D&D 5E Magic items and Technology of the less popular Races

Even though it's a stupid weapon, a double axe does sound orcish.

Orc1: wat better than one axe?
Orc2: one and one ax?
Orc3: wat if put one and one axe on one axe?
Orc1: wat?
Orc3: put one axe on one side of axe. put one axe on other side of ax.
Orc1: boom!
Orc2: morukk blow grunn's mind right there.
 

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my initial thoughts are they take what they can get, so who do goblins war with? elves and dwarves are classic. so that means goblins will have dwarf and elf magic items.

but then the good races design magic items that don't work with goblinoid, or only work on their own race.

now goblins try to reverse engineer those same magic items but adding what they feel would be better. So what they intended to be a cloak of elvenkind now makes it so when you stand motionless you cant be distinguished from natural environment but when down it causes the user to go into a rage and not feel pain.

the same technology works for tech, just use whatever the main enemy is and jury rig it. dwarves have steam powered carts for mining, goblins now have steam powered carts, but are so inefficient just being near one has a risk of getting burned with steam.
 

my initial thoughts are they take what they can get, so who do goblins war with? elves and dwarves are classic. so that means goblins will have dwarf and elf magic items.

but then the good races design magic items that don't work with goblinoid, or only work on their own race.

now goblins try to reverse engineer those same magic items but adding what they feel would be better. So what they intended to be a cloak of elvenkind now makes it so when you stand motionless you cant be distinguished from natural environment but when down it causes the user to go into a rage and not feel pain.

the same technology works for tech, just use whatever the main enemy is and jury rig it. dwarves have steam powered carts for mining, goblins now have steam powered carts, but are so inefficient just being near one has a risk of getting burned with steam.

If the elves and drwaves engineer their items so goblins can't use them, wouldn't it start an arms race for the goblins to defeat elven and dwarven items rather that steal them?

Elves use the cloak of elvenkind.
Orcs start making gems of seeing, eyes of the eagle, and eyes of minute seeing.

The dwarves make dwarven plate.
Hobgoblins make hobgoblin halfplate.
 

You are missing the facet that they typically have less resources and in general are not very intelligently creative, more cunning. So without something that already exists as an example they can't create something from scratch. Elven cloak enhances an elves natural abilities, the goblins would mimic that, not so much defeat it.

But going further goblins has their cloaks, so elves will create something new, goggles to see through the disguise, shields that cause aura of fear.

I like to picture the elves creating and the goblins trying to mimic it, but never really creating. If I remember right the original d&d goblins language was similar to dwarven but made crude... Or elven, but that have been orcs.
 

You are missing the facet that they typically have less resources and in general are not very intelligently creative, more cunning. So without something that already exists as an example they can't create something from scratch. Elven cloak enhances an elves natural abilities, the goblins would mimic that, not so much defeat it.

But going further goblins has their cloaks, so elves will create something new, goggles to see through the disguise, shields that cause aura of fear.

I like to picture the elves creating and the goblins trying to mimic it, but never really creating. If I remember right the original d&d goblins language was similar to dwarven but made crude... Or elven, but that have been orcs.

But why would elves bother crafting antigoblin items if goblins cannot make good magic items nor craft quality nor powerful mundane items?

The goblin cloak has to be good in some way for elves to fear it. You don't waste research on nonthreats. Goblins might not invent an item but they might steal one, reverse engineer it, and mass produce a cursed version of it.
 

Halflings don't make or use such items.

Orcs get Giantish items: beyond Ogres, lots of connections with Giants in the MM.

Goblinoids either no items of note like Halflings...or Fiendish items, a la Sauron.
 


Goblins as a kind of "evil gnomes" is pretty common, yes, I suspect mostly because that's their role in World of Warcraft. But in D&D, that's what the kobolds do, that's their job. They're the big ones with traps and other designs, they're the ones who are designed as gnome antagonists.

D&D Goblins are more like evil halflings, small rogue-like creatures that blend in with other evil forces whenever they go on a rampage. Both halflings and goblins, though? They really don't have a civilzation of their own, they root around in others; they really wouldn't have a style of their own, since they generally focus on being unobtrusive parts of other societies - no kingdoms of their own. Halflings would use small-sized elf, dwarf, or human design stuff. Goblins would use small orc or hobgoblin designed equipment, possibly some crappy drow equipment.

Orcs? Orcs tend to be kind of primitive people, using Grumph's clerics and their own primitive forges to make weapons.
 


Some of this will be a recap of what others have said, but some won't, so...

1) I see Humans as being primarily interested in items of economy and diplomacy (which, in any game where Humans are not perfectly-bog-standard, tends to be their "hat"). So humans will have a bit of a diverse grab-bag, leaning more heavily on potions and scrolls with a selection of more "oddball" items. You won't see humans making the best of anything, partially due to lifespan, partially due to being more interested in what "sells" or what has a niche. Humans are the type to Build A Better Mousetrap, in other words, in the hopes that the world will beat a path to their door. This would probably also mean that any given human settlement will be, in part, shaped in reaction to the others around it: humans living near Elves may favor doing or building things Elves don't/can't like heavy armor, while those living near Dwarves may specialize in leather and comfort items.

2) Elves are gracile and generally reclusive, regardless of the type you look at. Some are more martial, and will tend to look for armor, bows, and "light" weapons. Others are more..."glamour'd," I guess, and look for the sumptuous and mystical, staves and robes and the like. I expect Elves to be the kind who sort of..."accidentally-on-purpose" make magic items. That is, I like to think of them in the Tolkienesque style: they don't necessarily SEEK to make magical things, but rather that elven culture (commitment to excellence, "long view" perspective, love of beauty and refinement) lends itself toward elves only producing--or, at least, only *sharing*--items that are so good as to be magical. I also expect that a goodly amount of effort will be put into making or buying...shall we say, "ameliorating" enchantments, e.g. potions and scrolls that help to counter any "unsightly" issues a high-society elf might have.

