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SaMoCon
Senior Scribe

USA
403 Posts

Posted - 11 Sep 2020 :  03:14:41  Show Profile Send SaMoCon a Private Message  Reply with Quote  Delete Topic
Once upon a time I deposited the write ups for over a thousand valuable objects of art for consumption by FR gamemasters to use as they saw fit in their own games. While it took me a long time to create and flesh out the many items with enough details so that the most hardcore simulationist could be satisfied and most other DMs can pare back to the most essential data they need for their own games, I failed to realize that I buried the lead until one of my own friends pointed it out to me. In creating that wildly varying list of specific to unique items I also made a list of the component enhancements that would make the art objects more valuable or interesting to subsequent buyers. This list of (not necessarily) materials I compiled to quickly flesh out descriptions for new items whilst maintaining an internal logic (albeit an arbitrary standard) that was consistently applied to the game mechanics for the discovery of an art objects true nature & value. This index of materials allows a DM to have a basic idea for an art object the DM would like to highlight or place in the game, search for the characteristics that would best describe the overt or hidden qualities of the art object, and quickly determine the target numbers for any rolls the DM may require of his players to discover this story either in pieces or as a whole. Since I had been using the 3.x ruleset for my games with an emphasis on heavy skill use or reliance on hiring/befriending sages in play the DCs tended to be outside what 1st level adventurers could pull off in the middle of a dungeon delve. My reasoning for setting those standards had always been that time, study, and acquiring expert evaluators were essential to establishing the provenance of art objects so that they can be sold for their full value with realistic confidence by the NPC buyers. The index started with this chart based on the appraisal skill rules:


Type Skill = DC / Appraise

  • Fine clothing Weaving 13 / 15

  • base metals Metalcraft 11 / 12

  • precious metals (unworked) Metalcraft 13 / 15

  • alchemical metals Metalcraft 16 / 20

  • special metals Metalcraft 20 / 25

  • gems Jeweler 13 / 15

  • Unusual gems Jeweler 16 / 20

  • jewelry Jeweler 16 / 20

  • royal jewels Jeweler by nobility / 25

  • crowns Jeweler by nobility / 25

  • spell components Arcana 16 / 20

  • Trade goods (spices, food stuffs, raw materials, etc.)** 11 / 12

  • mundane items ** 11 / 12

  • livestock Handle Animal 11 / 12

  • religious items Religion by god / 20

  • Masterpiece artwork ** 20 / 25

  • artwork ** 13 / 15

  • Otherwordly The Planes 25 / 35

  • Native Outsider The Planes 20 / 30

  • Armor Armorcraft 11 / 12

  • Masterwork Armor Armorcraft 13 / 15

  • Armor Alchemical Metals Armorcraft 16 / 20

  • Armor Ceremonial Armorcraft 13 / 15

  • Armor Uncommon materials Armorcraft 16 / 20

  • Armor Rare Materials Armorcraft 20 / 25

  • Armor Exotic Materials Armorcraft 25 / 30

  • Weapons Weaponcraft 11 / 12

  • Masterwork Weapons Weaponcraft 13 / 15

  • Weapons Alchemical Metals Weaponcraft 16 / 20

  • Weapons Ceremonial Weaponcraft 13 / 15

  • Weapons Uncommon materials Weaponcraft 16 / 20

  • Weapons Rare Materials Weaponcraft 20 / 25

  • Weapons Exotic Materials Weaponcraft 25 / 30

  • Greater Deity Public Information Religion 10

  • Greater Deity Congregent Information Religion 15

  • Greater Deity Sect Secret Religion 20

  • Intermediate Deity Public Information Religion 11

  • Intermediate Deity Congregent Information Religion 16

  • Intermediate Deity Sect Secret Religion 22

  • Lesser Deity Public Information Religion 13

  • Lesser Deity Congregent Information Religion 18

  • Lesser Deity Sect Secret Religion 25

  • Demigod Public Information Religion 15

  • Demigod Congregent Information Religion 20

  • Demigod Sect Secret Religion 30

  • Current 1350+ modifier +0

  • Recent 1300+ modifier +2

  • Yore 1100+ modifier +4

  • Living Memory 800+ modifier +7

  • Past 0DR+ modifier +10

  • Ancient -3000DR+ modifier +15

  • Yore -15000DR+ modifier +20

  • Immemorial -15001DR- modifier +30

  • Common, originally known by more than half. History 5

  • Uncommon but available, originally known by less than half. History 10

  • Obscure, originally known by a significant minority. History 15

  • Extremely obscure, originally a secret known to few. History 20

  • Royalty, internationally renown nobles Nobility 5

  • Nobles nationally celebrated or reviled Nobility 10

  • Minor nobles of merit Nobility 15

  • Unnoteworthy nobles Nobility 20

  • Information repeated to the populace at large Local 10

  • Information known to the populace but not repeated
    Local 15

  • Information known to a group and repeated to outsiders
    Local 20

  • Information known to a group and not repeated to outsiders
    Local 25

  • Information controlled by a small group Local 30

  • Famous & Well Travelled nations/Metropolis Geography 5

  • Large City Geography 10

  • Small City Geography 15

  • Large Town Geography 20

  • Small Town Geography 25

  • Village/Hamlet Geography 30


It was using this as a basis that I compiled the following indexes, which are by no means exhaustive or complete. I used as much real world information as I could to provide believable descriptions and sometimes surprising facts. Hopefully, the readers & sages here may use this unload of information in tailoring interesting & unique items to amuse your players for your own games.

Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.

SaMoCon
Senior Scribe

USA
403 Posts

Posted - 11 Sep 2020 :  03:18:29  Show Profile Send SaMoCon a Private Message  Reply with Quote
LEATHERS
Alligatorskin, which is a leather, dark gray or pale yellow in color, sub-vitreous in luster, smooth & supple to the touch, some dense, somewhat durable & wears well with care, slightly warm, mid-weight, tough with a bony layer in the skin, susceptible to stretch damage, and grained with rectangular scales; DC16 Leathercraft, or DC13 Knowledge Nature
Banelar Nagaskin, which is a leather, pale violet to deep magenta in color, tile scaled with colored schiller, slightly rough to the touch, slightly thin, less durable & requires good care to last, not warm, mid-weight, and made from the belly where the tile pattern is in straight lines or rows; DC25 Leathercraft, or DC17 Knowledge Arcana
Buckskin, which is a leather, mottled white to tan in color, dull in luster, extremely soft & spongy in texture, very dense but breathable, exceptionally durable but scuffs easily, very warm, lightweight, easily stretched, and the thinnest of game animal skins; DC16 Leathercraft, or DC12 Knowledge Nature
Calfskin, which is a leather, tan to black in color, worn to a high luster, fine textured with a soft feel, dense & abrasion resistant, very durable, very warm, somewhat lightweight, and dirt & water resistant; DC13 Leathercraft, or DC12 Handle Animal
Cowhide, which is a leather, tan to black in color, worn to a high luster, pebble grained, the density standard, very durable, very warm, heavyweight, dirt & water resistant, the most versatile leather, and the greatest value for leather characteristics & the standard for all other leathers; DC11 Leathercraft, or DC12 Handle Animal
Dinosaurskin, which is a leather, varied in colors & patterns, glossy scaled on the belly but course to the touch, thinly layered, somewhat durable & long lasting with proper care, slightly warm, heavyweight, only the underside is flexible enough for use as leather, topside skin is armored with stiff underlayer & calcium deposited scales, and susceptible to stretch damage; DC20 Leathercraft, or DC18 Knowledge Nature
Drop Bearskin, which is a leather, brownish in color with dark tophair, dull in luster, very soft when plucked of its bristly guard hairs, very furry, somewhat durable, very warm, mid-weight, from an extinct species not seen in millenia, and iridescent & shimmers in moonlight; DC31 Leathercraft, or DC34 Knowledge Nature
Eelskin, which is a leather, gray-green in color with horizontal pin stripes, shiny in luster, soft & supple, thin, durable to the elements with proper care, not warm, lightweight, and reasonable water & stain resistant; DC20 Leathercraft, or DC11 Knowledge Nature
Elephantskin, which is a leather, light to dark gray in color, dullish with a hard finish, cracked in texture but soft to the touch, loosely dense & breathable, the most durable & scuff resistant skin, not warm, heavyweight, highly resistant to cracking & tearing, and coarsely grained in ripple patterns; DC20 Leathercraft, or DC21 Knowledge Nature
Fomoriskin, which is a leather, brownish gray in color, smooth & greasy in luster, rubbery to the touch, lightweight & readily drapes when worn, slightly warm, and made from the back of a Formorian giant; DC20 Leathercraft, or DC25 Knowledge Nature
Goatskin, which is a leather, off-white to black in color, sub-vitreous in luster, finely smooth grained & soft to the touch, abrasion resistant & very dense but breathable, very durable & strong, warm, lightweight, and water resistant; DC11 Leathercraft, or DC12 Handle Animal
Goldskin, which is a leather, yellow in color, metallic in luster, smooth & supple to the touch, lighter than typical cow leather requiring double the thickness to achieve the same effects, exceptionally durable and wear resistant, not warm, somewhat heavyweight, and less valuable as a hide unless magically treated to retain the skin's qualities on the living dragon; DC25 Leathercraft, or DC33 Knowledge Arcana
Griffonskin, which is a leather, tan to dark brown in color, worn to a high luster, soft to the touch but stiff, very dense, very durable & scuff resistant skin, exceptionally warm, mid-weight, a very popular boot leather, and harvested exclusively from the hindquarters because the front makes premium parchment; DC20 Leathercraft, or DC17 Knowledge Arcana
Hair Sealskin, which is a leather, brown to dark gray in color, dullish with many scars, smooth with a rubbery feel, denser than typical cow leather requiring only half of the thickness to achieve the same effects, durable to the elements with proper care, very warm, somewhat lightweight, harvested for oil & leather because the hair is coarse with no underfur, and naturally water repellent; DC16 Leathercraft, or DC13 Knowledge Nature
Hipposkin, which is a leather, light gray in color, dullish with many scars, soft & almost velvet-like to the touch, loosely dense & breathable, extremely durable & scuff resistant skin, not warm, heavyweight, thick but surprisingly comfortable to wear, and more supple & lustrous over time; DC20 Leathercraft, or DC17 Knowledge Nature
Horse Shell, which is a leather, rich burgundy to deep rose in color, vitreous in luster, elastic & very smooth to the touch, exceptionally dense, exceptionally durable but requires special care, very warm, somewhat lightweight, used for high end shoes because of their enduring shine, made only from the rear flanks of heavy workhorses, and naturally water repellant; DC13 Leathercraft, or DC12 Handle Animal
Horsehide, which is a leather, varied in color & patterns, sub-vitreous in luster, elastic & soft to the touch, very dense but breathable, exceptionally durable, very warm, somewhat lightweight, used for rugged work boots because of their scuff and scratch resistance, and much more elastic & long lived than cowhide without the disadvantages of similar deer or elkskin; DC13 Leathercraft, or DC12 Handle Animal
Ibrandlin, which is a leather, pale gray darkening to grayish red center, greasy in luster, smooth & supple to the touch, thinly layered, exceptionally durable and wear resistant, not warm, somewhat heavyweight, and less valuable as a hide unless magically treated to retain the skin's qualities on the living dragon; DC25 Leathercraft, or DC20 Knowledge Arcana
Kidskin, which is a leather, off-white to black in color, sub-vitreous but will take a high shine, finely smooth grained & very soft to the touch, abrasion resistant & very dense but breathable, durable & strong, warm, featherweight, water resistant, and less durable than calf with a tendency to scuff and peel more easily; DC13 Leathercraft, or DC12 Handle Animal
Lambskin, which is a leather, tan to black in color, shiny with lanolin oils, very soft & supple with a buttery texture, finely grained, delicate, warm, extremely lightweight, known to drape well & flow when worn making it desirable for female fashion, and water absorbent & pliable enough to reshape itself with wear; DC13 Leathercraft, or DC12 Handle Animal
Lamiahide, which is a leather, straw colored, well defined & sub-vitreous in grain luster, scratchy to the touch, dense & very abrasion resistant, not durable & requires good care to last, not warm, somewhat lightweight, sometimes used as sandpaper, boardy & tends to be dry, and extremely strong in tensile strength; DC25 Leathercraft, or DC19 Knowledge Arcana
Landshark shell, which is an organic hardstone, blue-brown in color for the thickest plates but blue-gray to blue-green for thinner pieces, opaque & dull in luster that polishes to a glossy shine, medium soft & durable against shock, and harvested from the layered plates of bulette hides; DC25 Leathercraft, or DC19 Knowledge Nature
Manticoreskin, which is a leather, rose to reddish brown in color, dull in luster, exceptionally soft & flexible, exceptionally dense, durable but easily scuffs & scratches, very warm, heavyweight, and exceptionally strong in tensile strength; DC25 Leathercraft, or DC16 Knowledge Arcana
Noble Lamiahide, which is a leather, straw colored, reflective in sunlight with an emerald green schiller, sleek to the touch when properly descaled, dense & scuff resistant, ideal for durable items & armors because of its thickness, not warm, somewhat lightweight, boardy & tends to be dry, nearly inflexible against the grain, and extremely strong in tensile strength; DC25 Leathercraft, or DC19 Knowledge Arcana
Pigskin, which is a leather, grayish white to brown in color, sub-vitreous in luster with widely spaced clusters of up to three pores, soft & supple to the touch, abrasion resistant & dense but breathable, durable & long lasting with proper care, somewhat warm, mid-weight, abrasion & water resistant, and as puncture resistant as heavier leathers; DC11 Leathercraft, or DC12 Handle Animal
Rhinoskin, which is a leather, light to dark gray in color, dullish with many scars, soft & smooth to the touch, loosely dense & breathable, extremely durable & scuff resistant skin, not warm, heavyweight, and often sought as status armor in hotter climates; DC20 Leathercraft, or DC18 Knowledge Nature
Rothehide, which is a leather, caramel brown to black in color, waxy & pebbly in sheen, soft & supple with a rubber waxy feel, denser than typical cow leather requiring only half of the thickness to achieve the same effects, extremely durable & strong, exceptionally warm, heavyweight, mainly used in shoe and boot production, uneven & fibrous making quality hides difficult to produce & more expensive, and stiffer with a more pronounced leather pattern; DC13 Leathercraft, or DC15 Knowledge Nature
Sapphireskin, which is a leather, violet-blue to dark azure in color, cyan schillered, smooth & supple to the touch, lighter than typical cow leather requiring double the thickness to achieve the same effects, exceptionally durable and wear resistant, not warm, somewhat heavyweight, and less valuable as a hide unless magically treated to retain the skin's qualities on the living dragon; DC25 Leathercraft, or DC28 Knowledge Arcana
Shagreen, which is a leather, varied in color but usually dyed black & abraded to show white patterns, dull in luster, pebbly in texture with a rubbery circular grain, very tough with a siliceous layer on the surface, very durable, not warm, mid-weight, the most scratch & abrasion resistant exotic leather, and naturally waterproof; DC20 Leathercraft, or DC12 Knowledge Nature
Sheepskin, which is a leather, tan to black in color, shiny with lanolin oils, very soft & supple, finely grained, somewhat delicate, very warm, somewhat lightweight, water absorbent, and pliable enough to reshape itself with wear; DC11 Leathercraft, or DC12 Handle Animal
Snakeskin, which is a leather, greatly varied in colors & patterns, sub-vitreous in luster, soft & flexible, thin, delicate, not warm, lightweight, and desirable for boots because of the exotic grains & patterns; DC13 Leathercraft, or DC11 Knowledge Nature
SturgeonSkin, which is a leather, earth tone brown to gray in color, wooden to corky in appearance, slightly stiff but softens over time, thin, somewhat durable & wears well with care, not warm, somewhat lightweight, naturally water repellent, resistant to soiling and odors, and form fitting after just a few days of use; DC20 Leathercraft, or DC11 Knowledge Nature
Wyvernhide, which is a leather, gray-green to dark brown in color, sub-metallic in luster, course to the touch, thinly layered, durable & long lasting with proper care, warm, mid-weight, tough with a scaly layer in the topskin, and impossible to keep external scales as they turn brittle & flake off after the wyvern dies; DC25 Leathercraft, or DC17 Knowledge Arcana

Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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SaMoCon
Senior Scribe

USA
403 Posts

Posted - 11 Sep 2020 :  03:26:29  Show Profile Send SaMoCon a Private Message  Reply with Quote
FURS
  • Autumn Weasel Fur, which is a short fur, yellow in color, glossy on the abundant guard hairs, soft to the touch, lush & densely haired, not durable & quick to wear out, warm, lightweight, and prized for lighter colors; DC16 Leathercraft, or DC11 Knowledge Nature

  • Badger Fur, which is a long fur, gray in color with creamy underfur, silvery in luster on better furs, luxuriously soft, heavily furred, extremely durable, warm, heavyweight, naturally water repellent, and one of the few animals whose fur is darker on the belly than on the back; DC16 Leathercraft, or DC11 Knowledge Nature

  • Bastard Fox Fur, which is a long fur, orange to yellowish red with a distinctive reddish brown stripe down the back & across the shoulders, dense in lustrous long hairs, luxuriously soft & silky in texture, heavily furred & plush with wispy guard hairs, somewhat durable & wears well with regular brushing, very warm, somewhat lightweight, used for full garments & ideal trim, and valued as much for color as it is for feel; DC16 Leathercraft, or DC11 Knowledge Nature

  • Beaverskin, which is a long fur, deep black to reddish-brown in color, shiny in luster, slightly bristly, extremely densely furred, extremely durable, extremely warm, heavyweight, and naturally water repellent; DC16 Leathercraft, or DC11 Knowledge Nature

  • Black Bearskin, which is a long fur, dark brown of underfur with bright black guard hair, dull in luster, course to the touch, lushly furred, extremely durable, exceptionally warm, extremely heavy, worn or displayed to show prowess in some cultures, and typically used for bedding; DC16 Leathercraft, or DC13 Knowledge Nature

  • Black Fox Fur, which is a mid-length fur, white with black highlights, dense in lustrous long hairs, exceptionally soft & silky in texture, heavily furred & plush, somewhat durable & wears well with regular brushing, warm, somewhat lightweight, used for beautiful hats & collars, and valued as much for color as it is for feel; DC16 Leathercraft, or DC11 Knowledge Nature

  • Brethyl Fox Fur, which is a mid-length fur, rusty red with black & white markings, dense in lustrous long hairs, silky soft to the touch, densely furred, somewhat delicate but wears well with care, warm, somewhat lightweight, studded with "drops" of clear rock crystal", and produced in Archtassel from subpar pelts; DC20 Leathercraft, or DC11 Knowledge Nature

  • Brown Bearskin, which is a mid-length fur, light yellow to a rich dark brown in color, dull in luster, course to the touch, lushly furred, extremely durable, exceptionally warm, extremely heavy, worn or displayed to show prowess in some cultures, and typically used for bedding; DC16 Leathercraft, or DC16 Knowledge Nature

  • Corsac Fox Fur, which is a mid-length fur, gray to yellow in color with paler underbelly, dense in lustrous long hairs, exceptionally soft & silky in texture with fluffy underfur, heavily furred & plush, somewhat durable & wears well with regular brushing, warm, somewhat lightweight, and used for full garments & ideal trim; DC16 Leathercraft, or DC11 Knowledge Nature

  • Cross Fox Fur, which is a long fur, orange to yellowish red with a distinctive dark gray stripe down the back & across the shoulders, dense in lustrous long hairs, luxuriously soft & silky in texture with fluffy underfur, heavily furred & plush, somewhat durable & wears well with regular brushing, very warm, somewhat lightweight, and often sought for the cross pattern; DC16 Leathercraft, or DC11 Knowledge Nature

  • Ermine, which is a short fur, snowy white in color with black tips, glossy on the abundant guard hairs, soft to the touch, densely furred, somewhat delicate & requires good care to last, warm, featherweight, prized for its white winter fur, sensitive to sunlight, and reserved as a symbol of virtue & nobility; DC20 Leathercraft, or DC11 Knowledge Nature

  • Fergana Stoat Fur, which is a short fur, yellow in color with black tips, glossy on the abundant guard hairs, soft to the touch, densely furred, somewhat delicate & requires good care to last, warm, featherweight, prized for its white winter fur, and sensitive to sunlight; DC16 Leathercraft, or DC11 Knowledge Nature

  • Fitch Marten Fur, which is a long fur, creamy brown with white throat patch & dark brown stripe patterns, naturally lustrous, luxuriously soft with a velvety texture, densely furred, durable & long lasting with proper care, very warm, lightweight, misidentified as sable if darkly furred, and found in the woods & mountains of West Faerun; DC16 Leathercraft, or DC11 Knowledge Nature

  • Fleece, which is a long fur, ivory in color, shiny with lanolin oils, luxuriously soft, exceptionally dense, very durable, very warm, mid-weight, backed by supple leather, and windproof & water resistant; DC11 Leathercraft, or DC12 Handle Animal

  • Fur Sealskin, which is a short fur, cream colored with gray or black spots, glossy on the abundant guard hairs, exceptionally soft, exceptionally dense, extremely durable, extremely warm, somewhat heavyweight, known for requiring the longest periods to dress & dye of all fur-bearing animals, and harvested from pups for the best fur quality; DC20 Leathercraft, or DC12 Knowledge Nature

  • Gorger (aurumvorax) Fur, which is a long fur, distinctive golden yellow in color, metallic flecked or entirely metallic gold on higher quality specimens, slightly bristly, lushly furred, exceptionally durable, slightly warm, extremely heavy, believed the fur is infused with gold, and most valued for metallic lusters; DC25 Leathercraft, or DC22 Knowledge Arcana

  • Hare Fur, which is a short fur, shades of white in color, exceptionally soft, silky soft to the touch, exceptionally dense, extremely fragile with brittle hair, warm, lightweight, inexpensive, often used to imitate other furs, and notorious for having bad leather; DC13 Leathercraft, or DC11 Knowledge Nature

  • Hoar Fox Fur, which is a mid-length fur, stark white with black tipping on the guard hairs, dull in luster, exceptionally soft & silky in texture with fluffy underfur, heavily furred & plush, somewhat durable & wears well with regular brushing, warm, somewhat lightweight, worn or displayed to show prowess in some cultures, and iridescent & shimmers in firelight; DC20 Leathercraft, or DC11 Knowledge Nature

  • Lamb Fleece, which is a long fur, brownish white in color, exceptionally shiny, exceptionally soft, heavily furred, less durable & tends to frizz when wet requiring special care, exceptionally warm, very heavy, the only curly long haired fur, and generally inexpensive; DC13 Leathercraft, or DC12 Handle Animal

  • Lettice Weaselskin, which is a mid-length fur, snowy white in color, glossy on the abundant guard hairs, soft to the touch, lush & densely haired, not durable & quick to wear out, warm, lightweight, and prized for lighter colors; DC16 Leathercraft, or DC11 Knowledge Nature

  • Lynx Fur, which is a long fur, slightly mottled gray in color with fine streaks & dark spots, semi-glossy guard hairs, luxuriously soft, very furry, somewhat delicate but requires little care, exceptionally warm, lightweight, the only long fur that does not shed, and thinly underfurred but has flowing top hair to make up for it; DC16 Leathercraft, or DC12 Knowledge Nature

  • Mink Fur, which is a mid-length fur, tawny brown to very deep brown, naturally lustrous, luxuriously soft with a velvety texture, heavily furred, very durable & long lasting with good care, very warm, mid-weight, sensitive to sunlight, resistant to stains & soiling, and more valuable when naturally very dark colored; DC20 Leathercraft, or DC11 Knowledge Nature

  • Pine Marten Fur, which is a short fur, golden to dark brown with black hairs & yellow throat fur, naturally lustrous, silky to the touch, lush, very durable, very warm, lightweight, and found in the woods & mountains of East Faerun; DC16 Leathercraft, or DC11 Knowledge Nature

  • Plucked Beaverskin, which is a mid-length fur, bluish-brown in hue, shiny in luster, very soft, extremely densely furred, extremely durable, extremely warm, somewhat heavyweight, naturally water repellent, and plucked of longer guard hairs to reveal the attractive under-fur; DC16 Leathercraft, or DC11 Knowledge Nature

  • Rabbitskin, which is a short fur, white to black to brown in color, dense in lustrous guard hairs, exceptionally soft, densely furred, extremely fragile with a weak hide that is prone to shedding after use, slightly warm, lightweight, inexpensive, often used to imitate other furs, and easy to rip & tear; DC11 Leathercraft, or DC12 Handle Animal

  • Raccoon Skin, which is a mid-length fur, pale brown in color with signature gray & black shadings, silvery in luster on better furs, very soft, densely furred, very durable & long lasting with proper care, warm, lightweight, and often plucked to imitate beaver or dyed to imitate skunk; DC16 Leathercraft, or DC11 Knowledge Nature

  • Rakshasa Skin, which is a mid-length fur, dark orange-brown in color with black stripes, semi-glossy guard hairs, silky soft to the touch, lushly furred, very durable, not warm, heavyweight, and never found in more than a half pelt; DC25 Leathercraft, or DC17 Knowledge the Planes

  • Red Fox Fur, which is a long fur, beautifully natural rusty red with black & white markings, dense in lustrous long hairs, luxuriously soft & silky in texture with fluffy underfur, heavily furred & plush, somewhat durable & wears well with regular brushing, very warm, somewhat lightweight, used for full garments & ideal trim, and valued as much for color as it is for feel; DC16 Leathercraft, or DC11 Knowledge Nature

