Coinage
24 copper "pennies" = 1 tin "Tab"
12 tabs = 1 silver "Laurel"
16 laurels = 1 gold "Halo"
4 halos = 1 platinum "Moon"
Abbreviations: pn (copper penny), tb (tin tab), la (silver laurel), hl (gold halo), mn (platinum moon)
Trade Goods
Maiden's Hair Silk – Made from a special fungus that is sometimes also called Beard of the Greenmother, maiden's hair is harvested before it turns black and brittle, and with only minor treatment becomes an incredibly strong and supple silk-like material. It is usually left undyed, with its color determined by certain factors that are kept secret by those that grow it. The color of maiden's hair determines its value, and the base price per square yard is as follows. Purple, 5 tb; Blue, 9 tb; Green, 12 tb; Yellow, 15 tb; White, 20 tb; Black, 30 tb.
Raw Bastionite – Spools of thin bastionite wire, yet to have been worked and set into a finalized form. Difficult to use outside of the Bastion's facilities, it is nonetheless workable by skilled crafts-folk. Raw bastionite has a base market value of 10 laurels per 50ft spool, or roughly 5 pounds.
Animals
Comper – Bird-like wyverns covered in fluffy feathers, and rarely more than two feet long nose to tail. They are generally used as companions, and are fully domesticated.
Derpokke – Large salamanders bred to have considerable excess skin, their tails are able to be harvested multiple times due to the creatures' regenerative ability. The skin as well has a spicy quality to it, and the shed flakes are used as ingredients in some dishes. The tail-fat is both a delicacy and the most common fat used, depending on the breed and living conditions. As such, they are primarily raised by Shabbali and Abyssals.
Frorb – A delightfully round creature, frorbs are a product of selective breeding to be perfect for consumpton.
Goots – A flightless wyvern with a stubby tail, bred for pulling chariots and plows alike. Goots are herbivorous and strong, though not quite built for riding. Their eggs are massive, but uncommonly laid.
Labue – While capable of gliding long distances, these pterasaurs can be kept in fenced areas quite well. They lay good eggs and provide decent meat. Primarily raised by Efwein, as these are desert-dwelling creatures.
Wallawry – Somewhat temperamental creatures, wallawry resemble common lizards except large enough to ride. A brave and confident personality is required to command a wallawry for even basic riding, but those who master the art enjoy considerable mobility and speed, as these creatures can climb walls even with a rider.
Vehicles
Cart
Chariot
Sled
Weapons
Weapon Mastery
Each weapon group has one or more mastery properties, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks those properties for the character. The properties are defined below. You determine which mastery applies after the attack roll has been made and damage has been rolled.
Block: If you have your shield, or weapon granted this property by some other means, Raised and are hit by an attack, you may spend a reaction to reduce the damage by the shield's hardness, and apply any excess damage to both the shield and yourself.
Cleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Distract: If you hit a creature with this weapon, or it uses a reaction to negate the attack, the next attack roll made by an ally of your choice against that creature made before the start of your next turn gains accuracy +1.
Graze: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier plus the number of accuracy dice you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Swift Action. You can make this extra attack only once per turn.
Push: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap: If you hit a creature with this weapon, that creature has difficulty +1 on its next attack roll before the start of your next turn.
Shield Bash: When you use the Attack action on your turn and attack with another weapon you are holding, you can make an attack with this weapon as a swift action.
Shield Hook: If you attack a creature wielding a shield with this weapon, you may force it to lose all benefits of that shield until the start of your next turn.
Slow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Vex: If you hit a creature with this weapon and deal damage to the creature, you gain accuracy +1 on your next attack roll against that creature before the end of your next turn.
Axes:
Weapon Masteries Cleave, Shield Hook, Topple
Bows:
Weapon Masteries Overwatch, Quick Shot, Slow
Clubs: /Maces, are blunt weapons with considerable power, but offer little defense and are often slow.
