Oustomia is vast, and its lands hold a variety of unique useful materials for those with the means to discover and harvest them. This page lists some general information about gathering and the use of these, along with the actual specifics about individual components.
(While reading this, remember that Components are subject to change by fellow GMs.)
(CURRENTLY UNDERGOING EDITS)
How to Read
The general layout of a materials goes as followed:
- Name (Rarity)
- Description and terrain found.
- Uses and effects. (Usually within brackets. Any Component specific rulings, such as a different Unit to Material conversion rate will also be listed here.)
Gathering and Materials Guideline
A Component's rarity sets the DC for discovering and then successfully gathering Units. Two rolls are required: a Perception and then a Survival, Knowledge (Nature), or Knowledge (Dungeoneering).
- Common (C): High rate of abundance. Requires rolls of Perception DC 15, and Survival, Knowledge (Nature) or (Dungeoneering) DC 15 to find/know what the component is, and to find proper points of abundance (high rolls may allow a higher percent on DM discretion).
- Uncommon (UC): Moderate rate of abundance. Requires rolls of Perception DC 22, and Survival, Knowledge (Nature) or (Dungeoneering) DC 23 (high rolls may allow a higher percent on DM discretion).
- Rare (R): You cannot find R Components in the Wilderness.
- Extremely Rare (ER): You cannot find ER Components in the Wilderness.
Research adds a competence bonus of +2 for every day spent researching the terrain and specific material. In the case of 'Extremely Rare' components, it is +1 per day.
You may NOT take 10 on any of the rolls above.
What is Abundance? It is typically a number given in % form based on a number of factors. Higher abundance means more Units gathered. Below is a chart that lists out the abundance of various terrains and Component rarities that modify the Abundance of a Component.
Environment |
Abundance | Plants | Animal/Insect | Metals | Wood | Powders/Other |
---|---|---|---|---|---|---|
Plains | 20% | +20 | +20 | -25 | +5 | +0 |
Desert | 15% | -5 | -5 | +10 | -5 | +20 |
Forest | 20% | +20 | +15 | -20 | +30 | +5 |
Jungle | 25% | +30 | +25 | -20 | +25 | +5 |
Hills | 25% | +15 | +15 | +20 | +15 | +0 |
Mountains | 20% | -5 | +0 | +30 | +10 | +10 |
Marsh | 25% | +25 | +30 | +5 | +20 | +10 |
Waters | 30% | +10 | +15 | -20 | +0 | +5 |
Rarity | Abundance |
---|---|
Common | +25 |
Uncommon | +10 |
Rare | -10 |
Extremely Rare | -25 |
If using Downtime to search for components, Abundance will alter the amount of Units you are able to gather. You start out at a base of +0; for every 10 in the Abundance rating, you get an additional +1. For example, if you search for Common Plants in a Marsh, you get an additional +7 of the component upon rolling (25 base, 25 for plants, 25 for common, rounding down to 70). When gathering components, you may only roll a 1d4+0 to gather them. However, if you roll a natural 20 on either check, you may instead roll 2d4+0. This is explicitly for Downtime, and a GM may offer better rolls.
Use of Components (Selling, Buying, Crafting, etc.)
This section goes over the trade of Components, and the use of them in crafting or within spells.
Certain NPC vendors may have access to a variety of components. As a general rule a NPC will have in stock 8 Common, 4 Uncommon, and 2-3 Rare or 1 Extremely Rare Component Units. Below are the list of prices and the restock times in brackets. Inorder to buy rare+ components, you must have at least 3 GMs give approval. While this doesn't require an application, it does require some coordination with the GM Team. You can buy uncommon and common with one GM approval.
- Common: Buying a unit is between 10-20 gold pieces. (Take 1 week)
- Uncommon: Buying a unit is between 25-50 gold pieces. (Takes 3 weeks)
- Rare: Buying a unit is between 100-200 gold pieces. (Takes 1 Month) You cannot buy R Components without special permission from a GM.
- Extremely Rare: Buying a unit is between 500-2000 gold piece. (Takes 2d3 Months) You cannot buy ER Components without special permission from a GM.
You can request a specific Component, but this costs an additional 50%. The time to fulfill the request is equal to half the restock time.
Sale of Components is always done at 50% of the minimum purchase price; so 5gp for Common, 12gp for Uncommon, 50gp for Rare, and 250gp for Extremely Rare.
Units are only used in spells, extracts and things such as those, mainly to add effects to spells on the other-hand Materials are used for the sole purpose for adding additional effects to crafting such as consumables and magical items. (To make materials, the formula for this is 5 units for 1 material.) When crafting something that has charges, you must use an equal amount of charges worth of component Units or 1/2 of component Materials.
For the purposes of ammunition, 1 Component Material is equal to 10 bullets or arrows so for example, 1 dose of Friorite is usable for 10 bullets. With potions, 1 Component Material can be used for 3 potions (Example: you can make three potions imbued with Taun for the price of using 1 Taun.)
Do note that using multiples of the same components in a single spell or craft will NOT STACK (Unless the component say so) but you can have different components in such spells or crafts up to a maximum of 3 components at the same time. Also do note that having two different items made of the same components will NOT STACK as well. In the event of armor/weapons, you may only use one component at a time.
Growing Components
For those who wish to cultivate Components these are the rules:
- The character will need an appropriate skill. Plant and Wood Components will require Profession (Herbalist, Gardener, Farmer, etc.)
- You must have the Component you wish to cultivate on hand.
- The other Component types, for the most part, are simply not possible for a character to cultivate. There may be exceptions, but bring them up with a GM.
- You must declare what you are growing in the Downtime Channel.
- The DC to cultivate Components are as follows. (Common: DC 18, Uncommon: DC 24, Rare: DC 30, Extremely Rare: DC 40.) (For every 5 you exceed the DC, double the roll. For example, a roll of 28 for a Common Component allows you to roll for 6d6+12 Units.)
- You spend one week of downtime, and then you make a check at the end of the month(the 28th) to see how many Units are harvested. (Common: 2d6+4, Uncommon: 1d8+3, Rare: 1d6+2, Extremely Rare: 1d4+1)
- If the area you are growing is affected with spells like Plant Growth, increase the end result by 50%.
Plants
Common
- Bitterweed (C): This grass can be found almost anywhere, and the color can range from snow to bright green. The identifying feature is a flower with three silver petals. It is often harvested for its ability to cure sickness. (When used in medicine or magical healing; remove the Sickened condition, but the person is staggered for 1 round due to the taste.)
