relics).
Transaction Method:
Prospective buyers must present a portfolio of crafted works, or a weapon forged by their own hand. Payment alone is insufficient—proof of discipline and artistry is required. Guild inspectors and priest-artisans test the buyer’s ability to resonate with the gauntlets through rhythmic hammer strikes.
Cost Range:
• Standard Replica (Tier 1, Guild-Blessed) — 2,200 gp
• Master-Tempered Set (Rune-Enhanced) — 4,800 gp
• Original Lineage Pair (authenticated 224-series) — Negotiable, starting at 7,000 gp, but often exchanged only through favor or royal decree.
Trade Etiquette:
Payment accepted in gold or through the exchange of rare materials such as Core-spark crystals or refined obsidian plates. Ritual appraisal by Firetenders is mandatory.
2. The Brass Vein Market of Sar-Kwe
Type: Industrial Bazaar and Relic Auction Exchange
Atmosphere: Beneath the capital’s central magma conduits lies a labyrinthine district where steamcraft parts and rune-etched tools are traded under lanterns fed by volcanic gas.
Availability: Legitimate and salvaged pairs appear rarely—perhaps twice in a decade.
Transaction Method:
Merchants operate through silent bidding using marked brass tablets. Buyers often arrive in person, escorted by guild representatives or mercenaries. Each gauntlet is inspected for residual forge resonance and verified by Va-Shar runes under heat-light.
Cost Range:
• Restored Relic (partial lineage signature) — 3,500 – 6,000 gp
• Unstable Prototype (damaged rune matrix) — 1,200 – 2,000 gp, often dangerous but sought for experimentation.
Risk Factor: Some sellers disguise counterfeit variants; when struck, fakes lack the true harmonic pulse. Trustworthy brokers charge a 10 % authenticity fee.
3. The Firetender’s Exchange, Ashfall Reach
Type: Religious Trade Enclave of Korrath’s Priest-Smiths
Atmosphere: A solemn, echoing chamber lined with cooled ash-glass reliefs depicting the Ashfall catastrophe. The air tastes faintly of copper and incense.
Availability: Sanctified or ceremonial versions, never purely commercial.
Transaction Method:
To “purchase” an item here is to earn stewardship. Buyers must undergo a three-day trial at the Emberforge—testing faith, craftsmanship, and moral intent. Upon success, a Firetender bestows the gauntlets as a covenant gift rather than a sale.
Cost Equivalent:
• Faith-Bound Relic (awarded, not sold) — Equivalent value 0 gp, though the test itself consumes offerings and time equal to ~2,000 gp.
Special Clause: The gauntlets bear a spiritual registry mark linking them to the Firetender who forged them; misuse or resale triggers divine disfavor (minor magical backlash: heat pain, forging failure, or temporary silence of runes).
4. Black-Steam Caravan Markets (Travelling Traders and Smugglers)
Type: Independent Smuggler and Relic-Hunter Caravans operating between the volcanic rim and the floating city of Dreamtide.
Atmosphere: Dust-and-steam bazaars where mechanical beasts haul carts laden with salvaged constructs.
Availability: Rare recovered or stolen sets. Quality uncertain.
Transaction Method:
Exchange through whispered negotiation, barter in kind (essence crystals, monster hearts, or information). Testing the item before purchase is common: the buyer must strike an anvil three times. If the third strike rings twice, the gauntlets are genuine.
Cost Range:
• Recovered or Grey-Market Pair — 900 – 1,500 gp depending on integrity.
Hazard: Risk of cursed resonance or broken rune circuitry. Merchants disclaim all responsibility for burns, explosions, or “unwanted awakenings.”
5. The Forge-Muse Collegium of the Melodious Expanse
Type: Academic and Experimental Institution for Elemental Engineering
Atmosphere: Steam towers ringed with harmonic bells; students test rhythmic forging under geothermal pressure.
Availability: Modern reinterpretations and research prototypes only.
Transaction Method:
Scholars trade knowledge rather than coin—supplying schematics, alchemical samples, or experimental results. Buyers receive custom-tailored gauntlets calibrated to personal resonance frequency.
Cost Range:
• Experimental Replica (unstable but potent) — 2,800 – 3,200 gp
• Customized Symphonic Pair (matched to user’s forge-beat) — 4,500 gp
Warranty: Collegium guarantees replacement if the gauntlets shatter during testing (provided the user submits detailed magical telemetry).
Commerce Summary and Value Fluctuation
Across Saṃsāra, the Gauntlets 224 of the Obsidian Anvil fluctuate in price based on the following influences:
• Proximity to Volcanic Ley Lines: Prices rise 20 – 30 % near active Emberforges where heat attunement enhances their potency.
• Cultural Sanctity: Religious enclaves treat them as sacred relics, refusing coin altogether.
• Industrial Demand: During wartime or major construction eras, costs double as their forging speed advantage becomes strategically invaluable.
• Black-Market Activity: Counterfeits and salvaged remnants circulate, with volatility depending on volcanic expeditions and relic retrievals.
Typical open-market estimate for a genuine Tier 1 functioning pair: 2,000 – 4,000 gold pieces (average 3,200 gp).
However, on Acheulean soil, few would risk selling such a relic for gold alone—the truest currency remains proof of endurance, precision, and the strength to strike the forge’s song without faltering.
