HERALDS CAMPAIGN
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:
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.
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:
Rare Materials are only found in the frontier or exclusive vendors in cities:
Very Rare Materials are only found in isolated and hidden parts of Noth by the daring:
Legendary Materials are a life altering find, changing history in their discovery:
Note: Some materials may be considered heretical to even hold, so discretion is advised when players search for or advertise materials in public spaces.
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;
Harvesting must take into account the following;
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.
When a crafter decides to create an item from the materials they have, they need to meet the following pre-requisites;
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;
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... |