- Black Bloom (C): This dark gray patch of grass is typically found in graveyards or areas where the dead are common, such as battlefields. (When used in Necromancy spells that deal damage, increase the damage by 1d6)
- Butterfly Blossoms (C): This low-growing shrub has frilly leaves of yellow, blue and orange that are often mistaken for a small nest of butterflies. This plant is said to aid the recovery of a person who is sleeping, and is found in open plains and meadows. (When a Material of Butterfly Blossoms is thrown into a campfire, everyone resting within 400ft of the campfire will recover as if they had a full day's worth of rest. They must rest for 8 hours to gain this benefit.)
- Frost Berries (C): This snow-colored tree has snowflake shaped leaves. Icicles hang from its branches like vines, on which azure-white berries bloom. Often used to treat burns and as an ingredient for making fog bottles. (When used in spells that create fog such as Obscuring Mist, increase the area of effect by 10ft. When casting 'Cold' descriptor spells, deal an extra 1d6 damage.)
- Luminous Grass (C): This tiny shrub is found everywhere and is easily harvested during the night as fields of it glow brightly. Used in the making of powders that produce light and in tracking arrows/darts. (When used with spells that produce light or have the 'Good' descriptor increase the caster level by 1 and DC by 1.)
- Nuse (C): This 24-30 meter bluish green tree is a pain to deal with as harvesting these can result in heavy wound. The seeds are very reactive and can explode with the slightest disturbance, resulting in spines flying every which way. (When added into bombs, increase the damage by 2d6 and the DC by 1. When casting a spell that deals physical damage (Slashing, etc) increase the damage dice by 1 step.)
- Red-cap Mushroom (C): Found in areas that are either wet and humid or extremely dry, this mushroom acts as a trail ration and has the unique effect of boosting one's strength for a short time. (When eaten, gain +1 to attack and damage rolls until the first successful hit.)
- Salat (C): Often known as the Last Resort Meal, the leaves of this plant are known to store large amounts of water. Often found in mountainous regions, these leaves are often eaten raw or cooked but are known to save many people who are lost and starving. (A Unit can provide enough water and food for one person for a day. When cast in spells that create water or food, increase the amount of people fed by 1d4.)
- Star Leaves (C): This small bush has bundles of leaves that form into a large star. Used in medicine to improve a person's sight in darkness and rapidly heal minor wounds. Usually found at entrances of caves or underground near freshwater sources. (If used to make healing items or 'Cure' spells, heal for an additional 1d4+1 and gain Darkvision 30ft for 10 minutes. People with Darkvision can perceive colour within 30ft.)
- Star Nuts: These walnut-sized are shaped like tiny stars, are sweet to eat, and found everywhere. Star nuts are used in potions to heighten its effects and add a sweet nutty taste into the potion, but can cause indigestion in some individuals. (When used in potions, they gain the 'Extended' Meta-Magic Feat. Has a 15% cumulative chance to cause Sickened.)
- Taun (C): This common medicinal shrub is often mistaken for an average bush and prolific like a common weed. The roots are sweet when ready to harvest and sour when unripe. There are numerous varieties, but the leaves that snap easily are an identifying feature. The main use is to make a salve that help reduce swelling and rapidly repairs open wounds. (If used in a 'Cure spell or 'Cure' item, reduce the healing result by half (X) and gain X (the half lost) fast healing for 1d2 rounds.)
- Weeping Roots (UC): Found in plains and nearby streams of water, water seeps from the leaves of this small fern. When used it can induce weeping, but if the person is poisoned the poison will be purged through the tears, which will be colored purple as an indicator. (When used to treat poison, the person who is being treated gets +4 to their next save. If used in a 'Remove/Neutralize' spell increase the person's caster level check by 2.)
Uncommon
- Bitter Moss (UC): Known to repel beast and animals with its pungent smell, this can also cool down fevers. Prepared with a cloth and warm water to extract its properties. The moss is most commonly found in dense forests. (When casting a spell against the Animal creature type, increase the spell's caster level and DC by 1.)
- Bullet Nuts (UC): This acorn-like seed has a tough shell that can withstand explosives, and is often used as a alternative casing for bullets. Popular with gunsmiths, it however does require a skilled craftsmen to make these into bullets. (Bullet Nuts can be used as Bullets, and have similar properties to Silver although only when used as ammunition.)
- Blue Devils (UC): Related to the bell pepper, this strange blue bell pepper has a tail resembling a demonic creature, although it remains a mystery why. Known to grow on bushes or vines, the Blue Devil is known to have aphrodisiac qualities. For an unknown reason, its effect is more potent for males than females. (When used to cast Enchantment spells, increase the DC by 1 for females and by 2 for males. For fire spells, increase the area of effect by 5ft. as well.)
- Honey Poppy (UC): An unremarkable poppy found in a variety of climates and terrains, it produces a nectar that disinfects and helps recover from the common cold. Quite sweet, it does tend to attract insects of all sizes though. (Used in Enchantment spells, increases the Caster Level by 1.)
- Hive Shroom (UC): Dotted with holes that drip honey, this mushroom is often farmed for its honey, but its long growth can make cultivation hard. (For every Material planted, a player can extract up to 1d8+3 lbs. of honey each month. This requires one day of Downtime care, and an appropriate Profession check, DC25. If used when casting an enchantment spell, increase the caster level or DC to resist (Player's choice) by 1.)
- Lady's Whiskers (UC) : This oddly purplish vine is found covering trees, and it's name is due to its string like leaves. The leaves are used to make potions due to it's ability to stabilize most common liquids, but the leaves themselves are quite poisonous. Any exposure to skin causes large welts and blisters to rapidly form. (When used in crafting potions reduce the Crafting DC by 2 (If used in poisons, failing the DC results in being Sickened for 2d4 hours.)
- North Wind Fruit (UC): Found in Valleys and Mountains, this Evergreen tree bears acorn-like fruits that release air when bitten into, and berries that are great to make wine with. (When used in potions, provides 10 extra rounds of breathing.)
- Smoke-Shrooms (UC): Found near the very tops of the canopy of forests or underground near magma or lava, this fungus is used as an alternative to black powder by many. Not only is it easier than producing black powder, but the mushrooms are actually more potent as well. (If given to a herbalist or alchemist, they can convert a Unit into 1/2lb. of Black Powder with a DC25 Profession (Herbalist) or Craft (Alchemy) check. For every 5 they beat the DC, another 1/2lb. is converted successfully, up to a max of 2.5 lbs. If used as a component for a fire spell increase the damage by 1 step, up to a limit of 1d10.)
