Masterwork Gear of the Realms
The base 5th edition game lacks both the options and design philosophy oriented towards purchasing and discovering a variety of loot. Magic items are intended to be rare¸ and when your two meaningful indications of progress are the gaining of levels and magic items¸ the game slows down. To a crawl¸ potentially¸ and it can happen very quickly (assuming you're lucky and the game doesn't begin with an incredibly slow pace). This is in regards to your typical game anyways¸ where the loot and rewards with the greatest impact on the game overall tend to be related to combat¸ even if the campaign is ostensibly leaning towards a different mode of play. How do we fix this? Masterwork Gear of the Realms supports not only a variety of character concepts¸ but also a variety of different genres and campaign styles. The cosmology in which Brackas is nestled has more of a steampunk bent on the whole¸ but different concepts like steamworks¸ electricity¸ firearms¸ living weapons¸ biologically focused magic¸ munitions¸ artillery¸ etc all live largely separated on their own worlds. No matter what kind of campaign the GM is running¸ this document contains nonmagical loot appropriate for their game.