Roleplay and Functionality of the Gauntlets 224 of the Obsidian Anvil
(Arm Slot, Tier 1 — Crafted in the coastal city-forges of Korra-Shar)
The Gauntlets 224 of the Obsidian Anvil are more than armor; they are an extension of the wearer’s rhythm, soul, and will. In roleplay, they represent the Acheulean philosophy that every strike—whether of hammer or fist—shapes the world. Their behavior shifts dramatically depending on the environment, as the gauntlets’ internal resonance, heat retention, and forge-born conduits respond to their surroundings.
Urban and Industrial Environments
Setting: Megacities such as Sar-Kwe, underground forge-districts, or the brass-veined markets of Korra-Shar.
Offensive Roleplay:
In tight city streets and workshops, the gauntlets shine as tools of precision violence. Every blow produces a sharp metallic clang that echoes between stone walls—unarmed strikes that ignite sparks with each hit. A skilled avatar may channel the Forgeheart Ignition to produce controlled blasts that dent iron doors, disable clockwork guards, or break the armor of street enforcers.
When the rhythm of a battle aligns with the gauntlets’ pulse, the wearer may move like a living hammer—striking in sequences that mirror the heartbeat of the forge. During heated fights in smithing halls or machinery-filled corridors, sparks cascade into clouds of glowing dust, casting the user in the image of Korrath’s chosen artisan-warrior.
Defensive Roleplay:
Within cities or factories, the gauntlets can absorb and redirect concussive force. A blow to the arms channels vibration harmlessly into nearby metal, allowing the avatar to brace against collapsing scaffolds or shattering machinery. When attacked, the wearer may slam both fists into the floor—triggering Anvil Shatter—to create a concussive blast that repels aggressors and halts mobs.
Steam and ash environments enhance the armor’s heat conduction, creating a faint protective shimmer around the forearms that melts thrown knives or scorches chains.
Behavioral Portrayal:
The wearer tends to adopt a craftsman’s calm amid chaos—treating battle as another form of forging. They measure the rhythm of strikes like hammer beats, often muttering Kwe-Va syllables in time with blows, focusing on perfection rather than fury.
Volcanic or Forge Environments
Setting: Emberforges, lava fields, volcanic ridges, or molten caverns near the Great Fire Mountain.
Offensive Roleplay:
In the heart of fire, the gauntlets awaken fully. Brass conduits glow white-hot; each punch sprays molten fragments as kinetic energy meets elemental heat. Forgeheart Ignition ignites automatically upon contact with extreme temperatures, turning the avatar’s arms into blinding flares.
When fighting magma beasts, obsidian guardians, or rival fire-casters, the gauntlets’ resonance harmonizes with ambient ley lines, letting the user shape battlefield terrain—slamming the ground to create ripples in molten rock or knocking away flaming projectiles.
The wearer may use the gauntlets as part of forge combat rituals: hammering the ground to channel power upward, forging shockwaves that stagger enemies while shouting the ancient name of Korrath.
Defensive Roleplay:
Heat that would melt other armor nourishes the gauntlets, letting the wearer block lava splashes bare-handed or punch through molten barriers. When defending others, the avatar may kneel and press their forearms to the ground, raising a temporary wave of cooling basalt that shields nearby allies.
The rhythmic hum intensifies around fire, forming a resonant aura that deters minor flame elementals. The gauntlets pulse with audible heartbeats—the rhythm of volcanic life—symbolizing a spiritual link between the user and the forge.
Behavioral Portrayal:
The avatar is nearly ceremonial in motion, often seen performing measured stances similar to a blacksmith preparing to temper steel. They channel aggression through artistry—every strike deliberate, as if sculpting the world from heat and ash.
Wilderness and Savanna Environments
Setting: The open plains of eastern Acheulean, wind-scoured cliffs, or mineral plateaus.
Offensive Roleplay:
Here, the gauntlets’ internal heat contrasts against the cool, dry air, creating visible ripples of distortion. The wearer channels stored thermal energy into sudden bursts of fiery motion—smashing stone or igniting dried grass to drive off predators. When surrounded, a slam of both fists into the earth creates the Anvil Shatter effect: a localized shockwave that stuns wildlife or fractures ground beneath attackers.
The rhythm of forging transforms into that of the hunt; the wearer listens to vibrations through Lithic Resonance, sensing footsteps or subterranean movement. Each strike becomes guided by this invisible pulse.
Defensive Roleplay:
On the open plains, the gauntlets serve as shields against physical blows and environmental hazards. The wearer can deflect projectile attacks by striking the air itself, creating shimmering pockets of heat that warp trajectories. Against cold desert nights, the obsidian plating radiates stored warmth, allowing survival without fire.
Behavioral Portrayal:
Avatars often appear stoic and ritualistic in wilderness combat. They kneel to the ground after victory, pressing the gauntlets into soil or stone to “release the echo” and honor Korrath’s cycle of creation and rest.
Aquatic or Coastal Environments
Setting: The tidal Emberforges near Ashfall Reach, coastal cliffs, or aboard steamships.
Offensive Roleplay:
Water dampens the fire, but not the force. The gauntlets’ kinetic resonance becomes the focus—each punch generating percussive shockwaves that ripple through liquid surfaces or ship hulls. In melee, the avatar uses hammer-like strikes to shatter coral beasts or dent armored opponents, steam bursting from impact points as fire meets spray.
When overcharged near boiling water vents, the gauntlets superheat on command, turning an entire pool into a defensive steam screen.