- Spice Nuts (UC): These smell like a blend of aromatics and grow on trees that are about 17 meters in height and found in forest and jungles. Useful for disguising powerful scents for some time and also very versatile in cooking as well. (When used in the making of smoke bombs, the DC to find locate with Scent increases by 20 due to the aromatic properties. Any scent based spell DC is increased by 2.)
- Sugarbloom Sap (UC): Milch trees produce a fragrant sap that is very much reminiscent of honey. Used for cleaning wounds, reducing swelling, alleviating burns, and relieving sleeping disorders. However if used in large doses, it can cause drowsiness and induce sleep. (If used in a healing spell or item, the person gains a +1 on their next Will save within 1d6 rounds (If used in spells that cause sleep, increase the DC by 1.)
- Umbrella Berries (UC): These over grown shrubs are actually the leaves of these very tiny red berries. It's often used to help people suffering from sickness and nausea. (If a potion made with this has a duration, increase it by one round. It also removes the Sickened condition and reduces Nauseated to Sickened.)
Rare
- Ancient Melon (R): Although this extremely grey melon has a rather pungent smell, it is actually quite sweet and tastes pleasant. Rare due to the long time it takes to grow, these melons have been used in a variety of products due to their ability to soothe illnesses. (When used in spells or items that affect Scent, increase the DC to resist and condition duration effects by 2. When used in potions, medicine, or as food remove the Nauseated and Sickened condition.)
- Death Blossom (R): This unique flower, wilted looking flower is hard to distinguish from other dead plants. They are usually only found in areas of high negative energy. Areas where large amounts of creatures have been animated, or where negative energy has been used excessively. (When used in Necromancy Spells, increase the caster level by +1. When used in Harming spells, add 2d6 Negative Energy Damage.)
- Dizzy Cap Spores (R): These multi-colored mushrooms have potent hallucinogenic properties when brewed or eaten. Harvesting requires some sort of breathing filter as exposure to the mushrooms can cause large amounts of giggling and confusion. (When used as a spell component or applied to a weapon as a poison, the spell has has a 25% chance to apply the Confused condition for 1d4+1 rounds. Fortitude save DC20 to resist. Requires Craft (Alchemy) DC30 to make into a poison, every 5 the DC is beat increases the poison's save DC by 1.)
- Ghost Flowers (R): A wispy white flower that is quite difficult to discover as it shifts between the Material and Ethereal Plane. Once picked it remains visible in the person's hands, and is used to create a type of blanch or oil that allows weapons to hit incorporeal creatures. (Weapon Blanches apply Ghost Touch when made with this Component. When used in potions, the drinker becomes incorporeal for 1d3 round. Added to a spell, treat Incorporeal creatures as if they didn't have the subtype.)
- Glade-Touch Vines (R): These floral vines comes in vivid shades of colors from the Fey-wilds. The alluring scent and colors are supposedly a result of the magic that infuses these plants. A more notable effect is the effect the vines have on crafting magical items; saving resources and time. (When used in Enchantment school spells, DC increases by two. When used in magical crafting, reduce the cost for enchanting by 1/10th (up to 1,000gp).)
- Epicure Lotus (R): Known to help relieve pain and nausea this multi-color lotus is often found in pockets of nutritious soil and can only grow in marsh-like areas. Known to bring in oozes, it is thought to be due to the high contents of minerals present where the Epicure Lotus is found. (If used in a healing spell or item, gives a +3 to the target's next Fort Save, and +1 on all rolls for 1d3 rounds.)
- Knot Lilies (R): This climbing plant has tiny feathery leaves with lavender lilies that look similar to knots. This is often used to soothe muscle cramps. (Used in a healing spell, removes the Fatigued Condition and improves Exhausted to Fatigued.)
- Red Devils (R): This plant exudes enough heat to often set its surroundings ablaze. Sold at high prices, this plant is often used as an alternative for Gunpowder, or can be fashioned into a poison. Only found in areas such as deserts, undergrounds near lava or magma. (When using this for making Gunpowder, Craft (Alchemy) DC: 30 will result in fine red dust. For every 10 points above the DC, yields an additional dose (Any Firearms used with Red Devil powder or fire based spells, adds 2d6 of fire damage). When used in poisons decrease the cost of inhaled poisons by 5%.)
- Reaper's Kiss (R): Easily mistakable for common edibles, this mushroom is both toxic and poisonous. Touching it will cause flesh to decay overtime and eating the mushroom will cause internal organs to rot away in a day's time. (Added to a poison, there's the additional effect of dealing 2d6 necrotic damage for 1d6+1 rounds. When used with a spell that inflicts damage, if the target(s) fail their saving throw they take 2d6 necrotic damage at the start of their turn for 2d3 rounds.)
Extremely Rare.
- Sheepstick Reed (ER): These reeds are highly prized as when stripped carefully the fibers have similar texture of wool, but more durable and hold onto enchantments easily. The unique scent of this plant when untreated makes it quite easy to detect. (When used in crafting cloth items, including magic items, reduce the total price by 5%.)
- Elven Elderberries (ER): Found in almost all types of climate, this reddish bundle of berries grows in large trees within ancient forest that have lived for at least 100 years. Hard to come by, but their potency as ingredients for healing potions is undeniable. (When making a healing potion, target gains fast healing 10 for 2d6 rounds. If used remove/neutralize potion, increase the CL by 3.)
- Twilight Rose (ER): This small shrub of lilac roses is known for having strong magical properties in healing. Known to speed the healing of wounds and dispel fatigue, there are rumors that this plant can be made into an item that mends the broken heart. This plant can only be found in areas that are constantly exposed to twilight hours. (This plant can be used as a substitute for material cost for the Restoration spell and causes the spell to remove 2 permanent negative levels instead of 1.)
Plant Gallery
Animal or Insect products (*)
Common
- Dewdrop Jewels: Harvested from Dew Spiders. These creatures are about the size of sheep, and live in large plains and jungles/forest. These crystallized gems can act as a fast catalyst when creating certain items, but the success chance is quite low. (Requires one Material per Consumable. When used, there's a 10% chance to create a second item at 50% cost with no additional crafting time required.)
- Moonfire Fur: Creatures with this fur are referred to Moonburnt, as their silver fur shimmers like it's aflame during a full-moon. Used to pad armor, it's incredibly resilient, light, and comfortable. (When used to make armor, reduce the ACP by 1, to a minimum of 0.)
- Dread Talons: These almost barb like claws, have a black sheen that covers it, among these are the birds whom look very much like Undead but actually are alive, in fact common-folk often mistake this many times, these birds are very common so common in fact that they usually hang out near graveyards and such. (When used in spells that uses a Fear effect, increase the duration by 1d4 rounds, When used in crafting of armor increase the AC by 2 when fighting against Undead. When used in weapons, the weapon deals a bonus 1d6 necrotic damage (But this requires 3 Materials in order to benefit from this.)
