Crafting


In the new cycle of Enaeth, the restoration, recycling and discovery of new technologies, reliquaries and substances is a lucrative and important part of the continued stability of society; from the creation of Laudanum, harvested from Empyria flowers, to Pennant Archae shapers recycling Voltaic artefacts into religious talismans.

Very rarely will someone have the complete equipment or knowledge to compete with the craftsmen, physicians or theologists of cycles past. Even with all the tools in the world, many new inventions, faith-bathed items or tinctures, are ad-hoc creations, some with side effects unintended upon completion…

Characters who are sufficiently experienced in the creation of tools and items, and have the components or financial backing to do so, can create a range of magic or non-magical items. To create magically infused items, the crafter must have the spellcaster or similar feature. All characters may also require: 

  • Proficiency in the tools or skill that apply to the item they wish to make;
  • Access to a sufficiently stocked workbench;
  • Meeting the material cost for the item they wish to make.
Material Types

Materials of different qualities can be found all over Noth, and come in 5 different types;

Botanical

Botanical materials include wood, flowers, seeds and leaves of plants and trees.

Organic

Organic materials include the flesh, organs and waste of native and non-native creatures.

Mineral

Mineral materials include metals, stones, gems and most non-organic material.

Spiritual

Spiritual materials might include incense, broken relics, wooden fetishes and holy artefacts.

Technical

Technical materials include manufactured parts, circuitry, tinkering equipment and gears.

Material Rarity

It is presumed that characters always have access to Common materials such as wood, feathers, stone, cloth or screws. These are either found as part of a character's crafting tools, purchased for almost nothing at any trader, or found easily in the environment, and are not tracked specifically.

Uncommon Materials are found in major cities, and some frontier towns:

  • Local Herbs
  • Quality leathers
  • Metal ingots
  • Incense
  • Tinkering parts


Rare Materials are only found in the frontier or exclusive vendors in cities:

  • Empyria Flowers
  • Bearhide
  • White Filament solution
  • Broken statuettes
  • Complex moving parts

Very Rare Materials are only found in isolated and hidden parts of Noth by the daring:

  • Muselium Fluid
  • Scapebeast hide
  • Aluminium
  • Herald-blessed tools
  • Circuit boards

Legendary Materials are a life altering find, changing history in their discovery:

  • Bark of the Hesperetiyehn
  • Flesh of the Outsider Gods
  • 5ml of Omnimatter
  • A broken Angle Swallower
  • The diadem of a Recallset

Note: Some materials may be considered heretical to even hold, so discretion is advised when players search for or advertise materials in public spaces.

Harvesting

Characters may at any point search an area for materials, called harvesting. Harvesting requires no specialized tools to perform, but is completed though a skill check, using one of the following skills to harvest;

  • Nature or Medicine for Botanical
  • Survival or Animal Handling for Organic
  • Investigation or Athletics for Mineral
  • Religion or Performance for Spiritual
  • Arcana or History for Technical

Harvesting must take into account the following;


  • The type of location;
  • The likelihood of finding higher quality materials.

Characters then perform their skill check, their roll determining the quality and quantity of materials harvested. If they meet or exceed the highest result for quality, they roll the larger quantity die.

DC Range

Salvage Quality

Salvage Quantity

Individual Sell Value

Purchase Value

10 - 14

Uncommon

1d4 - 1d8

8 gp

10 - 50 gp

15 - 19

Rare

1d3 - 1d6

50 - 150 gp

100 - 250 gp

20 - 25+

Very Rare

1d2 - 1d4

200 - 500 gp

250 - 1000 gp

N/A

Legendary

1

1000+

N/A

Instead of harvesting, characters can always purchase their materials from vendors in towns and cities; such as the purchase of ingots from a local smith, or herbs from a Merse clinic. These typically come at a greater markup than what can be found by characters.


Crafting

When a crafter decides to create an item from the materials they have, they need to meet the following pre-requisites;

  • If they are crafting a magic item, they need to have the Spellcaster feature or similar;
  • Proficiency in the skills needed to craft the item if it is common;
  • Proficiency in Artesan tools if the item is Uncommon or above:
  • A workbench, forge, lab or similar location to craft the item if it is Rare or above;
  • The material cost required for the item, found in the table below:


Item Rarity

Low Crafting Cost

High Crafting Cost

Common Item

2 Uncommon

4 Uncommon

Uncommon Item

2 Uncommon

1 Rare

2 Uncommon

2 Rare

Rare Item

3 Rare

2 Rare

1 Very Rare

Very Rare Item

2 Rare

2 Very Rare

3 Very Rare

Legendary Item

1 Legendary

2 Very Rare

1 Legendary


Once a crafter has met all prerequisites, they may begin the construction of their item. Common items can often be crafted during a short rest, but it takes an additional 1d6 hours for each level of rarity above common, to a minimum of 1 hour crafting a Uncommon item, and a maximum of 30 hours, or 4 days crafting a Legendary item.


The crafter then performs a skill check with their chosen skill. This skill depends on the artisan tools used and item to be created;

  • A smith may use strength to smelt and beat armour or weapons into shape
  • A jeweller or watchmaker may use dexterity to keep their hands steady
  • A glassblower may use constitution as they toil for hours in a hot workshop
  • An inventor may use intelligence to piece together complex machinery
  • A brewer or poison maker may use wisdom as they create their concoctions
  • A painter or sculptor may use charisma to pour their soul into their work

The crafter adds their proficiency bonus to their skill, and the resulting dice roll determines the success of the items construction;


DC Range

Result

1

A complete failure, nothing can be recovered from this.

2 - 9

The project failed, but half of the materials can be recovered.

10 - 13

The project is cursed - OR - You recover half of the materials, and gain advantage for your next project.

14 - 22

You are successful in creation of the item.

23+

You are successful in creation of the item, and find you needed less materials than you thought...