Trade Materials

Base Material List

Textiles

Plainloth Textiles 0 Plaincloth is spun from the wool, straw and other simple materials, providing both insulation and some basic resistance to blunt weapons. [[Linen]] [[Wool]]
Spinsilk Textiles 1 Spinsilk is a flexible andmade from the excretions of various creatures which produce webbing or cocooning materials. Virtually unrippable, Spinsilk is useful in diminishing the effects jagged and barbed weapons, as well as providing some protection against piercing weapons and poisons by about a third and also greatly protects from frost effects while also diminishing the effects of bludgeoning weapons.
Silverthread Textiles 2
Icewool Textiles 3
Splintervine Textiles 4 Splintervine is fabric made from the parasitic Kubu vine, carefully woven while alive into a wearable textile which lashes out at enemies with splintering particles that cause irritating and festering wounds. This is particularly useful when the wearer is grappled, bitten or clawed at, but the Splintervine will also buffer the force of blunt weapons and produce puffs of irritating hair-like splinters.
Devilstrand Textiles 5 Devilstrand is a woven material made from dried young Bloodseeker Worms found within the Miasma. Bloodseeker worm carapices contain a substance which reacts readily with blood, creating a strong binding agent that staunches wounds instantly, preventing critical bleeding.
Sunweave Textiles 6 Sunweave is a rare fabric found within the depths of the underworld. Sunweave is perfectly dark, hiding the wearer in a cloak of perfect darkness until it's struck with a forceful blow, at which point it emits a dazzling flash of light.

Hide

Skin Hide 0 Various domestic and game animal hides can be treated and worked into a flexible armor that resists puncturing and chopping damage. Deer Skin Goat Skin [[Leather]]] Elk Skin Bear Skin
Hide Hide 1 Hippo Hide Monophant Hide] Rhinohide
Plumescale Hide 2 Made from the feathered hides of the direlizards of Olorun, Featherhide has thick durable plumage on top of a scaley skin that provides both warmth and slashing defense.
Golothi Skin Hide 3 Golothi and other similar creatures have surprisingly loose but thick skin and dense fur which prevents slashing.
Trollbone Hide 4 Trollbone armor in magical or direct sunlight turns to stone, reducing the effects of impact damage and providing good resistance to cutting and piercing damage.
Hydra Spine Hide 5 The spine of young hydras and other false worms can be tamed and shaped by the Children of Ythill into self-mending armor capable of giving its wearer significant physical capabilities including regenerative powers.
Eankabi Chitin Hide 6 The Chitin of the Eankab and other large arthropods can be fashioned into an armor that helps with slashing and puncturing attacks, but will rupture when crushed.
Dyen Hide Hide 7 The Hides of the Dyen-Beji and other wyrms provide substantial protection from most forms of attack, including arcane ones.

Wood

Softwood 4 7 WOOD 0 Softwood of many varieties grow throughout Olorun, easy to gather and work but also limited in strength and durability. With the right treatments, easily worked softwood can be used for arrows, spears and other simple weapons. Cedar
Hardwood 5 5 WOOD 1 Hardwoods are rarer and less easily gathered woods with greater strength and durability than their softwood counterparts. They take more time and skill to work adequately.
Ironwood 9 25 WOOD 2 Ironwood includes a variety of trees which grow in the harsh climates of Olorun and elsewhere on Geron. While they aren't necessarily the hardest woods obtainable, workable, and within the reach of trade convoys.
Murkwood WOOD 3 Murkwood is ancient wood found chained or otherwise secured to the bottoms of lakes and ocean inlets from a time before Nobody is really sure what the purpose of this wood is, but the surface of such wood is often covered in strange, twisting carvings. Called Murkwood because of the thick layer of slime and ocean detitrus that typically covers the outside of such a material, it is also called Changan Wood or Totem wood. Alchemists are unsure of how the Changan-Sala created this strange wood, but it appears to originate from the hard to work Bitterwood Trees of Mixcalan.
Eldwood WOOD 4 A wood cultivated by the Fleshwarpers of old for its exceptional durability warpability. Eldwood was grown into specific shapes and forms for use in various capacities, primarily for structural purposes. Eldwood is only useful as a living thing, requiring special care. While technically a plant, Eldwood is a distant relative of the Tekel'i,
Weirdwood WOOD 5 A strange wood thought to come from somewhere beyond the Pandemonium. Weirdwood was a curiosity and rarity even to the Eldritch Houses and found only in the most ancient and potent of magical artifacts.
Yigaswood WOOD 6 A living wood found growing between the crumbling portals of Pandemonium, the Yigaswood is thought to keep the Slivers of the Pandemonium from breaking apart. While Yigaswood seems to defy collection through any known means, artifacts made of Yigaswood are known to exist, such as the Staff of Valen. Uniquely, Yigaswood seems to be able to shift in hardness and density in order to best respond to certain situations, even reacting directly to stimulus.