- Lynx Whiskers: From your normal mundane cat, these whiskers are strangely affect spells and crafting, weird and strange at the same time, it is mainly used to add a chance in such things. (When used in armour or weapons, upon finishing creation there is a 5% chance to increase the enchantment bonus by 1. When used in spells, there is a 50% chance that it will function as 3 caster levels higher but also a chance to decrease the caster level of the spell by 3.)
- Shell Chimes: Found along near the coastal areas, these long, cylindrical shells has various tones and sounds, often used by children as they make toys from these chimes, it effects magic so that it adds a minor burst of sound among the mix. (When used in a spell that deals damage, add 1d6 sound damage, this effect can stack up to 3 times.)
Uncommon
- Cold Bone Dust: This crystal white powder is made of the bones of any creature that belongs in the tundra or cold environment, known to quickly freeze most mundane liquids and rapid cooling effects, it is great to stop reactions for overheating. (When used in to prevent malfunctions or misfires of machines or anything related with heat or fire, there is a 50% that will prevent the malfunction/misfire from happening.)
- Honey Bud Ants: This tiny little ants are known to have a massive yellow stomach on their backs, Similar to bees, they gather nectar from flowers and turns it into honey, the honey is bitter but can be converted into oil if you have a skilled Tinker or Alchemist. (1 ounce of honey can be converted into 1 ounce of oil by making a Craft (Alchemy) check DC: 20, for every 5 points above the DC, you gain an additional 1/2 ounce of oil.)
- Sundrop Feathers: These feathers are only found on birds with a beautiful presence, Used in the making of light sources, these feathers release incandescent lights and can keep a house warm for the winter months. (Increase the damage of fire spells by 2d6 and light spells duration by 1 caster level.)
- Whispersilk (UC): Found by the production of many spiders that are found in a majority forest, Whispersilk is made from the webs of the said spiders however the problem with harvesting the webs is 1: the Spiders, 2: the almost invisible like strands of web and 3: Touching it with non-organic material will immediately stick like glue. (When used with spells that either cause the Entangled or Grappled condition increase the DC by 1), (If used in the making of light armor, decrease the Arcane Spell Failure by 5% to a minimum of 5%)
- Potent Venom Gland: Found on most poisonous creatures, venom glands are often requested by many black-market dealers as they are sole use is to harm, while there are many types of venom glands among the world, they all have a similar effect when used in magic. (When used with a damaging spell, add the 'Poison' Descriptor to the spell and make a Fort save or take 1d4 ability damage of you choice for 6 rounds, which they can make another save each round equal to the Spell DC.)
Rare
- Dragon's Tooth, Scales and Claws: Coming from the mouths of mighty beast, these teeth have strange colors based on the type of dragon it comes from, it is said to change and increase a wielder's magic. Depending on the age and color will determine the effects. (For each age category it is, increase the spell damage by 1d6, The color will determine the effects of the spell such as Red = Fire.)
- Edict Feathers: These blessed feathers come from angelic beings or in some cases powerful creatures, it is said that these feathers are like a one-way key allowing for a person to escape or arrive at a destination in moments notice. Hard to find and limited due to being only found on rare sightings, these feathers flutter about in a person's hand as if it were alive and are highly valued. (When used by itself, this feather acts as the spell 'Teleport' equal to half the person's level, When used as a material component for spells such as Dimensional Door or Teleport increase the caster level by 5 and never has chance for a mishape.)
- Fangs of Inducing Venom (R): Found on most creatures with potent poisons, the fangs are able to inject or apply poisons more easily and if crafted properly it can lodge itself in skin, hide and even scales. (When used in crafting weapons that deal either Slashing or Piercing damage increase the DC of all poisons applied to the weapon by 1, in addition it bypass DR by 2 points when attack with such weapons.)
- Frost-wield Hide (R): Found in the Northern Tundra, many creatures produce thick hide that is able to resist the effects of the cold, while heavy by itself, taking the time to craft such items will reduce the weight greatly. (Armor that is made from this hide grants resistance to cold 10 and armor check penalties are reduced by 1 to minimal of 0.)
- Lucky Shells: Found only in rivers and ponds, these shells are often found by otters that drift about with these shells, it is said that using these shells can do a lot of things. (If magically enchanted with at least a 3rd level spell and 1 week of time in crafting, the item grants a +1 luck bonus to any d20 roll (This stacks with other luck bonuses, though you can only benefit from one Lucky Shell at a time). This ability functions 3/day. Used in any spells or crafting consumables increase the caster level by 2.)
- Magma Soil (R): Despite the name, this is actually the faecal matter of creatures who are able to maintain a constant high temperature in their body, smelly and quick to ignite, this pile of crap is constantly on fire. (When enchanting a weapon with the Flame enchantment, the damage it does is 2d6 instead of 1d6. When casting a Fire Descriptor spell, increase the caster level by 1 and have a 50% chance to ignore fire resistance up to 10.)
- Mermaid Tears: These sparkling blue teardrop-shaped gems are quite common to find along beaches. Incredibly useful as a catalyst in all forms of crafting, use of this component does require considerable quantities. (One Material used in crafting reduces the crafting time by 1d2 days. The cost of crafting is unaffected.)
- Catalyst Shards: These small yet abundant glass-like shards are often used by many crafters and alchemist as it is used to speed up or slow down the process of crafting and used by spell casters to increase the speed of there spells. (Only can be used in Material form), When used in crafting, the crafter gains a +5 on there checks for crafting the item (Mundane and magical), when used in spells decrease the casting time by 1 step to the minimal of 'Move Action."
- Devil Skin: The flesh of a devil is coveted in use of dark rituals and spells. (When used in spells that summon a devil, increase the caster level by +1, and increase Charisma checks against that Devil by an additional +2.)
Extremely Rare
- Angel Hair: This radiant and beautiful hair that angels willing cut to gift mortals for as token of their favour, the hair retains strong magic enough to repel even the hungering darkness. Only devoted divine crafters are able to use this hair in many crafts but the most common form use for the hair is used as a bowstring that grants the ability to banish evil and redeem those who can be saved. (When used as a Bowstring all non-enchanted arrows gain the Holy enchantment for that shot, When used in armor the wielders gains fast healing 2 as long as they within 120ft of divine sight of a good aligned deity such as churches, temples shrines, etc. If used in a 'Good' Descriptor spell all allies are healed equal to 6d8 within it's area of effect.)