Defensive Roleplay:
The brass conduits discharge excess heat in contact with moisture, forming a brief mist barrier that obscures the wearer for several seconds. While less effective in sustained underwater combat, the gauntlets allow momentary defense against crushing force or aquatic predators. When defending a vessel, the wearer can channel energy into the hull, reinforcing it temporarily through vibrational resonance.
Behavioral Portrayal:
The wearer’s body language shifts from rhythmic to patient, timing strikes with the ocean’s waves. They often mutter fragments of Va-Kwe chants, treating the sea’s hiss as a counter-beat to the forge’s roar.
Cavern and Subterranean Environments
Setting: Deep mines, ley-charged tunnels, or underground ruins beneath Sar-Kwe.
Offensive Roleplay:
The enclosed echoing spaces amplify the gauntlets’ resonance tenfold. Each strike creates rolling thunder, destabilizing brittle ceilings or collapsing enemy cover. The wearer may use rhythmic pounding to communicate with allies through rock—tapping coded beats audible miles away via Lithic Resonance.
In combat, Chant of Sparks becomes particularly deadly; each successive strike resonates with reflected echoes, escalating to chain-fire bursts that light up entire caverns.
Defensive Roleplay:
The gauntlets excel in redirecting vibration—ideal for stabilizing tunnels or shielding allies from cave-ins. By bracing both arms against the ground, the user can absorb seismic shocks, preventing collapse. The obsidian surfaces reflect ambient crystal-light, helping navigation in pitch darkness.
Behavioral Portrayal:
Subterranean roleplay emphasizes stillness between movement—the wearer listens as much as they strike. Each punch becomes a dialogue with the earth, a negotiation between will and stone.
Cold or Frozen Environments
Setting: Mountain peaks, glacial ruins, or snowbound airship routes.
Offensive Roleplay:
The gauntlets function sluggishly, but with proper preparation, the wearer can channel stored inner heat to ignite brief flares of molten fire in their strikes. Against ice creatures or frozen constructs, a single blow can fracture crystalline armor or melt pathways through frost barriers.
Each activation, however, risks exhaustion; steam vents from the wrists like exhaled breath, symbolizing defiance against entropy.
Defensive Roleplay:
The gauntlets’ heat protects the wearer from frostbite and weapon chill, maintaining flexibility when other gear stiffens. However, prolonged exposure drains the gauntlets’ stored energy, dulling their glow and reducing resonance until reheated. Clever avatars bury the gauntlets in volcanic ash or use alchemical fire to recharge.
Behavioral Portrayal:
Cold brings solemnity. The avatar’s motions become deliberate, conserving rhythm and energy. The gauntlets’ faint orange veins serve as both light and prayer—a reminder that the forge’s flame endures even in silence.

Perception of Activation:
User’s Perspective:
The moment the gauntlets awaken, a surge of rhythmic vibration travels up through the wearer’s forearms—like the deep resonance of a forge hammer striking an anvil within their bones. Heat gathers beneath the obsidian plates, not painful but steady, alive, as though a second heart has begun to beat in tandem with their own. The air smells of ozone and smelted brass, mingled with the faint sweetness of coal ash. Vision sharpens at the edges; the world seems outlined by subtle lines of heat—metal sings faintly, and stone hums in sympathy. The wearer can feel the pulse of nearby machinery, even the tremor of footsteps through the ground. Through the Mind’s Eye, the gauntlets’ conduits glow as orange filaments of flowing energy, forming circuits that connect to the user’s soul. When they move, time feels stretched between beats—each swing a measured strike in Korrath’s endless rhythm.
Extra-Sensory Perceptions (User):
• The avatar’s awareness extends into the material around them—vibrations in anvils, stones, and weapons feel like the language of the forge.
• Emotional resonance from nearby craftspeople or warriors translates as faint warmth or chill along the brass seams.
• Within the forge’s aura, the user senses ley-line hums as background rhythm, a deep heartbeat of the volcanic island itself.
Observer’s Perspective:
To onlookers, activation begins with a muted clang, as if distant metal were struck somewhere deep underground. The wearer’s forearms flare with a slow, molten glow, the brass veins brightening from dull bronze to liquid gold. The air distorts slightly around their hands; sparks shimmer where none were before, drawn magnetically to the gauntlets’ pulse. A faint vibration can be felt through the floor within several feet—a heartbeat transmitted through stone. When the avatar strikes an object, the sound reverberates long after impact, echoing like thunder caught inside a cavern. The smell of heated stone and smoldering forge resin lingers in the air.
Extra-Sensory Perceptions (Observer):
• Sensitive beings feel a faint “weight” in the air—pressure that bends space toward the user, like a silent drumbeat beneath thought.
• Those attuned to magic perceive runic afterimages rippling outward from each strike, briefly illuminating the ground with Va-Shar glyphs.
• Nearby metallic objects may hum softly, responding to the gauntlets’ frequency.
Positives:
• The wearer experiences heightened strength, tactile awareness, and rhythmic focus—transforming labor or combat into seamless, precise movements.
• The gauntlets synchronize with environmental resonance, stabilizing the user’s stance and empowering each strike with measured perfection.
• Within forges or near magma, the gauntlets seem alive, self-repairing and harmonizing with elemental heat to create an aura of disciplined might.
• Emotional and spiritual focus intensify—the user feels intimately connected to the act of creation, as though every action tempers both body and soul.