Weapon Masteries Graze, Push, Sap, Vex
- Shortclub: Club, Finesse. On hit: 1d6 bludgeoning.
Anything from a thick tree branch to a dedicated, carved rod. Most improvised weapons fall under this category, so it should be used unless the object is particularly awkward in shape or size.
Cost: 1 tb
Crossbows: A simple to use weapon, offset by it's longer time between shots. Complicated to produce, they are expensive, but many consider them worth it. You do not add your ability score modifier to damage rolls with a crossbow, and it is instead based on the strength requirement of the loading property. If you do not meet the strength requirement of the crossbow, the action to load increases to an action, and your speed is halved when you do so.
Weapon Masteries xxx
- Arbalest: Crossbow/Siege, loading (STR 24), ranged 150/900ft. On hit: 3d6+7 piercing. A massive siege weapon, an arbalest requires either immense strength or special tools to operate, and it also requires considerably larger ammunition than other crossbows.
Cost: 12 mn, ammunition +9 la
- Crossbow: Crossbow
Cost: 1 mn
- Hunting Crossbow: Crossbow, loading (STR 12), ranged 80/480ft. On hit: 2d4+1 piercing.
- Repeating Crossbow: Crossbow, magazine 12, ranged 50/300ft. On hit: 1d6 piercing. A repeating crossbow is somewhat weaker due to a lower draw weight, but is capable of rapid fire rates.
Cost: 4 mn
- War Crossbow: Crossbow, loading (STR 1X), ranged 100/600ft. On hit: 2d6+X piercing.
Cost: (Strength 14, +2 damage) 10 hl, (Strength 16, +3 damage) 12 hl, (Strength 18, +4 damage) 15 hl, (Strength 20, +5 damage) 20 hl
Curved Blades:
Weapon Masteries xxx
Daggers:
Weapon Masteries Nick, Vex
Fans: Fans designed for combat are usually trick weapons, used to deliver poisons, powders, or smoke. Most fans qualify as splash weapons, though some can be used as if they were daggers or clubs.
Weapon Masteries Distract, Nick, Vex
- Dancer's Fan: Dagger/Fan (finesse), light. On hit: 1d4 slashing. A dancer's fan may store one dose of poison in a special sack near where it is held in the palm, as such, the poison is only applied and consumed when the user chooses to do so.
Cost: 15 la
- Duelist's Fan: Club/Fan (finesse), light. On hit: 1d4 bludgeoning. A duelist's fan functions as a shield, though it only grants a +1 bonus to armor class instead of a shield's normal AC bonus.
Cost: 5 la
- Perfumer's Fan: Fan/Splash (dexterity) Range 5ft. A perfumer's fan deals no damage, but allows the wielder to place the origin of powder-based splash weapons in a square adjacent to them, instead of their own.
Cost: 10 la
- Warlord's Fan: Club/Fan (strength). On hit: 1d6 bludgeoning. A warlord's fan is large and reinforced, and primarily used to send signals when sound is less efficacious. Despite its size, it can easily be used in the off-hand, as well as allowing its wielder to use another weapon two-handed while still holding onto it when folded.
Cost: 2 hl
Hammers: Requiring more alignment than clubs or maces, hammers also include warpicks and the like, as well as larger weapons such as mauls.
Weapon Masteries xxx
- Doomhammer: Hammer (strength), one-handed, loading (special). On hit: 1d8 bludgeoning plus ammunition. A bastion creation, the doomhammer may only be made of bastionite due to its intricate creation. Though it may be used as a normal war hammer most of the time, when loaded with special cartridges, it adds bonus damage on a successful hit.
Long Blades: Varieties of swords meant for cutting and thrusting, long blades call for precision and training, and are very much the warrior's weapon. They are shorter than spears and longer than daggers, and their versatility makes them well suited for use in the dungeon. Unfortunately, due to the skill and metal required to make them, long blades are quite expensive.
