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EquipmentCoinage24 copper "pennies" = 1 tin "Tab" Trade GoodsMaiden'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. AnimalsComper – 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. VehiclesCart WeaponsAxes: Bows: Clubs: /Maces, are blunt weapons with considerable power, but offer little defense and are often slow. 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.
Curved Blades: Daggers: 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.
Hammers: Requiring more alignment than clubs or maces, hammers also include warpicks and the like, as well as larger weapons such as mauls.
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. Polearms: Spears: Throwing:
Thrusting: "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.
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.
Alchemical WeaponsCombat 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.
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.
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.
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.
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.
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.
Martial Echoes?Not entirely magical, but certainly not mundane, these special techniques must be inlaid into a weapon before they may be used. In order to use a martial echo, one must be proficient in the use of weapons of the weapon group that martial echo is for (for example, a character is proficient in light blades, but not curved blades. That character may still use a scimitar, which falls into both categories, but a martial echo that is only for curved blades would not be usable by this character). MaterialsAshwood (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. ArmorDue 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 ClothingHarness, 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.
MaterialsBastionite
Gryphonweave
Maiden's Hair Silk
Redreed
Alchemical ToolsEfreeti 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 RemediesAqua 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.
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.
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.
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