- Firestarter Legs (ER): The legs of some insects can be used to instantly ignite a flame by crushing the legs into a powder and dropping it onto of the materials you want to burn, the heat is so intense that people that don't have fire resistance can possibly gain flash-burns just starting 10ft away from the flames. (When crafted into an armor or weapon, upon being struck in melee range or attacking with such weapons, there is a 10% chance that the target ignites dealing 3d6 fire damage per round (Each round the target can make a Reflex save DC: 20 as a Full-Round action to defuse the flames. When used in any damaging spell, all creatures are immediately set on fire (Same effect with the weapon) and are panicked for 1 round)
- Golem's Heart: This cube-like crystal is the heart of a Golem, only obtainable by killing a golem of difficult challenge, A Golem's Heart is versatile in usages as it can be used to give inanimate objects life to creating a potion greater potency. (Up to the GM decision.)
- Sky-tide Horns: These almost spiral-like horns come from creatures that live among the planes of air or far above the clouds of Material planes, It has been said that these horns are known to call rain and bring forth massive wind-storms but with a skilled craftsmen, something greater can be forged.(When made into a weapon, as an swift action once per day you can make a CMB check with a +10 to knock a person back 10ft per 5 points you beat their CMD, If they slammed into an object or person, they take d10 instead of d6s per 10ft they are thrown. When used in spells that use sound, force or lightning, if the spell has a saving throw and they failed there saving throw they are stunned for 1d3+1 rounds.)
Metals and Minerals (*)
Common
- Blessed Stone: A brittle reddish yellow stone that is found almost in any rock, it is once said that the stone was once from the heavens that fell down to the Material plane, radiating a soothing presence for those who are good and a blinding sight for those who are evil. (When made into a Holy symbol, increase the amount of dice by 1 used in channel positive or Cure wounds. When used in a healing spell your caster level is increase by 3 for the purpose of healing Hit points.)
- Slim Stone: Very dull grey stone that is similar to Iron but way more heavier than your average stone, Slim stone is often used as a replacement or in conjunction with other minerals to strengthen its properties. (When crafting an item with Slim stone, increase the hardness by 5 but increase the weight by 1/2 of the equipment's weight. When used in 'Earth' Descriptor spells that either deal damage or use CMB, they are slowed for 1 round.)
- Stench Stone: Extremely pungent in almost all forms, this amber yellow stone has a strong smell (Anyone within 15ft of a pile of Stench Stone or Sickened (No save). While it may smell horribly, this stone is used mostly in alchemy in making pungent items. (Increase the DC of any spell or item related to smells by 2)
Uncommon
- Aquacite (UC): This ocean blue crystal is found only in water such as lakes, rivers and oceans, the problem with finding Aquacite is that it blends very well in water. Highly absorbent and transparent, these crystals can be used in the making of absorbing impact of water and cold like effects as well. (When used in crafting of armor, the armor provides cold resistance 5, DR 5/Bludgeoning when in water or +5 to stealth when hiding in water.)
- Nasmine (UC): A dull jade-like mineral that crumbles to dusts by gently crushing it into your hands, known to being highly conductive and being able to absorb heat, this mineral is found in hills and mountainous at times in extreme dense jungles. (When used in anything that is related to electricity, increase the DC to resist such effects by 1), (When used in anything related to cold protections, it grants either DR 5/ Cold Iron or Cold resistance 5 (Crafter's choice.)
- Phlogiston Crystals (UC): A type of crystal that emits to a deep red light, the crystal is used in many tools in the trades that are related to firearms, explosives and alchemical chemical processes, Found in veins close to Cold Iron and Crystal veins. These human-plam size crystals can add alot to the table. (When converting the crystal into fuel or gunpowder, roll a craft (Alchemy), for every 5 points you beat, you yield 1 dose of fuel or gunpowder (Player choice) (When used in explosives, increase the blast radius by 10ft. For Fire-based spells increase the damage by 1d6 and radius by 5ft)
Rare
- Garvistone: A smooth blackish blue stone has the unique properties that alters the weight of any object that has been made of this stone. Only Skilled Alchemist can use this stone as, it requires a lot of experience to manage it's gravitational properties. (Craft (Alchemy) check DC: 25 to be able to control said properties, you can either choose to increase the weight of the object by half or decrease the weight by half. When used in any condition based spells such as Stinking Cloud, if they pass the saving throw, they are staggered for 1d4 rounds.)
- Laplite (R): Stone-like in texture this metal is known to slowly cause petrification as you apply strikes with weapons, found in mainly underwater or near areas that creatures uses petrification. (It has a 10% chance to deal 1 Dex damage, If used in armor it grants the person wearing the armor a +1 armor bonus however to enchant such armor or weapon with this metal will cost 5000gp more than regular prices.)
- Moolite (R): This grey-green metal similar to that steel, is related to Solite but with a twist while it is able to draw more power with the cold and shadows, this metal is often found in fields that contain a large amounts of cattle also a pain to work with as every time you attempt to work as it would constantly 'Mooooo' until it is fully smelted into bars. (When used as a component in illusion-based spells increase the DC by 2), (When used in weapons, it counts as silver for the purpose of DR and deals bonus 1d6 cold damage.), (When used in armor, as long as the person is outside and exposed to moonlight, the wearer gains +10 movement speed.)
- Quake Crystals: These metallic sheen like crystals generate constant sparks of lightning to nearby areas, found commonly in hills and mountainous regions, these crystals as said to absorb electricity but are generally hard to find as whey are quite fragile making it a difficult task when gather these crystals. (When crafted into a Weapon, the wielder has Electricity resist 10 which it absorbs, it can store up 20 points of damage and at any point of an attack, the wielder can discharge the stored damage as Sound damage as a Full round action. When used in lightning based spells, increase the damage by 2d6.)
Extremely Rare
- Lebline (ER): A purple/silver glistening metal is toxic to many creatures, having a strange affect with poisons, it alters it's properties in which it is easier to resist but can affect creatures that are typically immune to poisons. This metal is only found in the deepest parts of mountains or in the world below the surface. (When using a weapon that deals slashing or piercing damage, if it has a coat of poison apply onto the weapon, decrease the poison DC by 10 but can affect creatures with poison immunity. When using spells with the 'Poison' Descriptor, it by passes the poison immunity.)
- Solite (ER): A soft yellow metal that glows brightly, it is said to improve and acts as a conduit for magic that involves the greater good, improving strikes, protections and much more Solite is found only of the highest peaks of any summit where the metal/mineral is able to touch the sun's solar embrace. (When used in the crafting of weapons, if the weapon has the Holy enchantment, upon dealing damage with the enchantment against evil creatures the wielder heals for the same amount of damage dealt.) (If used in the crafting of armor, the metal provides fast healing 2 while exposed in bright light.)