Weapon Masteries xxx
Polearms:
Weapon Masteries xxx
Shields: Though much more defensive in nature, shields are actually weapons. You may Raise a shield you are wielding as a swift action, applying your Strength modifier to your AC until the start of your next turn, with a maximum modifier that may be applied based on the size of the shield.
Weapon Masteries Block, Push, Shield Bash
Spears:
Weapon Masteries xxx
Splash:
Weapon Masteries xxx
Throwing:
Weapon Masteries xxx
- Chakrams: Throwing (dexterity), thrown 30/90ft. On hit: 1d6 slashing. etc
Thrusting:
Weapon Masteries xxx
"Unarmed": Not exactly completely unarmed, but these weapons primarily function with unarmed strikes, offering the barest of improvement in reach, but often improving defensive and offensive power.
Weapon Masteries xxx
- Knuckle Dusters: Unarmed (finesse), light. On hit: 1d4 bludgeoning.
Whips: Flexible weapons that require a fair amount of skill to use effectively, whips almost always use dexterity as their primary ability score, regardless of their weight.
Weapon Masteries xxx
- Bolas: Whip (finesse), thrown 20/60ft. On hit: 1d4 bludgeoning and a large or smaller legged target must make a strength (athletics) check or be knocked prone; the DC of this check is equal to 8 + the damage dealt by the bolas. Bolas are primarily used for hunting, as they can easily take the legs out from under a creature, though they have seen more use in capturing humanoid targets due to their less-than-lethal nature.
Cost: 12 la
- Lasso: Whip (dexterity), thrown 15ft. On hit: Target is grappled. Made from a length of rope with a special not, a lasso is used in herding (and recently capturing monsters or fugitives), and allows for a safer means of grappling and wrestling with many creatures.
Cost: 5 la
- Meteor Hammer: Whip (finesse), two-handed melee, stance (reach/shield). On hit: 1d8 bludgeoning. A meteor hammer has two stances, one increasing the user's reach with it by +5ft, and the other granting a +1 bonus to armor class as if wearing a shield.
Cost: 20 la
- Sling: Whip (dexterity), ammunition, loading, ranged 60/300ft. On hit: 1d4 bludgeoning. etc
- Yo-Yo: Whip (finesse), thrown 10ft. On hit: 1d4 bludgeoning. The yo-yo is a heavy weight attached to a long cord, and is usually meant to be dropped on prey that wanders below the user, with the cord allowing easy retrieval without the need to climb down. A modern combat yo-yo is recalled to the user's hand after the attack is made, allowing for multiple attacks at a safe-ish distance; if the attack fails by 5 or more, or is a natural 1, the user must take an action to restring the yo-yo in order to use its recall property again. A yo-yo may also be made with spikes that extend when it is thrown and deals piercing damage, though these are generally more expensive and must be made with bastionite or metal.
Cost: 1 hl (normal), 5 hl (spiked)
Alchemical Weapons
Combat Torch: A reinforced club using specialized fuels, this torch provides slightly less light (-5ft light radius) but is more suitable as a weapon compared to normal torches. It may even be submerged under water for up to 1 round, and only being extinguished on a roll of a 1 on a d4 if it is brought up before the end of the round. A combat torch still only burns for 1 hour.
- Club (strength). On-hit: 1d6 bludgeoning + 1d4 fire.
- (Standard Torch) Club (strength). On-hit: 1d4 bludgeoning + 1 fire.
Cost: Combat Torch 10 tb, Standard Torch 2 tb
Efwein Oil Lamp: Used primarily by Efwein lantern bearers, these oil lamps can be filled with a special oil that aerates easily and allows the wielder to breathe a small plume of fire as a melee weapon attack within 10 feet. Firebreathing requires the user to hold the oil in their mouth (up to proficiency bonus in uses at a time), which requires a bonus action, and taking damage requires a concentration check (though it does not require concentration), becoming poisoned for 1d4 rounds on a failure due to suddenly swallowing the oil and wasting the amount held.
