In their dormant state, bloodbound items take the form of a small part of their complete state - the ring-pommel of a sword, the belt on a suit of armour - with a weight to match the shrunken state. Once activated with the host's blood, the item expands to its full form. The act of blooding the item also engages any haemoglyphs on it, allowing them to be triggered at the thought of the host, rather than requiring a whole new instance of blood-letting.
Bloodbound items can be freely repaired with the user's blood as they would heal their own flesh. Because the item is bound to a user's blood, and not the user themselves, anyone who they have shared blood with will be able to activate their bloodbound item. Because of the specifics of the forging and binding process, bloodbound items can only incorporate a limited amount of free-moving or mechanical parts.
The host's blood must be incorporated into all of an item's components for the whole thing to be successfully bound and to receive the shrunken dormancy and blood-healing boons. Specifically, the host's blood must penetrate into the materials. In the case of the steel of a blade poured into a mould, this would involve pouring one's blood into the liquid steel. For the leather around a handle, one would soak the hide in their blood. Conversely, some substances simply cannot be bloodbound if it is impossible for the blood to penetrate into the material. It is for this reason very rare that bloodbound items have jewels on them, unless they were synthetically manufactured.
Once the weapon is forged, Binders get involved. A small fragment is broken off of the item for the Binders to keep, as well a sample of the user's blood - this is in the event that they later need to dissolve the bond remotely. The weapon is then coated entirely (sometimes submerged) in the host's blood one last time, at which point they haematurgically force the weapon down to its small, dormant form.
Because the citizens of Aios value their right to bear arms, all are by right garaunteed one bloodbound weapon each. The vast majority opt for this weapon to be a tool of self-defence rather than a weapon specifically crafted for battle. These bloodbound sidearms are often small and agile weapons, to be used if ever the wielder is cornered. To break the bond between a self-defence sidearm and its wielder is considered a human rights violation as per the Bloodwrit.
Professional soldiers and PMC personnel are granted a second, referred to as war arms. These are weapons made for the battlefield and the duel, which is where the majority of larger bloodbound arms like halberds and claymores are seen.
Though a wielder can imbue a weapon with whatever haemoglyphs they wish to bolster its mundane properties or add entirely new magical ones, a particularly one is the set of runes to multiply any blood that touches them. Because the activation of blood runes eats away at the subject item, wielders often use this extra blood to repair the damage of the runes activating, plus any damage suffered in battle.