+Stone

Stone Stone 0 8 15 bludgeoning
Kemetine Stone 1 14 35 [ 0.9 Kemetine is a highly abundant material of varying color and clarity particularly common in North-East Kemet. Despite a great variety of hues based on trace alchemical materials, Kemetine is most commonly identified with a clear colorless variety also called 'rock crystal'. Renowned for both its material purity and alchemical neutrality, Kemetine is frequently carved and polished into the form of reed-thin cups, decanters, alembics and tubular vessels sought after by alchemists and wealthy nobles. The Emperor of Kemet says that all Kemetine is explicitly the property of the Royals of Kemet, but a substantial quantity of the material is smuggled out of Kemet into Ebih.
Obsidian Stone 2 10 14 bludgeoning A stone favored by the Texcala for weaponry because it can be napped into an incredibly sharp edge.
[[[Perunite]] Stone 3 16 29 chopping This strange glassy material comes in dark green lumps and is also called 'Perun's Tears'. Similar to obsidian but much harder to nap, the dark green opaque material keeps an extremely sharp edge and is hard to destroy.
| Archstone || Stone 4 || 18 || 50 | || bludgeoning || || Magically
Ebokan Shard Stone 5
Slipstone Stone 5

Metal

Material Hardness HP/Inch Type Weight Cost
Copper 9 17 metal chopping Bronze [[[Tarsian Bronze Orichalcum Mirror Bronze Immortal Bronze
Aurium 10 25 metal chopping
Iron 10 30 metal 1 Gray Iron is the lesser cousin of Blood and Sky Iron, made in other parts of the world where the supply of iron ore and methods of refining and smithing are of lower quality. Aurium Blood Iron Sky Iron Myrrh-Steel Ghost Steel
Blood Iron 11 30 metal 0.7
Star Iron 11 38 metal 1 Star Iron is said to come from shooting stars, often harvested in Kabir where such an event can easily be seen from afar. Star iron is worked in the desert heat by grinding and hammering without the use of a forge. Such a method of production is said to preserve magical properties that allow Star Iron to effect creatures who are partially or completely incorporeal, as well as penetrate the basic magical spells said to be common to the Duath.
Myrrh-Steel 13 45 metal 0.9 Myrrhans are well known for their fine metalworking skills. A particularly popular metallurgical export of Myrrha is a treated alloy of iron and other metals known as 'Myrrh-Steel' or 'Ukkarium'. The process of producing Myrrh-Steel relies on using iron from the mountains of Myrrh which contains trace alchemical elements crucial to the production of this material. The ore is mixed with glass, charcoal and other lesser known compounds and sealed in a furnace for many days. Once the material has set, its twisted and folded until it shows bands and inclusions of light and dark material.
Spirit Iron
Dwern Steel
Mithral 15 30 metal 0.5
Adamantine 20 55 metal chopping
Anbaraq 25 60 metal water
Corundum 30 30 metal water

Hemp Paper 0 2/inch of thickness

Rope 0 2/inch of thickness

Ice 2 3/inch of thickness

Leather 2 4/inch of thickness

Hide 3 5/inch of thickness

Softwood 4 7/inch of thickness

Darkwood 5

5/inch of thickness

Bone 5 9/inch of thickness

Hardwood 6 10/inch of thickness

Chitin 6 15/inch of thickness

Copper 7 12/inch of thickness

Stone 8 15/inch of thickness

Bronze 9 17/inch of thickness

Obsidian 10 14/inch of thickness

Gahnium 10 25/inch of thickness

Iron 10 30/inch of thickness

Cold Iron 10 30/inch of thickness

Taenite 11 38/inch of thickness

Nephrite 11 25/inch of thickness

Manzanite 11 30/inch of thickness

Steel 12 40/inch of thickness

Thrymrium 13 50/inch of thickness

Ukkurium 14 45/inch of thickness

Quartz 14 35/inch of thickness

Mithral 15 30/inch of thickness

Tektite 16 29/inch of thickness

Jadeite 18 50/inch of thickness

Baraqium 19 60/inch of thickness

Adamantine 20 55/inch of thickness

Anbarium 25

Diamond 100 2000/inch of thickness

Anbarium:

Heavenly metal.