Negatives:
• The prolonged hum within the body can become hypnotic, lulling the mind into a trance where awareness of surroundings dulls—some users lose sense of time, working or fighting for hours without pause.
• The heat can become oppressive if activated too long outside volcanic or industrial settings, risking exhaustion or surface burns to nearby companions.
• Residual resonance distorts nearby delicate mechanisms, cracking glass or overloading small magical devices.
• The wearer’s empathy with metal and stone may overwhelm them in emotionally charged environments—hearing the “cries” of breaking tools or collapsing structures can induce momentary paralysis or grief.
• When anger replaces discipline, the rhythm falters; the gauntlets’ hum turns jagged and discordant, reflecting instability in both mind and metal.
In activation, the Gauntlets 224 of the Obsidian Anvil blur the line between tool and living extension. To wield them is to feel the pulse of the forge itself—a unity of flame, stone, and purpose where each heartbeat becomes a hammer strike upon the soul.
Forging Recipe: Gauntlets 224 of the Obsidian Anvil
Recreation of the ancestral smith-forged relics of Korra-Shar, sacred to the Kwe-Sar artisans of Acheulean.
Materials Needed
- Obsidian Glass (Refined, 8 lbs) — gathered from cooled lava flows near the Great Fire Mountain. Must be hand-selected to ensure purity and resonance when struck.
- Brass Vein Wire (12 ft) — alchemically stabilized alloy threaded with trace ley-conductive gold. Used for internal conduits and channel lattices.
- Core-Spark Crystal (1 unit) — a rare magi-crystal formed at the intersection of ley currents and molten rock; serves as the gauntlets’ energy heart.
- Condensed Forge Smoke (1 phial) — captured vapor from a master’s forge at full heat, distilled and stabilized with resin; imbues the gauntlets with the scent and rhythm of living fire.
- Essence of Endurance (3 drops) — alchemical extract of salamander blood and ash sap; ensures durability and adaptive heat resistance.
- Va-Shar Rune Etching Dust (small pouch) — powdered basalt mixed with copper filings for inscribing runes of precision, strength, and stability.
- Leather of Fire-Tamed Beast (1 pair of inner lining sheets) — insulating yet flexible; allows the wearer’s obsidian skin to merge comfortably with the gauntlets.
Tools Required
- Runesmith’s Hammer (Tempered Ironhead) — engraved with stabilizing runes to strike true resonance into obsidian without shattering it.
- Magi-Steam Crucible — dual-fuel forge that blends elemental fire and water vapor, reaching temperatures sufficient to soften obsidian glass.
- Engraver’s Chisel of Va-Lin Script — used for embedding microscopic runic circuits across the brass conduits.
- Resonance Bellows — infuses rhythmic air pressure into molten metal to align its internal grain with the craftsman’s heartbeat.
- Tongs of Ember-Forged Steel — prevents elemental energy feedback during transference of molten brass.
- Soul-Temper Basin — a ritual cooling vat lined with volcanic salt, where molten gauntlets are quenched not in water but in rhythmic chants of Kwe-Va.
Skill Requirements
- Smithing (Advanced): Ability to work obsidian without fracturing it; steady hammer rhythm essential.
- Runecrafting (Intermediate): Proficiency in Va-Shar and Va-Lin inscriptions for magical conduction and stability.
- Alchemy (Basic): Understanding of elemental binding agents and resonance infusions.
- Ley-Attunement (Basic): Ability to sense and align the Core-Spark Crystal’s pulse to the crafter’s own energy.
- Kwe-Va Chanting (Ritual): Must maintain a continuous pitch for 60 seconds during tempering to fuse the spiritual and physical layers.
Crafting Steps
Step 1: The Shaping of the Shell
- Heat the obsidian glass within the Magi-Steam Crucible until it glows a dull red.
- With the Runesmith’s Hammer, strike rhythmic blows (five per breath) to flatten and shape two curved forearm shells.
- While the glass is malleable, layer the interior with fire-tamed leather. This forms the inner structure and prevents fracturing during later fusion.
Step 2: The Weaving of Brass Veins
- Melt the brass wire and flow it along carved channels across the outer shell.
- Use the Engraver’s Chisel to etch Va-Lin micro-runes into each line while molten. This ensures that the conduits pulse evenly and respond to the wearer’s movements.
- Apply the Essence of Endurance to the seams—it binds brass and obsidian together through alchemical tension.
Step 3: Insertion of the Core-Spark Crystal
- Place the Core-Spark Crystal into a hollow formed at the wrist joint of each gauntlet.
- Activate the Resonance Bellows to breathe rhythmic pulses into the forge flame. The crystal must hum in sync with the crafter’s heartbeat before sealing; failure to achieve resonance risks instability.
- Seal the chamber with a single hammer blow uttering the Kwe-Va word “Sha-Vor” (to bind by will).
Step 4: The Smoke and the Soul
- Pour the Condensed Forge Smoke into the Magi-Steam Crucible, allowing it to envelop the nearly finished gauntlets.
- During this phase, chant the Va-Shar Hymn of Fire in a low pitch. The smoke seeps into the brass conduits, leaving a permanent scent of ozone and ash.
- Strike the anvil three times to awaken the inner resonance—each blow must produce a visible ripple of heat along the surface.
Step 5: Rune Etching and Tempering
- Using the Rune Etching Dust, inscribe the runes of Strength (Va-Tor), Endurance (Korr-Va), and Precision (Shar-Lin) onto the outer shell.