  • River Otterskin, which is a mid-length fur, almost yellow to dark brown in color, extremely shiny, exceptionally soft & silky in texture, exceptionally dense, exceptionally durable, warm, heavyweight, usually reserved for men's garments, the most durable mid-length fur, and plucked free of the longer guard hairs; DC20 Leathercraft, or DC11 Knowledge Nature

  • Sable Fur, which is a mid-length fur, creamy brown to dark black in color, naturally lustrous, luxuriously soft, lush & densely haired, durable & long lasting with proper care, very warm, lightweight, the most beautiful & richly tinted of the marten furs, valued for the silky feel no matter which direction the fur is stroked unlike any other fur found on Faerun, and exceedingly close & fine in leather texture providing a smooth feel; DC20 Leathercraft, or DC11 Knowledge Nature

  • Sea Otterskin, which is a mid-length fur, pale gray-brown to rich black in color with a sprinkling of white guard hairs, extremely shiny, exceptionally soft & silky in texture, extremely dense in fluffy underfur with short & soft top-hair, exceptionally durable, warm, heavyweight, most valued for black furs with silver points, and the most durable mid-length fur; DC20 Leathercraft, or DC11 Knowledge Nature

  • Silver Fox Fur, which is a long fur, black & white but appears silver overall, dense in lustrous long hairs, luxuriously soft & silky in texture, heavily furred & plush with wispy guard hairs, somewhat durable & wears well with regular brushing, exceptionally warm, somewhat lightweight, used for full garments & ideal trim, and valued as much for color as it is for feel; DC16 Leathercraft, or DC11 Knowledge Nature

  • Squirrel Fur, which is a short fur, brown to gray in color with white belly fur, dull in luster, very soft when plucked of its bristly guard hairs, heavily furred, delicate, somewhat warm, extremely lightweight, inexpensive, used for trims or sewn together into larger fur "plates"", and most harvested for their white belly fur; DC13 Leathercraft, or DC11 Knowledge Nature

  • Stone Marten Fur, which is a short fur, stony white of underfur with dark brown to almost black guard hairs, between golden sable & gold-dyed mink in luster, silky soft, densely furred, somewhat durable & wears well with regular brushing, very warm, lightweight, and found in the woods & mountains of Middle Faerun; DC16 Leathercraft, or DC11 Knowledge Nature

  • Summer Stoat Fur, which is a short fur, brownish gray in color with black tips, glossy on the abundant guard hairs, soft to the touch, densely furred, somewhat delicate & requires good care to last, warm, featherweight, and prized for its white winter fur; DC16 Leathercraft, or DC11 Knowledge Nature

  • Summer Weasel Fur, which is a short fur, red to brown in color, glossy on the abundant guard hairs, soft to the touch, lush & densely haired, not durable & quick to wear out, warm, lightweight, and prized for lighter colors; DC16 Leathercraft, or DC11 Knowledge Nature

  • Timber Wolf Fur, which is a long fur, very pale bluish-gray in color with black top-hair, glossy on the abundant guard hairs, very soft, dense enough to be appealingly bushy, durable & wears well with regular brushing, very warm, very heavy, strong enough to stay upright, and does not hold moisture even in freezing conditions; DC16 Leathercraft, or DC12 Knowledge Nature

  • Wemicskin, which is a short fur, straw colored with an odd blackness that appears at the edges though no strand of the hair is actually black, dull in luster, soft to the touch, somewhat thinly furred, somewhat durable but becomes brittle in freezing temperatures, slightly warm, lightweight, worn or displayed to show prowess in some cultures, and more densely furred & durable around the mane; DC20 Leathercraft, or DC15 Knowledge Nature

  • White Fox Fur, which is a long fur, white in color, dense in lustrous long hairs, luxuriously soft & uniform in length, heavily furred & plush with wispy guard hairs, somewhat durable & wears well with regular brushing, exceptionally warm, somewhat lightweight, and used for full garments & ideal trim; DC16 Leathercraft, or DC11 Knowledge Nature

  • Winterwolf Fur, which is a long fur, white when matted but creamy when brushed, glossy on the abundant guard hairs, very soft, dense enough to be appealingly bushy & plush, somewhat durable & wears well with regular brushing, exceptionally warm, very heavy, worn or displayed to show prowess in some cultures, and does not hold moisture even in freezing conditions; DC20 Leathercraft, or DC16 Knowledge Nature

  • Wolverine Fur, which is a long fur, typically 2-3 shades of brown in color with white side stripes, brightly lustrous, luxuriously soft & silky in texture with fluffy underfur, exceptionally dense, exceptionally durable, exceptionally warm, extremely heavy, does not hold moisture even in freezing conditions, the most durable long fur, and a distinguished fur marked by its oval "saddle" pattern on the back; DC16 Leathercraft, or DC13 Knowledge Nature

  • Worg Fur, which is a long fur, gray to black in color, greasy in luster, slightly bristly, dense enough to be appealingly bushy, durable & wears well with regular brushing, very warm, very heavy, strong enough to stay upright, does not hold moisture even in freezing conditions, and dubiously claimed to invite attacks from worg packs; DC16 Leathercraft, or DC14 Knowledge Arcana


Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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SaMoCon
Senior Scribe

USA
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Posted - 11 Sep 2020 :  03:49:21  Show Profile Send SaMoCon a Private Message  Reply with Quote
GEMSTONES
  • Agni Mani (Tektite), which is a glass ornamental stone, pale green to brown-black in color, varying in hardness & transparency, medium hard but brittle, and formed when celestial objects strike the ground; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Alabaster, which is a gypsum hardstone, white to pink to brown in color, translucent & silky in luster, fragile & considered too soft for jewelry, easily carved, made to look like pure white opaque marble by immersion in boiling water, and mostly used decoratively on interior walls of buildings; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Alestone (Clinozoisite), which is an epidote semiprecious stone, yellowish brown to brown in color, vitreous in luster & transparent, hardy & tough enough to be mounted on weaponry or their accouterments, and commonly cut into faceted gemstones; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Alexandrite, which is a chrysoberyl fancy stone, found in varying shades of green, transparent & vitreous in luster, hard & wear resistant enough to be used in jewelry, purported to turn red in color in magical light, and believed to increase one's good fortune when used as a magic focus for such effects; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Algae, which is a quartz ornamental stone, creamy brown to dark brown in colored striations, translucent to opaque & greasy to waxy in luster, hard & durable, waxy to the touch, and usually cut cabochon or sliced; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Allanite, which is an epidote ornamental stone, light brown to black in color, vitreous to resinous in luster, medium hard & tough enough to be used in jewelry, prone to breakage when cutting thus will only be made into cabochons, and hard enough for inlays in furniture & statuary; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Almandine, which is a garnet fancy stone, lilac to dark reddish purple in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Amaratha, which is a jewel, milky green to pale green in color, translucent & sub-adamantine in luster, somewhat soft & easily worked without specialized tools or skills, also known as "shieldstone", often used for body jewelry in protective settings, and reported to absorb nearby emissions of electricity; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Amazon Stone (Microcline), which is a feldspar ornamental stone, deep green to bluish green in color, vitreous in luster & opaque, relatively hard & shock resistant enough for daily wear jewelry, too easily cleaved requiring a skilled lapidarist & usually cut cabochon, and a substitute for squid & octopus inks in making magical inks; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Amber, which is an organic fancy stone, shades of yellow in color, transparent & vitreous in luster, soft & brittle, easily worked, used by northern barbarians for trade, and believed to have special properties to avoid illness & bring luck; DC16 Jeweler, or DC20 Knowledge Nature

  • Amethyst, which is a fancy quartz stone, violet to purple in color, transparent & vitreous in luster, hard & durable, more valued for deeper purple colors, useful for multiple arcane practices, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Andar, which is a semiprecious stone, yellow to orange in color with vivid multicolored yellow & red & green flash, transparent & vitreous in luster, hardy & tough enough to be used for daily-wear jewelry, and difficult to properly cut requiring a skilled lapidarist; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Angelar's Skin, which is a coral fancy stone, soft pink in color, opaque & vitreous to waxy in luster, somewhat soft & fragile to blows, and often used to make beads & cabochons or sculpted into small carvings; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Aquamarine, which is a beryl precious stone, predominantly blue-green in color, transparent & vitreous in luster, very hard & tough enough to be gemstones for northern barbarians, and favored by the gods Deep Sashelas & Eldath; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Archon (blue john), which is a fluorite ornamental stone, blue to purple in color & banded with white, transparent & vitreous in luster, somewhat soft & easily worked, used as a flux in iron smelting, is used for ornamental carvings & goblets, and verified to give off a faint green glow when invisible creatures or objects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Augelite, which is an ornamental stone, colorless to pale yellow in color, transparent & vitreous in luster, unsuitably soft & too brittle to wear, and easily worked without needing special tools but splintered during fine carving; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Aventurine, which is a quartz semiprecious stone, gold to light blue to dark green in color with metallic speckle sheen, translucent & waxy in luster, hardy & tough but will wear over time, also known as Love Stone, and typically cut cabochon; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Azurite, which is an antigorite hardstone, light to dark azure blue in color, transparent to translucent & vitreous in luster, soft & fairly easy to carve, famous for its superb color, used to make azure pigments, and usually cut to decorate belts and rings; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Banded Agate, which is a quartz ornamental stone, brown to red to blue to white in colored striations, opaque & greasy to waxy in luster, hardy & tough but will wear over time, waxy to the touch, often used as worry stones to relieve stress, and believed to be effective when pulverized to make sleeping draughts; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Beljuril, which is a jewel, deep sea-green in color, translucent & adamantine in luster, superior in hardness & durability, a periodic emitter of light flashes, used as decorative lighting by the rich or claw-mounted in torso armor, notoriously difficult to cut, and claimed to have an affinity for electricity effects; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Black Helmet, which is a semiprecious shell, lighter colored with a dark brown under-layer, opaque with a silky luster, soft enough to carve, and ideal for cameos with an onyx-like appearance; DC16 Jeweler, or DC20 Knowledge Nature

  • Black Opal, which is an opal gem stone, dark green to blue to gray in color with rainbow-like schiller, translucent to opaque & vitreous in luster, relatively hard & highly resistant to shattering, usually cut cabochon or used as inlays, associated with Vhaeraun's attention, and purported to heighten force effects when crafted into magic items; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Black Sapphire, which is a corundum jewel, glossy black in color with white or yellow highlights, translucent & vitreous in luster, very hard & durable for constant wear, highly valued by dwarves, predominantly found in the Great Rift & surrounding lands of South Faerun, and purported to intensify darkness effects of magical items; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Bloodstone (heliotrope), which is a quartz semiprecious stone, dark green to blue-green in color with red speckles, opaque & resinous in luster, hardy & tough but will wear over time, often used as seals for men's rings & other ornamental objects, and a historical form of currency in Damara when stamped by a noble house; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Blue Quartz, which is a quartz ornamental stone, blue in color, opaque to translucent & vitreous in luster, hard & durable, believed to be useful for scrying effects, and used in the production of magical vision devices; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Blue Spinel, which is a gahnospinel precious stone, pale blue to indigo in color, translucent or transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, exclusively imported from Zakhara, and believed to help arcanists recover spent spell powers; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Bluestone, which is a sodalite ornamental stone, light blue to deep royal-blue in color shot with pink to gray, opaque & greasy to waxy in luster, too soft and brittle to facet instead being tumbled smooth or cut cabochon, often carved into more artistic shapes, and dubiously claimed to instantly make potions if crushed and added to magically enhanced water; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Boakhar (wulfenite), which is a semiprecious stone, honey yellow to orange to red in color, transparent & adamantine in luster, medium soft and quite brittle, found in flat-thin crystals that broke if inexpertly cut, often used in furniture inlays, and reported to consume itself when near a magic missile effect; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Bone, which is an organic hardstone, creamy white in color though often mottled or discolored, opaque & waxy in luster, soft enough to carve, and sought by spell casters if from extraordinary creatures; DC16 Stonecraft, or DC20 Knowledge Nature,

  • Brandeen (stibiotantalite), which is a cervantite fancy stone, yellow to dark brown in color, transparent & adamantine in luster, medium hard but fairs poorly to scratches, typically worn by merchants & mid-level courtiers, and believed to cure deafness but this power is weakened by direct sunlight; DC16 Jeweler, or DC22 Knowledge Dungeoneering,

  • Bronzite, which is an enstatite semiprecious stone, gray-green to yellow-brown in color, medium hard but fairs poorly to scratches, transparent & sub-metallic in luster, and rumored to allow its bearer to circumvent a Wyvern Watch spell; DC16 Jeweler, or DC20 Knowledge Dungeoneering,

  • Cabra Stone (fluorite), which is a fluorite ornamental stone, pink to red in color, transparent & vitreous in luster, somewhat soft & easily worked, used as a flux in iron smelting, and verified to give off a faint green glow when invisible creatures or objects; DC16 Jeweler, or DC18 Knowledge Dungeoneering,

  • Carnelian, which is a quartz semiprecious stone, reddish orange in color, translucent & vitreous in luster, hardy & tough but will wear over time, primarily used for jewelry & decoration, believed to enhance items that warded off evil & bodily harm, and supposed to boost the luck of its bearers & even giving second chances when sacrificed; DC16 Jeweler, or DC20 Knowledge Dungeoneering,

  • Cat's Eye (Chrysolite), which is a chrysoberyl fancy stone, yellow-green in color with a bluish schiller, transparent & vitreous in luster, hard and wear resistant, and purported to resist magical possessions as well as mummy rot & fungal infections, allow weaponry to have the ghost touch property, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC22 Knowledge Dungeoneering,

  • Chalcedony, which is a quartz semiprecious stone, white to off-white in color, translucent & greasy in luster, hardy & tough but will wear over time, usually carved into statuettes or coffers, believed to nullify alcohol when pulverized into drinks, and purported to have necromantic affinity & undead warding or commanding enhancements; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Chardalyn, which is a gem stone, black in color, opaque and dull in luster, medium hard but shatters to dust, contained natural magic, could absorb a spell cast into them, and would turn to dust when struck releasing any contained spell; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Chardalyn, which is a haemetite jewel, black in color, opaque & waxy in luster, hard but exceptionally brittle to impacts, and believed to absorb any one spell which may then be released by crushing the stone; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Chrome Garnet (Uvarovite), which is a garnet fancy stone, emerald green to dark green in color, transparent & vitreous in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Chromian Pyrope, which is a garnet fancy stone, violet in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Chrysoberyl, which is a chrysoberyl fancy stone, yellow-green in color with a bluish schiller, transparent & vitreous in luster, hard and wear resistant, and purported to resist magical possessions as well as mummy rot & fungal infections, allow weaponry to have the ghost touch property, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Chrysocolla, which is a quartz semiprecious stone, sky blue to bluish-green in color, opaque & greasy in luster, less durable & frequently tumbled smooth for use in hanging jewelry, valued more for a monochrome appearance, reported to nullify weak ingested poisons like alcohol, and believed to enhance undead animation rituals; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Chrysoprase, which is a quartz semiprecious stone, apple green in color, translucent to opaque & vitreous to waxy in luster, hardy & tough but will wear over time, most often made into earrings & brooches, sought for the creation of items conferring invisibility, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Cinammon Stone (Grossular), which is a garnet fancy stone, light yellow to orange in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Citrine, which is a quartz semiprecious stone, yellowish to reddish orange in color, transparent & vitreous in luster, hard & durable, usually facet cut in marquise & brilliant styles, more valuable if deep orange in color, and believed to defend wearers from possession even though it is popularly used for receptacles in magic jar spells; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Cleiophane (Sphalerite), which is a semiprecious stone, earthy yellow to orange to red to brown in color with a pale green flash, transparent to translucent & adamantine to greasy in luster, medium soft and quite brittle, usually found in large crystals, somewhat soft and fragile, and reported to hold and display a stored mental image; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Common Opal, which is an opal gem stone, milky in color with rainbow-like schiller, translucent to opaque & vitreous in luster, relatively hard & highly resistant to shattering, usually cut cabochon or used as inlays, believed to have a high affinity for magic, claimed to enhance charm enchantand purported to overload when enchanted with both fire & electricity energies; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Conch, which is an ornamental shell, typically stone colored, opaque & dull on the outside but with a silky luster inside, soft enough to carve, generally helmet shaped with spires & thickened axial ridges, and a catch-all for the shells of many types of large snails; DC16 Jeweler, or DC20 Knowledge Nature

  • Coral, which is a coral fancy stone, off white to deep red in color, opaque & vitreous to waxy in luster, somewhat soft & fragile to blows, often used to make beads & cabochons or sculpted into small carvings, and desirable for inclusion in curative potions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Corstal (petalite), which is an ornamental stone, colorless to pink in color, transparent & vitreous in luster, relatively hard but brittle, and reported to glow with the same hue & intensity of light for a few minutes after being contacted by a source of magical radiance; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Crown of Silver, which is a quartz semiprecious stone, dark gray in color with bands of black, opaque & sub-metallic in luster, medium hard but fairs poorly to scratches, usually tumbled smooth & cut cabochon or sliced for inlays, and believed to reinforce iron; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Curna Emerald, which is a beryl jewel, deep dark green in color, transparent with a turquoise light glowing from within, very hard & durable for constant wear, only found in the Curna Mountains, tougher than other beryl stones, and has no known magical properties despite its supernatural glow; DC18 Jeweler, or DC25 Knowledge Local Southeast Faerun

  • Cymophane, which is a chrysoberyl ornamental stone, yellow-green to deep brown or red or violet in color, translucent & opalescent in luster, hard and wear resistant, and purported to prevent the advancement of mummy rot & fungi; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Dambrathan Pearl, which is an aragonite gem stone, milky white in color without blemishes, translucent with a silky luster & a golden schiller, medium soft but resistant to breaking, harvested from the oysterbeds of the Bay of Dancing Dolphins in Southeast Faerun, traded exclusively by the nation of Dambrath usually as part of their specialty silver jewelry for export, and believed to reduce acids to water & nullify poisons; DC16 Jeweler or DC25 Knowledge Local Southeast Faerun

  • Datchas (Datolite), which is a semiprecious stone, colorless or yellowish to greenish in hue, transparent to translucent & vitreous in luster, medium hard but fairs poorly to scratches, valued as gems in yellow-green colors, sought for inlays if orange, and purported to enhance magical climbing abilities; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Diamond, which is a carbon jewel, usually colorless but less valuable hues are common, transparent & adamantine in luster, the hardest known mineral & resistant to wear, prized by artisans for making fine cutting tools, supposed to have warding versus mind affects, and claimed to be useful for divining or healing magics; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Dioptase (chrome diopside), which is a diopside semiprecious stone, light to deep green in color, transparent & vitreous in luster, relatively hard but fairs poorly to scratches, made into earrings & pendants to avoid scratches, valued for the deep green color rivaling emeralds, and rumored to heal the wounds of those imbibing its dust; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Disthene (Kyanite), which is a cyprine ornamental stone, pale green to dark blue in color, transparent to translucent & vitreous in luster, difficult to facet-cut & usually made cabochon, hard & wear resistant but would fracture when stressed, limited mostly to earrings & pendants, and purported to be useful in fire-shaping effects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Dravite, which is a brown tourmaline fancy stone, yellow brown to dark brown in color, transparent to translucent & vitreous in luster, hard & durable, considered sacred to Deneir, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Elbaite (watermelon), which is a tourmaline gem stone, green on the outside & pink inside, translucent & vitreous in luster, hard & durable, valued for its concentric coloring, considered sacred to Deneir, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Elhaite, which is a tourmaline fancy stone, multi colored & can have any color, transparent & vitreous in luster, hard & durable, purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process, considered sacred to Mystra, and exclusively used in the creation of elven high lore gems; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Emerald, which is a beryl jewel, uniquely deep bright green in color, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, widely believed to be associated with health, presumed to naturally detect deceit & treachery, and purported to empower healing, growth, & fertility effects; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Emerald Pearl, which is an aragonite precious stone, bright green in color, opaque with a silky luster, medium soft but resistant to breaking, harvested from emerald oysters found only in the Shining Sea of Southwest Faerun, strictly regulated by the Lapal League which authenticates all such pearls, and believed to reduce acids to water & nullify poisons; DC16 Jeweler or DC24 Knowledge Local Southwest Faerun

  • Epidote (Piemontite), which is an epidote ornamental stone, pink to rose red or reddish brown to black in color, translucent to opaque & vitreous in luster, relatively hard, always polished into cabochons due to being rarely found in large pieces, and believed to have qualities that help repel the undead; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Euclase, which is a precious stone, pale yellow to green to blue in color, translucent & vitreous in luster, very hard & durable for constant wear, easily cut into faceted gems, valued higher for deeper blue colors, and purported to release a flame strike when hit with magic; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Eye Agate, which is a quartz ornamental stone, gray to white to brown to grayish blue to drab green in colored layers, opaque & greasy to waxy in luster, hardy & tough but will wear over time, layered in concentric rings, and believed to be effective when pulverized to make sleeping draughts; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Fayalite, which is an olivine ornamental stone, yellow to brown in color, translucent & vitreous in luster, hard but brittle to impacts;, typically found in slag from refining iron ores, and used as a material component for simple abjuration spells & spell warding magic items; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Feicui Jade (Pyroxene Jade), which is a jade fancy stone, emerald green in color, translucent & greasy in luster, relatively hard, easily carved, and reputed to have an affinity for illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Fire Agate, which is a quartz ornamental stone, red to brown to gold to green in colored striations, greasy in luster with an iridescent sheen & partially translucent, medium hard but fairs poorly to scratches, and used to create potions protecting the imbiber from fire effects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Fire Opal, which is an opal gem stone, yellow to red in color with rainbow-like schiller, translucent to opaque & vitreous in luster, relatively hard & highly resistant to shattering, usually cut cabochon, and purported to enhance fire effects when crafted into magic items; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Flame Helmet, which is a semiprecious shell, mottled red or orange in color, opaque with a silky luster, soft enough to carve, generally helmet shaped with blunt knobs, and sought after for making cameos with unusual designs; DC16 Jeweler, or DC20 Knowledge Nature

  • Flamedance, which is a rhodizite precious stone, pale yellow to green in color, translucent & adamantine in luster, very hard & tough enough to be used for daily-wear jewelry, and reported to grant a significant improvement in the chance to resist normal or magical; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Fluorspar (fluorite), which is a fluorite ornamental stone, found in many colors with multicolored stones exhibiting banding, transparent & vitreous in luster, somewhat soft & easily worked, used as a flux in iron smelting, and verified to give off a faint green glow when invisible creatures or objects are nearby; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Frost Agate, which is a quartz ornamental stone, bluish in color with a frost-like white optical effect, greasy in luster & translucent, hardy & tough but will wear over time, reputed to mitigate the harmful effects of mixing potions, believed to be effective when pulverized to make sleeping draughts, and often enchanted as luckstones; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Gold Sheen (sheen obsidian), which is a volcanic glass semiprecious stone, glossy brown to black in color with golden yellow inclusions, translucent & vitreous in luster with metallic schiller, medium hard but brittle, usually tumbled smooth for cabochons, and reported to be used in light effects to vary the hues emanated; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Goldline (cacoxenite), which is a quartz ornamental stone, many hues in color but always lined with yellow to deep orange inclusions, translucent & silky in luster, medium soft & brittle, typically tumbled or cut cabochon, and reported to enchant metal weapons in a process using open flames & spells consuming the stone in the process; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Gooseberry Stone, which is a garnet fancy stone, yellowish-green in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Goshenite, which is a beryl precious stone, very pale to colorless in color, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, and a substitute for natural components of all air sphere divine spells; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Green Abalone, which is a semiprecious shell, deep green to blue to pink in color, opaque & dull on the outside but blue-green iridescent inside, soft enough to carve, very densely colored & figured near the center, and often polished to remove the dull outer layer; DC16 Jeweler, or DC20 Knowledge Nature

  • Green Spinel, which is a pleonaste fancy stone, yellowish green to bright green in color, translucent or transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, considered sacred by followers of Thard Harr, exclusively imported from Chult & Mhair, and believed to help arcanists recover spent spell powers; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Greenstone (chlorastrolite), which is a pumpellyite ornamental stone, mottled light & dark green in color, pearly in luster, medium hard but wears poorly & splinters when struck, exhibits turtleback attractive mosaic or segmented pattern & usually cut cabochon, either boon or bane to casting abjuration spells, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Hambergyle (hambergite), which is a semiprecious stone, colorless to gray in color, transparent & vitreous in luster, tough but brittle, and dubiously reported to become a continual flame when cast into fire & then targeted by a light effect; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Hancockite, which is an epidote ornamental stone, brick red to black in color, vitreous to dull in luster & opaque, hardy & tough but may inexplicably crack from minor blows, and hard enough for inlays in furniture & statuary; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Heliodor (Golden Beryl), which is a beryl precious stone, pastel yellow to rich gold in color with greenish yellow to reddish yellow tints, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, and a substitute for natural components of sun sphere divine casters; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Hematite (Specularite), which is a haematite ornamental stone, gray to black in color, opaque & metallic in luster, relatively hard but brittle, carved sometimes intaglio but rarely faceted, responsive to enchantments related to blood and life force, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Hibschite, which is a garnet fancy stone, white in color, transparent & vitreous in luster, hardy but brittle, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Hiddenite, which is a spodumene semiprecious stone, green in color, transparent & vitreous in luster, hard but prone to chipping, cleavable to yield transparent crystals, and believed to open magically closed portals when anointed with holy water; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Horn Coral, which is a coral precious stone, red or black in color, opaque & vitreous to waxy in luster, somewhat soft & fragile to blows, often used to make beads & cabochons or sculpted into small carvings, and purported to grant the ability to walk on water; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Hornbill Ivory, which is an organic hardstone, creamy white in color though often mottled or discolored, opaque & waxy in luster, soft enough to carve, harvested from the beaks of hornbill birds, and used as a material component for spells; DC16 Stonecraft, or DC20 Knowledge Nature

