Now, on that thread someone suggested this:
iamahh wrote:we should craft 9 rings during the party and pretend they're magic
Trolling apart, the suggestion does have merit.
Unlike most other rpgs, haven doesn't come with an established lore. We don't find legendary artifacts, or a sword that was used to kill some evil despot. After reading the about page we quickly infer that's because the devs want the players to create that lore.
That's all fine, only that we can't do that well - apart form very few exceptions (runestones and parchments mostly), we don't have the ingame tools to create that lore. All kingdoms are the same, there's no way to copy and autoplay sheet music, books don't exist, and so on (all this is repeated often).
So there will be this party, and in it the host could want to give 9 rings to his favorite guests in a ceremony as a reminder of the event. That's also amazing, but those rings won't be special at all: they'll be same q89 ferryman's silver or something. There won't be any way to determine their uniqueness.
My suggestion is this: implement a mechanic to create unique versions of regular items. Functionally, they're the same, but on a mouseover (or after buying an Appraisal/Hearthlands History skill) they would show additional information: its name, its crafter's name, and its place of crafting, for example: Old World Glory Ring, crafted by X, at the village Wulf's Retreat, in the Ivory Kingdom.
How that's done doesn't matter, but there probably needs to be some effort barrier to avoid this becoming trivial: maybe the crafter should have to pay 5000 XP for each unique creation, or maybe it should cost gold and silver to do so.
Why this at all? Because if you want us to give meaning to the game and create a living world, we need more tools to do so. I think unique items are a great step in that direction.