- Quench the gauntlets in the Soul-Temper Basin while maintaining the chant. The transition from molten red to obsidian black marks the spiritual fusing of will and craft.
- When the glow subsides, a final low strike on the anvil will awaken their pulse. The first vibration felt through the forgemaster’s arms signifies completion.
Step 6: Binding to the Wearer
- Place the finished gauntlets upon the avatar’s forearms while both hands rest on the forge’s surface.
- The wearer must whisper their true name in Kwe-Va; the brass seams will flare orange as the item synchronizes with their soul forge.
- If successful, the wearer will feel rhythmic heat pulsing in time with their heart, and the surrounding air will shimmer with faint distortion.
Estimated Crafting Time
10–12 continuous hours of work under optimal conditions; 3–4 days including material preparation, rune etching, and spiritual alignment.
Warnings
- If the rhythm of forging falters during Step 3, the Core-Spark Crystal may fracture, causing a backflow explosion of kinetic energy.
- Over-etching runes with excess Rune Dust can create uncontrolled resonance loops that melt the gauntlets from within.
- Only master forgers of Korra-Shar or Emberforges blessed by Korrath are advised to attempt full replication.
Result:
The completed Gauntlets 224 of the Obsidian Anvil hum with living resonance. Their surface glows faintly when touched by heat or passion, embodying the Acheulean ideal that strength is forged through rhythm, not rage.
Moral of the Craft:
“Strike not to shape metal alone, but to shape the will that guides it.”
Song of Obsidian Hands
(translated, in fragments, from the fractured basalt tablets of the Lower Emberforge Archives, believed to predate the First Tempering)
It is said—though none now remember the true tongue in which the tale was first hammered—that once in the earliest Age of Fire, before the Kwe-Sar learned the shaping of their own flesh, there lived a smith called Var-Korrin, son of no mother, born from the cracks between the stones when the Great Fire Mountain first exhaled its ash upon the world.
Var-Korrin was unlike others of the people. His hands were flawed, soft as pumice, unable to hold the hammer without bleeding molten tears. Though his heart burned as a forge, his flesh betrayed him. So when the great beasts of the Ashfall came, and the forges dimmed, the others mocked him and said, “You cannot forge nor fight. You are untempered stone.”
Shamed, Var-Korrin fled into the mountain’s throat, where molten rivers spoke in the tongues of thunder. For forty days, it is written, he wandered through caverns that glowed red as the veins of the world. He heard the breathing of the mountain, steady as the heart of time. And at the end of his wandering, he found a chamber filled with silent anvils—thousands of them, cold and forgotten. In the center stood a single anvil of living obsidian, black as still water, pulsing with faint orange light.
Upon that anvil rested two shards of stone shaped like hands. And from them came a whisper, though no mouth spoke:
“Strike us, child of stone. Strike, though your hands fail you.”
Var-Korrin, trembling, raised his hammer. He struck once—and his palms split open. He struck twice—and his arms caught fire. He struck a third time—and the sound was like the birth-cry of the world.
When he woke, his hands were gone. In their place were gauntlets of obsidian and brass, veins glowing with the slow heartbeat of magma. His blood had become molten silver, his skin darkened like tempered glass. The anvils around him sang in answer, ringing with invisible hammers.
The mountain spoke to him then, in the voice of Korrath the Forgemaster, though the words were burned into his bones rather than heard:
“You are now the bond between craft and flame. What you make will shape the world, what you strike will awaken it.”
So Var-Korrin returned to his kin. The beasts of the Ashfall had come again, devouring the valley forges and drinking the molten rivers dry. He lifted his obsidian hands and struck the ground thrice. From the mountain flowed rivers of fire, each strike echoing like thunder through the bones of the land. The beasts turned to glass under the heat, their screams frozen in their own reflection.
But when the battle ended, the people found that Var-Korrin no longer moved. His body had become one with the forge, fused to the anvil that bore the shape of his hands. The gauntlets remained behind, resting where he fell—still glowing, still humming, as if his pulse had not ceased but spread into the world itself.
Over many generations, the gauntlets passed between smiths, warriors, and kings. Some claimed they could hear his heartbeat in their dreams, a rhythm guiding their strikes or their battles. Some said the gauntlets whispered “Strike true” when wielded in desperation. Others claimed they burned those unworthy, turning their arms to slag and their hammers to dust.
In later eras, the tale was recited in distorted form by apprentices of Korra-Shar:
“When the mountain first sang,
the hands of stone answered.
The hammer fell thrice,
and the forge awoke.”
The scholars of Sar-Kwe believe the original Obsidian Anvil still lies buried deep beneath the Great Fire Mountain, its sound carried through the ley veins of the island. The gauntlets known today as 224 of the Obsidian Anvil are thought to be descendants of that first forging—resonating echoes of Var-Korrin’s sacrifice, reforged in modern forges but carrying the same unending pulse of Korrath’s rhythm.
And though few now dare to seek the place of his fall, it is said that in the quiet of the forges, if one listens between hammer strikes, one may still hear his heartbeat answering the rhythm of their own—slow, eternal, and unbroken.
Moral of the Story: The true forge is not the fire nor the anvil, but the will that endures the heat long enough to change.
Suggested conversions to other systems:
CALL OF CTHULHU (7th Edition)
Artifact Name: Gauntlets 224 of the Obsidian Anvil
Type: Mythic Artifact (Forged Relic of Korrath)
Description: A pair of impossibly dense obsidian-brass gauntlets, warm to the touch, that seem to vibrate faintly when struck together. Runic grooves glow faintly with a deep orange pulse when their wielder works metal or faces danger.
