With the exception of alchemy and scroll scribing, the manufacture of magic items is largely a lost science in Hyperborea. During the long-lasting reign of the true Hyperboreans, before the realm was excised from Earth, dweomercræft was widespread. Indeed, history tells of an age when every Hyperborean sorcerer wielded his own magical wand, ring, and blade as commonly as the Atlantean wielded his laser pistol and other devices of technology (the secrets of which were said to be the product of connexions with alien beings). Then the Green Death swept across the realm, and the world moved on.
I love this approach to magic item proliferation in a campaign. I think this would tend to make permanent items unique and rare.
With this in mind I like the idea that an item (say a sword) begins to absorb enchantment from its owner. Legendary figures have legendary weapons because of their influence not because some random sorcerer created it and gave it to them or it just happened to reside in the belly of an Aboleth.
I would like to have the weapons / staves /wands gain power as a character grows in power to begin creating artifacts that will be handed down to the generations.
That's an awesome idea! Consider it utilized in my next campaign...
I was pondering exactly what an item would absorb from its legendary owner. Over time and with experience the item would gain a limited sentience and develop a loyalty to its owner. The item would gain its owners alignment and begin enhancing the characters class skills.
So a fighters sword may start off matching its owners alignment and gain a combat bonus. Later the weapon begins to have its own ego with loyalty to the character. The weapon can do small things to warn of danger or prevent its own theft and the combat bonus increases. Later the sword is named Biter by the character. This naming causes the sword to critical on a 19-20. Finally as the character reaches their retirement and because of the example of the party's cleric can heal the fighter a couple times a day. These are just some silly ideas to get started.
I like where you are going in this thread. It's a development I'd not quite considered before, and I think you're onto something interesting.
Although the campaign is "Hyperborea", there is a certain "Zothique" influence at work, and in exploring "dying earth" themes and fiction models I enjoy, magic item creation as a "lost science" made a lot of sense to me. The end result is an example of the Hyperborea setting outweighing the AS&SH rules.
Of course, as mentioned Ynas, one can easily adjust to suit personal tastes.