- Corrupted Solite (ER): Corrupted Solite is a created substance. Either it is created when enormous amounts of Negative Energy is used near Solite, corrupting it before it is harvested, or it is created whenever someone finds Solite and wishes to corrupt it. The process of this corruption involves channeling 400 points of damage worth of negative energy into it. (When used in the crafting of weapons, if the weapon has the Unholy enchantment, upon dealing damage with the enchantment against good creatures, the wielder heals for the same amount of damage dealt. If used in the rafting of armor, the metal provides fast healing 2 while in darkness.)
- Stormlord's Steel: Found only during a massive super cell storm that rains down hell of Lightning, this glimmering steel has a faint outline of a sparky yellow surrounding it. As you get closer towards the strange metal, you feel the air become static and all nearby metals start to warp.(When made into a weapon, you deal bonus 1d6 electricity damage, this damage is doubled when damaging enemies that are wearing metal armour, In addition, you deal 1d6 Sound damage when attempting to Sunder. When made into Armour, you gain resistance 20 against Sound and electricity, When casting with a spell that deals electricity or Sound damage, Increase the DC to resist by 3 and has a 20% chance to shatter one non-magical item that is metal on each person's body affected by the spell.)
- Windspeaker Shard (ER): This dense lime-green metal generates currents of wind around the piece of metal no matter how big or small the piece, this piece of metal allows to creature gust of winds. Only found in the Bricca Vale, this metal can only be mined with an Adamantine pickaxe. The metal is light enough that it reduces the weight by half making it easier for people to move about. (When used with a weapon, once per day if the person charges, they are are able to attack as if they were using a Full-round action. If used as an armor or shield, the wearer gains DR 3/Adamantine that stacks with the next highest form of DR the creature possesses and removes movement penalties while wearing Medium and Heavy armor. The DR doesn't stack if used in armor and a shield.)
- Maloglashium: A metal found exclusively in areas where Maloglash has once dwelled, such as in the Kormal Mountains, or in the Isle of Monsters. Maloglashium is a dark, nearly black colored metal that has similar properties to steel. But it's incredibly light. (This can only be used in metals and has the same properties as Mithral. However, when used in Armor, it provides a +2 Caster Level bonus to Necromancy spells when it is worn. You can make items such as Celestial Armor using this to make the 'evil' version of it.)
Metals and Minerals Gallery
Wood (*)
Common
- Cinderwaker's Yew: Found only in areas with extreme rates of wildfires, Cinderwalker's Yew has a constant smell of freshly burnt pine needles, warm to the touch, the wood sheds a soft orange light. Mainly used in the creation of staves and as an ingredient in making a mixture of explosive powders. (When used as a component for Explosives or Fire based spells, increase the damage by 2. This effect stacks up to 3 times. When used as the Focus of a spell that does elemental damage, the wielder can choose to make half of the damage count as fire damage.)
- Soft Pin Trees: These 14 meter tree has metal-like needles as leaves, as these needle leaves are often used in the process of making a cream to help assist the removal of Petrification. (When used to remove the Petrification condition, increase the result by 2.)
- Weeping Maple: This 25-30 meter tree has rain constantly produce around the tree, no one knows why but it is said that these trees are close to the planes of water, the wood is known to repel water and strengthen the effects of water based spells. (Increase the Caster level of any water based spell by 2, This includes spells that produce mist such as Fog Cloud.)
- Whiskey Pepper Moosewood: A tree that is about 38 meters tall, large dark brown peppers and midnight blue bellflowers hang of the branches and vines from the tree, the surrounding air is rather intoxication as it smells of strongly brewed whiskey, spellcasters often used the bark, leaves, fruits and flowers in spells so that they don't deal lethal damage but apply induced drunken effect. (When used in damaging spells, change the damage to non-lethal and they must make a Fort save = to the spell's DC used, if they fail, They are nauseated for 1d4 rounds and move at half speed.)
Uncommon
- Drowsy Palm: A 10-17 metre tree with lilac bellflower vines hanging off the massive palm leaves, leaving only in areas that contains high levels of salinity in the soil, Drowsy Palm is often used by herbalist and alchemist due to it's strong anaesthetic properties presence in its sap and the wood itself. (When used in crafting consumables, the consumable has a 10% chance in which the person becomes staggered for 1 minute but covert half the damage as Non-Lethal.)
- Glimmerveil Oak: This glittering tree shine like a sea of jewels, the sight is amazing and is often best seeing these at night for the light effects to be stronger, used in spells to disguise oneself. (When used in anything related to disguising oneself, increase the DC to see through the disguise by 5.)
- Shadow-Touched Willow: These strange crooked trees has spiral leaves that drip a black essence, the air feels dead as you walk towards it and becomes freezing upon touching, used in the making of poisons, these black essence is known to take the essence of life and you should be careful harvesting this tree. (When used in a weapon the DC: to craft the weapon is increased by 10 but if made successfully, every hit has a 5% chance to deal 1d4 Strengh damage. When used in the making of a poison, the poison deals an additional 1d3 Strengh damage.)
- Soothsaying Bamboo: Growing about 12-24 meters tall, this wispy green stalk is smooth to the touch and whispers words of comfort and safety, the voice is ominous yet calming, Often used in spells of divination and healing magic, this is also been used in reinforcing wooden objects as well as it is a quite a sturdy material. (When casting a spell from the Divination school, increase the caster level by 1, when casting a spell from the healing sub-school, the target gets a +2 insight bonus to their saves and AC for 1d4+1 rounds. When crafting wooden objects, increase the Hardness by 5 and Hit points of the object by 15.)
Rare
- Ironbark Wood (R): Having shades of steel-like texture, the Ironbark Tree is often used to in the making all sorts of crafts such as building materials and armor making, The wood is more durable to then regular wood and can even withstand fire if treated properly with care. (When used in the crafting of wood-based products, The item has the benefit of being Iron-like even if it is made of wood.)
- Silver Beech (R): A tall silver like tree with shimmering metal-like leaves, this tree is about 20 metres talls and is a great substitute for silver as the silver itself is wood but acts like silver. (Anything made with Silver Beech counts as Silver for the purpose of DR.)
- Shrine Maple (R): This tree has talisman like leaves that dangle across the branches, it is said that it is a safe haven for adventures as it provides fresh water and food in the form of a sweet nectar found pooling in naturally made cups. (When used in the making of wood-based items, any ally within 5ft of the item gains +1 sacred bonus to their saving throws.)