Game Mechanics:
• When worn, the user gains +20% to Mechanical Repair and Craft (Metalwork/Smithing) rolls.
• Unarmed attacks deal 1D3+1 fire damage in addition to normal brawl damage.
• The wearer’s STR is treated as +10 for the purpose of physical tests involving lifting, forging, or breaking objects.
• If the wearer spends 5 Magic Points, they may Channel the Forge for one combat round: all melee attacks deal maximum fire damage, and failed attacks still ignite flammable material.
• Extended use drains vitality — for every hour of continuous use, roll CON×5 or lose 1D3 Hit Points from internal heat strain.
Mythos Effect:
Under extreme stress, the gauntlets begin to “remember” Var-Korrin’s pulse — the wearer feels compelled to hammer rhythmically, suffering a temporary obsession with creation or destruction (SAN loss 1D3).
Slot: Arms (integrated into hands and forearms)
Tags: Artifact, Fire, Strength, Craft, Resonance, Madness Risk, Mythic Relic, Korrath’s Forge
BLADES IN THE DARK
Item Name: Forgemaster’s Gauntlets 224
Category: Fine Arcane Implement (2 Load)
Description: Heavy obsidian-and-brass forearm guards that hum with a rhythmic pulse of heat. Sparks leap from their seams when striking hard surfaces.
Game Mechanics:
• Gain +1d when performing Wreck actions involving metalwork, forges, or destruction by force.
• Gain +1d on Skirmish rolls when fighting barehanded or using hammers.
• When channeling the gauntlets’ heat (1 Stress), deal +1 level of harm with melee attacks as fire damage.
• When in proximity to a forge, the user may craft simple mechanical items twice as fast and with one fewer downtime action.
• Wearing the gauntlets for long periods inflicts 1 Stress if exposed to cold or damp environments.
Flavor: The rhythm of hammer and flame whispers in the user’s mind; long forging sessions can induce trance-like focus.
Tags: Fine, Arcane, Resonant, Fire, Forgecraft, Unarmed Combat, Creation, Destruction
DUNGEONS & DRAGONS (5th Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Wondrous Item (Arm Slot), Rare (Requires Attunement by a Creature of Strength 13+ or a Smithing Tool Proficiency)
Armor Class Bonus: +1 AC (while not wearing heavy armor)
Stat Modifiers: +2 Strength (max 22)
Damage Bonus: Unarmed strikes deal +1d4 fire damage.
Crafting Utility: While using Smith’s Tools, you double your crafting speed and automatically succeed on checks below DC 15.
Passive Magic:
• Forge Resonance: While within 30 ft of an active forge, gain resistance to fire damage and advantage on Strength checks related to metal or stone.
• Rhythm of Korrath: When you hit with an unarmed strike, roll a d6; on a 6, your strike emits a shockwave, dealing 1d6 fire damage to all creatures within 5 ft.
Activatable Magic (2/day):
• Channel the Forge (Bonus Action): For 1 minute, your unarmed strikes deal an additional 1d4 fire damage, and objects you strike ignite. You gain temporary HP equal to your proficiency bonus each turn you damage an enemy or object.
Drawbacks: After Channeling the Forge, make a DC 14 Constitution save or take 1 level of Exhaustion as your body overheats.
Slot: Arm (Gauntlet)
Tags: Strength, Fire, Forgecraft, Rare, Crafted Relic, Endurance, Unarmed, Artisan’s Relic, Tempered Soul
KNAVE (2nd Edition)
Relic Name: 224: Gauntlets of the Obsidian Anvil
Type: Magical Armor (Arm Slot)
Defense: +1 AC
Bonuses: +2 STR; fire damage +1 per attack (unarmed or hammer weapons).
Passive Effects:
• Work and crafting checks related to forging, metallurgy, or destruction succeed automatically unless impossible.
• You are resistant to fire and heat damage.
• When working near magma, the gauntlets self-repair minor cracks and heat scars.
Active Ability (1/day): Forge Pulse — For 10 minutes, your strikes emit bursts of flame that deal +1d6 fire damage and ignite objects or creatures (Reflex or Agility save to avoid catching fire).
Complication: Each use risks overheating your body — you take 1 damage per minute of continuous activation. Extended forging or combat may cause the gauntlets to glow dangerously hot, forcing you to rest or risk permanent burns.
Slot: Arms
Tags: Fire, Craft, Metal, Forge, Creation, Artisan, Rare, Durable, Resonant, Enduring Heat, Tempered Flesh
FATE CORE SYSTEM
Item Name: Gauntlets 224 of the Obsidian Anvil
Type: Magical Artifact (Forgebound Relic of Korrath)
Aspect: “The Rhythm of Creation Burns Within My Hands.”
Invoke:
• Add +2 to overcome or create advantage rolls involving crafting, metallurgy, or shaping stone and metal.
• Add +2 to attack rolls when using unarmed strikes, hammers, or blunt weapons infused with fire or heat.
Compel:
• The gauntlets hunger for rhythmic labor. Compel to force the wearer into forging or striking endlessly, even when rest or reason is needed.
• Sudden exposure to cold or sacred water causes the gauntlets to thrum violently, imposing temporary disorientation or pain.