Baraqium:

to be hit by lightning

Obsidian:

Always 'keen'.
bypasses damage reduction of demonic creatures.

Tektite:
Always 'keen'.
bypasses damage reduction of aberrant creatures.

Jadeite:

Materials come in two types, base materials and minerals.

Base materials include things such as types of stone, glass, metal, or wood, and minerals include substances refined from particular materials. For example, Karnium is a mineral that can be extracted and refined from quicksilver, which is a base material.

Base materials and minerals may be combined, and in rare cases this can even result in an interesting new alloy or compound. When a crafter makes an object out of a base material aside from iron, she must adjust her difficulty check based on the material she is using. This is usually accomplished with the Craft:Blacksmith skill, and the crafter may add the appropriate synergy bonus if she also has enough ranks in Alchemy.

+theme materials list will show a list of all available materials.
Lesser Jade (Fibrous low pressure jade)

Heavenstone (Nephrite)

Heavenstone is particularly popular kind of stone in the far east realm of Jin, where it is commonly believed to be the most perfect of stones, embodying all aspects inhereted by other gems. It is usually of white and green color and fibrous texture, and it may range from cloudy to relatively translucent. When polished correctly it has a smooth, soft feeling somewhat like tallow, but in reality many varieties of heavenstone can harder than steel. Since Heavenstone is a product of nature, druids may wear Heavenstone equipment without violating their sacred vows.

Ancient Heavenstone (Jadeite)

Ancient Heavenstone is Heavenstone which has at some point cured under extreme pressure and temperature. It is extremely sacred to shamans and priests of many lands, and it exists only in minute quantities in remote locales undisclosed by those who trade in it. Like Heavenstone, it is of fibrous texture, and has a smooth, soft feeling exterior when polished. Unlike regular Heavenstone, it comes in a striking variety of colors that range from ice-blue to magenta to blood red, but it most commonly occurs in various shades of green. Ancient Heavenstone is usually cloudy yet uniform in translucency, and it glows warmly in the presence of light. All Ancient Heavenstone is harder than steel, but millions of times as rare.

Thrymrium (Muldanrian Steel)
Not all iron ores are equal- This particular variety of iron ore comes from far north Thule, in the Thrymrian mountains that form a border between the icy planes of Kurjeya and the tundra of north Muldanr. This particular material requires very special treatment during the forging process, and conditions local to it's area of excavation are quite necessary for the metal to be tempered traditionally and effectively. However, if all goes well, the rendering and smithing of Thrymrian iron ore produces a steel-like substance often called Thrymrium.

Stats:
Cost: 6.0x
Color: gray with dark striations.
Hardness: 2.5x
HP: 1.5x
Special: Armor forged from Thrymrium adds +1 AC to medium armor and to +2 AC to heavy. It adds like-bonuses to weapons of medium and large sizes, but it also increases the weapon's attack penalty by the same amount due to it's high weight.

Weight:2.1x

Ukkurium (Meluhhan Steel)
Myrrhyans are well known for their fine metalworking skills. A particularly popular metallurgical export of Myrrha is a treated alloy called Ukkur, or Ukkurium. Ukkurium is made with iron ore from Myrrhan mines that is naturally doped with unknown trace elements crucial to it's smithing process. The ore is mixed with glass, charcoal and other less advertised compounds and sealed in a furnace for many days, and the eventual product is known both for it's pattern of dark striations and for it's ability to hold an incredibly sharp edge.

Stats:
Cost: 4.0x
Color: gray with dark striations.
Hardness:
HP: 1.2x
Special: Ukkurium weapons are considered keen weapons until after they miss strike armor 1d4 times. Due to the methods involved in creating a Ukkurium weapon, they are notoriously difficult to re-sharpen. A Craft:Blacksmith check of 25 or better and two work days are required to render a Ukkurium weapon keen again. Weight: 0.9x

Karnium (Cinnabar lattice Mineral)
Karnium is a rare alloy additive forged from the red crystalline ( called Zifrajah in Arabaya and Kinnabaras in Etruria) byproducts of quicksilver distillation. Karnium weapons and armor are particularly brittle, but the material has amazing refractive qualities. Shields, weapons and armor made with Karnium-doped alloy have a rough ruby-colored surface scoring, and use of the mineral increases hardness slightly at the expense of ductility. Most importantly, protective garments or shields made of Karnium give the player damage reduction against light-based attacks.