- Splash (dexterity). On-hit: 1d4 fire
Cost: lamp 5 la, efwein oil 1 tb/oz
Powder, Deep Iron: Specially treated iron that has been ground into a fine powder, and is capable of neutralizing magical resistances. An ounce of deep iron powder covers a 5ft square, and up to 3 ounces may be used at one time, covering 3 contiguous 5ft squares. A creature with a magical armor bonus loses that magical armor bonus, and a creature with resistances overcome by magic loses those resistances for 1d4+1 rounds after being affected by powdered deep iron.
- Splash (dexterity). Dexterity Save vs: 2d4 poison if possessing resistance overcome by magic, magical armor bonus and/or resistance loss (see description).
Cost: 4 la/oz
Powder, Itching: A mix of various substances, some of which are activated by sweat, but also glass powder and general grit. Itching powder may be spread as an attack, covering a 15ft cone in front of the user. The optimal amount of itching powder is roughly 3 ounces, and it is usually kept in pre-measured vials for ease of use and safety.
- Splash (dexterity). Dexterity save vs: Poisoned on a failure, and cannot concentrate on spellcasting while poisoned. Affected creatures may take an action to neutralize the itching powder and remove the poisoned condition.
Cost: ?? /3 oz vial
Powder, Silver: Silver that has been ground into a fine powder, incredibly effective at removing the resistances of creatures that are vulnerable to the material. An ounce of silver powder covers a 5ft square, and up to 3 ounces may be used at one time, covering 3 contiguous 5ft squares. A creature that has a vulnerability to silver gains a vulnerability to bludgeoning, piercing, and slashing damage for 1d4+1 rounds after being affected by powdered silver, while a creature that has resistance overcome by silver instead loses that resistance for that time.
- Splash (dexterity). Dexterity Save vs: 2d4 silver if vulnerable (the doubled damage is included), resistance loss or vulnerability (see description).
Cost: 5 la/oz
Powder, Sparking: In fact two types of powder that, when mixed, ignite in brilliant flashing light. It is usually thrown in a wide arc in front of the user, dealing its damage in a 10 foot cone. 1 ounce of sparking powder is enough for a single use, and it requires special training to use more effectively, and so it is usually kept pre-measured in cloth pouches for ease of use and safety.
- Splash (dexterity). Dexterity Save vs: 2d4 fire (half on success).
Cost: 5 tb/oz
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Materials
Ashwood (uncommon)
A sacred wood, used to make spears, javelins, arrows, and darts. Its natural ability to absorb poison lends itself well to its uses by the Shabbali. Ashwood may be used to make piercing and bludgeoning weapons.
Bastionite (uncommon)
Produced by the Bastion for use by its adherents, bastionite weapons still find their way into common usage. It has properties similar to steel, while being immune to rust and magnetism due to not being metal. Due to its inability to hold an edge, bastionite cannot be used to make slashing weapons.
Bone (common)
An organic material harvested from the remains of creatures, bone is not normally better than wood for most purposes, however it readily accepts necromancy and black magic enchantments, making it a very potent material in some circumstances.
Brass (common)
Used mostly by the Abyssals and Efwein, though for different reasons. It does not rust and is highly resistant to heat, suiting both well enough. Only light weapons and polearms may be made with brass.
Bronze (common)
Crystal, Celestial (uncommon)
Crystals grown by the Gossamer under Lucuhael's light, they can be imbued with magical energy before harvest to grant energy damage to weapons created with them. These crystals may be attuned to acid, cold, fire, lightning, poison, or thunder damage, and weapons created with the crystals (which may be shaped as iron) deal half their normal damage as this energy damage. Heavy weapons created with these crystals deal a bonus +1d4 points of this energy damage.