Stunts:
• Forge Resonance: Once per scene, the wearer can automatically succeed at a Craft or Overcome roll involving forging, smithing, or repairing metal objects, describing a resonant heat pulse that melts impurities.
• Strike of the Anvil: Spend a Fate Point to unleash a shockwave of molten force; all targets within two zones take 2 stress (Fire type), and fragile items melt or crack.
• Enduring Heat: The wearer ignores environmental penalties from heat, lava, or flame-based hazards.
Drawback:
Extended use generates a “Forge Debt”—after any scene where the gauntlets’ powers are used, roll Physique; failure means the user takes a mild consequence such as “Heat Fatigue” or “Burned by One’s Own Flame.”
Tags: Forgecrafted, Fire, Resonant, Durable, Artisan’s Legacy, Fireproof, Enduring, Tempered Will
NUMENERA / CYPHER SYSTEM
Artifact Name: Gauntlets 224 of the Obsidian Anvil
Level: 5 (Depletion 1 in 1d20)
Form: A pair of seamless obsidian-brass gauntlets that radiate heat and hum faintly when used.
Effect:
• The wearer gains +2 to Might Edge and +1 Armor against heat or fire damage.
• The wearer’s unarmed attacks inflict 2 additional points of fire damage.
• When performing crafting or forging tasks, time required is halved and the Difficulty of related tasks is reduced by 1 step.
Special Abilities:
• Forge Pulse (1 Intellect point): Release a shockwave of molten resonance, dealing 5 points of fire damage to all creatures within Immediate range. Flammable materials ignite.
• Resonant Temper (2 Might points): The gauntlets convert absorbed heat into vitality, restoring 3 points of Might Pool when the wearer spends a round standing near a forge, lava flow, or active fire.
Depletion: 1 in 1d20—if triggered, the Core-Spark Crystal within cracks, causing the gauntlets to lose all magical heat and become inert obsidian for 1d4 days until repaired.
Wearer Requirements: Any character capable of handling high temperatures or with Smithing, Craft, or Fire affinity training.
Tags: Artifact, Fire, Forge, Endurance, Strength, Resonance, Numenera-Relic
PATHFINDER (2nd Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Item Level: 6 (Rare, Magical, Evocation, Fire)
Bulk: 1 | Usage: Worn (Arms) | Price: 450 gp
AC Bonus: +1 item bonus to AC when not wearing other armor.
Stat Increase: +2 Item bonus to Strength checks and Athletics.
Damage Bonus: Unarmed Strikes deal +1d4 fire damage.
Passive Effects:
• Gain resistance 5 to fire damage.
• When using Crafting with the Smithing Lore skill, reduce the time to create items by half.
• Whenever you critically succeed on a Crafting check, you may treat one crafted weapon as if it had the flaming property rune for 24 hours.
Activate (1 action—Concentrate, Manipulate): Forge Pulse (Once per hour)
You slam both fists together to create a concussive burst of heat and sound. All creatures in a 10-ft emanation take 3d6 fire damage (Basic Reflex DC 20). Objects take double damage.
Activate (2 actions—Focus, Manipulate): Forge’s Rhythm (Once per day)
For 1 minute, your body hums with the cadence of creation. You gain a +1 status bonus to attack rolls and damage rolls with melee weapons or unarmed attacks and resistance 5 to cold damage.
Drawbacks: Extended use outside a forge causes fatigue (Fortitude DC 16 save or become Fatigued for 1 hour).
Craft Requirements: Core-Spark Crystal, volcanic iron, obsidian shards, Va-Shar runes; must be forged in an active Emberforge blessed by a Fire Warden.
Tags: Magical, Rare, Fire, Evocation, Forge, Crafting, Artisan, Strength, Endurance, Resonant
SAVAGE WORLDS (Adventure Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Category: Legendary Gear (Arcane Device, Fire/Strength)
Description: These massive obsidian gauntlets, traced with glowing brass veins, radiate a rhythmic pulse like a heart forged of magma.
Game Statistics:
• Armor: +2 Toughness vs Fire and Heat damage.
• Strength Augment: +1 die type to Strength (e.g., d8 → d10) while worn.
• Unarmed Damage: Str+d6, counts as magical and deals an additional +1d4 fire damage.
• Forge Attunement: Gain +2 to Repair, Crafting, or Knowledge (Engineering) rolls involving metal or stonework.
• Forge Shockwave (2 Power Points, Smarts roll): Emits a 6″ cone of molten energy; targets must make Agility rolls or take 2d8 fire damage and be Shaken.
• Enduring Flame (3 Power Points, Vigor roll): For 3 rounds, grants complete immunity to environmental fire hazards and +2 Toughness.
Drawbacks:
• After using a power, roll Spirit at –2; on failure, user becomes Fatigued from internal overheating.
• Exposure to water or ice inflicts a –2 penalty to all Trait rolls until dry or reheated.
Notes: Counts as both armor and arcane focus for Fire-based powers. Can be repaired only in volcanic or magically heated environments.
Tags: Legendary, Fire, Strength, Magic Item, Forgecrafted, Arcane Device, Resonant, Durable, Tempered, Artisan’s Legacy
SHADOWRUN (6th Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Category: Awakened Gear (Artifact, Fire Resonance, Restricted)
Availability: 12R | Cost: 48,000¥ | Slots: Cyberware-Compatible Arm Gear
Description: Ancient obsidian gauntlets veined with brass channels that hum with low magical resonance. Their surface radiates heat proportional to the user’s heart rate. In modern terms, they function as hybrid focus-artifacts interfacing seamlessly with both mundane and magical users.