  • Horned Helmet, which is a semiprecious shell, stone white in color with an orange under layer, opaque & dull outside with a silky luster inside, soft enough to carve, generally helmet shaped with blunt knobs, and sought after for making warmly contrasting cameos; DC16 Jeweler, or DC20 Knowledge Nature

  • Hyaline, which is a quartz semiprecious stone, translucent milky white in color, vitreous in luster, hard & durable, and believed to be sensitive to magic emanating a blue glow whenever magic was activated (triggered, cast, or passed within 20 feet); DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Hyalite, which is an opal hardstone, colorless, transparent & adamantine in luster, relatively hard but highly resistant to shattering;, indistinguishable from the purest glass when cut, and believed to naturally make an elixer of health when crushed into some holy water; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Hydrogrossular, which is a garnet fancy stone, green to bluish green or white to pink in color, translucent to opaque in clarity & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Hydrophane, which is an opal semiprecious stone, dull ivory in color & turbid in appearance, changed by immersion in water slowly becoming translucent to transparent with rainbow iridescence, relatively hard, used for inlay work or cut cabochon for jewelry, and seemed to make the color spray spell harder to resist; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Hypersthene, which is an enstatite semiprecious stone, green-brown to grayish black in color with copper-red spangled shiller, medium hard but fairs poorly to scratches, translucent & pearly in luster, and rumored to allow its bearer to circumvent a Wyvern Watch spell; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Indicolite, which is a tourmaline fancy stone, light blue to bluish green in color, transparent to translucent & vitreous in luster, hard & durable, considered sacred to Deneir, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Ink Jade (Black Jade), which is a jade fancy stone, green-black to black in color, opaque to translucent & greasy to waxy in luster, resistant to scratches & resilient to shock, easily carved, and reputed to have an affinity for illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Iol (Iolite), which is a cordierite semiprecious stone, deep violet-blue in color but changes color when viewing angles are shifted to pale blue or straw yellow, transparent & vitreous in luster, hardy & tough but may inexplicably crack from minor blows, and believed to intensify magic; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Iris Agate, which is a quartz hardstone, opaque & pearly in luster, colored by striking swirled bands when cut thin & lit from behind, hardy & tough but will wear over time, often used in temples, and reputed to reflect all spells cast upon it back at the caster; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Irtios (danburite), which is a semiprecious stone, usually colorless but sometimes pale yellow or pink, transparent & vitreous in luster, hardy & tough enough to be mounted on weaponry or their accoutrements, believed to prevent rot, and purported to deter even magical fungus growth; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Ivory (dentine), which is an organic hardstone, creamy white in color though often mottled or discolored, opaque & waxy in luster, soft enough to carve, valued on degree of hardness & color purity, and believed beneficial to spell casters if from the fangs or tusks of mystical beasts; DC16 Stonecraft, or DC20 Knowledge Nature

  • Jacinth (hyacinth), which is a zircon jewel, yellow to yellowish red in color, transparent & adamantine in luster, very hard & durable for constant wear, known for a flickering light at its center that can be seen in the dark without actually illuminating anything, and purported to provide protections versus fire; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Jade (Jadeite), which is a jade fancy stone, white to apple-green in color, opaque to translucent & vitreous to greasy in luster, resistant to scratches & resilient to shock, easily carved, and reputed to boost illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Jargoon, which is a fancy zircon stone, pale gray to deep red in color, translucent to opaque & greasy in luster, highly resistant to chipping, and were purported to enhance magic missile spells cast through it when held to do so although it did cause the jargoon to explode; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Jasmal, which is a gem stone, colorless, transparent & adamantine in luster with an amber halo effect, extremely hard and durable, able to hold a sharp edge for use in small non-metallic weapons, the ingredient of choice for enchanted immersions used to make magical armor, and rumored to accept complex enchantments or many simple enchantments ergo mounting in a row along a blade to deliver their effects when a strike was successful; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Jasper, which is a quartz semiprecious stone, red to brown to black in color or multicolored, opaque & vitreous in luster, relatively hard, often carved into cameos or cut into beads, and reported to have strong anti-poison properties; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Jet, which is a lignite fancy stone, brown to black in color, opaque & waxy in luster but takes an extremely high polish to an almost mirror-finish, relatively soft but durable, associated with mourning, and the material of choice for magic jar spells & spontaneous possessions; DC16 Jeweler, or DC20 Knowledge Nature

  • Kings' Tear, which is a lacrimite jewel, colorless, transparent & adamantine in luster, supernaturally hard & resistant to wear, always found in a perfect teardrop shape & impossible to cut by mundane methods, valued by sages & sacred to many gods, known to reveal a life-like & vividly detailed scene when intently studied, and claimed to enhance magical divinations; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Kornerupine, which is a Kornerupite-Prismatine fancy stone, brown to green in color, translucent & vitreous in luster, medium hard & neither resistant nor susceptible to blows, and purported that the green variety could permanently store up to 4 minutes of sound potentially increasing its value; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Kunzite, which is a spodumene semiprecious stone, heat treated to be pink to purple in color from brown stones, transparent & vitreous in luster, hard but prone to chipping, cleavable to yield transparent crystals, called "ghost stones" because their color fades over time", and believed to open magically closed portals when anointed with holy water; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Laeral's Tear, which is a lacrimite fancy stone, colorless & transparent, waxy in luster but polished to an adamantine shine, soft & brittle, usually found in deposits of very large crystals shaped like tear drops, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Lapis Lazuli, which is a sodalite ornamental stone, sky blue to dark blue in color, opaque & greasy in luster, fairly tough & doesn't easily show wear, often carved into more artistic shapes, and reported to be used in making heroic type magic items; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Lavender Jade, which is a jade fancy stone, lavender in color, opaque to translucent & vitreous to greasy in luster, resistant to scratches & resilient to shock, easily carved, and reputed to strengthen illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Lavrovite, which is a diopside ornamental stone, bluish green to emerald green in color, translucent & waxy in luster, relatively hard but fairs poorly to scratches, and rarely cut into faceted gems because the color is rendered too dark to be attractive; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Leukogranat, which is a garnet fancy stone, colorless, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Lumachella, which is a calcite hardstone, dark brown in color with tiny iridescent shells, typically polished to a reflective smooth finish, medium hard but fairs poorly to scratches, and reported to be used as spell component substitutes & inks when pulverized; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Luriyl (chlorapatite), which is an apatite semiprecious stone, vivid yellow to green in color, transparent & vitreous in luster, medium hard but fairs poorly to scratches & sensitive to heat, cut cabochon if chatoyant or faceted if not, easily worked without specialized tools or skills, and dubiously claimed to glow or vibrate when subject to magical divinations; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Luriyl (fluorapatite), which is an apatite precious stone, blue to purple in color, transparent & vitreous in luster, medium hard but fairs poorly to scratches & sensitive to heat, cut cabochon if chatoyant or faceted if not, easily worked without specialized tools or skills, and dubiously claimed to glow or vibrate when subject to magical divinations; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Luspeel (magnetite), which is a haematite hardstone, black or brownish-black in color, opaque & metallic in luster, relatively hard, the most magnetic of all natural minerals, occasionally used in temple floors, and reported to be part of the magical item creation process; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Lynx Eye (Labradorite), which is a feldspar ornamental stone, colorless to dark gray in color, vitreous in luster with a green schiller or "flash" & translucent to opaque", relatively hard & shock resistant enough for daily wear jewelry, often used as a training stone for lapidarists, and purported to be useful pulverized in base liquids for beneficial necromantic & healing potions; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Malachite, which is a rosasite ornamental stone, many colors of green in multiple stripes, opaque & silky to dull in luster, somewhat soft & easily worked without specialized tools or skills, poor to polish requiring waxes & oils to shine, dubiously claimed to prevent falls, and sought for its enhancement properties to divine energy magics & empowerment of elemental resistance items; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Malacon, which is a zircon semiprecious stone, brown in color, translucent & greasy in luster, hard but fragile, typically disfavored in jewelry but sought for room decorations, and purported to store & release spells; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Marble, which is a calcite hardstone, found in many colors, typically polished to a reflective smooth finish, medium hard but fairs poorly to scratches, and prized as a building material for its strength to weight & beauty; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Mawsitsit (Chloromelanite), which is a jade fancy stone, dark green in color with black spots, opaque to translucent & sub-vitreous in luster, resistant to scratches & resilient to shock, easily carved, and reputed to have an affinity for illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Maxixe (Blue Beryl), which is a beryl gem stone, bright blue to deep blue in color, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, sensitive to sunlight & will fade to brownish-yellow over time when exposed reducing its value to a semiprecious stone, and favored by the gods Deep Sashelas & Eldath; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Meerschaum (sepiolite), which is a sepiolite hardstone, white to light gray in color, opaque & silky to dull in luster, fragile & considered too soft for jewelry, clay-like stone used for pipes & small carvings, easily quarried & light enough to be transported in large quantities, and dubiously claimed to substitute for real bones in undead; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Melanite, which is a garnet fancy stone, black in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Mellochrysos, which is a zircon semiprecious stone, yellow in color, translucent & greasy in luster, hardy & highly resistant to chipping, and purported to be burnable after being subjected to a light effect spell; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Moonbar, which is a gem stone, white to light gray in color, opaque & silky in luster, hard & durable, smooth & soapy to the touch, considered sacred to Kiaransalee, dubiously claimed to amplify calling conjurations, and purported to amplify necromantic effects & negative energy; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Moonstone, which is a feldspar semiprecious stone, milky white in color, transparent to opaque & vitreous in luster with a bluish schiller, relatively hard & shock resistant enough for daily wear jewelry, considered sacred to moon-related deities, the basis for arcane "moonstone magic" component substitution", and purported to glow faintly in darkness after nearby light sources were extinguished; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Morion (smoky quartz), which is a quartz semiprecious stone, brown to black in color, opaque & vitreous in luster, hard & durable, usually cut as cabochons or tumbled into beads, and purported to enhance bones & render them invulnerable to hostile necromantic effects; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Moss Agate, which is a quartz ornamental stone, yellow-white to pink in color with grayish green fern-like patterns that resembled embedded moss, greasy in luster & translucent to semi-transparent in clarity, hardy & tough but will wear over time, reputed to mitigate the harmful effects of mixing potions, and believed to be effective when pulverized to make sleeping draughts; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Mother of Pearl, which is an aragonite hardstone, predominantly white but may be yellow to pink to brownish black in varying shades of color, opaque with a silky luster, soft & fairly easy to carve, harvested from mollusks, and easily carved often for buttons & inlays; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Mutton-Fat Jade (White Jade), which is a jade fancy stone, white to off-white in color, opaque to translucent & greasy to waxy in luster, resistant to scratches & resilient to shock, easily carved, and reputed to have an affinity for illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Mykaro (smithsonite), which is a calcite semiprecious stone, blue-green or yellow to brown in color, translucent to opaque & vitreous to pearly in luster, medium hard but fairs poorly to scratches, not always cut cabochon but only faceted if no banding present, and dubiously claimed to restore vision even if the eyes were destroyed; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Mynteer (phenakite), which is a phenakite semiprecious stone, orange to yellow but typically colorless due to light sensitivity; very hard & tough enough to be used for daily-wear jewelry, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, and purported to be useful for force & target movement effects; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Nacre, which is an aragonite hardstone, predominantly white but may be yellow to pink to brownish black in varying shades of color, opaque with a silky luster, soft & fairly easy to carve, harvested from mollusks, and easily carved often for buttons & inlays; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Nautilus, which is an ornamental shell, dark in color marked by irregular stripes outside & stark white inside, opaque & dull on the outside but strikingly iridescent inside, soft enough to carve, the only known flat shell, known for the spiral shape & the many chambers inside, and used as a pearl substitute; DC16 Jeweler, or DC20 Knowledge Nature

  • Nelvine (albite), which is a feldspar ornamental stone, whitish to cream to brownish-pink in color with iridescent blue flash, translucent & vitreous in luster, relatively hard, easily cut with even crude tools but too soft for fine detail work, also known as "pigeon stone", and sought as a component for casting disguising spells & effects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Nune, which is a staurulite ornamental stone, red-vrown to brownish black in color, translucent & sub-vitreous in luster, hardy & tough but will wear over time, also known as a "fairy cross" due to being found as cruciform twin crystals", often polished & pierced for jewelry wear instead of isolating the crystals from substrate for cutting, and purported to swell magic disrupting effects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Obsidian, which is a volcanic glass ornamental stone, deep black in color, translucent & vitreous in luster, brittle but relatively hard & resistant to corrosion, usually turned into cabochons or carved into figurines, believed to enhance specific aspects of arcane spells, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Octel (scheelite), which is a scheelite fancy stone, pale yellow to orange in color, transparent & adamantine in luster, medium hard but fragile, typically facet cut or sliced for inlays, reported to faintly glow if awakened, and dubiously claimed to prevent paralyzation & hold effects upon the wearer; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Omlar, which is a quartz hardstone, deep green in color, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, easily mistaken for a lighter colored emerald, only found in the Omlarandin Mountains of Tethyr, and confirmed to easily absorb enchantments making them coveted by artificers; DC20 Jeweler, or DC24 Knowledge Dungeoneering

  • Onyx, which is a quartz semiprecious stone, white to black in pure color or black & white banded, translucent to opaque & vitreous in luster, hard & wear resistant enough to be used in jewelry, an important cameo and intaglio stone, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Oolite, which is a quartz ornamental stone, uniform brown in color with tiny egg-shaped inclusions, translucent & sub-vitreous in luster, medium hard but fairs poorly to scratches, also known as "ool stones", and usually used in silver jewelry like tiaras & pectorals or as the eyes in figurines, and believed to enhance purification & neutralization effects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Opal Cowrie, which is a fancy shell, bone white in color with a tan under layer, opaque & vitreous in luster, soft enough to carve, naturally egg-shaped, and opalescent when polished; DC16 Jeweler, or DC20 Knowledge Nature

  • Ophealine, which is an ornamental axinite stone, red-brown in color, transparent & vitreous in luster, relatively hard & shock resistant enough for daily wear jewelry, also called "glass stone" & "knuckle stone", and reported to have strong anti-magic properties, and dubiously claimed to confer immunity to all forms of magical paralysis; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Orbaline (Benitoite), which is a precious benitoite stone, white to sapphire-blue in color with red & green flashes, transparent & adamantine in luster, medium hard & tough enough to be used in jewelry, used for decorating coffers & statuettes, and dubiously claimed to be resistant to magical fire & confers almost as much benefit against normal fire to attached inanimate objects; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Orblen, which is a gem stone, pale to deep golden yellow in color, translucent & silky in luster, hard but brittle to impacts, highly prized along the Sword Coast North, usually cut cabochon or faceted, and rumored to glow for hours if a healing spell is cast upon it but detonates if targeted by an energy effect; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Orl, which is a gem stone, tawny yellow to orange to red in color, opaque & waxy in luster, hardy & tough enough to be mounted on weaponry or their accoutrements, usually cut into faceted gems but may be claw mounted as is, considered sacred by followers of Bahgtru & Haela Brightaxe, and dubiously claimed to make a powerful explosive when pulverized with black pearls; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Orprase (pollucite), which is a zeolite semiprecious stone, straw yellow to colorless, transparent & vitreous in luster, hardy & tough but will wear over time, highly sought by followers of Tymora, and dubiously claimed to impart a single lucky boon; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Padparadscha, which is a corundum gem stone, peachy pink to fiery orange in color, transparent & sub-admanatine in luster, very hard & durable for constant wear, believed to increase magical strength, and purported to enhance mind affecting & air based magical effects; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Pearl, which is an aragonite fancy stone, predominantly white but may be pink or gold in color, opaque with a silky luster, medium soft but resistant to breaking, sacred to multiple deities, harvested from mollusks, and believed to reduce acids to water & nullify poisons; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Pearl, which is an aragonite precious stone, silver or black or rainbowed in color, opaque with a silky luster, medium soft but resistant to breaking, sacred to multiple deities, harvested from mollusks, and believed to reduce acids to water & nullify poisons; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Pearl Cowrie, which is a semiprecious shell, off white to rose in color with darker under layer, opaque & vitreous in luster, soft enough to carve, naturally egg-shaped, and becomes pearlescent when polished; DC16 Jeweler, or DC20 Knowledge Nature

  • Peridot (Chrysolite), which is an olivine precious stone, light to dark olive green in color, transparent & vitreous in luster, hard but brittle to impacts, considered sacred to Gaerdal Ironhand & Yondalla, and used as a material component for abjuration spells & in constructing magic items that offered protection against spells; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Phenalope (rhodonite), which is a rhodonite semiprecious stone, pink to red in color, translucent & vitreous to opaque & greasy in luster, relatively hard, carved into decorative sculptures or items when opaque, often used for room tiling & furniture inlays, and dubiously claimed to not only deter flames but to extinguish even magical fire; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Pink Emerald (Morganite), which is a beryl gem stone, light pink to rose pink in color, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, and sensitive to magical flame causing it to lose its color reducing its value to that of a precious stone but magical cold restores the lost color & value; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Prismatin, which is a Kornerupite-Prismatine ornamental stone, gray-green in color, opaque & vitreous in luster, medium hard & neither resistant nor susceptible to blows, and typically used in building & statuary ornamentation; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Psaedros (lepidolite), which is a mica hardstone, pink to mauve to lilac in color, transparent to translucent & resinous to pearly in luster, somewhat soft & brittle, considered decorative & mostly used for carving, and reported as useful as spell components for wind walk spells; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

  • Purple Star Cowrie, which is a jewel shell, off-white in color with brown spotting outside with a dark under layer, opaque with a silky luster, soft enough to carve, naturally egg-shaped, and prized for the rich burgundy color of its under layer; DC16 Jeweler, or DC20 Knowledge Nature

  • Pyrope, which is a garnet fancy stone, ruby red to dark red in color, transparent & vitreous in luster, hardy & tough but will wear over time, often misidentified as a ruby, believed by some to be the solidified blood of deity avatars, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Rainbow Obsidian, which is a volcanic glass semiprecious stone, deep black in color with rainbow bands of iridescence, translucent & vitreous in luster, brittle but relatively hard & resistant to corrosion, usually turned into irregularly shaped jewelry, and believed to pass through prismatic effects unharmed; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Raindrop (Cassiterite), which is a rutile precious stone, colorless, transparent & adamantine in luster, hard & durable, and rumored to temporarily darken in color when touched to a material that had released magical energy; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Ravenar (schorl), which is a tourmaline fancy stone, black in color, opaque & vitreous in luster, hard & durable, valued for its gloss, commonly used for inlay work, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Red Abalone, which is an ornamental shell, deep orange to red in color, opaque & dull on the outside but orange-red iridescent inside, soft enough to carve, very densely colored & figured near the center, and often polished to remove the dull outer layer; DC16 Jeweler, or DC20 Knowledge Nature

  • Red Helmet, which is a semiprecious shell, ochre to red to brown colored in striped layers, opaque with a silky luster, soft enough to carve, generally helmet shaped with blunt knobs, and sought after for making cameos with unique designs; DC16 Jeweler, or DC20 Knowledge Nature

  • Red Spinel, which is a ceylonite fancy stone, pale rose to brilliant red in color, translucent or transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, considered sacred by followers of Haela Brightaxe, exclusively imported from Zakhara, and believed to help arcanists recover spent spell powers; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Red Tear, which is a lacrimite gem stone, vivid orange to blood crimson in color, translucent & vitreous in luster, tough but brittle, also known as Tempus' weeping & typically found in a perfect teardrop shape, a substitute for all material components used in any healing spell, and purported to be an ingredient for making the magic ink for creating scrolls of spells that mended broken objects; DC16 Jeweler, or DC26 Knowledge Dungeoneering

  • Rhodochrosite, which is a calcite ornamental stone, rosy pink to raspberry red in color, translucent & resinous in luster, somewhat soft & fragile, also known as rosenstone, most often used in rings & pendants, and apocryphally reported to cure poisons & diseases when pulverized & consumed; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Rock Crystal, which is a quartz semiprecious stone, colorless & clear, transparent & vitreous in luster, hard but brittle to impacts, often inlaid into furniture & headgear, the most commonly used gem for spell components, and magically altered and shaped into a hardened substance through a secret technique; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Roepperite, which is an olivine ornamental stone, greenish black in color, translucent & greasy in luster, soft but surprisingly resistant to impacts;, and used as a material component for simple abjuration spells & spell warding magic items; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Rogue Stone, which is a jewel, colorless, transparent & adamantine in luster, extremely hard but easily faceted, iridescent when exposed to sunlight with rainbow colors that flowed as if in liquid, reputed to cause wild fluctuations in nearby magics, and sought for use with chaos & teleportation effects; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Romanzovite, which is a garnet fancy stone, brown to dark brown in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Rosaline, which is a zoisite ornamental stone, pink to reddish in color, opaque & vitreous in luster, relatively soft but scratch resistant, and cut into cabochon & beads or carved into ornamental objects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Rose Garnet (Rhodolite), which is a garnet fancy stone, pink in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Rose Quartz, which is a quartz ornamental stone, pink in color, transparent to translucent & vitreous in luster, soft & brittle but frequently adorns furniture & figurines, valued more for transparency & richer pink color, a commonly used gem for spell components, and magically altered and shaped into a hardened substance through a secret technique; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Rubellite, which is a tourmaline fancy stone, dark pink to deep red in color, transparent to translucent & vitreous in luster, hard & durable, considered sacred to Deneir, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC22 Knowledge Dungeoneering

  • Ruby, which is a corundum jewel, light pink to deep crimson in color, transparent & sub-admanatine in luster, very hard & durable for constant wear, valued proportionally to the deeper the red of its color for making magical inks, suspected to increase one's luck & ward against disasters, and purported to aid the magical enhancements conferred by magical items; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Rusteen (microlite), which is a pyrochlore precious stone, pale brown to dark reddish-brown in color, translucent & vitreous in luster, medium hard & tough enough to be used in horse tack or armor, and reported to be a substitute for force effect spell material components; DC16 Jeweler, or DC24 Knowledge Dungeoneering

  • Saganite, which is a quartz ornamental stone, white to yellow in color with brown or greenish-black needle inclusions, translucent & greasy in luster, medium hard but fairs poorly to scratches, and dubiously claimed to increase the explosive power of fiery or detonation effects; DC16 Jeweler, or DC18 Knowledge Dungeoneering

  • Samarskite, which is a pegmatite semiprecious stone, black in color with a yellow-brown surface, essentially opaque & sub-metallic in luster, rather brittle & not intended for wear, typically turned into cabochons, and purported to reduce the severity of undead attacks; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Sanidine, which is a feldspar ornamental stone, light tan to yellow in color often demonstrating blue flash, translucent to transparent & vitreous in luster, relatively hard, favored by the Bedine nomads, and purported to help the casting of water & purification spells; DC16 Jeweler, or DC20 Knowledge Dungeoneering

  • Sapphire, which is a corundum gem stone, violet-blue to dark azure in color, transparent & sub-admanatine in luster, very hard & durable for constant wear, suitable for consecration or sacrifice to multiple deities, believed to increase magical strength, and purported to enhance mind affecting & air based magical effects; DC16 Jeweler, or DC28 Knowledge Dungeoneering

  • Sarbossa, which is a thomsonite hardstone, pink to red to white to green in color often with banding, transparent to translucent & silky in luster, medium hard & impact resistant, usually cut into cabochons, and reputed to extend polymorphic transmutations; DC16 Stonecraft, or DC16 Knowledge Dungeoneering
  • [/list]
    continued next post...

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.