Darkwood (rare)
Wood harvested from trees grown in the Dark. It is heavy and resilient, making it excellent for bludgeoning weapons. Due to its density and strength, it may be made into weapons as if it were stone or metal, but its inability to keep an edge means it may only be used to produce weapons that deal bludgeoning damage.
Glass, Black (uncommon)
Also known as obsidian, this fragile material produces incredibly sharp edges. It also has benefits due to being stone instead of metal.
Iron (uncommon)
A black metal that is quite strong but somewhat brittle. Iron weapons are still much more durable than those made from other materials.
Silver (rare)
Steel (rare)
A special form of iron that is flexible and keeps an edge, while also being durable and dense. Steel is incredibly rare, and provides weapons made with it a +1 bonus to attack rolls made with that weapon.
Armor
Due to the protection of the Soul Pacts, worn armor is not terribly common, however magical armor retrieved from dungeons may provide benefits otherwise unobtainable. Those without soul pacts will wear armor when traveling through dangerous areas for that small bit of extra protection.
Unarmored/Special Clothing
Harness, Celestial Crystal (uncommon)
Leather or Redreed straps that hold several specially charged celestial crystals at key points on the body. Though it does not grant an armor bonus, it does not allow armor to be worn with it. This armor reduces energy damage taken, based on the crystals inserted, and up to three different varieties of crystals may be used. The damage reduction stacks, allowing one to specialize in certain energy types if desired. Once the limit on its absorption has been reached, they energy stored within must be released over the course of a long rest before it provides its protection again.
- Uncommon: Reduces energy damage of its type taken by 1, up to 10 points.
- Rare: Reduces energy damage of its type taken by 2, up to 30 points.
- Legendary: Reduces energy damage of its type taken by 3, up to 50 points.
Materials
Bastionite
Gryphonweave
Maiden's Hair Silk
Redreed
Alchemical Tools
Efreeti Cord: A high-energy material that requires a special catalyst to ignite, causing it to burn with heat intense enough to melt some metals or completely ignite wood. It is generally produced in 10ft lengths.
Alchemical Remedies
Aqua Vitae: A curative elixir that is quite strongly alcoholic. It restores a modest amount of health and grants temporary hit points, but too much can make you rather drunk. Also provides Carbohydrates 10. Aqua vitae may be made with proficiency in brewer's supplies or alchemist's supplies.
- Aqua Vitae Minor – Restores 1d4+2 hit points and the same amount as temporary hit points. Drunkeness +1, DC12
- Aqua Vitae Magnus – Restores 2d6+4 hit points and the same amount as temporary hit points. Drunkeness +2, DC13
- Aqua Vitae Maximus – Restores 4d8+6 hit points and the same amount as temporary hit points. Drunkeness +4, DC14
Potion of Healing: More magical than alchemical, this concoction of herbs and exotic liquids has a strange taste and closes wounds nearly instantly. Provides General Nourishment 5, but also increases Arcanophagy. Potions of healing may be made with proficiency in healer's kits or herbalism kits.
- Minor Potion of Healing – Restores 2d4+2 hit points. Arcanophagy +2.
- Moderate Potion of Healing– Restores 3d6+3 hit points. Arcanophagy +3.
- High Potion of Healing – Restores 4d8+4 hit points. Arcanophagy +4.
- Elixir of Healing – Restores 5d10+5 hit points. Arcanophagy +5.
Troll Styptic: Bandages treated with a substance known as "troll's blood", though not actually made of any form of animal product. It boosts natural healing for a time, at the cost of being rather painful over the course of treatment. Cost effective, but useless in combat.
- Basic Bandages – Restores 2 hit points at the start of each round for 1d4+1 rounds, subject is poisoned for the duration.
- Honeyed Bandages – Restores 2 hit points at the start of each round for 2d6+2 rounds, subject is poisoned for the duration.
- Angel's Styptic – Restores 2 hit points at the start of each round for 4d8+4 rounds, subject is poisoned for the duration.