- Tempest-caller Mangrove: This 30-37ft mangrove, is found across many swamps and bogs, known to attract the slightest spark of electricity, the area around the tree, is always windy and cause nearby objects to create become magnetized. (When use created in armour, you can use an immediate action to absorb an electrical damage source, during this time the damage is spread over the course of 5 rounds. When used in the making of a weapon, if it has the Shock enchantment, increase the damage by an additional 1d6. When used in a spell that has the 'Electricity', 'Air' or 'Sound' descriptor, You have gain a burst movement speed of 60ft for 1d2 rounds.)
Extremely Rare
- Angel-Feather's Touch: A story was told of a solar angel that has once fell from the skies of heavens after suffering a deep wound from a battle against fiends, It was said that a women who tended a forest saved this angel from death's door and in return, he gave this woman a feather that glows in holy light, planting the feather on an ancient tree, the tree is imbued with a light and over the course of many hundreds of years, the seeds spread across Oustomia and has taken root, these trees are often ancient shrines to deities of Justice and Hope. (An Angel-Feather Touch tree counts as a sacred shrine, all good-aligned people gain a +2 to all their rolls while near the tree (120ft radius), the broken branches are often used to create the Holy enchantment for weapons for free but it does take 1 month to craft it.)
- Pixy Willow (ER): Leaves of iridescent colours, this tree has seven-petal colour that are crystallized, the lumber of the tree is like crystals and is said to help casters that improve their skills with figments, glamers and patterns. (Anything made from this wood increases the caster level and DC by 2 for illusion school and spells such as 'Shadow Evocation' has it % increase by 10%.)
- Solar Beech (ER): A tree that holds bears to Sundew (Large melon like fruits), this tree has pure essence of sunlight imbue in the grains of the wood, every so often the piece of wood would create a flash of light that seals wounds and sear all evil and is great for making Holy symbols. (When made into a Holy symbol, a divine caster of the same deity as the symbol counts as 2 levels higher for the purpose of casting divine magic.) (If used into making a weapon, there is a 10% chance in which the weapon creates a burst of light anyone other than the wielder within 10ft of light must make a Fort save DC: 22 or become Blinded for 1 minute.)
- Scriber's Paper: This alabaster tree is only found during the phase of a Solar and Luna eclipse, having faint traces of Divine magic, able to show ancient prophecies and predict possible outcomes, this tree is highly valued by high level casters and Diviners. (When used in Divination spells, you can either make an additional question, Increase the range of the spell by double, Increase the DC to resist Scrying-based spells by 2 or able to find certain person within the plane.)
- Pyromantic Pine: The ashes of a grand wizard is what gave birth to this unique tree, found at a grave site of an arcane caster, the tree is constantly setting ablaze anything nearby, the fire is close to living in the Planes of Fire but anyone that can harvest this tree will gain impressive abilities. (When converted into a Staff, 3 times per day any fire based spell can be empowered with an effect similar to the Empower Spell metamagic Feat. This doesn't increase the level of the spell being cast, and it can't benefit from the Empower metamagic feat, though it can benefit from other metamagic feats. Also, the DC's of spells with the fire descriptor increase by 2 while the staff is held.)
Wood Gallery
Powders/Liquids/Other things
Common
- Rockfog Powder (C): This almost misty-rock slowly evaporates overtime, while abundant in many areas, this rock surprising can be boiled in a kettle. Often used to create temporary cover in smoke bombs or change the properties of liquids, this common whitish rock is used in a lot of alchemical processes. (When crafting something that involves creating temporary cover increase the area of effect by 5ft, When crafted with ammunitions related firearms, add 1d6 cold damage.)
- Blessed Dust: A powder that is often made in temples of various of faiths, this powder has variety of colours and unique properties depending on the Faith. So depending on the faith will also depend on the properties. (Depends on the Faith.)
- Frost-bore Water: Found only at glacial areas, the water is imbue in a frost-magic from nature itself, mainly used as a cooling agent, this water can be artificially made if you take the time. (When used in the making of offensive alchemical weapons, change the weapon type to cold and it deals a bonus 1d8 damage.)
- Cloud-dust:This whitish grey powder is made by changing the properties of clouds, used in aquatic spell-casting as well as Ice magic, this small powder is also useful on it's own as it can cause a monsoon and with the right hands this simple powder can be used in many ways. (When used by itself, you cause an area of 30ft around you to rain but thrown on an enemy, you cause a blast of wind and water dealing 4d6 cold and Burgeoning damage. When used in spells with 'Water' or 'Air' descriptor, increase the caster level by 1 and when used in crafting for weapons, The 'Frost' Enchantment deals 1 Str damage on a critical hit.)
Uncommon
- Campaser (UC): This chalky powder is dark blue in color has a fruity odor which often is used in perfumes and makeup, when used in alchemy it acts as a catalyst assisting in speeding up alchemical process also do note that this is also known to attract magical beast so do be careful. (When used in crafting with alchemy, you count the rate of progress as 2 days instead 1 per batch of Campaser used in.)
- Ionder (UC): If you have ever smelled a very dense fart then you would know that this toxic purple liquid is somewhere nearby, used by many thieves and assassins, as this liquid when it evaporates can knock out people for hours and best of all it leaves a nasty surprise. (Often used in making stunning or sleeping effects more powerful, it improves the DC to resist by 2 however anyone working with Ionder must make a Fort save DC: 16 or become nauseated for that day.)
- Flame Essence (UC): While more commonly found in the planes of fire, this little clay bottle contains the raw essences of fire within its casing, being extremely unstable, the Flame Essence is able to react with explosives very well, in fact so well that adding a clay bottle into a keg of gunpowder will cause the powder to become burning white instead of your usually grey, black mundane gunpowder. (When used in the crafting of Fuel or Gunpowder, double the result. When used in Fire based spells there is a 10% chance in which on the next turn the effect will appear again (Such a double fireball explosion.)
- Warping Powder: A dull grey powder which is made from an accidentally experiment, this powder is used to harden objects without increase the weight, while it is used commonly now, demand for this powder is quite high. (When added into weapons or Armour or Weapons, increase the Hardness by 5 but increase the cost by 5%, When used in electricity spells, any that has failed attract metallic objects (+4 to hit with metal objects) which last for 1d6+2 rounds.)
- Volt Dust: This coarse dull yellow powder, feels like nothing, seems lifeless but upon touching any sort of liquid, it explodes in a rain of sparks, A very reactive dust, it can cause water to become electricity charge for a period of time. (When used in spells that deal electricity damage, increase the damage by 1d6 and the DC to resist by 2, When used in armour, if struck by an electricity damage, you instead discharge the attack in a 10ft area around you instead (This can only happen every 4 rounds), When used in a weapon, you can make melee attack that deals 2d6 electricity damage in addition to your weapon damage but only if you were struck of electricity damage 1 round ago.)