    Edited by - SaMoCon on 11 Sep 2020 03:51:46
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  03:52:57  Show Profile Send SaMoCon a Private Message  Reply with Quote
    GEMSTONES Continued
    • Sardonyx, which is a quartz semiprecious stone, banded brownish to red alternating with white or sometimes black bands, translucent & vitreous in luster, hardy & tough but will wear over time, ideal medium for the art of cameo to intaglio to relief carving, dubiously claimed to ward against magic missiles & enhance wisdom effects, and one of the "nine secrets" that could be enchanted to become an ioun stone; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Sardonyx Helmet, which is a semiprecious shell, beige in color with reddish brown striped under layers, opaque with a silky luster, soft enough to carve, generally helmet shaped with blunt knobs, and ideal for cameos with a sardonyx-like appearance; DC16 Jeweler, or DC20 Knowledge Nature

    • Satin Spar, which is an aragonite ornamental stone, white to pink to pale orange or brown in color, translucent & silky in luster with a sparkling green schiller, too soft for jewelry but accepted a good polish, and believed to mitigate the damaging impact of magic missiles; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Scapra, which is a scapolite fancy stone, colorless or yellow in color, transparent & vitreous in luster, soft & easily worked by even unskilled gem-cutters, and valued by abjurers for casting one specific spell; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Scarlet Emerald (Red Beryl), which is a beryl gem stone, raspberry to deep rose in color, transparent & vitreous in luster, very hard & tough enough to be used for daily-wear jewelry, and a substitute for natural components of sun sphere divine casters; DC16 Jeweler, or DC26 Knowledge Dungeoneering

    • Serpentine, which is an antigorite hardstone, yellowish green to brownish red in color, opaque & greasy in luster, soft & fairly easy to carve, sometimes used as a faux jade, and usually made into cabochons to decorate weapons & armor or mounted in jewelry of all types; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

    • Serpentine (Williamsite), which is an antigorite semiprecious stone, pale apple green in color, translucent & resinous to silky in luster, relatively soft & fairly easy to carve, typically facet cut, sometimes used as a faux jade, and believed to confer the equivalent of a resist cold and a resist fire onto the bearer; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Shambos, which is an organic hardstone, rich red to brownish black in color, opaque & dull in luster but glossy when shined, medium soft & brittle, harvested from tropical sea turtles, and plates or blades of shell are valued for artistic ornamentation; DC16 Stonecraft, or DC20 Knowledge Nature

    • Shandon (natrolite), which is a zeolite fancy stone, pale yellow to orange in color, transparent & vitreous in luster, medium hard but fairs poorly to scratches, usually occurs in small crystals, often used by clothiers to adorn veils & robes for a "water drops" effect", and dubiously claimed to confer steel-like protective quality upon adorned garments; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Sharpstone, which is a quartz ornamental stone, white to black in color, opaque & waxy in luster, hardy & tough but will wear over time, fine-grained & uniform in appearance, mostly used for sharpening, and believed to allow spell casters to change spell areas with an inverse change to effect; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Sheen (sheen obsidian), which is a volcanic glass ornamental stone, glossy brown to black in color with whitish to gray inclusions, translucent & vitreous in luster with metallic schiller, medium hard but brittle, usually tumbled smooth for cabochons, and reported to be used in light effects to vary the hues emanated; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Shou Jade (Qinghai Jade), which is a jade fancy stone, pale green in color, opaque to translucent & greasy to waxy in luster, resistant to scratches & resilient to shock, easily carved, and reputed to elevate illusion or phantasm magics being the choice ingredient for magic inks & magic item immersions; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Shou Lung Emerald, which is a beryl jewel, deep bright green in color, transparent & vitreous in luster, very hard & durable for constant wear, also known as "bureaucrat's stone", and dubiously claimed to be part of only three stones in existence; DC16 Jeweler, or DC28 Knowledge Dungeoneering

    • Silkstone, which is a quartz hardstone, commonly yellow in color, opaque & silky in luster with fibrous chatoyancy, hard & durable, cut cabochon or used for engravings, worn as a protection from spirits, and claimed to aid energy drain or restore effects; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

    • Sinhalite, which is a fancy stone, pale straw yellow to yellow-brown in color, transparent & vitreous in luster, relatively hard but will wear over time, cut cabochon if chatoyant or faceted if not, easily worked without specialized tools or skills, and purported to prevent magical darkness near its proximity; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Skydrop (Tektite), which is a glass ornamental stone, pale green to brown-black in color, transparent & vitreous in luster, medium hard but brittle, formed when celestial objects strike the ground, often tumbled as found & fixed into clawed jewelry settings, and widely believed to prevent petrification; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Smoky Quartz, which is a quartz semiprecious stone, brown to gray in color, transparent to opaque & vitreous in luster, hard & durable, usually faceted with brilliant cuts, also used for rings & pendants as well as large cabochons & orbs, and considered sacred by followers of Mask; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Snowflake Obsidian, which is a volcanic glass ornamental stone, glossy black in color with white inclusions, opaque & vitreous in luster, brittle & weak but valued for the snowflake appearance of the inclusions, and reputed to absorbed an unpredictable portion of dragon's breath damage; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Soapstone (steatite), which is a talc hardstone, white to green in color, opaque & waxy in luster, soft enough to be marked by fingernails, often dyed because it easily takes in the color, easily worked even by the unskilled, and dubiously claimed to capture heat & empower fire effects; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

    • Spessartine, which is a garnet fancy stone, orange in color, transparent & sub-admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Sphene, which is a titanite precious stone, yellow to deep green in color, transparent & adamantine in luster, soft & easily worked by even unskilled gem-cutters, usually tricolored with red or orange or brown complimenting the base stone colors, and believed to aver & mitigate lightning; DC16 Jeweler, or DC24 Knowledge Dungeoneering

    • Spodumene, which is a spodumene semiprecious stone, gray or blue to bicolored in appearance, transparent & vitreous in luster, hard but prone to chipping, transparent & vitreous in luster, and believed to open magically closed portals when anointed with holy water; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Star Diopside, which is a diopside semiprecious stone, very dark green to black in color with white 4-ray asterism, opaque & vitreous in luster, relatively hard but fairs poorly to scratches, usually cut cabochon, made into earrings & pendants to avoid scratches, and confirmed to conspicuously flash when within 10ft of an illusion effect making it in high demand by civil functionaries & the wealthy; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Star Rose Quartz, which is a quartz semiprecious stone, pink in color with white asterism, translucent & vitreous in luster, hard & durable, frequently used as jewelry centerpieces, and purported to be useful for protective effects including deflect spells aimed at the wearer; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Star Ruby, which is a corundum jewel, light red to deep crimson in color with a six pointed white star on the surface, opaque & s vitreous in luster, very hard & durable for constant wear, suitable for consecration or sacrifice to multiple deities, and believed to have a wide variety of magical effects including unsurpassed healing powers when properly treated; DC16 Jeweler, or DC28 Knowledge Dungeoneering

    • Star Sapphire, which is a corundum jewel, pale blue to deep azure in color with a six pointed white star on the surface, opaque & vitreous in luster, very hard & durable for constant wear, suitable for consecration or sacrifice to multiple deities, believed to ward off hostile magics, and purported to apply meta magic effects when used to cast spells; DC16 Jeweler, or DC28 Knowledge Dungeoneering

    • Sunstone (oligoclase), which is a feldspar ornamental stone, orange to brown in color, translucent to transparent & vitreous in luster with brown to gold inclusion schiller, relatively hard & shock resistant enough for daily wear jewelry, suitable for consecration or sacrifice to multiple deities, and believed to charge in sunlight to harm sun-vulnerable undead that attacked the stone's bearer; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Tabasheer, which is an organic semiprecious stone, white to bluish-white in color, translucent to opaque & opalescent in luster, medium hard but easily worked, usually made into beads or rings, used by Southern civilizations when bartering, and reported to be used as a powder in medicinal healing; DC16 Jeweler, or DC20 Knowledge Nature

    • Tchazars, which is an aragonite semiprecious stone, straw yellow in color, vitreous to resinous in crystal luster, fragile & considered too soft for jewelry, prized for difficult to make faceted stones, and purported to dampen divination spells & effects within proximity to the stone rendering the area indistinguishable to such surveillance; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Tempskya, which is a quartz hardstone, black & white to red & yellow in color with brown & pink speckling, translucent & greasy in luster, hard & durable, petrified wood that retains the plant's structure, usually cut in slabs & used for inlays, and reported to be useful for petrification effects; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

    • Thulite, which is a zoisite semiprecious stone, pink to reddish in color with purple & blue to green trichroism, opaque & vitreous in luster, hardy & tough but will wear over time, and rumored to eliminate a single prismatic effect if properly attuned; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Thuparlial, which is a prehnite ornamental stone, pale yellow to gray green in color, translucent & Vitreous to Pearly in luster, relatively hard & resillient, usually cut cabochon or carved into objects, and dubiously claimed a substitute ingredient for many fire- and heat-based spells; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Tiger Cowrie, which is an ornamental shell, ochre to gray in color with dark brown or black spots, opaque with a vitreous luster, soft enough to carve, largest of the egg-shaped shells, and becomes pearlescent when polished; DC16 Jeweler, or DC20 Knowledge Nature

    • Tiger's Eye, which is a quartz ornamental stone, fibrous gold to red brown in color, opaque & silky in luster with luminous bands that appeared to move as the stone rotates, hardy & tough but will wear over time, believed to repel the unliving, and powdered for use in inking entombment objects & potions warding off the undead; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Tomb jade, which is a jade gem stone, red to brown in color, opaque & resinous to waxy in luster, resistant to scratches & resilient to shock, easily carved, color-changed from being carved then buried for centuries, and reputed to have special powers warding off the undead; DC16 Jeweler, or DC26 Knowledge Dungeoneering

    • Topaz, which is a silicate precious stone, as hard & tough as corundum stones, yellow to brown in color but turned pink or light blue if exposed to supernatural fire, transparent to translucent & vitreous in luster, valued greater for transparency, believed to be a battery for healing magic & thought to extend faerie fire, and often used to create items that conferred protection from magical effects; DC16 Jeweler, or DC24 Knowledge Dungeoneering

    • Topazolite, which is a garnet fancy stone, yellow in color, transparent & admanatine in luster, hardy & tough but will wear over time, believed by some to be the solidified blood of deity avatars, long known as being worthless for magical use, and purported to double or treble the effectiveness of magical weaponry; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Tortoiseshell, which is an organic hardstone, rich yellow with attractive marbling of reddish brown colors, opaque & vitreous in luster, medium soft & brittle, harvested as plates or schutes from a hawksbill turtle, and the most highly valued form of tortoiseshell; DC16 Stonecraft, or DC20 Knowledge Nature

    • Tremair (hexagonite), which is a tremolite precious stone, lilac to pink in color with bluish-red to deep violet pleochroism, transparent to translucent & vitreous in luster, medium hard but fairs poorly to scratches, cut cabochon if chatoyant or faceted if not, used to signify eligibility when sewn or woven into debutantes' gowns, and rumored to bestow immunity from curses; DC16 Jeweler, or DC24 Knowledge Dungeoneering

    • Triphane, which is a spodumene semiprecious stone, colorless to yellow in color, transparent & vitreous in luster, hard but prone to chipping, cleavable to yield transparent crystals, and believed to open magically closed portals when anointed with holy water; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Trochus, which is an ornamental shell, dark in color marked by irregular stripes outside & off white inside, opaque & dull on the outside but iridescent inside, soft enough to carve, cone shaped & relatively flat, known as a "great top shell"", and sought for the beautiful pearly interior; DC16 Jeweler, or DC20 Knowledge Nature

    • Turbo, which is an ornamental shell, blue in color with gray to brown striping & an off-white under layer, opaque with a silky luster, soft enough to carve, cone shaped shell, and sought after for making cameos with unusual patterns; DC16 Jeweler, or DC20 Knowledge Nature

    • Turquoise, which is a phosphate ornamental stone, light blue to bluish green in color with mottling, opaque & waxy in luster, medium hard but fairs poorly to scratches, valued by the elves & their deities, and reputed to gleam when near gold; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Turritella, which is a quartz hardstone, made up of many small fossilized shells with dark brown rock substrate, waxy in luster, hard & durable, used in place of marble for facings & inlays, and believed to have undiscovered magical properties; DC16 Stonecraft, or DC16 Knowledge Dungeoneering

    • Tyrabos, which is an organic hardstone, brownish red to almost black green in color, opaque & dull in luster but glossy when shined, hard & durable, harvested from dragon turtles, and valued more as a trophy than for artistic ornamentation;

    • Ulvaen, which is an amblygonite fancy stone, pale to deep yellow in color, transparent & vitreous to pearly in luster, relatively hard & shatter resistant but fairs poorly to scratches, cut cabochon if chatoyant or faceted if not, easily carved without specialized skills into faceted gems or cabochons, and reported that its mere presence heals wounds; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Unio, which is an ornamental shell, darkly colored outside with varying white inside, opaque & dull on the outside but with a pearlescent luster inside, soft enough to carve, clamshell shaped, from freshwater pearl mussels, and used for buttons or gambling tokens among other things; DC16 Jeweler, or DC20 Knowledge Nature

    • Variscite, which is a variscite ornamental stone, pale to dark green in color, translucent & waxy in luster, medium hard but fairs poorly to scratches, used for carvings & ornamental objects, and apocryphally reported to be poisonous to lycanthropes; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Verdelite, which is a tourmaline gem stone, dark green in color, transparent to translucent & vitreous in luster, hard & durable, considered sacred to Deneir, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC26 Knowledge Dungeoneering

    • Violine (violane), which is a diopside ornamental stone, indigo to deep purple in color, translucent & greasy in luster, relatively hard but rarely used for jewelry, considered sacred to Ghaunadaur, and purported to be baneful to undead mummies & their supernatural disease; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Water Opal (jelly opal), which is an opal gem stone, bluish-gray in color with little play-of-colour, translucent & gelatinous in luster, relatively hard but highly resistant to shattering, used in decorating mirrors & windows, and believed to naturally make an elixer of health when crushed into some holy water; DC16 Jeweler, or DC26 Knowledge Dungeoneering

    • Waterstar (achroite), which is a tourmaline fancy stone, often colorless, vitreous in luster, hard & durable, commonly used for inlay work, valued for its transparency, and purported to absorb any spell to be cast out as three lightning bolts consuming the stone in the process; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Webstone (spiderweb obsidian), which is a volcanic glass ornamental stone, deep black in color with off-white to dark green web-like lines, translucent & vitreous in luster, brittle but relatively hard & resistant to corrosion, usually turned into cabochons or carved into figurines, and dubiously claimed to protect the wearer from gases; DC16 Jeweler, or DC18 Knowledge Dungeoneering
    • Witherite, which is an aragonite semiprecious stone, yellow to white in color, translucent & resinous in luster, very soft & easily faceted, and when mounted in special electrum setting believed to protect wearers from Cause Wounds effects; DC16 Jeweler, or DC20 Knowledge Dungeoneering

    • Wonderstone, which is a rhyolite ornamental stone, brown to tan in color with bands of red & purple, opaque & dull in luster but polishes to a shine, hardy & tough, typically cut cabochon, used as furniture inlay & paneling, and confirmed to glow blue for 20 minutes after direct contact with enchanted items & beings; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Woodtine (Cassiterite), which is a rutile ornamental stone, shades of brown with color banding, opaque & greasy in luster, hard & durable, and rumored to temporarily darken in color when touched to a material that had released magical energy; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Xylopal (wood opal), which is an opal ornamental stone, yellow to brown in color with green-blue schiller, translucent to opaque & vitreous in luster, relatively hard & highly resistant to shattering, a form of petrified wood, and used as a component in some spells; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Yanolite, which is an ornamental axinite stone, violet to purple in color, transparent & vitreous in luster, relatively hard & shock resistant enough for daily wear jewelry, sacred to Ghaunadaur's faith, reported to have strong anti-magic properties, and dubiously claimed to confer immunity to all forms of magical paralysis; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Zarbrina, which is an aragonite ornamental stone, white in color or colorless, transparent & adamantine in luster, brittle & often used in ceremonial or little-used jewelry, feels soapy to the touch & could be used on fancy intimate apparel, and purported to be useful for illusion spells & scrolls; DC16 Jeweler, or DC18 Knowledge Dungeoneering

    • Zendalure, which is a gem stone, blotchy blue-white in color, translucent & sub-adamantine in luster, relatively hard, frequently used as inlays or cut into small cabochons, and dubiously claimed to indefinitely protect flesh & bone from all decay when pulverized into a syrup & applied; DC16 Jeweler, or DC26 Knowledge Dungeoneering

    • Ziose, which is a zoisite fancy stone, colorless with purple & blue to green trichroism, opaque & vitreous in luster, hardy & tough but will wear over time, often found in naturally large crystals, frequently appears in giants' ornamentation & jewelry, and dubiously claimed to fire magical arrows when an attuned user commands; DC16 Jeweler, or DC22 Knowledge Dungeoneering

    • Zircon, which is a zircon semiprecious stone, brown in color but turned blue when heated, transparent to translucent & adamantine to greasy in luster, hard but easy to chip, mistaken for more valuable gems by the uninformed, and purportedly easy to enchant; DC16 Jeweler, or DC20 Knowledge Dungeoneering[/*]

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
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    Posted - 11 Sep 2020 :  03:57:49  Show Profile Send SaMoCon a Private Message  Reply with Quote
    METALS

    Adamant, which is a rare metal, jet black in color, the hardest natural ore but also very light & the most brittle, prized for making the valuable alloy Adamantine, known to provide protection from all types of fire, and renowned for its immunity to the elements; DC20 Metalcraft, or DC25 Knowledge Dungeoneering
    Adamantine, which is a rare alloy, black in color but reflects green or purple, smelted in arcane fires combining precious metals & admanat ore, described as hard enough to break through even magical defenses & being unbreakable, and dubiously claimed to be an alloy of steel & mithral through magical means; DC20 Metalcraft, or DC25 Knowledge Dungeoneering
    Arandur, which is a rare metal, silver-blue in color, exceptionally hard, famous for holding an edge under punishment & sought for making sharp weapons, easily glazed with decorative vitreous glass, and reported to deaden sound nearby large masses of the metal; DC20 Metalcraft, or DC25 Knowledge Dungeoneering
    Awakened Copper, which is a magical metal, bright reddish-orange in color, as strong as regular steel, purported to be a magical purifier, helpful to magic that negates sickness & poison, and often used in items that provide protection from cold; DC16 Metalcraft, or DC20 Knowledge Arcana
    Awakened Gold, which is a magical metal, metallic yellow in color, hard as steel but twice as heavy, resistant to acid & fire, dazzlingly shiny & attractive in sunlight, and confirmed to enhance the damage of weapons though it is also reported to make them harder to wield; DC16 Metalcraft, or DC20 Knowledge Arcana
    Awakened Platinum, which is a magical metal, silvery-white in color, hard as steel but twice as heavy, rumored to resist cold & sonic energies, cast into shape but cannot be forged or shaped afterwards, and confirmed to enhance the damage of weapons though it is also reported to make them harder to wield; DC16 Metalcraft, or DC20 Knowledge Arcana
    Awakened Silver, which is a magical metal, gray-white in color, as strong as regular steel, metallic in luster like polished silver but does not tarnish, purported to welcome light-moon magic, and believed to resist electricity; DC16 Metalcraft, or DC20 Knowledge Arcana
    Bloodsteel, which is a magical alloy, dull gray in color, as strong as regular steel, reported to not shine regardless of polishing, confirmed toxic to orcs, and known as Orcslayer metal; DC16 Metalcraft, or DC20 Knowledge Dwarf Region
    Bismuth, which is a base metal, white in color, a brittle metal, impossible to work requiring casting to be shaped, easily melted & very stable after casting, quickly gains iridescent refraction from red to blue in color, and used where lead is deemed poisonous; DC16 Metalcraft, or DC20 Stonecraft
    Brass, which is a base alloy, yellow to red in color, a medium soft metal, easily cold-worked, highly resistant to corrosion & very durable, and extensively used by seafaring civilizations; DC11 Metalcraft, or DC15 Knowledge Local
    Bronze, which is a base alloy, brownish-gold in color, a medium soft metal, great for detail work, very strong & durable, and easy to work with a low melting point; DC11 Metalcraft, or DC15 Knowledge Local
    Copper, which is a base metal, bright reddish-orange in color but tarnishes brown to black, a medium soft metal, extremely easy to work, patinaed greenish in hue as it ages, and often used for base alloys; DC11 Metalcraft, or DC15 Knowledge Dungeoneering
    Darksteel, which is a magical alloy, deep purple in color but gains silvery hue when polished or cut, as strong as regular steel, ancient dwarf craft only recently rediscovered, claimed to be star metal tempered with special oils that confer acid resistance, and dubiously claimed to imbue forged weapons with electricity; DC16 Metalcraft, or DC20 Knowledge Dwarf Region
    Dlarun, which is a rare metal, bone-white in color with a greenish sheen in candlelight, slightly soft, often mistaken for ivory, easily carved for decorative work & figurines, and reported to imbue items with cold effects; DC20 Metalcraft, or DC25 Knowledge Dungeoneering
    Electrum, which is a precious alloy, whitish to greenish to purplish in hue depending on gold-silver ratios, a medium soft metal, strong & durable, slowly tarnishes, and often difficult for novice appraisers to value; DC13 Metalcraft, or DC15 Knowledge Local
    Fever Iron, which is a magically altered metal, reddish gray to reddish brown in color, exceptionally hard, theorized to attract raw Weave energy, believed to have a special affinity for offensive & defensive fire, and reported to be incapable of holding cold magics; DC16 Metalcraft, or DC20 Knowledge Arcana
    Gold, which is a precious metal, rich yellow in color, soft & easy to dent, effectively immune to corrosion, combined into alloys for strength & to create intriguing colors, and easily cold-worked with a low melt point; DC13 Metalcraft, or DC20 Knowledge Dungeoneering
    Hizagkuur, which is a magically altered metal, pale silvery gray in color, as strong as regular steel, found only in the Underdark as claylike ore or mud, reported to imbue items with heat & shock effects, and believed to be incapable of holding cold magics; DC16 Metalcraft, or DC20 Knowledge Arcana
    Iron, which is a base metal, black in color but may be shined white, slightly soft, the most abundantly found ore, highly susceptible to corrosion, and combines with other materials for a great range of desirable qualities including steel; DC11 Metalcraft, or DC15 Knowledge Dungeoneering
    Kheferu, which is a rare unnatural alloy, gray in color with a glossy crimson sheen, as hard as steel, alloyed from some types of star metal & iron, naturally accrues salt deposits when neglected, and purported to be baneful to earth-type creatures; DC25 Metalcraft, or DC30 Knowledge Arcana
    Lead, which is a base metal, gray in color, soft & easy to dent, easy to work with a low melt point, often used for pipes or sheets or solders, and corrosion & acid resistant; DC11 Metalcraft, or DC15 Knowledge Dungeoneering
    Living Metal, which is a magically altered metal, light gray-green in color, exceptionally hard, thought to be "alive" & reshapes itself to the user", sought for making regenerative items, and verified to naturally & quickly repair itself; DC16 Metalcraft, or DC20 Knowledge Arcana
    Luir-Shibuichi, which is a precious alloy, grayish white to dark blue in color, soft & easy to dent, an alloy technique of silver & copper with traces of gold, meant to patina in specific colors of blue without the need for lacquers or paints, and a Luiren variation of Koryoan techniques; DC15 Metalcraft, or DC15 Knowledge Local Lantaan
    Mithral, which is a rare metal, like solid mercury in appearance, an extremely hard metal, as strong as steel but much lighter, dazzlingly shiny & attractive in sunlight, and confirmed to significantly reduce the restrictive encumbrance of metal armors & weapons; DC20 Metalcraft, or DC25 Knowledge Dungeoneering
    Nickel, which is a base metal, bluish white to grayish white in color, slightly soft, sought for increasing hardness in metal alloys, smelted at very high temperatures, and very slow to corrode; DC11 Metalcraft, or DC15 Knowledge Dungeoneering
    Nickel Silver, which is a base alloy, whitish gray in color, slightly soft, actually a copper-nickel alloy, moderately strong & highly corrosion resistant, and often used for flatware & tools as a cheaper more durable alternative to silver; DC11 Metalcraft, or DC15 Knowledge Local
    Pewter, which is a base alloy, light gray to gray in color, soft & easy to dent, easy to work with a low melt point, highly wear & corrosion resistant, and the fourth most popular metal used in jewelry; DC11 Metalcraft, or DC15 Knowledge Local
    Platinum, which is a precious metal, pure white in color, slightly soft, the most durable & most valuable of the precious metals, smelted only in arcane fires, and wear resistant & untarnishable; DC13 Metalcraft, or DC20 Knowledge Dungeoneering
    Rose Gold, which is a precious alloy, yellowish pink in color, soft & easy to dent, easily cold-worked & has a low melt point, an alloy of copper & gold, and slow to tarnish; DC13 Metalcraft, or DC15 Knowledge Gnome Region
    Shibuichi, which is a precious alloy,light gray to dark black in color, soft & easy to dent, an alloy technique of silver & copper with traces of gold, meant to patina in specific colors without the need for lacquers or paints, and pioneered in Kara-Tur's Koryo; DC15 Metalcraft, or DC15 Knowledge Local Koryo
    Silver, which is a precious metal, white in color but quickly tarnishes to black, a medium soft metal, beautiful when it develops aged patina, seemingly incorruptible by sickness marking its use for mess utensils & healing tools, and too soft in its natural state to make into jewelry; DC13 Metalcraft, or DC20 Knowledge Dungeoneering
    Speculum Metal, which is a base alloy, soft silver to gray in color, easy to work & has a low melt point, soft & easy to dent, highly wear & corrosion resistant, and the most popular metal used in decorative metal objects; DC16 Metalcraft or
    Star metal, which is a rare unnatural metal, brownish red to bluish green in color, harder than steel, confirmed to enhance any metal with which it is alloyed, the leftover material from a sky fallen object, and sometimes sliced & polished for inlay work; DC25 Metalcraft, or DC30 Knowledge Arcana
    Steel, which is a base alloy, a range of color based on alloy impurities, the standard for hard metals, hardened by heat treating & quenching then tempering, considered weapons-grade metal, and not to be confused with the more malleable carbon steel from which it is made; DC11 Metalcraft, or DC15 Knowledge Local
    Tin, which is a base metal, white in color, soft & easy to dent, not found native & mostly extracted from oxide minerals, prized for making valuable alloys, and often used as a corrosion fighter by coating vulnerable metals; DC11 Metalcraft, or DC15 Knowledge Dungeoneering
    Tumbaga, which is a precious alloy, orange to brown in color, a medium soft metal, easily cold-worked & has a low melt point, an amalgam of mostly copper & some gold, and slow to tarnish; DC13 Metalcraft, or DC15 Knowledge Local
    Urichalcum, which is a magically altered metal, yellowish gray in color, as strong as regular steel, originated from & trafficked through wizards' guilds, rumored to be an alloy of precious metals & iron, and reported to readily accept artificer enchantments to make magic items of minor power; DC16 Metalcraft, or DC20 Knowledge Arcana
    Zinc, which is a base metal, white to bright blue-gray in color, soft & easy to dent, rarely found native in nature & typically extracted from naturally occurring alloys, brittle & not malleable unless heated significantly, and easy to melt & boil into fumes; DC11 Metalcraft, or DC15 Knowledge Dungeoneering


    additional metalworking descriptions that may be applied:
    repoussé metalworking techniques in which a malleable metal is ornamented or shaped by hammering from the reverse side to create a design in low relief used in conjunction with chasing which is the opposite of repoussé.
    chased and repousséd, or ornamented with hammered tools from both sides of malleable metal to create relief designs
    Repoussing & chasing is a metalworking technique in which a malleable metal is ornamented by hammering the reverse & obverse sides to create designs in low relief

