Different crafting specializations for settlements (obtained via ahelp upon reaching, say, 50,000 artificing experience. So a 't0'.)
Delphinian artificing (since they are lorewise meant to be masters of it)
- Stronger runes. (+3)
Vdalion forging. (giant forging)
- Stronger weapons. (+3)
Aphros glyphwork. (no real reason just balance, try sucking less..)
- Stronger glyphs. (+1 pow/def)
And that's just a base, lazy example. If I wanted to REALLY go into it I'd include 1 unique recipe per faction, maybe even alchemy.
A potion that heals a perm, but can only be used once in a lifetime, comes to mind.
What does this encourage? Further mastery of professions, and getting work done from all 3 factions to maximize your potential. Craftsmen of different nations taking refuge in cities and being vaunted as a result.
Delphinian artificing (since they are lorewise meant to be masters of it)
- Stronger runes. (+3)
Vdalion forging. (giant forging)
- Stronger weapons. (+3)
Aphros glyphwork. (no real reason just balance, try sucking less..)
- Stronger glyphs. (+1 pow/def)
And that's just a base, lazy example. If I wanted to REALLY go into it I'd include 1 unique recipe per faction, maybe even alchemy.
A potion that heals a perm, but can only be used once in a lifetime, comes to mind.
What does this encourage? Further mastery of professions, and getting work done from all 3 factions to maximize your potential. Craftsmen of different nations taking refuge in cities and being vaunted as a result.