Game Mechanics:
• Strength Augment: +2 to Strength-linked Tests (melee damage, lifting, breaking).
• Armor Bonus: +2 against Fire or Heat damage.
• Unarmed Attack: Adds +1 DV (Fire) to all Unarmed Combat attacks; attacks count as Fire-Based Magical Damage.
• Crafting Interface: +3 dice to Industrial Mechanics or Armorer Tests when working with metals, alloys, or mechanical systems.
• Spell Channeling: The gauntlets function as a Power Focus (Rating 2) for Fire-based spells or adept powers.
Activation Power (Complex Action, 2D6 Drain): Forge Pulse—emits a 3-meter radius shockwave of molten energy dealing 6P(fire) damage, resisted by Body + Armor (Fire). Electronics within 2 meters suffer temporary glitch interference.
Side Effects: Overheating causes 1 box of Physical damage after 3 consecutive activations unless cooled by elemental water or downtime.
Tags: Artifact, Fire, Strength, Power Focus, Crafting, Resonant Gear, Fireproof, Awakened, Restricted
STARFINDER (Latest Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Level: 8 | Price: 12,500 Credits | Bulk: 1 | Slot: Hand
Description: A pair of black-glass gauntlets laced with molten brass filaments, humming with ancient energy. They are relics of a long-forgotten forge world, rediscovered and adapted for use by technomancers and vesk alike.
Game Mechanics:
• Enhancement Bonus: +2 enhancement bonus to Strength-based skill checks and melee attacks.
• Armor Upgrade: Fire Resistance 10 while worn.
• Unarmed Strike: Gains the Powered weapon trait and deals 1d6 additional fire damage.
• Crafting Boost: When using Engineering or Profession (Smith) checks, time required is halved, and DCs are reduced by 2.
• Activation (Move Action, 3/day): Forge Resonance—for 1 minute, the gauntlets glow intensely, granting an additional +1 attack and damage bonus with melee weapons and unarmed strikes. Objects struck ignite unless immune to fire.
• Overload (Optional, once/day): User may channel excess heat, converting one successful melee hit into an area explosion (10-ft radius, 4d6 fire damage; Reflex DC 15 half). The user takes 1d6 fire damage from backflow.
Descriptors: Fire, Magical, Technological Hybrid
Tags: Fire, Strength, Hybrid Item, Forged Relic, Technomagic, Engineering, Rare
TRAVELLER (Mongoose 2nd Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Tech Level: 13 | Cost: Cr 85,000 | Mass: 2 kg | Slot: Worn (Hands/Arms)
Description: Heat-reactive gauntlets made of layered obsidian composites with molten conductor veins. Of alien origin, they blur the line between advanced materials science and psionically charged metallurgy.
Game Mechanics:
• Characteristic Boost: +1 STR (permanent while worn).
• Armor Bonus: +2 vs. heat, flame, and energy-based attacks.
• Unarmed Combat Modifier: +1 DM on all Brawling or Melee (Unarmed) checks.
• Crafting Utility: Grants +2 DM to Mechanic and Engineer checks involving metallurgy, ship plating, or repair of high-temperature systems.
• Special Effect (1/day): Forge Pulse—as an Action, the user may channel internal heat through the gauntlets to deliver a shockwave, dealing 3D6 damage to all targets within 3 meters (ignore 2 points of armor).
Side Effect: Each activation consumes 1 unit of internal power; recharging requires 1 hour exposure to thermal energy or starship plasma conduits. Extended use risks overheating (END 8+ or take 1D3 damage).
Tags: TL13 Artifact, Fire Resistance, Strength, Engineering, Psionic Resonance, Alien Tech, Durable
WARHAMMER (Fantasy Roleplay 4th Edition)
Item Name: Gauntlets 224 of the Obsidian Anvil
Item Type: Magical Armor (Arm Slot)
Rarity: Very Rare | Encumbrance: 2 | Value: 450 Gold Crowns
Description: These ancient, rune-inscribed gauntlets were forged in the molten halls of a lost Dwarfen hold said to be carved into a living volcano. The brass channels hum like a heartbeat, and when struck, sparks leap as if from the soul of the forge god himself.
Game Mechanics:
• Armor Points: 2 (Arms)
• Qualities: Magical, Fireproof, Rune-Bound, Forged Relic
• Bonuses: +10 Strength-based Tests; unarmed attacks deal +1 Damage with the Damaging Quality and an additional +1 Fire Damage.
• Passive Magic: The wearer gains Resistance (Fire 5) and may ignore the first level of Fatigue caused by heat.
• Active Magic (Twice per day): Strike of the Forge—slam the gauntlets together to create a shockwave of molten air (Target all within 6 yards; Average (+20) Strength Test to avoid being knocked prone; 2D10+2 fire damage, Ignores 1 AP).
• Corruption Risk: On any roll of 96–00 using their active ability, the wearer must pass a Cool Test or suffer 1 Corruption Point, as the gauntlets thirst for creation through destruction.
Special Requirement: Can only be wielded safely by Dwarfs, Kwe-Sar, or characters who have completed a forging apprenticeship; others risk 1 Fatigue per minute worn due to intense heat feedback.
Tags: Fire, Strength, Craftsmanship, Rune, Dwarf-Forged, Relic, Rare, Tempered Will, Artisan’s Relic, Forge God’s Gift

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