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:00:27  Show Profile Send SaMoCon a Private Message  Reply with Quote
    LUMBER

    Albino Oak, which is a hardwood, creamy white in color with prominent ray fleck patterns, unevenly coarse grained & large-pored in texture, hardy & very resistant to decay, readily stained & finished, and exceptionally hard & durable; DC11 Woodcraft, or DC15 Knowledge Nature
    Basswood, which is a hardwood, pale white to light brown in color, straight grained with moderate natural luster, nondurable to rot unless treated with oils or sealants, often harvested for edible flowers & sap or for the tough fibers in the bark, and a stable wood that is easily carved making it ideal for woodenware & decorative carvings; DC11 Woodcraft, or DC15 Knowledge Nature
    Beech, which is a hardwood, pink hued pale cream in color, fine in texture & moderately lustrous, perishable & needs treatment to last, and used in musical instruments & boatbuilding; DC11 Woodcraft, or DC15 Knowledge Nature
    Birch, which is a softwood,light reddish brown in color, straight to slightly wavy grained with low natural luster, perishable & needs treatment to last, generally easy to work & stains well, and widely used for doors & furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Birdseye Maple, which is a hardwood, nearly white to cream in color with a reddish or golden hue, straight to wavy grained with a fine texture, nondurable to rot & vulnerable to insects unless treated, fairly easy to work & turns nicely, and used for musical instruments & heavy-duty furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Black Ash, which is a hardwood, light to medium brown in color, straight grained with a coarse texture similar to oak, slightly resistant to rot & vulnerable to insects, and typically used for flooring & boxes; DC11 Woodcraft, or DC15 Knowledge Nature
    Black Cherry, which is a hardwood, light pinkish brown in color that develops a rich reddish-brown patina as it ages, usually straight grained with fine texture, very durable, and known as being one of the best all-around woods for workability; DC11 Woodcraft, or DC15 Knowledge Nature
    Black Walnut, which is a hardwood, dark chocolate brown in color with darker brown streaks, medium in texture with moderate natural luster, very durable & hard, and used for crossbow stocks & furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Blueleaf, which is a magic wood, dull blue in color that darkens with age, uneven in texture & coarse grained with no rings or knots, as strong as steel when alchemically treated, and used for weapons & armor; DC16 Woodcraft, or DC25 Knowledge Nature
    Butternut, which is a hardwood, light to medium tan with a reddish tint, straight grained with a silky natural luster, moderately durable but susceptible to insect attack, generally easy to work & stains well, and used for carvings & furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Camelthorn, which is a hardwood, dark reddish brown in color, uniformly medium textured, very durable but heavy, and used for posts & turned carvings; DC11 Woodcraft, or DC15 Knowledge Nature
    Cedrella, which is a softwood, cream to light reddish brown in color, straight grained with moderate natural luster, very durable & generally resistant to insect attack, sweetly scented that lasts long after being cut, and commonly used for building construction & turned objects; DC13 Woodcraft, or DC20 Knowledge Nature
    Cherry, which is a hardwood, light pinkish brown in color that darkens with age, closely grained with fine texture, very durable & difficult to discolor, and used for musical instruments & carvings; DC11 Woodcraft, or DC15 Knowledge Nature
    Chestnut Oak, which is a hardwood, pale to medium brown in color, coarse grained & large-pored in texture, hardy & very resistant to decay, readily stained & finished, and exceptionally hard & durable explaining why it is widely used in cabinet & furniture making; DC11 Woodcraft, or DC15 Knowledge Nature
    Curly Maple, which is a hardwood, nearly white to reddish in color, even in texture with wavy grain of closely-spaced curls, used for the backs & sides of stringed instruments' echo chambers, and typically cut from quarter-sawn sections to highlight the patterns; DC11 Woodcraft, or DC15 Knowledge Nature
    Cypress, which is a hardwood, yellow to reddish brown in color, strong & moderately hard, close & straight of grain, lightweight & strangely waxy to the touch, very easy to work & tenaciously holds finishing stain, exceptionally durable & equally rot resistant, and sought for ship deck planks & outdoor furniture; DC12 Woodcraft, or DC15 Knowledge Nature
    Deal, which is a softwood, light reddish brown in color, uniformly medium textured, nondurable against decay resistance but remedied by readily treating with preservatives, easy to work & takes to staining & paints, and used for flooring & carved ornamentation; DC11 Woodcraft, or DC15 Knowledge Nature
    Dogwood, which is a hardwood, reddish brown in color, fine in texture with interlocked grain, vulnerable to rot if untreated but resistant to damage, and used for bows & turned objects; DC11 Woodcraft, or DC15 Knowledge Nature
    Duskwood, which is a magic wood, smoky gray in color that darkens with age, uneven in texture & straight of grain with no rings or knots, as strong as steel but weighs only half as much, weak to cross grain stresses limiting use to straight board pieces, and used for weaponry & luxury items; DC16 Woodcraft, or DC25 Knowledge Nature
    Ebony, which is a hardwood, jet black in color, naturally highly lustrous & fine in texture, durable & rot resistant, hard to work because it is so dense, and used for musical instruments & inlays; DC11 Woodcraft, or DC15 Knowledge Nature
    Elmwood, which is a hardwood, light to medium reddish brown in color, coarse with interlocked grain, nondurable to rot, and commonly used for furniture and archery bows; DC11 Woodcraft, or DC15 Knowledge Nature
    Gum, which is a softwood, pink to reddish brown in color, shallowly interlock grained with a coarse texture, very durable to rot but fairs poorly against insects, fairly easy to work & finishes well, and often used for furniture & boatbuilding, DC11 Woodcraft, or DC15 Knowledge Nature
    Hemlock, which is a softwood, light reddish brown in color, generally straight grained but coarse & uneven in texture, nondurable to rot & vulnerable to insects unless treated, intermediate in workability, and commonly used for construction & ornamental purposes; DC11 Woodcraft, or DC15 Knowledge Nature
    Holly, which is a hardwood, pale white that takes on a bluish-gray staining, moderately lustrous with irregularly grained pattern that is nearly invisible, nondurable to rot & vulnerable to insects unless treated, somewhat difficult to work because of the numerous knots but turns well, sometimes stained black as an Ebony substitute, and typically used only for decorative or ornamental purposes; DC11 Woodcraft, or DC15 Knowledge Nature
    Jet, which is a petrified wood, brown to black in color, waxy in luster but takes an extremely high polish, impervious to parasites & rot, technically a stone, and associated with mourning; DC13 Woodcraft, or DC16 Jeweler
    Juniper, which is a softwood, milky white to deep brown in color, fine textured & swirly grained, very durable against rot & aromatic, one of the hardest softwoods, and typically used for fencing & firewood; DC11 Woodcraft, or DC15 Knowledge Nature
    Lacewood, which is a softwood, reddish brown in color with gray or beige rays, straight grained but coarse with an uneven texture, nondurable to rot & vulnerable to insects unless treated, so named because the large ray flecks for a lace pattern when quarter-sawn, and often used for cabinetry & fine furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Laspar, which is a softwood, golden yellow in color, straight grained with moderate natural luster, very durable & moderately resistant to rot, sweetly scented that lasts long after being cut, sometimes called cloakwood & a source for commercially viable needles or saps, and easily worked for construction & furniture; DC12 Woodcraft, or DC18 Knowledge Nature
    Mahogany, which is a hardwood, pale brown to a deeper reddish brown that darkens with age, coarse textured & straight grained, naturally lustrous with chatoyancy, very durable & rot resistant, and used for furniture & interior trim; DC11 Woodcraft, or DC15 Knowledge Nature
    Maple, which is a hardwood, creamy white in color with a hint of yellow or red, straight grained & fine textured, tough but perishable & needs treatment to last, and used for flooring & musical instruments; DC11 Woodcraft, or DC15 Knowledge Nature
    Oak, which is a hardwood, pale to medium brown in color with prominent ray fleck patterns, unevenly coarse grained & large-pored in texture, hardy & very resistant to decay, readily stained & finished, and exceptionally hard & durable explaining why it is widely used in homebuilding & furniture making; DC11 Woodcraft, or DC15 Knowledge Nature
    Ornheledh, which is a magic wood, smoky gray in color that darkens with age, uneven in texture & grain because of magical transmutation, as strong as mithral but weighs considerably more, arduous to work without powerful magic tools, and known as living theur-crystal; DC16 Woodcraft, or DC25 Knowledge Nature
    Palm Ivory, which is a seed nut, stark white resembling animal ivory, oily & non-porous in texture, nondurable to decay, and used for inlays & small carvings; DC11 Woodcraft, or DC15 Knowledge Nature
    Phandar, which is a softwood, greenish brown in color, black grained & fine textured, tough & springy under duress, often used for bows or decorative items like handles, and now uncommon due to heavy cutting;
    Red Cedar, which is a softwood, reddish or violet-brown in color, fine textured & straight grained, aromatic & very rot resistant, and used for bows & storage liners; DC11 Woodcraft, or DC15 Knowledge Nature
    Red Pine, which is a softwood, light reddish brown in color, even in texture & oily in feel, moderately durable & easy to preserve against rot, and used for heavy construction & veneers; DC11 Woodcraft, or DC15 Knowledge Nature
    Red Spruce, which is a softwood, creamy white in color with a hint of yellow or red, fine in texture & straight in grain, slightly resistant to rot, easy to work but stains poorly, and commonly used for posts & construction lumber; DC11 Woodcraft, or DC15 Knowledge Nature
    Rosewood, which is a hardwood, vibrant magenta or reddish purple in color, highly lustrous & fine in texture, easy to finish & turn carve, and used for musical instruments & fine furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Sandalwood, which is a softwood, golden yellow in color, fine in texture & highly lustrous, moderately durable & easy to preserve against rot, aromatic for years after being cut, and also processed for scented oils; DC13 Woodcraft, or DC20 Knowledge Nature
    Satinwood, which is a hardwood, golden yellow to orangish brown in color, mottled or rippled in grain pattern resembling ripples in satin fabric, fine & even texture, very lustrous, and used for veneers & inlays; DC11 Woodcraft, or DC15 Knowledge Nature
    Suth-wood, which is a magic wood, grayish brown in color, unevenly coarse grained, exceptionally hard & exceedingly difficult to work, favored for making book covers, and principally used for doors & gates; DC16 Woodcraft, or DC25 Knowledge Nature
    Teak, which is a hardwood, golden to brown in color that darkens with age, coarse in texture and straight to wavy or interlocked of grain, durable & the gold standard for decay resistance, and used in shipbuilding & furniture; DC11 Woodcraft, or DC15 Knowledge Nature
    Tulip Poplar, which is a softwood, light cream to yellowish brown in color, uniformed grained with a medium texture & low luster, moderately durable but susceptible to insect attack, arduous to work because it is soft enough to "fur" when cut or roughly sanded, considered a good utility wood due to its abundance & workability, and commonly used for framing & veneers; DC11 Woodcraft, or DC15 Knowledge Nature
    Walnut, which is a hardwood, pale brown in color with darker brown streaks, medium texture & moderate natural luster, very durable & hard, and used for interior paneling & cabinetry; DC11 Woodcraft, or DC15 Knowledge Nature
    Weirwood, which is a magic wood, pale to medium brown in color, coarse grained & large-pored in texture, very durable & very resistant to decay, exceptionally hard, naturally fire resistant, mostly used for superior musical instrument construction, glows when brought into a magically lit area & for a little while after leaving that area, and found only in the Ardeep & High Forests where they are closely guarded; DC16 Woodcraft, or DC25 Knowledge Nature
    White Ash, which is a hardwood, beige to medium brown in color, straight grained with a coarse texture similar to oak, slightly resistant to rot & vulnerable to insects, and often used for tool & weapon handles because of its excellent shock resistance; DC11 Woodcraft, or DC15 Knowledge Nature
    White Cedar, which is a softwood, pale yellow-brown to almost white in color, fine textured & straight grained, aromatic & very rot resistant, and used for shingles & construction lumber; DC11 Woodcraft, or DC15 Knowledge Nature
    White Oak, which is a hardwood, white to medium brown with an olive tinge, unevenly coarse grained & large-pored in texture, very durable, widely used in cabinets & boatbuilding, and reacts with iron to cause staining; DC11 Woodcraft, or DC15 Knowledge Nature
    White Pine, which is a softwood, pale yellow to nearly white in color, even in texture with straight grain, moderately resistant to rot, fairly easy to work & stains easily, and used for heavy construction & shipbuilding; DC11 Woodcraft, or DC15 Knowledge Nature
    Willow, which is a hardwood, light tan to deep reddish brown with darker streaks, straight grained & fine textured, nondurable to rot & vulnerable to insects unless treated, lightweight with good shock resistance, and restricted to mostly rough or utilitarian purposes because of its difficulty to work; DC11 Woodcraft, or DC15 Knowledge Nature
    Yellow Pine, which is a softwood, yellowish white or reddish brown in color, fine in texture & straight in grain, moderately resistant to rot, fairly easy to work & stains easily, and used for heavy construction & veneers; DC11 Woodcraft, or DC15 Knowledge Nature
    Zalantar (Darkwood), which is a magic wood, black in color, medium in textures & straight grained, very light despite being as strong as some of the densest woods, and used for portals & furniture of the wealthy; DC16 Woodcraft, or DC25 Knowledge Nature
    Zebrano, which is a hardwood, cream in color with dark blackish brown streaks vaguely resembling a zebra's stripes, wavy grained & coarse in texture, durable & rot resistant, and used furniture & boatbuilding; DC13 Woodcraft, or DC20 Knowledge Nature
    Zurkhwood, which is a fungus, pale gray in color, straight grained & smooth in texture, durable & rot resistant, a wood substitute in the Underdark, and primarily used as a building material; DC13 Woodcraft, or DC20 Knowledge Nature

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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:04:38  Show Profile Send SaMoCon a Private Message  Reply with Quote
    TEXTILES
    • Bebilith Demon Spidersilk, which is strong silk thread, golden yellow in color with a metallic luster, gleams like metal in light, smooth with a soft texture, one of the strongest fibers, used for clothing that is comfortable in hot weather & insulates in cold weather, curiously conductive of direct flame onto the wearer without damaging the cloth, and sought to make superior craft works of weaving & leatherworking; DC16 Weaving, or DC22 Knowledge the Planes

    • Earthsilk, which is made from maiden's hair fungus, off-white to light gray in color, matte in luster, rivals the finest silks for feel & sheen but is noticeably heavier, very tough & difficult to cut despite its delicate appearance, made into fabric so tough it is worn under armor for additional protection, time consuming to harvest, and a staple of the durable dwarven wardrobe that is exported at a premium; DC13 Weaving, or DC17 Knowledge Dwarf Regions

    • Elvensilk, which is made from the prickly Buzunar flowering plant's thistledown, off-white to light gray in color, waxy in luster, soft textured, very light but also surprisingly resilient, not a true silk but plant fiber of matching quality & superior strength, used by the elves to line heavy metal armors to make them easier to use, and time consuming to harvest from the plant's native foothills bordering the slopes of the Nether, Graypeaks, Graycloack, & Sunset mountain ranges; DC13 Weaving, or DC17 Knowledge Elf Regions

    • Phase Spidersilk, which is larger in thread size than other silks, ash gray in color, translucent & shimmers in light, smooth with a soft texture, a very strong & tough fiber, easily takes color from stains & dyes without losing its translucent luster, processed through a netherese technique to prevent the thread from decaying, and both resistant to fire & difficult to cut; DC16 Weaving, or DC20 Knowledge the Planes

    • Sea Silk, which is made from the silky filaments of sea mussels, dark brown in color, glittering gold in luster under sunlight, sheer & feels like a breeze on the skin, very tough but vulnerable to insects, used for clothing that is comfortable in hot weather & insulates in cold weather, unable to be painted or dyed but may be bleached into reddish brown to pale yellow hues, and transparent under extremely strong light unlike any other fabric; DC13 Weaving, or DC17 Knowledge Nature

    • Shou silk, which is made from cultivated silkworms, stark white in color, used to make cloth that shimmers in light, smooth with a soft texture, one of the strongest natural fibers, used for clothing that is comfortable in hot weather & insulates in cold weather, practical cloth to protect from biting insects, and the standard of luster & color retention quality for tailors & customers alike; DC11 Weaving, or DC13 Knowledge Kara-Tur

    • Spidersilk, which is made from treated aranea or drider silk, drab in normal vision & muted when dyed, used to make cloth that shimmers in darkvision, soft textured, very light but also surprisingly resilient, commonly used to strengthen fabric goods that are not intended to attract attention like burglar clothes & traveling cloaks, chiefly manufactured by the drow but most traded by the aranea, and often targeted for bans & tariffs by regions in conflict with the drow; DC13 Weaving, or DC17 Knowledge Nature

    • Spiderweb silk, which is made from domesticated forest spiders, pale yellow to charcoal gray in color, used to make cloth that shimmers in light, smooth to the touch, larger in thread size than other silks, used more for durable cloth wares & furnishings than clothing, easily dyed & painted with wear resistant color retention, and cultivated for trade by gnomes for generations; DC12 Weaving, or DC16 Knowledge Gnome Regions

    • Wild silk, which is made from natural silkworms, difficult to dye but found in a wide array of natural colors from vibrant gold & green to deep blue & brown, used to make cloth that shimmers in light, smooth with a soft texture but tougher & rougher than Shou silks, one of the strongest natural fibers, used for clothing that is comfortable in hot weather & insulates in cold weather, practical cloth to protect from biting insects, and prized for luster & color retention by tailors & customers alike; DC12 Weaving, or DC16 Knowledge Nature

    • Cloth-of-Gold, which is fabric woven from silk wrapped with a spiral spun strip of high gold electrum, typically vibrantly dyed or bleached, glittering metallic with a shimmering luster, relatively stiff & heavy compared to other fabrics, resilient but vulnerable to cutting damage, used for ecclesiastical garments, civilly reserved for royal usage in many human courts, and most often applied as trim or decoration to more comfortable outfits; DC12 Weaving, or DC16 Knowledge Nobility

    • Cloth-of-Silver, which is fabric woven from silk wrapped with a spiral spun strip of high silver electrum, typically vibrantly dyed or bleached, glittering metallic with a shimmering luster, relatively stiff & heavy compared to other fabrics, resilient but vulnerable to cutting damage, used for ecclesiastical garments, uncommonly used by low nobility & aspiring gentry, and most often applied as trim or decoration to more comfortable outfits; DC12 Weaving, or DC16 Knowledge Nobility

    • Daerlunian Wool, which is made from sheep wool, white to cream in color, very lustrous, fuzzy & very soft to the touch, durable & extremely wear resistant, crimped & easily binds into yarn, very comfortable to wear, and is easy to dye; DC13 Weaving, or DC17 Knowledge Handle Animal

    • Felt, which is soft cloth made from fleece, brownish gray in color but usually dyed, dull matte in luster, hard as wood or very soft as the maker wishes it to be, highly resilient, the oldest known textile, flame retardant & self extinguishing, and easily fabricated into crafts without need for special tools or tailoring techniques; DC11 Weaving, or DC13 Knowledge Handle Animal

    • Haircloth, which is made from horse mane & tail hair, typically black in color, lustrous, coarse & unsupple, strong fiber that resists rough treatment, sought for making stiff panels in men's fashion, often used in brewing to pad a kiln when drying malt, and sometimes softened to make comfortable but strong upholstery & undergarments; DC11 Weaving, or DC13 Knowledge Handle Animal

    • Lagofelt, which is a thick cloth made from rabbit fur, brownish gray in color but usually dyed, dull matte in luster, soft, very resilient, famously produced by halfling tuckers who pioneered more economical processes for fulling the fur after it has been water felted, warmer than the rabbit furs from which it is made, and desirable for its qualities at its low cost; DC13 Weaving, or DC17 Knowledge Halfling Regions

    • Laruerag, which is made from horse mane, predominantly white with streaks of cream & light blue, translucent & is most reflective in dim light like dusk or moonlight, slightly soft textured, modestly durable, reported to be from the manes & other long hairs of unicorns, exceptionally easy to dye & retains vibrant color even with exposure to the sun, and believed to easily be ensorcelled; DC16 Weaving, or DC21 Knowledge Nature

    • Linen, which is made from flax plant fiber, ivory to gray in color unless bleached, highly lustrous, smooth with a cool feel, very durable & gets stronger when wet, easily wrinkled requiring great effort to maintain a crisp appearance, more laborious & expensive to produce than other mundane cloths, and wears more comfortably in either hot or wet conditions than other natural cloths; DC11 Weaving, or DC13 Knowledge Nature

    • Sable Felt, which is a thick cloth made from sable fur, creamy brown to dark brown in color, very lustrous, soft, resilient, warmer than the sable furs from which it is made, typically made from ruined sable furs, and generally looked down upon by high nobility but valued by the affluent; DC12 Weaving, or DC16 Knowledge Nature

    • Samite, which is a heavy silk cloth including silver & gold thread embroidery, deep crimson to royal purple in color, glittering metallic with a shimmering luster, smooth with a soft texture, very resilient but vulnerable to cutting damage, most often used for royal or ecclesiastical attire & interior decoration, considered such a specialized cloth that their weavers are called Sammet craftsmen, and forbidden by many regions' sumptuary laws to those not of the ruling social classes though these laws have generally fallen out of favor by the 14th century DR; DC13 Weaving, or DC17 Knowledge Nobility

    • Steelvine, which is made from bamboo fiber, yellowish gray in color, sub-metallic & gleams in sunlight, soft textured, very light but also surprisingly resilient, popular in halflings' esteem because of its relative light weight, reduces incidences of chapping or friction burns from rubbing, and used by beauticians in gently exfoliating towels & wraps; DC13 Weaving, or DC17 Knowledge Halfling Regions

    • Terrorcloth, which is made from horse mane, stark black in color, matte in sunlight but glossy under any other light, soft & sleek to the touch, strong fiber that resists rough treatment, from the manes of Nightmares that were somehow extinguished & preserved, suitable for winter clothing but would be stifling in summer or high heat, and strong enough that a single layer functions like hide armor without the armor check penalties to skills or dex limit to AC; DC16 Weaving, or DC23 Knowledge the Planes

    • Wool, which is made from sheep fleece, white to brown or gray to black in color, somewhat lustrous, fuzzy & soft to the touch, durable & extremely wear resistant, crimped & easily binds into yarn, exceptionally warm, and very easy to dye; DC11 Weaving, or DC13 Knowledge Handle Animal

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:07:06  Show Profile Send SaMoCon a Private Message  Reply with Quote
    CERAMICS
    • Bone porcelain, which is a soft paste white ceramic, made from animal bone-ash mixed with clay & fired to make objects similar to the crafts of Shou ceramics, resilient to blows & wear, impermeable to water without needing to be glazed first, and of lesser quality than the craft it mimics but more readily available; DC11 Claywork, or DC13 Stonecraft

    • Earthenware, which is a cream to light brown ceramic fired at low temperatures, opaque & non-vitreous in luster, used for common wares, soft enough to be scratched by a knife, often made into thicker objects due to being less resilient than porcelains, and waterproofed through glazing; DC11 Claywork, or DC13 Stonecraft

    • Iriaeban-alabaster porcelain, which is a hard paste white ceramic, known for its translucence & brightness, exceptionally resilient to blows & wear, impermeable to water without needing to be glazed first, made by a secret process by potters in Iriaebor, and much sought after for being superior to similar porcelains from Shou in Kara-tur; DC16 Claywork, or DC20 Knowledge Western Heartlands

    • Moradic, which is a red ceramic fired at extremely hot temperatures, opaque & metallic silver in luster, incredibly hard & resistant to blows & wear, and unknown since the days of the dwarven kingdom of Delzuon; DC17 Claywork or DC20 Stonecraft

    • Pipestone, which is an argillite hardstone, brownish red in color, easily worked & watertight, resilient to pressure but more brittle to sharp blows, used to make pipes, and believed to be a substitute for wood spell components; DC11 Stonecraft, or DC13 Claywork

    • Shou porcelain, which is a hard paste white ceramic, vividly white to contrast paints & glazes, famous for its strength & delicacy, impermeable to water without needing to be glazed first, made by Shou in Kara-Tur, and easily modelled into a variety of useful shapes; DC11 Claywork, or DC15 Knowledge Kara-Tur

    • Stoneware, which is a brown-gray ceramic fired at extremely high temperatures, vitreous or semi-vitreous in luster, impermeable to water without needing to be glazed first, used for high quality wares, partially vitrified & opaque, and hard enough to resist scratching by a steel point; DC11 Claywork, or DC13 Stonecraft

    • Sulabra (argillite), which is an argillite hardstone, earthy brown to gray in color, opaque & dull in luster, easily worked but moderately scratch resistant, good for cheap carvings, and commonly used for bowls & plates; DC13 Claywork, or DC16 Stonecraft

    • Terracotta, which is a brownish orange ceramic, porous & water permeable, made from refined clay, often used for tiles/bricks & water pipes, resilient to pressure but more brittle to sharp blows, and waterproofed with glazing; DC13 Claywork, or DC16 Stonecraft

    • Fritware, which is an off-white ceramic, made from ground glass mixed with clay & fired to make objects similar to the crafts of Shou ceramics, glazed as part of the manufacturing process, waterproof & stain resistant, Thayan craft mimicking Shou porcelain, and commonly used for dinnerware & decorative arts; DC11 Claywork, or DC15 Knowledge Thay