Stats:
Cost: 3.0x
Color: Adds a vivid-ruby tinge to exterior scoring.
Hardness: 1.3x (+1 AC)
HP: 0.7x
Special: Karnium shields and armor gives players damage resistance versus light-based attacks. This does not include spells such as 'ray of frost' which are 'rays' only in name, or spells that are obviously fire based. Light armor gives 2 points of resistance, medium armor 3 points of resistance, and heavy armor 5 points of resistance. Called shots to unprotected areas and criticals scored with light-based attacks still do regular damage. This mineral may only be applied to items made of metal.
Weight: 1.2x

Gahnium (Gold Alloy)
Commonly produced by smithies in northern Olorun, Gahnium is an alloy that uses gold and number of other possible metals and trace minerals. It is extremely expensive to produce given it's high gold content, but it is extremely resilient to corrosion and oxidization. This material is ideal for tropical temperatures and conditions, and it is commonly used in the creation of metal weapons or tools in the wet, damp jungle conditions found on that continent.

Stats:
Hardness: 0.5x
HP: 1.0x
Special: Gahnium is immune to rusting or acid/corroding effects.
Color: Gold with hints of red, green, or white.
Weight: 2.0x

Color: Pink, Red, Brown, Gray, Clear, White, Yellow, Organge, Purple.

Quartz is a highly abundant material that comes in a variety of colors and shapes. Despite this, Quartz is most commonly identified with the clear, colorless variety of the mineral known as 'rock crystal', coveted for it's lustrous finish and alchemical neutrality. Slightly harder than windowpane glass and nearly as clear, Rock Quartz is frequently carved and polished into the form of reed-thin cups, decanters, alembics and tubular vessels known as 'crystalware', a fashionable and expensive alternative to pottery sought by rich academians and socialites.

Rock Crystal deposits are extremely common in North-Eastern Mizram, where the mineral is frequently seen in the strata of mountains, mesas, and other areas of exposed rock. Technically, the government lays claim to all naturally occuring Quartz deposits, but lodes of this material are frequently smuggled out of Egypt by bandits and rogues, much of which ends up crossing the landbridge of Ebih.

Material Creation system

An alloy is a homogeneous hybrid of two or more elements, at least one of which is a metal, and where the resulting material has metallic properties. The resulting metallic substance usually has different properties (sometimes substantially different) from those of its components. The alloy component of the material creation system has to simulate the process of alloy creation, but also make it d20 skill sensitive and simple.

- The alloy system will allow combinations of any material with a 'metallic' value and allow the user to specify a ratio.

- Common alloys already exist in the materials system. This is to avoid the random generation of existing alloys with crazy hardness/resistance values.

- Alloys may be mixed with alloys to create polyalloys. Pollyalloys will use the base traits of the alloys used to make them instead of the individual materials.

- Alloys may be used as a component of composites and lamellar materials.

- A lower alchemical skill than the skill required to refine the most valuable metal in an alloy mixture should contribute to the likelyhood of negative results, and the reverse should contribute to positive results.

- The variety of materials within an alloy must be counted in order to correctly write to it's description and name. Binary alloys have two base metals, ternary alloys have three. This makes it so the formal name of the material and therefor the composition of the material will be clear to the creator. While it may have an informal name given to it by the creator, the formal name will always be generated within the item's description along with some other info. The description can always be altered at a later time by the creator, so it will have to stand alone from the description in the DB.

- Visual and tactile qualities of the material need to be generated randomly as well as hard statistics and special qualities. These need to be looked up and assembled into the appropriate list. A list of special, pseudo and supernatural mundane qualities should also be compiled. Bell curves should be instituted for unlikely qualities.

- The toughness, hardness and special qualities of the metal need to be determined randomly.

5% Poor
15% Crude
30% Normal
30% Masterwork
15% Superior
5% Exceptional

energy density
reflectivity.
Composite system

Composites are materials created from materials of a multiple types, they are fine mechanical mixtures that exhibit qualities of both materials.

Lamellar system

Lamellar materials are engineered heterogenous mixtures such as steel covered with gold enamel or oak slats laquered with amber.

The alloy system will use the following formula to create new materials.

Alloys should be able to use anything as any material as a flux.

Alloys need to be reproducable.

Alloys need to generate a new entry in the materials DB.

Alloys will look at subtypes list and will randomly

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