Rare
- Desert Salt: An extremely coarse sandy salt, it causes nearby water to disappear in almost an instant as it absorbs water, a very strong dehydrating agent, harvesting the salt is painful, as it dries out almost anything to dust. (When used in a damaging spell there is a 25% chance in which the spell deals half damage but in exchange deals 1d3+1 Con damage.)
- Friorite (R): This chalky powder is purple and black but at times come in a rusty red as well in color and smells of burning seaweed. A very explosive compound found in veins of mountains extraction is only made possible with the use of magic and careful preparations, 1 barrel full of Friorite is able destroy half a building if not sealed properly. (When used in Firearms as type of Gunpowder increase the misfire rate by 3 but this will add 4d6 bonus damage, When used in Fire spells, increase the damage by 3d6 and DC by 2.)
- Quicksilver Dust (R): The working remains of during the process of making Quicksilver, this powder assist in the process of catalytic cracking (Breaking things into smaller things), favoured by many builders and gunsmiths as it can be used to protect the weapon from rust (Including magical) or crafting things quickly. (When applied onto weapon, it is immune to rusting effects through it will only last for 1 hour per application and assist in any types of crafting by reducing the total cost by 5%)
- Forest Dew (R): among the billion of trees that cover Oustomia, there are few that have lived for hundreds of years, the sap created by these trees have medicinal properties, known to last for a long and only requiring a few drops when adding it to a medicinal mixture, getting yourself a bottle is hard to come by. (When casting a buff spell, all allies gain +2 to their saving throws and gain Fast Healing 5 for 1d3 minutes, this effect can be stopped for 1 round if the affected target takes fire or acid damage. When crafted into consumables that heals, they instead get the healing result as Fast Healing for 1d6 rounds.)
- Liquid Dust (R): Only found in small amounts, this redish brown liquid has the unique ability of turning solids to liquids and the opposite with liquid, made with only the finest of ingrendents such as tea extracts and minerals with very long names, the end result is this tiny glass bottle filled with this liquid. (When casting transmutation spells, increase the caster level by 3 and when performing alchemy, you make an additional batch.)
Extremely Rare
- Prism of Endless Water: Found at the birth or end of a rift that connects the material plane and the planes of water, this sea blue crystal has a liquid body but solid to the touch. Producing endless amounts of water fresh or salt, this prism is used in aiding cities from drought effects. (When used in spells that have the Water description or Air, Increase CMB checks by 5, Area of effects by an addition 30ft and DC to resist the spell by 5. This prism can be used 10 times before it cracks.)
- Stuline (ER): This fine bluish-grey powder smells like a wet cat, often used in alchemy for transformations and in some cases a substitution for oil, this versatile powder is used in many occasions as it is non-conductive and doesn't dissolve in any liquid. Found in mountainous areas Stuline is great for those working effortlessly on their Firearms. (In the case of crafting Firearms or Technological based items, decrease the DC by 5 and it's misfire/malfunction rate by 1 to minimal of 0.)
- Flame Slag Stone (ER): Only found at the birth of a planer tear between the planes of fire and material plane, this stone is said to give a heat that is as equal to the sun by sheer force, the stone itself can be used to power a city for many years. (When used in crafting a weapon, it gains the 'Flame' Enchantment. The unmodified damage from the Flame Enchantment bypasses Fire immunity and resistance.)
- Winterfire Sphere (ER): A crystal white sphere that contain an everlasting-blue flame, this sphere has been used by many arcane casters whom were never able to use Ice magic. Only found at the rifts in the planes of Ice, this sphere is a dangerous item as well as it attracts many beings from the realm of snows. (When casting any damaging spell, you can choose to convert the damage as Cold damage instead, If you cast a cold spell, increase the DC and caster level by 2 and there is a 50% chance that it will cause damaging spell to 'Slow' for 1d4+1 rounds.)
- Ether Dust: A wispy fine dust that is found on the nearby islands north of the frozen fire, this dust found on a stone that screams out in agony, grinding the stone into a powdered form is a painful process but very rewarding as it improves sound-based magic and allows a person to enter the Ethereal realm for a short time. (When used in a spell that is sound based, increase the Caster Level and DC by 2, When used on it's own, the person becomes Incorporeal for 1d6+1 rounds, during the duration, You can't make any forms of attacks.)
Powders/Liquids/Other things Gallery
Kingdom Building Resources
A number of people have been wanting to include the components into their 'resources' for Kingdom Building. This chart will help you with this, and potentially net you some unique resources for your Kingdom.
Once per Kingdom Turn, your Kingdom will gain a shipment of the components that represents your Kingdom's efforts in utilizing them. While most of it will be relegated to keeping it for your Kingdom's benefit and selling it, etc - you can roll a 4d6+4 to give you some of the component that you have in your Kingdom! You, as a ruler, can distribute this amongst your subjects, or keep it for your own greedy hands!
In the below table, you'll find the roll required to get the result.
Roll | Result |
---|---|
1-40 | Generic Resource |
41-70 | Common Component |
70-85 | Uncommon Component |
86-95 | Rare Component |
96-100 | Extremely Rare Component |
If you get a Generic Resource, it can generally be anything that makes sense in the terrain - you find particularly good wood in a forested area, you find good, fertile farmland in a plains area, or some basic resource such as iron or copper in the Mountains/Hills - things like that. Flavor that as you please.
Once you roll, refer to the below table for which component types are available in your biome.
Biome | Components Allowed |
---|---|
Desert | Metals and Minerals |
Forest | Plants; Animal or Insects; Wood |
Hills | Plants; Animal or Insects; Metals and Minerals |
Mountains | Metals and Minerals; Powders/Liquids/Other Things |
Jungle | Plants; Animal or Insects; Wood; Powders/Liquids/Other Things |
Plains | Plants; Animal or Insects |
Swamp | Plants; Animal or Insects; Powders/Liquids/Other Things |
Once you've figured out which of the potential components you can get access to, roll a 1d2, 1d3, or 1d4(based upon how many of the options there are. For example, if you were in a Jungle, you'd roll a 1d4 - if you were in a desert, you wouldn't roll at all.)
When you've done that, roll another 1dx based upon how many components are in the selection you've rolled - for example, if you rolled a 96 on your components, and were in a Plains with Plants, you'd roll a 1d3 to determine which of the three you got. Likewise, if you rolled for commons, you'd roll a 1d11 for Commons.
Yes, this requires some counting, but you'll survive!
If you have any questions, contact a GM!