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:09:59  Show Profile Send SaMoCon a Private Message  Reply with Quote

    GLASS
    • Alchemical Glass, which is a magical glass, colorless & clear, hardy & impact resistant, made by a complex metallurgical-alchemical process inspired by elvish Theurglass, and enchants easily since its value satisfies material costs; DC13 Glasswork, or DC18 Knowledge Arcana

    • Andara, which is a colored glass, made to any color or transparency, adamantine to vitreous in intended luster, used as imitation gemstones if not outright forgeries, and often difficult for novice appraisers to value; DC13 Glasswork, or DC16 Jeweler

    • Aqua Glass, which is a germane glass, extremely clear, used for high quality optical panes, colorless & can be colored but highly valued for clarity, typically cast or blown into shape, and developed by the Netherese empire as a lucrative export; DC11 Glasswork, or DC16 Jeweler

    • Crystal, which is a lead glass, transparent & very dense making the look of glassware more brilliant, fragile & easier to cut, susceptible to heat damage, and distinguished from other types of glasses by ringing when tapped; DC13 Glasswork, or DC16 Jeweler

    • Flash Glass, which is a cased glass, translucent, created by coating colorless glass with layers of colored glass that are artistically etched away, always custom made, and very fragile to blows; DC16 Glasswork, or DC16 Jeweler

    • Gold Glass, which is a cased glass, golden under the surface due to a fixed layer of gold between two fused layers of glass, difficult to make & required great skill, artistically designed by scraping away gold leaf prior to fusing, and often used for portrait pieces in glass wares & mosaics; DC16 Glasswork, or DC16 Jeweler

    • Goldstone, which is a threads of gold glass, opaque with suspended flecks of yellow copper, often mistaken for aventurine semiprecious stone, and originally made in mimicry of Sunstones & Hypersthenes but now surpasses both in value because of the objects that can be made from it; DC16 Glasswork, or DC16 Jeweler

    • Lantaan Plate, which is a germane glass, extremely clear, used for high quality optical panes, made through a highly guarded process, and valued for blemish-free specimens; DC13 Glasswork, or DC16 Jeweler

    • Lattimo, which is a milk glass, milk white though it may be colored, opaque or translucent, blown or pressed into shape, meant to imitate Shou porcelain, decorated with enamels & gold, and often used for architectural decoration when one of the underlying purposes is the display of graphic information; DC16 Glasswork, or DC16 Jeweler

    • Millefiori, which is a multicolor glass, decoratively patterened to resemble thousands of little flowers, a process pioneered by the Netherese, and mold created through layering colored glass canes & firing instead of blown or poured to shape; DC16 Glasswork, or DC16 Jeweler

    • Nether Glass, which is a container glass, transparent & easily formed, sensitive to heat resulting in expansion, mostly used for windows & tableware, vividly colored or mosaic' patterned, typically molded or poured into shape, and pioneered by the First Age Netherese as an early export; DC16 Glasswork, or DC16 Jeweler

    • Neverwinter Glass, which is a purified forest glass, transparent & typically not colored, made originally by dwarf gaffers in Neverwinter, used for furniture & building window panels, and harder than typical glass panes; DC11 Glasswork, or DC16 Jeweler

    • Raurin Glass, which is a soda-lime glass, opaque, resistant to water erosion, prone to thermal expansion with poor heat resistance; DC16 Glasswork, or DC16 Jeweler

    • Red Dragon Glass, which is a fused quartz glass, transparent with a visible ripple wave-like pattern, sensitive to heat resulting in expansion, highly resistant to breaking but completely shatters when it does, dubiously claimed to be made through dragon's fire, and supplied exclusively by Luskan's Red Dragon Trading Lodge; DC11 Glasswork, or DC15 Knowledge Sword Coast

    • Smallto, which is glass decorated with vitreous enamel fired to fuse the glasses, brilliantly colored & long-lasting, transparent or translucent or opaque, and often combined with gilt or mica to sparkle; DC16 Glasswork, or DC16 Jeweler

    • Tashalar Glass, which is a soda-lime glass, transparent & often vibrantly colored, resistant to water erosion, prone to thermal expansion with poor heat resistance, used for windows, and renowned for elaborate & skillful designs; DC14 Glasswork, or DC16 Jeweler

    • Waldglas, which is a forest glass, transparent but not clear, greenish to yellowish in natural color & often colored or made opaque, typically made by rural glass makers, and used for everyday vessels & ecclesiastical stained glass; DC12 Glasswork, or DC16 Jeweler

    • Theurglass, which is a magical glass, translucent gray, hardy & impact resistant, made by a complex metallurgical-alchemical process discovered by the elves, much lighter than & used in lieu of iron or steel, and easily enchants since its value satisfies material costs; DC13 Glasswork, or DC18 Knowledge Arcana

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:13:59  Show Profile Send SaMoCon a Private Message  Reply with Quote

    PAINTING
    • Enamel, which is glass based, extremely good at retaining color but easily cracked, boldly pigmented, commonly applied to hardy surfaces like metal or pottery, and acid & scratch resistant making it very durable; DC12 Glasswork

    • Encaustic Paint, which is wax based, very long lasting but degrades in heat, vividly colored, applied to canvas or panels, and worked with heated metal tools; DC13 Painting

    • Gesso, which is chalk & white pigment with glue, stark to off white in color, very long lasting with great color retention, usually applied in ten or more layers, used as a layer between wood sculptures & gold leaf, and applied to canvas or panels as a primer base for painting; DC11 Painting

    • Gilt, which is fine gold leaf or powdered gold, metallic yellow in color, ageless but susceptible to wear, mechanically applied or fired depending on the hardiness of the decorated object, and often scraped by pillagers trying to reclaim the precious metal; DC11 Painting, or DC13 Metalcraft

    • Ink Marking, which is liquid based, only as durable as the canvas medium, pale to boldly colored, very limited due to canvas material absorption or bleed properties, and the easiest medium to apply for linework & color; DC11 Painting, or DC16 Jeweler

    • Niello, which is a black decoration, a powder or paste of silver & lead that is fired, used as an inlay on engraved or etched metal, valued for the high contrast with polished metal surfaces, a development of mulan humans, and now displaced by cheaper & more colorful enamels; DC12 Painting, or DC16 Jeweler
    • Oil Paint, which is oil based, long lasting but darkens over time, boldly colored, commonly used for outdoor surfaces & murals, and arduous to make because it takes weeks to months to "dry" fully; DC13 Painting

    • Pastel Marking, which is gum based, vulnerable to sun-bleaching, typically pale in color, layered & blended to make richer pictures, and a difficult medium to master; DC11 Painting

    • Tempera Paint, which is egg based, exceptionally long lasting with no color change over time, pale to medium in color, commonly used for panels & illumination, and only achieves deeper colors when varnished; DC13 Painting

    • Vermeil, which is powdered silver, metallic white in color, discolors if not coated & susceptible to wear, typically painted but may be fired depending on the hardiness of the decorated object, and often scraped by pillagers trying to reclaim the precious metal; DC13 Painting, or DC13 Metalcraft

    • Watercolor, which is dissolved pigments, only as durable as the canvas medium, more vividly colored because the pigment is not blocked by oils or binders, typically used for sketches & cartoons, and a difficult medium to master; DC11 Painting



    BOOKBINDING
    • Fine Vellum, which are writing pages, made from calf fetus, consistent of surface & blemish free, superior to parchment in suppleness & contrast to applied inks, known for its enduring cohesion, and highly resistant to tearing; DC14 Bookbinding

    • Foil, which are writing pages, made from malleable metal hammered thin, smooth of surface, sometimes inked but mostly indented or repoussed with writing, immune to vermin & rot plaguing other pages, and highly susceptible to blows & tearing; DC12 Bookbinding

    • Hoojband, which are writing pages, made from mulberry bark, misnamed "rice paper" when introduced to Faerun from Kara-Tur, uniformly smooth & tear resistant but thin & crackly when bent, labor intensive to make, and is commercially viable only where labor is extraordinarily cheap or enslaved; DC14 Bookbinding

    • Paper, which are writing pages, made from linen scraps, ink absorbent making it hardier to damp & wear than all other page types, bleached to a high contrast white, easily folded taking little damage, and long lasting in a variety of environments; DC12 Bookbinding

    • Papyrus, which are writing pages, made from the inner stems of papyrus plants, uneven & bumpy, resistant to bending & damaged by creasing, notoriously vulnerable to moisture, brittle when desiccated, simple but laborious to manufacture, easily made into scrolls, and a process refinement of a product that is also used to make sandals to baskets to bandages; DC10 Bookbinding

    • Parchment, which are writing pages, specially processed animal hide requiring more effort & material than leather tanning, able to be written on both sides without bleed through, smooth & with minor scarring to fight when writing, thick & heavy per page, prone to curling with age, and reusable after a thorough scouring; DC10 Bookbinding

    • Plates, which are writing pages, formed from thin boards of stiff material, sometimes inked but mostly molded or chiseled with writing, immune to vermin & rot plaguing other pages, and the most enduring known mundane pages; DC12 Bookbinding

    • Premium Parchment, which are writing pages, made from choice animal hides, able to be written on both sides without bleed through, smooth & without graining to fight, thick & heavy per page, curls with age, and reusable with thorough scouring; DC11 Bookbinding

    • Sting Paper, which are writing pages, made from abandoned paper wasp nests, naturally water repellent but also resistant to liquid inks & watercolors, brittle when sharply folded or creased, durable in a variety of environments, and of obsolete elven craft since the advent of linen paper; DC15 Bookbinding

    • Vellum, which are writing pages, made from calfskin hides, superior to parchment in suppleness & contrast to applied inks, known for its enduring cohesion, and highly resistant to tearing; DC12 Bookbinding

    • Waxboard, which are writing pages, made of a rigid flat surface that is coated with wax into which is carved what is desired, completely reusable, resilient to aging, vulnerable to hot conditions & flammable when exposed to flames, and often used when teaching literacy; DC10 Bookbinding


    • Leather-bound, which is a protective cover, made from tanned animal hide, fastened by (stitching/glueing), very durable, resistant to rough handling & water damage, and often embossed for decoration; DC11 Bookbinding

    • Hide-bound, which is a protective cover, made from goatskin, finely smooth grained & soft to the touch, fastened by (stitching/glueing), durable, and resistant to abrasion & water damage; DC10 Bookbinding

    • Metal-bound, which is a protective cover, made from soft metals, fastened by ringing, hard to the touch but steadfast to blows, and always chased & repoussed with designs by artisans; DC12 Bookbinding

    • Pasteboard, which is a protective cover, made from glued together & laminated pages, fastened by (stitching/glueing), softer & more yielding than carved wood but just as resilient to damage, and easy to decorate prior to lamination; DC14 Bookbinding

    • Plate-bound, which is a protective cover, made from hard metals, fastened by ringing, hard to the touch but unyielding to damage, and decorated only as much as not to diminish protection of the contents; DC12 Bookbinding

    • Slate-bound, which is a protective cover, made from ceramic or clay, fastened by ringing, damage resistant but brittle to blows, and usually sculpted with designs; DC14 Bookbinding

    • [*] Wood-bound, which is a protective cover, made from thin wood planks, fastened by (stitching/glueing/ringing), resilient to damage, and often carved for ornamentation; DC11 Bookbinding

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:19:00  Show Profile Send SaMoCon a Private Message  Reply with Quote
    CIVILIZATIONS PAST
    • Alatorin, the shield dwarf Kingdom of the Wyrmskull Throne, that began with the conclusion of the Cloaker Wars in -10800 DR and was felled in the First Spider War -8150 DR. DC30 Knowledge History, or DC36 Knowledge Local Old Shanatar

    • Ammarindar, the Adamantine Kingdom of the shield dwarves in the Greypeak Mountains that was founded with the discovery of adamantine in Splendarrmornn Cavern in -4160 DR to the Year of the Curse 882 DR when it fell to the lingering horrors & strife unleashed by Ascalhorn. DC17 Knowledge History, or DC21 Knowledge Local The North

    • Anauria, the netherese human successor kingdom to the Netherese Empire that spread from the River Saffaril to the Shaddan Hills to Mount Shaddath in the Year of Sundered Webs -339 DR, became rich from making magical blades & harvesting the bounty above & below the land, and finally succumbed to an orc horde in the Year of Fallen Guards 111 DR. DC20 Knowledge History, or DC25 Knowledge Local Anauroch

    • Ardeep, the moon elf Realm of the Deepening Moon encompassing the lands between the Sword Mountains and the lower Delimbyr Vale that gained independence when Illefarn dissolved in -1100 DR until it is exhausted with the fall of Phalorm in the Year of the Lamia's Kiss 615 DR. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Arnothoi, the green elf Fey Realm of Flowers that ruled present-day Sembia from their treetop cities in -16500 DR to the Year of the Falling Maeran 921 DR when the kingdom is dissolved for the Retreat. DC17 Knowledge History, or DC21 Knowledge Local Sembia

    • Arundath, a wood elf kingdom of the Quiet Forest occupying the Snakewood that lasted from -1100 DR when the elves slew the last dragon to the mid 4th century when the elves were subjugated by the Shoon Imperium. DC20 Knowledge History, or DC25 Knowledge Local Amn

    • Aryselmalyr, the sea elf empire under the Inner Sea that united all sea elf kingdoms in -11003 DR until being felled by a massive tidal wave brought by Nikerymath's High Magic in the Year of Furious Waves -255 DR. DC25 Knowledge History, or DC30 Knowledge Local Inner Sea

    • Aryvandaar, the sun elf Empire of the Golden Sun that lasted from -23900 DR until it was defeated during the elven Crown Wars in -9000 DR. DC30 Knowledge History, or DC36 Knowledge Local High Forest

    • Ashanath, a nar human petty kingdom along the West shore of Lake Ashane that lasted from -1069 DR until it was conquered by Tharos in -946 DR. DC17 Knowledge History, or DC21 Knowledge Local Narfell

    • Asram, the netherese human successor kingdom to the Netherese Empire that spread from the Fangwood to Orlath Wood to Lake Miir in the Year of Sundered Webs -339 DR, pursued widespread magical literacy & made renown works of bronze, and was depopulated by a horrendous plague in the Year of Slowing Sands 33 DR. DC20 Knowledge History, or DC25 Knowledge Local Anauroch

    • Athalantar, the illuskan human Realm of the Stag spreading from the High Forest to the River Delimbiyr that lasted from the Year of the Murmuring Dead 183 DR to the Year of Cantobele Stalking 342 DR when it was destroyed by an orc horde. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Atranjikhera, the dragon realm in the wasteland ruled by the desert landwyrm Argissthilliax, that lasted from XXXX to XXXX DC30 Knowledge History, or DC36 Knowledge Local Halruaa

    • Avaeraether, the cloudlands in the sky inhabited by giants, dragons, & other flying sapients that was destroyed around -350 after an assault by the Purple Dragon Thauglor & his minions. DC25 Knowledge History, or DC30 Knowledge Local Cormyr

    • Barakuir, the Iron Kingdom of shield dwarves, following the religion of Laduguer, that was founded by Shanatar's Clan Duergar, but was enslaved & depopulated by Oryndoll during the Mindstalker Wars circa -8100 DR. DC30 Knowledge History, or DC36 Knowledge Local Old Shanatar

    • Barony of Steeping Falls, an illuskan nation that was founded by a Shoon outlaw in the Year of the Arduous Journey 133 DR to its collapse as people fled hauntings & stalkings by horrors in the night during the Year of the Black Dagger 403 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Besilmer, a dwarf nation that was raised as a successor to High Shanatar in the hills of the River Dessarin valley in -4420 DR but the people fled constant attacks by orcs & wolves until the kingdom was empty by -4160 DR. DC30 Knowledge History, or DC36 Knowledge Local The North

    • Bhaerynden, the first great kingdom of the dwarves ruling a great cavern beneath the plains of the Shaar that lasted from -12000 DR to -9000 DR when the Descent of the drow overran this kingdom. DC30 Knowledge History, or DC36 Knowledge Local Shaar

    • Braceldaur, called the Far Elf Realm gold & moon elf city of Ildohar abandoned in -2475 due to encroachment by the Great Glacier. DC25 Knowledge History, or DC30 Knowledge Local The Ride

    • Caesinmalsvir, the dragon realm centered around the Wood of Sharp Teeth that lasted from XXXX, enslaved the Talfir humans, and collapsed following the first Rage of Dragons around -24500. DC40 Knowledge History, or DC48 Knowledge Local Western Heartlands

    • Calandor, a tehyrian human successor state to the Kingdom of Man that gained independence during the riots of the Year of the Triton's Horn 697 DR until it was absorbed into the Shining Baronies of the Duchy of Daggerford in the Year of Advancing Wind 947 DR. DC17 Knowledge History, or DC21 Knowledge Local Western Heartlands

    • Calim Caliphates, the djinni Calim Empire stretching between the River Agis & the Shining Sea from the Marching Mountains to the Sword Coast that lasted from -7800 DR until the kingdom was annihilated by elven High Magic in -6100 DR. DC30 Knowledge History, or DC36 Knowledge Local Calimshan

    • Calishar Emirates, a tethyrian human realm in the present day lands of eastern Tethyr and Amn founded in -900 DR as vassal lands by Calimshan that briefly gained independence in the Year of Clutching Dusk -375 DR only to become vassals to the Shoon Imperium in the Year of Barren Fields 28DR. DC20 Knowledge History, or DC25 Knowledge Local Tethyr

    • Coramshan, a calishite human nation that took over the Calim Emirates & Memnonnar after driving the last genies out of the land between the Calim River & the Alamir Mountains in -6060 DR that lasted until -5005 DR when it joined its ally Mir to make united Calimshan. DC30 Knowledge History, or DC36 Knowledge Local Calimshan

    • Cortryn, a tethyrian & calishite human kingdom absorbing Meiritin & Valshar to regain Shoon's glory in the Year of the Faletring Fires 491 DR controlling eastern Amn until it was conquered by beholders in the Year of the Visions 731 DR. DC20 Knowledge History, or DC25 Knowledge Local Amn

    • Dambrath Kingdom, the Arkaiun human realm stretching between the East Wall Mountains & the Luirwood in the Shining South, that lasted from the Year of the Pernicon 545 until war & betrayal ended the royal line in the Year of the Deceptive Tongue 831 DR. DC17 Knowledge History, or DC21 Knowledge Local Shining South

    • Darastriverthicha, the dragon realm that was founded prior to -29500, ruled by the mighty green dragon Caesinsjach, and the first realm destroyed by the Dragon Rage in -24500. DC40 Knowledge History, or DC48 Knowledge Local Anauroch

    • Darastrixhurthi, the sub-realm of Darastriverthicha of kobolds & urds controlling the land that is now the Shoal of Thirst that was founded around -29500 and destroyed during the first Dragon Rage in -24500. DC40 Knowledge History, or DC48 Knowledge Local Anauroch

    • Darchar, the hill giant subkingdom of Ostoria controlling the hilly mountainous region of the Vilhon Reach to eastern Amn, that was founded in -28000 DR and was destroyed in XXXX DR. DC40 Knowledge History, or DC48 Knowledge Local Vilholn Reach

    • Dardath, a shield dwarf nation founded Southwest of the High Forest in the wake of Delzoun's fall in the Year of the Black Unicorn -100 DR that was briefly one of the Realm of Three Crowns of unified Phalorm but declined after Phalorm's fall until its desertion in the Year of the Black Horde 1235 DR. DC14 Knowledge History, or DC17 Knowledge Local The North

    • Dareth, an arctic dwarf kingdom North of Rashemen that lasted from -2642 DR until its destruction by the dragon realm Hoarfaern in the Year of Opened Graves -327 DR. DC25 Knowledge History, or DC30 Knowledge Local Rasheman

    • Darthiir, a moon & green elf successor state of Keltormir in present day Forest of Mir granted independece in -8500 DR but was annihilated by Mura Mir of Coramshan & abandoned in -5200 DR. DC30 Knowledge History, or DC36 Knowledge Local Tethyr

    • Deep Shanatar, a shield dwarf kingdom that marked the 3rd Age of Shanatar with its founding in -6120 DR and lasted until an assault by duergar dwarves finished the kingdom in -1800 DR. DC25 Knowledge History, or DC30 Knowledge Local Old Shanatar

    • Delantar, an illuskan human successor state to the Kingdom of Man situated on old Athalantar in the Year of the Triton's Horn 697 DR until it was absorbed into the Shining Baronies of the Duchy of Daggerford in the Year of Advancing Wind 947 DR. DC17 Knowledge History, or DC21 Knowledge Local Western Heartlands

    • Delantarl, a halfling settlement between the Laughing Hollow & the High Forest in the River Delimbyr valley from XXXX to XXXX. DC20 Knowledge History, or DC25 Knowledge Local High Forest

    • Delimbiyran, the illuskan human successor kingdom to Elembar that survives in the Year of the Fortress Scoured 511 DR to its emergence from Phalorm as the Kingdom of Man in the Year of Ensorceled Kings 616 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Delzoun, the Northkingdom of shield dwarves controlling the Ice Mountains to the Nether Mountains at its height beneath the Silver Marches from -3900 DR until damage by orc hordes over the previous years left it vulnerable to phaerimm destruction from below in the Year of the Black Unicorn -100 DR. DC25 Knowledge History, or DC30 Knowledge Local Anauroch

    • Dolblunde, the deep gnome & rock gnome settlementof the Rat Hills & Dessarin Valley that lasted from its founding in the Year of the Leaping Centaur 232 DR to the Year of Rampaging Raaserpents 699 DR after a bloody assault by zealots of Urdlen. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Drakkolor, a shield dwarf kingdom founded by Shanatar, following the religion of Abbathor, that depopulated through emigration. DC30 Knowledge History, or DC36 Knowledge Local Old Shanatar

    • Duchy of Hunnabar, which was a shield dwarf city-state of Kanaglym near Dragonspear Castle that coalesced from the Dragonsteel & Arlspar clans around -2000 DR and abandoned due to troll attacks in the Year of the Supreme Duelist 592 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Duchy of Indoria, the Talfir realm controlled by Netherese arcanists in the Year of Wistful Looks 12DR that occupied the land of Endore between the Troll Claws & the Forest of Wyrms before its purchase & absorption into the Balduran kingdom in the Year of Freedom’s Friends 324 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Duchy of Lothen, a gold elf vassal state that was the sole city of Siluvanede surviving the Seven Citadel War being annexed by Eaerlann in -4300 DR then was abandoned in The Retreat in the Year of the Burning Tree 890 DR. DC17 Knowledge History, or DC21 Knowledge Local High Forest

    • Eaerlann, the moon & wood elf Guardian Realm of Ancient Secrets controlling the High Forest north & east along the River Shining from its founding on the ruins of Aryvandaar by Sharrven nobles in -4700 DR to its fall in the Year of the Curse 882 DR during the chaos of the Hellgate Keep's emergence. DC17 Knowledge History, or DC21 Knowledge Local High Forest

    • Ebenfar, the expansionist Talfir realm founded by the Shadowking Verraketh in the Western Heartlands' Chionthar Valley from the Year of the Maedar -34 DR, used shadow magic to fuel its growth, and collapsed in the Year of the Miscast Shadow 323 DR after the Shadowking disappears. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Eiellur, a culturally diverse green elf nation part of the Three Leaf Realms from the Thornwash River to the eastern shores of the Nagawater Lake that was settled by refugees in -21000 DR and broken in -11400 during the 2nd Crown War with Ilyithiiri dark elves. DC30 Knowledge History, or DC36 Knowledge Local Shaar

    • Elembar, an illuskan human realm between Ironford & the Delimbyr Valley that was settled in the Year of Risen Towers 146 DR by refugees from Tavaray that falls to an orc horde in the Year of the Fortress Scoured 511 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Elfrin, a subterranean illuskan kingdom founded by Elfrin in the Year of the Whelm 1290 DR controlling a day's ride in all directions of his keep along the High Road West of Kheldell and is destroyed by a green dragon in the Year of the Creeping Fang 1305 DR. DC10 Knowledge History, or DC14 Knowledge Local The North

    • Ellermere, a tehyrian human successor state to the Kingdom of Man that gained independence during the riots of the Year of the Triton's Horn 697 DR but was heavily damaged by orc raiders & declined into obscurity in the Year of Clutching Death 702 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Elven Court, the holy elf nation established by the deity Corellon Larethian summoning chosen elves to the Cormanthor Forest in -10000 DR that was a realm of divine judgement until the drow used the elves' own hubris to eradicate it in the Dark Court Slaughter of -4400 DR. DC30 Knowledge History, or DC36 Knowledge Local Dalelands

    • First Kingdom of Mir, a calishite human kingdom established after Iltaker fell to Murabir Mir of Coramshan in -5330 DR controlling the lands west of the Darthiir Woods & South of the River Ith that lasted until -5005 DR when it joined its ally Mir to make united Calimshan. DC30 Knowledge History, or DC36 Knowledge Local Tethyr

    • Gharraghaur, a shield dwarf kingdom stretched under the Valley of Khedrun to the Goblintide River & mouth of Neverwinter River that was founded in -4819 DR and fell to an orc horde in -3611 DR. DC30 Knowledge History, or DC36 Knowledge Local The North

    • Glorfindarl, a moon elf kingdom rising in the remnants of old Orishaar's rainforests that after its founding in -5800 DR faded quickly into obscurity under the control of petty kings & princes in XXXX. DC25 Knowledge History, or DC30 Knowledge Local Lake of Steam

    • Gracklstugh, the gray dwarf Deepkingdom that was founded in -3717 DR but spent its strength during the Deepbear Battles against the quaaoths that reduced the kingdom to only its namesake city by -1350 DR. DC25 Knowledge History, or DC30 Knowledge Local Northdark