3) Halflings are like humans, but with a slightly more..."provincial" view, I guess. It's not about what makes money, but rather what makes life pleasant. I really liked the suggestion of the self-operating plow; something that helps to make life easy, so you can dedicate yourself to chillaxin'. I'm actually reminded very strongly of the writings of the Latin poet Horace: he loved working on his farm, and he also loved writing poetry. Anything that made the hard farm labor easier would've been a joy to him, I think--he'd still want to be "hands on," but stuff to smooth the journey would be welcome. The "mantlepiece/curio/conversation-starter" suggestion is also nice. And finally, I expect they'd share the Elvish love of subtle things, like a ward that causes any unwelcome visitor to be unable to walk into the village--they'll eternally stumble in circles around it, never seeing it.

4) Dwarves have a deep association with weapon and armorsmithing, but I also see them as being fundamentally engineers. They dig deep, build high, and everyone--even their detractors--recognizes their ability to turn metal, wood, and stone into something impressive (and, often, dangerous). In settings without a different source, I expect Dwarves to be the ones starting the industrial revolution, fiddling with steam and steel. I also expect them to be, in many ways, as different from Elves as they could possibly be: Dwarves are about the heavy armor, the big honking weapons, the heavy shields, the utterly unsubtle blunderbusses. A Dwarf that actually manages to be subtle and devious, though, can be quite scary!

5) I'm a huge fan of Dragonborn, and I see them as being in a position partway between Human and Dwarf. In fact, I see them as being very much like the Roman Empire was to the Greeks: where the Dwarves are like Sparta (hyperspecialized, debilitatingly but unavoidably inward-focused) and the Humans (or Elves, I guess) are like Athens (economic and political, full of thinkers), the Dragonborn are preeminently practical and put the knowledge and skills of others to great use. Their civic-mindedness could push them toward being a bit more "mass-market," creating things that will become a strong, sturdy "standard issue" for their empire. Where an Elf will make one sword of peerless quality and beauty, a Dragonborn will make ten that are solidly functional and nearly unbreakable, for instance. Their works will probably be functional over aesthetic, and I'd be surprised if they cared much about "creature comfort" items except in a very general sense.

6) Orcs live hard, brutal lives, and as a result, often short ones. I imagine all of their works--potions/consumables as well as equipment--will be made with that in mind. That is, I expect Orc potions and consumables to either be dangerous to the user on a long-term scale ("our potions heal twice as much! Don't mind that they contain mercury!") or are "risky but powerful" ("Found a way to get twice as many charges, though there's a 5% chance that any given charge will accidentally drop a fireball on you instead.") Their equipment will be rough-and-tumble but effective; there's no point in donning armor that kills as often as it protects, but "blood-drinking" armor (take more damage, but deal more damage after you're hit) would be totally up their alley. I liked the idea that orcs ignore/dislike ranged weapons that aren't physically thrown objects. Though I'm sure Orcs would like magic items that make their lives a little easier, I doubt they'd "waste" (in their view) any time making them.

7) Goblins are strange. On the one hand, I really quite like the Warcraft-style "Goblins as crazy alchemists," with the whole "BOOM" thing. On the other hand, I also like Goblins as the "we live in all the places you hate" style, as seen in the Age of Wonders series. Perhaps we can combine the two--Goblins live in fetid swamps, blighted lands, dank caves, and sweltering jungles, the kinds of places humans really shouldn't live in for very long. They also have very short lifespans (even by Orc standards, I'd suspect), which means they REALLY don't have time to waste on fancy stuff. Their needs are for today and tomorrow, not for next year or perhaps even next season--even +1 weapons and armor might be excessive, so they focus on alchemy. Need +1 weapons on the quick? Get some Goblin weapon oil and sharpening stones. Got a werewolf problem? Goblin Quik-Silvr has you covered. In those places where they've established friendly relations with other cultures, Goblin alchemy is in high demand; where they haven't, raiding a goblin fort and recovering its alchemical supplies is a difficult but highly rewarding effort if you can pull it off.

8) Gnomes are tinkerers and tricksters, so (perhaps strangely?) I'd see them at the crossroads between Dwarves and Elves, and nearly the antithesis of Halflings and Dragonborn (in different ways). That is, they don't give a rat's ass about the comfort or safety of a thing, nor about whether they can reliably reproduce it for mass production--it's about SCIENCE! and MAGIC! and BRILLIANCE! Screw the rules, I have MAD GENIUS! Expect all kinds of crazy, zany devices--many of them blending the magical and the mechanical, and odds are about even that they work just as intended, that they do the job with unexpected side effects, or that they just blow up in your face. ("I meant to do that!") They may even do every single thing as a one-off--no plans, no prototype, no backup, as TVTropes would put it--so that no one can "steal" their work.

All of these, of course, should be understood as general "cultural" trends, rather than as hard-and-fast rules. You can have Elves that like heavy armor, Dwarves who think subtlety is the best policy, racist and spendthrift Humans, pie-in-the-sky Dragonborn, epicurean Orcs, gritty Halflings, no-nonsense Gnomes, and far-sighted Goblins. I'm just trying to extrapolate from the generally-accepted "racial hats" I know of/prefer, and thinking about the ways that their various ways of life would shape their preferences for item-creation.
 

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