    • Grand Empire of Orishaar, a moon elf mariner nation that dominated the Shaar from the Lake of Steam to the Rivers Talar & Shaar that was established as a Shantel Othreien colony in -22500 DR to its dissolution in -9000 DR after the disastrous Crown Wars. DC30 Knowledge History, or DC36 Knowledge Local Shaar

    • Grimmantle, an illuskan human kingdom that was a series of holds in the eastern Crags that united to guard against orc attacks in the Year of the Weeping Kingdom 272 DR but was swept away in the Year of the Fanged Horde 306 DR as it was overrun by orcs of the Thousand Fangs tribes. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Grong-Haap, a minotaur kingdom that dominated the eastern Moonsea region when the priest-king Haask siezes Ironfang Keep in -981 DR until falling apart in the Year of Craven Words -350 DR when Haask is slain by three humans. DC25 Knowledge History, or DC30 Knowledge Local Moonsea

    • Grunfesting, the stone giant realm that centered on Skull Gorge in the Western Heartlands founded in XXXX and falling in XXXX. DC40 Knowledge History, or DC48 Knowledge Local Western Heartlands

    • Guallidurth, an Underdark drow nation founded in -9600 DR, seized the ancestral home of Altorin from the dwarves, and surves to the present. DC10 Knowledge History, or DC11 Knowledge Local Old Shanatar

    • Harpshield, a tethyrian human realm North of River Delimbiyr in the plains between the Ardeep Forest & Forlorn Hills that lasted from the Year of the Triton's Horn 697 DR to the Year of the Circling Vulture 942 DR when it was destroyed by the Drow. DC17 Knowledge History, or DC21 Knowledge Local The North

    • Haunghdannar, a shield dwarf kingdom that claimed the North Sword Mountains and expanded along the North Sword Coast from -4974 DR that was thought to have been drive mad by the sea and fallen in -3389 DR. DC30 Knowledge History, or DC36 Knowledge Local The North

    • Helligheim, the fire giant subkingdom of Ostoria seized the fiery mountains of the Moonsea to the Dragon Sea from the dragon kingdoms in -25500 DR during its founding before falling in the Thousand Years War in -24800 DR. DC40 Knowledge History, or DC48 Knowledge Local The Vast

    • High Shanatar, a shield dwarf surface kingdom north of the Marching Mountains lasting from -5960 DR in the 3rd Great Age of Shanatar's peak to -2600 DR when the North shore of the Sulduskoon river fell to the Kingdom of Mir. DC25 Knowledge History, or DC30 Knowledge Local Calimshan

    • Hlondath, the netherese human successor kingdom to the Netherese Empire that spread from the Fangwood to the Tesh Mountains to the Border Forrest in the Year of Sundered Webs -339 DR, was largely rural farmers & ranchers, and was consumed by the Anauroch Desert in the Year of the Closed Scroll 329 DR. DC20 Knowledge History, or DC25 Knowledge Local Anauroch

    • Hlundadim, the goblin kingdom started by a mad human mage in the Year of the Burning Winds -393 DR, expands to control Southern Anauroch through wearing away rivals using constant raids, until the desert consumes the realm by the Year of the Cruel Storms 269 DR. DC20 Knowledge History, or DC25 Knowledge Local Anauroch

    • Hoarfaern, a realm of white dragons and their bestial servant creatures that has somehow continued its existence from the Time of Dragons -24000 DR passed its perceived destruction in battle with the dwarves of Dareth in the Year of Crying Wolves -318 DR to the present. DC25 Knowledge History, or DC30 Knowledge Local Rasheman

    • Holorar, the hobgoblin kingdom coalescing around a chosen king in the ruins of the dwarf kingdom Holorarar during the Year of Clutching Dusk -379 DR. DC10 Knowledge History, or DC11 Knowledge Local Old Shanatar

    • Holorarar, the shield dwarf subkingdom, known as the forgotten kingdom formed after the Fall of Barakuir in -7000 DR and destroyed during the Kin Clashes XXXX. DC25 Knowledge History, or DC30 Knowledge Local Northdark

    • Illefarn, a wood elf & moon elf kingdom controlling the Ardeep & Kryptgarden Forests and parts of Dessarin Valley that lasted from -22900 to its abandonment in -1100 DR. DC25 Knowledge History, or DC30 Knowledge Local The North

    • Illiyanbruen, a successor state of Illefarn in Neverwinter Wood that lasted from -1100 DR to the Year of Leaning Pillars 180 DR when the phyrric victory destroying the Severed Hand tribe in Argrock 3 years earlier leaves the nation too depleted to govern itself. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Illusk, an illuskan nation founded on the ruins of Old Illusk that suffered delusions of empire & numerous defeats since its rebuilding in the Year of Wands -108 DR until its capture by orcs of the Severed Hand in the Year of the Severed Hand 152 DR. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Ilodhar, gold & moon elf Realm of Broken Dreams ruling The Saddle between Lake Miir & the Moonsea from -10750 to -7400 DR when it was overrun by the Blackened Axe Horde of orcs & ogres. DC30 Knowledge History, or DC36 Knowledge Local Anauroch

    • Iltkazer, the shield dwarf Mithral Kingdom founded by Old Shanatar as one of the 8 sub-kingdoms, following the religion of Clangeddin Silverbeard, and continuing to the present. DC10 Knowledge History, or DC11 Knowledge Local Calimshan

    • Ilythiir, dark elf Empire of the Ssri'Tel'Quessir ruling the Forest of Amtar to the Great Sea that lasted from -25100 to -10000 DR when it was abandoned in the Descent. DC30 Knowledge History, or DC36 Knowledge Local Shining South

    • Imaskar, the imaskari human empire governing the Raurin Plateau from the Alamber sea to the hinterlands of Kara-Tur that lasted from -8350 to -2488 DR when it was destroyed by the gods of its own slaves. DC25 Knowledge History, or DC30 Knowledge Local Hordelands

    • Iriaebor, the talfir successor city-state founded after the collapse of Ebenfar in the Year of the Miscast Shadow 323 DR until it was fought over by the invading armies of Shoon & Cormyr in the Year of the Leaping Hare 376 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Isstosseffifil, a sarrukh realm established during the Days of Thunder in present day Anauroch but was destroyed by their own terraforming efforts within 700 years. DC40 Knowledge History, or DC48 Knowledge Local Anauroch

    • Jhaamdath, the chondathan human 12 Cities of Swords founded by great warrior-king Jhaam in the Vilhon Reach from -5800 DR to the Year of Furious Waves -255 DR when it was flooded by Nikerymath's high magic. DC25 Knowledge History, or DC30 Knowledge Local Vilholn Reach

    • Jhyrennstar, a gold elf realm in the Arcorar from the west Starwoods to the Desertsmouth Mountains granted independence from Ildohar in -8400 DR that was ultimately absorbed by Cormanthor in -4000 DR. DC30 Knowledge History, or DC36 Knowledge Local Dalelands

    • Jothun, the frost giant subkingdom of Ostoria controlling the cold lands North of the Spine of the World, that was founded in -28000 DR and was first to be buried under the Great Glacier in -25100 DR. DC40 Knowledge History, or DC48 Knowledge Local Cold Lands

    • Keltormir, the green elf Emerald Empire that spanned all of Tethyr, Amn, Erlkazar, and Calimshan from -17900 DR to its dissolution in -8500 DR due to the ravages of a previous Draco Rage. DC30 Knowledge History, or DC36 Knowledge Local Lands of Intrigue

    • Kingdom of Man, the tethyrian human successor state of Phalorm that lasted from the Year of Ensorceled Kings 616 DR to the Year of the Triton's Horn 697 DR when the royal bloodline ended without an heir during religious riots that ultimately swamped the nation. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Korolnor, a shield dwarf kingdom, following the religion of Diinkarazan, that depopulated through emigration. DC30 Knowledge History, or DC36 Knowledge Local Old Shanatar

    • Lanaxis, the titan subkingdom of Ostoria that formed the core of that fabled realm and was only shaken by the Tearfall that destroyed their land by merging the Inner Seas into the Sea of Fallen Stars in the impact. DC40 Knowledge History, or DC48 Knowledge Local Inner Sea

    • Lethyr, a moon & gold elf realm in Rawlinswood & Forest of Lethyr that was founded in -9750 DR and flourished until its population was driven off by the human Empire of Narfell in -970 DR. DC25 Knowledge History, or DC30 Knowledge Local Great Dale

    • Lisenaar, the moon elf Realm of Dreams started by refugees of Sharrven in the land between the River Lis & Earthspur Mountains that lasted from -1535 DR until it was abandoned in the Year of the Deiant Keep 1244 DR. DC14 Knowledge History, or DC17 Knowledge Local Moonsea

    • Loravatha, a tehyrian human successor state to the Kingdom of Man that gained independence during the riots of the Year of the Triton's Horn 697 DR until it was absorbed into the Shining Baronies of the Duchy of Daggerford in the Year of Advancing Wind 947 DR. DC17 Knowledge History, or DC21 Knowledge Local Western Heartlands

    • Meiritin, the halfling vassal state of the Calishar Emirates founded in the Year of the Raised Banner 227 DR in the Tejarn Hills of present day Amn that was absorbed by Cortryn Kingdom in the Year of the Faletring Fires 491 DR. DC20 Knowledge History, or DC25 Knowledge Local Amn

    • Melairbode, a shield dwarf nation under Mount Waterdeep that was claimed with the discovery of Mithral from -1288 DR until it succumbed to pressure from invading drow in the Year of Spoiled Splendors 211 DR. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Memnonnar, the efreeti kingdom started by Memnon upon his arrival around -6800 DR and claiming the lands between the Agis & Sulduskoon Rivers from the Marching Mountains to the Sword Coast until the kingdom was annihilated by elven High Magic in -6100 DR. DC30 Knowledge History, or DC36 Knowledge Local Tethyr

    • Mhairshaulk, a yuan-ti empire destroyed by great wyrms around the End of the Time of Dragons -24500 DR, before the land fell beneath the sea during the Sundering. DC40 Knowledge History, or DC48 Knowledge Local Chult

    • Mir, a calishite human kingdom controlling the plains between the River Ith & the Marching Mountains founded in -5300 DR that ran afoul Jhaamdath when expanding eastward requiring a union with Coramshan creating the Calimshan Empire that ended its autonomy in -5005 DR. DC40 Knowledge History, or DC48 Knowledge Local Calimshan

    • Miyeritar, the dark elf kingdom known as the Land of the Great Sapphire Wood controlling the plateau of the High Moor, that was founded around -18800 DR until the realm was destroyed by Elven High Magic during the Crown Wars in -10500 DR. DC30 Knowledge History, or DC36 Knowledge Local Western Heartlands

    • Mlembryn, an illuskan human realm colonized as a series of frontier holds in the region straddling the River Dessarin in the Year of Leaping Flames 200 DR that eventually consolidated into Grimmantle in the Year of the Weeping Kingdom 272 DR. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Myrmidune, the land dragon island kingdom, founded by the first dragon demigod that descended into barbarism before being cleansed with the first metallic dragons. This land fell into the sea with the Sundering. DC40 Knowledge History, or DC48 Knowledge Local Moonshaes

    • Myth Ondath, formerly known as Yrlaancel and Ondathel, was a truly multiracial city located in the Tortured Land of north Faerun that reinvented itself with the raising of a mythal in the Year of the Dances Perilous 555 DR and destroyed in the Year of Burning Skies 633 DR by the self-styled Ice Queen Iyraclea. DC20 Knowledge History, or DC25 Knowledge Local The Ride

    • Najara, the kingdom of snakes, that stretched from the Forest of Wyrms to the High Moor in the Western Heartlands unleashed by the discovery of the ha-naga Terpenze in the Year of Mageserpents -361 DR until it is conquered by a Talfir human kingdom in the Year of Moor Birds 90 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Naramyr, the sea elf successor kingdom to Aryselmalyr established under the Dragonmere near Cormyr in the Year of the Stalking Knight 771 DR and survives to the present. DC10 Knowledge History, or DC11 Knowledge Local Cormyr

    • Narathmault, the underground dark elf kingdom, known as the Dark Pit, that was built under present-day Rawlinswood and Forest of Lethyr in -10400 to -10000 DR when it was abandoned during the Descent as fiends overran the inhabitants. DC30 Knowledge History, or DC36 Knowledge Local Great Dale

    • Narfell, the nar human kingdom stretching from Impiltur to the Giantspire Mountains that worshipped demons from -1050 to -150 DR when it was destroyed by its own summoned creatures in war against Raumathar. DC25 Knowledge History, or DC30 Knowledge Local Narfell

    • Nedeheim, the stone giant subkingdom of Ostoria controlling the lands from the Cloud Peaks to the Snowflake Mountains, that was founded in -28000 DR and was destroyed by dwarves of Shanatar in the Giant Wars -5350 DR. DC30 Knowledge History, or DC36 Knowledge Local Lands of Intrigue

    • Nikerymath, the wood elf nation in the Chondalwood that was settled by refugees of Syorpiir in -6600 DR to the Year of Furious Waves -255 DR when its own high magic flooded the land. DC25 Knowledge History, or DC30 Knowledge Local Vilholn Reach

    • Nomog-Geaya, the hobgoblin realm founded by three tribes ruling the Wurlur & River Ith confluence from -3778 DR until victorious Calishite armies tore down the namesake temple & renaming the area the Gorge of the Fallen Idol in -1931 DR. DC25 Knowledge History, or DC30 Knowledge Local Tethyr

    • Oghrann, a shield dwarf kingdom established under the Plains of Tun in -5125 DR by emigrants from Shanatar & Sarphil that became weakened by escalating conflicts with the indigenous primitive races before a series of diseases wiped out the kingdom in -3770 DR. DC30 Knowledge History, or DC36 Knowledge Local Western Heartlands

    • Okoth, a sarrukh realm established during the Days of Thunder controlling the Old Empires lands that was ruined in -34100 DR by a civil war. DC40 Knowledge History, or DC48 Knowledge Local Old Empires

    • Old Illusk, an illuskan human kingdom held the Sword Coast from the Sword Mountains to the Spine of the World that lasted from -3000 after displacing the Ice Hunter tribes to -2103 DR when it fell to an orc horde. DC25 Knowledge History, or DC30 Knowledge Local The North

    • Old Shanatar, a legendary dwarf empire founded by Taark Shanat to rule the caverns under the Lands of Intrigue from -10800 DR to -8137 DR when the 8 sub-kingdoms of Shanatar ushered in the 2nd Great Age of Shanatar. DC30 Knowledge History, or DC36 Knowledge Local Lands of Intrigue

    • Oldonnar, the orecutter dwarf Corundumdelve Kingdom deep beneath the Alimir Mountains that venerate Dumathoin and maintain themselves as the legendary Lost Kingdom of Shanatar. DC10 Knowledge History, or DC11 Knowledge Local Calimshan

    • Orva, the gold elf Realm of the Wolf ruling the foothills of the Thunder Peaks along the Darkflow River to the Dragonmere that was founded -1004 DR by heretic exiles of Cormanthyr and deluged by infernal swamp sludge in -701 DR. DC25 Knowledge History, or DC30 Knowledge Local Cormyr

    • Oryndoll, an illithid City of Loretakers that lay deep beneath the Shining Plains and founded by refugees from the Realmspace planet of Glyth in -11000 DR to present. DC10 Knowledge History, or DC11 Knowledge Local Darklands

    • Ostoria, the all giants empire founded by the deity Annam All-Father controlling almost all Faerun from the Cold Lands to the Shaar at the Start of the Dawn Ages -30000 DR that warred with the nascent dragon nations until fading in -25000 DR. DC40 Knowledge History, or DC48 Knowledge Local the Heartlands

    • Ostoria, the giant successor state to the empire, dubbed the Colossal Kingdom that began after the close of the Dawn Age -25000 DR and slowly dwindled until -2475 DR. DC25 Knowledge History, or DC30 Knowledge Local East Faerun

    • Pellior, a ghost elf realm that was allied with the Grand Empire of Orishaar and was abandoned in -9000 DR after the disastrous Crown Wars. DC30 Knowledge History, or DC36 Knowledge Local Shaar

    • Phalorm, the Realm of Three Crowns of unified races in the Western Heartlands that lasted from the Year of Trials Arcane 523 DR to its collapse under constant orc horde invasions in the Year of the Lamia's Kiss 615 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Philock, a netherese human successor state to Netheril founded in the Netherese Cavern of the Underdark that twisted with its inhabitants into a monstrous den of evil. DC25 Knowledge History, or DC30 Knowledge Local Middledark

    • Rangjfell, the giant kingdom in the clouds that soared over the lands of Cormyr from -28000 DR until it was abandoned in the destructive battles waged during the Thousand Years War with dragonkind. DC40 Knowledge History, or DC48 Knowledge Local Cormyr

    • Raumathar, the raumviran human empire stretching from the northern tip of Lake Ashane to the Lake of Mists that lasted from XXXX to -150 DR when it was destroyed by its own summoned creatures in war against Narfell. DC25 Knowledge History, or DC30 Knowledge Local Mulhorand

    • Rilithar, a successor state of Illefarn in Westwood and Kryptgarden Forest that lasted from -1100 DR to until it is abandoned under pressure from orc raids & human encroachment in the Year of Clinging Death 75 DR. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Roldilar, the shield dwarf Realm of Glimmering Swords that seized the orc kingdom of Vastar in the Year of the Spellfire 610 DR claiming all of the Vast before falling beneath another orc horde in the Year of the Bloody Crown 649 DR. DC20 Knowledge History, or DC25 Knowledge Local The Vast

    • Rringlor Noroth, the City of Soaring Shadows, is a civilization of cloakers in the Upperdark. DC10 Knowledge History, or DC11 Knowledge Local Old Shanatar

    • Ruanaroch, the cloud giant subkingdom of Ostoria in the sky over the Anauroch basin that was founded in -28000 DR and survived the disolution of Ostoria only to be destroyed by Netherese arcanists in the Year of Hostile Hails-88 DR. DC25 Knowledge History, or DC30 Knowledge Local Anauroch

    • Ruathym, an illuskan human kingdom known as the Womb of Nations that was settled by seafarers in -3100 DR and has been the source of many illuskan colonizations in western Faerun to present. DC10 Knowledge History, or DC11 Knowledge Local Moonshaes

    • Rystallar, a gold elf kingdom in the Border Forest that lasted from -8800 DR until giants & orcs of Thar ravage the nation in the Year of -64 DR. DC25 Knowledge History, or DC30 Knowledge Local Cormyr

    • Sarbreen, the dwarf City of the Hammer that briefly was the richest of all dwarf settlements ruling the land from the Earthspur Mountains to the Dragon Reach along the Fire River since its founding in the Year of the Ensorcelled Kings 616 DR until it was razed inthe Year of the Bloody Crown 649 DR, DC20 Knowledge History, or DC25 Knowledge Local The Vast

    • Sarifal, the leShay fey kingdom radiating from a small island at the center of the shimmering blue waters of Myrloch on the Moonshae's central island established -11000 DR but the people sink their capital beneath the lake & abandon all claims on the Moonshaes in -500 DR. DC25 Knowledge History, or DC30 Knowledge Local Moonshaes

    • Sarphil, the shield dwarf Hidden Realm of the Dragons Spine founded from refugees of Shanatar's Spawn Wars in -8850 DR until splintering upon the loss of Queen Nilythra II & the rulers hammer Gorathmund at the Battle of Bones in 1090 DR. DC17 Knowledge History, or DC21 Knowledge Local Moonsea

    • Scarbala, a human country of fisherfolk & pirates that occupied the coast between the Aphrunn & the Alaoreum Mountains that was under constant attack by vengeful humans & fey until it was abandoned in the 9th century. DC17 Knowledge History, or DC21 Knowledge Local Vilholn Reach

    • Scathril, a tehyrian human duchy founded by a royal decendant of Athalantar in the Year of the Unwavering Glare 510 DR as a vassal state of Phalorm that was absorbed by the Kingdom of Man in the Year of Shattered Scepter 614 DR after the royal line was broken. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Scathril, a tehyrian human successor state to the Kingdom of Man that gained independence during the riots of the Year of the Triton's Horn 697 DR that survived until the orc nation of Uruth Ukrypt put an end to its existence in the Year of Sky Riders 936 DR. DC17 Knowledge History, or DC21 Knowledge Local Western Heartlands

    • Selmalyr, the sea elf Coral Kingdom of the Selmal Basin in the Inner Sea that was established by transformed elves from Eiellur in -11743 DR until it was remade as the Aryselmalyr Empire in -11003 DR. DC30 Knowledge History, or DC36 Knowledge Local Inner Sea

    • Shaarven, an elf realm in the High Forest that lasted from -7600 DR until -2770 DR when monstrous creatures explode from the High Forest in the Slaughter of Shaarven. DC25 Knowledge History, or DC30 Knowledge Local High Forest

    • Shanatar, a legendary dwarf empire that ruled the caverns & spawned 8 subkingdoms under the Lands of Intrigue from -10800 DR to its destruction at the hands of invading duergar in -2600 DR. DC25 Knowledge History, or DC30 Knowledge Local Lands of Intrigue

    • Shantel Othreier, a moon elf kingdom that lasted from -23600 to XXXX DC30 Knowledge History, or DC36 Knowledge Local Western Heartlands

    • Shavinar, a talfir kingdom controlling the present day Fields of the Dead that united human steadings in the Year of the Raised Banner 227 DR for common defense against marauding monsters until its destruction by trolls in the Year of Broken Flame 277 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Shilmista, a green elf successor state of Keltormir in the Forest of Shadows later known as the Wyrmwood that lasted from -8500 DR until its absorption into Tethyr in 1372 DR. DC10 Knowledge History, or DC11 Knowledge Local Western Heartlands

    • Shoon Imperium, a tethyrian human empire controling most of West & South Faerun that lasted from the Year of Shadowed Blades 27 DR when Tethyr & Calimshan unified until the Year of the Corrie Fist 450 DR. DC20 Knowledge History, or DC25 Knowledge Local Lands of Intrigue

    • Siluvanede, the sun elf Kingdom of the Midnight Sun established as the first realm in the High Forest after the Crown Wars in -8400 DR and annexed at the end of the Seven Citadels War in -4300 DR. DC30 Knowledge History, or DC36 Knowledge Local High Forest

    • Sondarr, a shield dwarf kingdom, following the religion of Vergadain, that depopulated under the assault of the duergar in -1800 DR. DC25 Knowledge History, or DC30 Knowledge Local Old Shanatar

    • Songfarla, the rock gnome Hidden Kingdom founded by escaped slaves under the Sunrise Mountains between the Hordelands & Faerun in -3149 DR to present. DC10 Knowledge History, or DC11 Knowledge Local Utter East

    • Stonegard, a tehyrian human successor state to the Kingdom of Man that gained independence during the riots of the Year of the Triton's Horn 697 DR but was heavily damaged by orc raiders & declined into obscurity in the Year of Clutching Death 702 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Stornanter, the illuskan human Realm of the Witch-Queen founded in the Year of Warrior's Rest 806 DR and stabilizes human civilization on the Sword Coast North until the Year of the Hunted Elk 841 DR when the Witch-Queen of the North disappeared causing an implosion of the kingdom in the ensuing power vacuum. DC17 Knowledge History, or DC21 Knowledge Local The North

    • Synnoria, a ghost, green, & moon elf nation hidden in the mountains of the Moonshaes by a powerful illusion that was settled by Crown War refugees in -9800 DR and was a safe haven until it was destroyed by the elf eating Ityak-Ortheel in the Year of the Sword 1365 DR. DC10 Knowledge History, or DC11 Knowledge Local Moonshaes

    • Syorpiir, a fiercely independent sun & moon elf nation part of the Three Leaf Realms ruling Chondalwood to the Firesteap Mountains that lasted from -23100 DR to -11590 DR when it was burned out by Illythiir. DC30 Knowledge History, or DC36 Knowledge Local Vilholn Reach

    • Talmost, an illuskan human realm West of Delimbiryan that formed in the Year of the Triton's Horn 697 DR and was burned by the Drow in the Year of the Circling Vulture 942 DR. DC17 Knowledge History, or DC21 Knowledge Local The North

    • Tavaray, an illuskan human realm at the mouth of the River Delimbiyr that lasted from the Year of Phander -50 DR to the Year of the Deep Bay 302 DR when the Lizard Marsh expansion forces that land to be abandoned. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Telantiwar, the first drow realm that was seized from the dwarves after The Descent in -10000 DR until -7600 DR when the cavern's collapse created the Great Rift. DC30 Knowledge History, or DC36 Knowledge Local Great Rift

    • Tethir, a green & moon elf successor state of Keltormir occupying the Wealdath that lasted from -8500 DR until its absorption into Tethyr in 1372 DR. DC10 Knowledge History, or DC11 Knowledge Local Tethyr

    • Tethyamar, a shield dwarf kingdom founded by Roryn of Iron House under the Desertsmouth Mountains in the Year of the Depths Unknown -145 DR that fell to a supposed army from ancient goblinoid Hlundadim in the Year of the Dark Dawn 1104 DR. DC14 Knowledge History, or DC17 Knowledge Local Anauroch

    • Thaeravel, the Talfir Land of Alabaster Towers ruling the Skyfire Plain until it was conquered by the Netherese Empire in -3392 DR. DC30 Knowledge History, or DC36 Knowledge Local Western Heartlands

    • Thar, a goblinoid realm in the Tortured Land that plagued the lawkeeper races for centuries until humans subjugate the last of the savage race strongholds in the Year of the Roaring Horn 1288 DR. DC14 Knowledge History, or DC17 Knowledge Local The Ride

    • Tharkrixghontix, the dragon realm that was founded prior to -29500 and was ruined by the Dragon Rage around -24500. DC40 Knowledge History, or DC48 Knowledge the Planes

    • Tharos, a nar human petty kingdom ruling over the headwaters of the Easting Reach that lasted from -1069 DR to -970 DR when it embarked on a campaign of conquest that turned it into the Empire of Narfell. DC25 Knowledge History, or DC30 Knowledge Local Narfell

    • Thearyntaar, a cosmopolitan green & moon elf nation part of the Three Leaf Realms stretching from the Omlarandin Mountains to the Thornwash river that lasted from -21400 DR until its fall to the dark elves at the end of the 2nd Crown War -11200 DR. DC30 Knowledge History, or DC36 Knowledge Local Lake of Steam

    • Tintageer, the legendary elf realm in the world of faeries from whence all elves came that was destroyed by elven hubris & high magic. DC40 Knowledge History, or DC48 Knowledge the Planes

    • Torglor, a shield dwarf kingdom, following the religion of Diirinka, that was destroyed by a duergar assault in -1800 DR. DC25 Knowledge History, or DC30 Knowledge Local Old Shanatar

    • Torsil, a netherese Emirate founded in the Year of Foul Awakenings -286 DR by the Mage of the Fangs Uldoon on modern day Beregost, used summoned or captured slaves to develop the lands from the Glimmerwood to the mouth of the Chionthar River, and was destroyed by a paladin in the Year of the Woeful Resurrection 375 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Twilit Lands, the northman human realm between present day Neverwinter & Waterdeep founded in the Year of the Boisterous Orc 64 DR but gradually gets supplanted by waves of Illuskan human colonization in the following centuries. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Ultoksamrin, a shield dwarf kingdom, following the religion of Dumathoin, situated beneath the Marching Mountains & the Forest of Mir that lasted until an assault by duergar dwarves finished the kingdom in -1800 DR. DC25 Knowledge History, or DC30 Knowledge Local Old Shanatar

    • Ursadunthar, a quaggoth kingdom in the Northdark under the Spine of the World Mountains that was overrun by the duergar in -1803 DR. DC25 Knowledge History, or DC30 Knowledge Local Northdark

    • Uruth Ukrypt, an orc realm cobbled together by the orc priest Wund from many tribes under the leadership of Uruth in the Sword Mountains that lasted from the Year of Red Rain 927 DR to XXXX DC17 Knowledge History, or DC21 Knowledge Local The North

    • Uthtower, an illuskan human realm that was founded in the Mere of Dead Men by an exiled lord of Tavaray in the Year of Risen Towers 146 DR to XXXX. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Uvaeren, the gold & moon elf Lorelands of Arcorar that ruled the land under the present-day Wyvernwater Lake from its founding in -8200 DR until it was destroyed by a falling star in -5000 DR. DC30 Knowledge History, or DC36 Knowledge Local Cormyr

    • Valashar, a calishite human kingdom founded by a prince of Tethyr in the Year of the Fearless King 361 DR that claimed from the headwaters of the Sulduskoon River to the High Moor but suffered a disastrous war with Cormyr and was later absorbed by Cortryn in the Year of the Faletring Fires 491 DR. DC20 Knowledge History, or DC25 Knowledge Local Western Heartlands

    • Vastar, an orc realm started when King Gorgath's hordes seize the eastern shore of the Reach from Arlistaar to the Earthspur Mountains in -722 DR that was brought to a swift slaughter by the dawrves of Sarphil in the Year of the Spellfire 610 DR. DC20 Knowledge History, or DC25 Knowledge Local The Vast

    • Vedrymmell, the moon elf realm started by refugees from Rilithar in the Year of Clinging Death 75 DR that descended into some unknown calamity that unfounded the nation sometime before 350 DR. DC20 Knowledge History, or DC25 Knowledge Local The Vast

    • Velprin, a mulan human kingdom that formed from the united settlements occupying the coastal region of Aglarond in the Year of the Aurumvorax 773 DR & invaded deep into the Yuirwood until a half-elf army broke the kingdom in the Year of the Watching Wood 1065 DR. DC17 Knowledge History, or DC21 Knowledge Local Aglarond

    • Voninheim, the giant subkingdom of Ostoria known as Titanhome spanning Vaasa to Damara to Peluvria, that was founded in -28000 DR and destroyed by an encroaching glacier in -25100 DR. DC40 Knowledge History, or DC48 Knowledge Local Cold Lands

    • Xothaerin, the Adamant Kingdom of Clan Azerkyn shield dwarves beneath western Amn, following the religion of Sharindlar, that depopulated through emigration. DC25 Knowledge History, or DC30 Knowledge Local Old Shanatar

    • Yarlith, an illuskan human realm formed north of Uthtower and south of Eigersstor to prevent dynastic quabbling between the twin heirs to the throne of Uthtower that lasted from the Year of Broken Lands 191 DR until its ruin by orcs of the Everhorde in the Year of Normiir 611 DR. DC20 Knowledge History, or DC25 Knowledge Local The North

    • Yuirshanyaar, the green elf & star elf kingdom in the Yuirwood that lasted from -6600 DR until its abandonment under centuries of pressure from the human nation of Unther in the Year of Moon Blades Crashing _699 DR. DC25 Knowledge History, or DC30 Knowledge Local Aglarond

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.

    Edited by - SaMoCon on 11 Sep 2020 04:27:09
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    SaMoCon
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    RELIGIONS
    • Abbathor the dwarf deity Abbathor. The Trove Lord, intermediate god of greed, is both desirous & envious of others' riches. He and his followers believe in the acquisition & hoarding of wealth by all means necessary. DC11 Knowledge Religion

    • Aerdrie Faenya the elf deity Aerdrie Faenya. The Winged Mother, intermediate goddess of birds & weather, is an aloof & impulsive goddess fond of the elusive winged elves known as avariels. She occasionally creates violent storms just to feel the air rush past her with the ground far below. DC11 Knowledge Religion

    • Akadi the elemental deity Akadi. The Lady of the Winds, greater goddess of air, is the capricious controller of every breeze and gale of the trade winds. DC10 Knowledge Religion

    • Amaunator the netherese deity Amaunator. The Keeper of Law, lesser god of contracts & order, was harsh in judgment & endeavored to record everything. He appears as a silver-haired man with trimmed beard who radiated golden light. DC13 Knowledge Religion

    • Angharradh the elf deity Angharradh. The Queen of Arvandor, greater goddess of fertility & wisdom, combines the aspects of Aerdrie Faenya, Hanali Celanil, & Sehanine Moonbow, but is distinct from them. DC10 Knowledge Religion

    • Anhur the mulhorandi deity Anhur. The General of the Gods, lesser god of storms and strategy, calls upon his followers to defend Mulhorand from all enemies. DC13 Knowledge Religion

    • Annam All-Father the giant deity Annam All-Father. The Progenitor of Worlds, greater god of giants & fertility, is the creator of the giant races through his unfaithful wife Othea. Annam is exiled from Toril until the giant kingdom of Ostoria is restored. DC30 Knowledge Religion

    • Arvoreen the halfling deity Arvoreen. The Vigilant Guardian, intermediate god of defense & war, diligently hones his & his followers skills to defend haffling settlements from all dangers. DC11 Knowledge Religion

    • Asgorath the dragon deity Asgorath. The Ninefold Dragon, greater god of creation, destroyed a moon as punishment for the beings of Toril & used it to seed his offspring on the planet. Worshippers consider Asgaroth aloof but the divine powers & answers his priests receive are not from the corpse they call on. DC40 Knowledge Religion

    • Astilabor DEAD the dragon deity Astilabor. The Hoardmistress, intermediate goddess of acquisition & wealth, who represented draconic desire to seek treasure & gain status through hoard size was. She was slain by Tiamat. DC33 Knowledge Religion

    • A'tar the bedine deity At’ar the Merciless. At'ar, goddess of the sun, is the cruel & adulterous interpretation of Amaunator that survived the fall of Netheril. DC13 Knowledge Religion

    • Auppenser DEAD the jhaamdathan deity Auppenser. The Lord of Reason, god of moderation & reason, was an aloof power of stoic contemplation & decisive action. The annihilation of Jhaamdath wiped out the worship of Auppenser and he fell into obscurity. DC26 Knowledge Religion

    • Auril the elemental deity Auril. The Frostmaiden, lesser goddess of cold & winter, is feared by all mortals who know the painful touch of ice. Auril’s followers revel in the cold & seek the rapture of eternal winter across Faerun. DC13 Knowledge Religion

    • Azuth the faerunian deity Azuth. The Lord of Spells, lesser god of arcane spell-casters, was the first mortal Magister & is a servant of Mystra. His followers endeavor to acquire every known spell to be preserved. DC13 Knowledge Religion

    • Baervan Wildwanderer the gnome deity Baervan Wildwanderer. The Masked Leaf, intermediate god of nature & travel, is a lover of the forest & its animals. Baervan is worshipped by nature-lovers & those embarking on long journeys. DC11 Knowledge Religion

    • Bahamut the dragon deity Bahamut. The Platinum Dragon, lesser god of good dragons & wind, is a stern but compassionate dispenser of justice that has endured & renewed from the deaths of at least two prior incarnations at the claws of Tiamat. DC13 Knowledge Religion

    • Bahgtru the orc deity Bahgtru. The Leg-Breaker, lesser god of strength & stupidity, teaches blind obedience to one's leaders & is known for raw power. He & his followers seek out mindless fighting & bloody battle. DC13 Knowledge Religion

    • Bane the faerunian deity Bane. The Black Lord, greater god of fear & tyranny, is one of three mortals who gained divinity from an ancient god of the dead and sought to control the world & the heavens. Bane and his followers are ruthless in their actions further encouraging all to see them as evil. DC10 Knowledge Religion

    • Baphomet the monster deity Baphomet. The Horned King, lesser god of minotaurs & vengeance, is a demon lord who spent his time breeding new demon servants & used his followers against his eternal foe Yeenoghu. DC13 Knowledge Religion

    • Baravar Cloakshadow the gnome deity Baravar Cloakshadow. The Sly One, lesser god of deception & traps, is tasked with the passive protection of the gnome race. He & his followers tend to work in shadows & are slow to trust outsiders. DC13 Knowledge Religion

    • Berronar Truesilver the dwarf deity Berronar Truesilver. The Mother of Safety, intermediate goddess of home & fidelity, is Moradin’s bride and matriarch of the dwarf pantheon. DC11 Knowledge Religion

    • Beshaba the faerunian deity Beshaba. Lady Doom, intermediate goddess of accidents & random mischief, is the other half of the split deity of chance, Tyche, along with her naive counterpart Tymora. Beshaba delights in cursing others & professes that too much good luck is unfair. DC11 Knowledge Religion

    • Bhaal DEAD the faerunian deity Bhaal. The Lord of Murder, lesser god of violence & murder, is one of three mortals who gained divinity from an ancient god of the dead with dominion over assassins & their victims, but was perverted by sadistic & wanton murders in more recent centuries. DC18 Knowledge Religion

    • Blibdoolpoolp the monster deity Blibdoolpoolp. The Sea Mother, intermediate god of kuo-toa & evil under-sea creatures, is hateful of the surface-dwelling races that drove her children beneath the waves. DC11 Knowledge Religion

    • Brandobaris the halfling deity Brandobaris. The Irrepressible Scamp, lesser god of adventure & thievery, is a notorious risk-taker whose followers are encouraged to adventure profitably. DC13 Knowledge Religion

    • Callarduran Smoothhands the gnome deity Callarduran Smoothhands. The Deep Brother, intermediate god of stone & mining, a lover of the forest & its animals, derives joy from the discovery of gem veins and is a patron of deep gnomes. He and his followers avidly protect the deep gnomes. DC11 Knowledge Religion

    • Chauntea the faerunian deity Chauntea. The Great Mother, greater goddess of agriculture & summer, is the humble power of all growing things nominally allied with the nature deities. Her followers are split between wild nature & civilized cultivation. DC10 Knowledge Religion

    • Clangeddin Silverbeard the dwarf deity Clangeddin Silverbeard. The Lord of the Twin Axes, intermediate god of battle & bravery, delights in battle and is intolerant of treasury. He and his followers teaches the dwarves special techniques to fight giants. DC11 Knowledge Religion

    • Corellon Larethian the elf deity Corellon Larethian. The First of the Seldarine, greater god & patron of all elves, guided elves towards perfection & watched over the elves as a guardian. DC10 Knowledge Religion

    • Cyric the faerunian deity Cyric. The Black Sun, greater god of lies & murder, is a cruel ascended mortal who gained the power of four dead gods he either scavenged from or personally slew. Cyric orders his followers to spread strife & facilitate murder to spread his infamy. DC10 Knowledge Religion

    • Cyrrollalee the halfling deity Cyrrollalee. The Hearthkeeper, intermediate goddess of trust & the home, concerns herself with the protection of family and the observance of hospitality. Her faithful are diligent in practicing customs & unarmed combat methods. DC11 Knowledge Religion

    • Deep Duerra the duergar deity Deep Duerra. The Queen of the Invisible Art, demigoddess of conquest & psionics, teaches the gray dwarves to develop their abilities & conquer the Underdark. She is worshipped by the aggressive amongst the gray dwarves. DC15 Knowledge Religion

    • Deep Sashelas the elf deity Deep Sashelas. The Dolphin Prince, intermediate god of oceans & sea elves, teaches his followers to protect the homelands of the sea elves. DC11 Knowledge Religion

    • Deneir the faerunian deity Deneir. The Lord of Glyphs, lesser god of literature & literacy, is an advocate of recording or passing on information. His followers seek out lost records & educate the illiterate. DC13 Knowledge Religion

    • Diancastra the giant deity Diancastra. Diancastra, demigoddess of fertility & trickery, is an impudent entity that favors wit & humor in the pursuit of her goals. She is often worshipped by beings seeking children but they have a chance of being born wild & naughty like "Diancastra's brood." DC15 Knowledge Religion

    • Dugmaren Brightmantle, the dwarf deity Dugmaren Brightmantle. The inquisitive lesser god of discovery & invention seeks inspiration and is revered by dwarves who eschew traditional thinking & roles.,DC13 Knowledge Religion

    • Dumathoin the dwarf deity Dumathoin. The iKeeper of Secrets Under the Mountain, intermediate god of buried wealth & mining, created the spaces beneath the surface & seeded the land with ores & gem veins to be found. Dumathoin encouraged exploration of the depths & his followers guarded tombs. DC11 Knowledge Religion

    • Eadro the monster deity Eadro. The Lord of the Sunlit Shallows, intermediate god of merfolk & locathahs, is an enigmatic figure to its peoples under the sea. Merfolk make inclusive worship to Eadro while locathahs entreat being turned into merfolk as forgiveness for some sin against the god. DC11 Knowledge Religion

    • Eilistraee the drow deity Eilistraee. The Dark Maiden, lesser goddess of dance & swordwork, works to return the drow to the light & rehabilitate the status of the dark elves. Once a dark elf deity, Eilistraee was cast down with the other drow deities to become a guiding light for redemption. DC13 Knowledge Religion

    • Eldath the faerunian deity Eldath. The Quiet One, lesser goddess of peace & water pools, teaches that strife must be quelled for the benefit of all. She and her followers only practice defense when attacked and otherwise spend their time in contemplation. DC13 Knowledge Religion

    • Erevan Ilesere the elf deity Erevan Ilesere. The Chameleon, intermediate god of mischief & rogues, is ever-changing in his pursuit of new experiences & excitement. He and his followers are notorious adventurers & pranksters. DC11 Knowledge Religion

    • Faceless God the monster deity Faceless God. The Forgotten God, demigod of yak-men, is a mysterious & savage deity worshipped by the yak-men from whom he ascended in Zakhara's mountainous northeast. It personally appoints rulers of the yikaria empire & sacrifices are made in its name. DC15 Knowledge Religion

    • Fenmarel Mestarine the elf deity Fenmarel Mestarine. The Lone Wolf, lesser god of exiles & outcasts, teaches his followers to be self-sufficient and engage the arts of camouflage. His followers are the ostracized and those choosing self-imposed isolation. DC13 Knowledge Religion

    • Finder Wyvernspur the faerunian deity Finder Wyvernspur. The Nameless Bard, demigod of artistic transformation, is an ascended mortal jokingly referred to as the god of reckless fools. He espouses change & growth in all endeavors towards success. DC15 Knowledge Religion

    • Flandal Steelskin the gnome deity Flandal Steelskin. The Great Steelsmith, intermediate god of metalwork & physical fitness, is the patron of gnome miners & is worshipped by those whom depend upon the crafts of smiths for their livelihoods. DC11 Knowledge Religion

    • Gaerdal Ironhand the gnome deity Gaerdal Ironhand. The Shield of the Golden Hills, lesser god of combat & vigilance, diligently hones his & his followers skills to defend gnomish settlements from all dangers. DC13 Knowledge Religion

    • Garagos the faerunian deity Garagos. The Reaver, demigod of war & plunder, is an elder deity whose place was usurped by the younger god Tempus. He & his followers actively seek out destruction for the sheer bloodshed & chance to loot from their enemies. DC15 Knowledge Religion

    • Gargauth the faerunian deity Gargauth. The Hidden Lord, demigod of betrayal & powerbrokers, was a powerful devil that ascended to godhood and granted corrupting power to his followers for a terrible price. DC15 Knowledge Religion

    • Garl Glittergold the gnome deity Garl Glittergold. The Watchful Protector, greater god of gnomes & trickery, is the patron god of gnomes & taught them the art of joking through examples at the expense of underdark creatures that have earned him & his gnome followers eternal hatred DC10 Knowledge Religion

    • Garyx the dragon deity Garyx. The First True Dragon, lesser god, was created by the proto-dragons as the most complete dracoform. Garyz ascended during the final battle between giants & dragons that closed out the Dawn Age. DC13 Knowledge Religion

    • Geb the mulhorandi deity Geb. Lord Earth, lesser god of earth & miners, is an elder power concerned with the earth & what lies beneath. Geb's worshippers include Mulhorand's miners & adventurers delving the deeps. DC13 Knowledge Religion

    • Ghaunadaur the drow deity Ghaunadaur. The Elder Eye, greater god of slimes & subterranean things, is a loathsome thing that teaches survival of the fittest. DC13 Knowledge Religion

    • Gond the faerunian deity Gond. The Wonderbringer, intermediate god of artifice & construction, pushes conventional inventiveness & teaches that actions count. His followers make, learn, and do where others debate & doubt. DC11 Knowledge Religion

    • Gorelllik the monster deity Gorelllik. Gorelllik, demigod of hunting & hyenas, was once the chief god of the gnolls & taught them to train hyenas for hunting but was usurped by Yeenoghu and now this elder power only gets his blood sacrifices from gnoll outcasts. DC15 Knowledge Religion

    • Gorm Gulthyn the dwarf deity Gorm Gulthyn. Fire Eyes, lesser god of defense & guardians, is the patron of all warriors protecting the dwarf lands. He teaches his charges to never let their guard down & he has many worshippers in the dwarf militaries. DC13 Knowledge Religion

    • Grolantor the monster deity Grolantor. Grolantor, intermediate god of combat & hunting, is the patron of hill giants & ettins. He & his persecute smaller races but otherwise do not perform sacrifices. DC11 Knowledge Religion

    • Grumbar the elemental deity Grumbar. The Earthlord, greater god of earth, is the master of earth and represents the essence of intractible stability. Those who live & work underground venerate Grumbar. DC10 Knowledge Religion

    • Gruumsh the orc deity Gruumsh. The One-Eyed God, greater god & patron of all orcs, drove his people to conquer the world through outright invasions and constant raids. DC10 Knowledge Religion

    • Gwaeron Windstrom the faerunian deity Gwaeron Windstrom. The Master of Tracking, demigod of rangers & tracking, is an ascended mortal ranger sponsored by Mielikki. He and his followers oppose Malar. DC15 Knowledge Religion

    • Haela Brightaxe the dwarf deity Haela Brightaxe. The Luckmaiden, demigoddess of battlelust & adventuring into hostile territory, delights in fighting & battling new foes. She commands her followers to judge their opponents & slay the undeserving of life. DC15 Knowledge Religion

    • Hanali Celanil the elf deity Hanali Celanil. Lady Goldheart, intermediate goddess of beauty & love, is a vain & flighty power enamored with mortals falling in love and a patron of exquisite artworks. She and her followers are throw wild celebrations filled with dancing & living in the moment. DC11 Knowledge Religion

    • Hathor the mulhorandi deity Hathor. The Nurturing Mother, lesser goddess of fate & motherhood, is the patron guardian of the down-trodden of the mulan people. She commands her followers to always help the needy and never turn away those seeking succor. DC13 Knowledge Religion

    • Helm the faerunian deity Helm. The Watcher, intermediate god of guardians & protection, is the most stalwart & trustworthy of the gods unflinching in his duty to protect. Helm & his followers place themselves at the walls of civilization & near every dangerous or hostile territory. DC11 Knowledge Religion

    • Hiatea the giant deity Hiatea. Hiatea, greater goddess of agriculture & females, is a titan raised amongst firbolgs before discovering her divine origins and took up hunting & guardianship. Her priests are split between her dual natures of nurturing the home & defending the settlement. DC10 Knowledge Religion

    • Hlal the dragon deity Hlal, lesser god of trickery & wit, whose muse inspires the creativity in all dragonkind. DC13 Knowledge Religion

    • Hoar the faerunian deity Hoar. The Doombringer, demigod of poetic justice & retribution, is an exile from the untheric pantheon who teaches that vengeance is just. DC15 Knowledge Religion

    • Horus-Re the mulhorandi deity Horus-Re. The Pharoah of the Gods, greater god of the sun & rulership, is the head of the Mulhorandi pantheon & known to be an honorable but hidebound deity when confronted with change. DC10 Knowledge Religion

    • Iallanis the giant deity Iallanis. Iallanis, lesser goddess of love & mercy, is the younger sister of Hiatea and seeks to unite the giant races. Her priests followers are charged with finding commonality between the bickering giant factions. DC13 Knowledge Religion

    • Ibrandul DEAD the faerunian deity Ibrandul. The Skulking God, lesser god of the underdark known, is often worshipped by adventurers because of his mercurial dominion over dark underground spaces like tombs & dungeons. DC18 Knowledge Religion

    • Ilmater the faerunian deity Ilmater. The Lord on the Rack, intermediate god of suffering, shields the innocent & powerless in a cruel world full of wickedness & pain. He and his followers find strength in enduring & shouldering the burdens of those whom cannot endure. DC11 Knowledge Religion

    • Ilneval the orc deity Ilneval. Ilneval, lesser god of combat & strategy, is Gruumsh's next in command that plots to overthrow his master. He & his followers enjoy bloody carnage as much as plotting ways to win fights. DC13 Knowledge Religion

    • Isis the mulhorandi deity Isis. The Bountiful Lady, intermediate goddess of agriculture & good magic, is regal & deeply concerned with her worshippers. Isis church encourages open thinking and familial bonds. DC11 Knowledge Religion

    • Istishia the elemental deity Istishia. The Water Lord, intermediate god of water, is the master of water controlling the very characteristics of its essence. He & his followers always seek the path of least resistance. DC11 Knowledge Religion

    • Jergal the ancient deity Jergal. The Scribe of the Doomed, demigod of fatalism & proper burial, was the god of the dead but raised three mortals to godhood & them gave most of his powers. Now Jergal inscribes the names of the dead as seneschal to the various gods of death. DC15 Knowledge Religion

    • Kar'r'rga the monster deity Kar'r'rga. The God of the Waters is a lesser savage god of the sea worshiped by natives of the Jazayir al-Sartan islands in the Crowded Sea.,DC13 Knowledge Religion

    • Kelemvor the faerunian deity Kelemvor. The Judge of the Damned, greater god of death, is an ascended mortal charged with assigning the spirits of the dead to their final destination. He charges his followers with teaching the proper funeral rituals & places warningsigns around deadly hazards. DC10 Knowledge Religion

    • Kereska the dragon deity Kereska. The Light of Magic, intermediate god of dragon magic & arcane creativity, delights in magical creativity and blesses those dragons undertaking magical research and creation. DC11 Knowledge Religion

    • Kiaransalee the drow deity Kiaransalee. The Vengeful Banshee, demigoddess of undead & vengeance, was once a mortal necromancer-queen who went mad & destroyed her rebellious realm. Kiaransalee & her followers ceaselessly plot to revenge wrongs & slights. DC15 Knowledge Religion

    • Kiputytto DEAD the interloper deity Kiputytto. The Mother of the Plague, demigoddess of disease, shared power with the Netherese goddess Talona. Kiputytto attacked Talona in a bid for dominance but Talona proved more wily, and Kiputytto was slain that same year. DC30 Knowledge Religion

    • Kossuth the elemental deity Kossuth. The Firelord, greater god of fire & purification through flames, is the attentive of the elemental rulers but is still alien & enigmatic to mortal thinking. His followers believe in merit-based advancement and must rise to all challenges or diminish. DC10 Knowledge Religion

    • Kurtulmak the monster deity Kurtulmak. The Horned Sorcerer, intermediate god and patron of kobolds, is the creator of the kobold race & believed to have pilfered the gift of sorcery from the dragons. He & his followers teach the kobolds how to sieze & steal what they want. DC11 Knowledge Religion

    • Labelas Enoreth the elf deity Labelas Enoreth. The Sage at Sunset, intermediate god of longevity & time, is a historian & teacher who blessed the elves with their longevity. He & his followers mark the passage of time & keep the memories alive of every slight suffered. DC11 Knowledge Religion

    • Laduguer the duergar deity Laduguer. The Gray Protector, intermediate god of gray dwarves & magic weapons, is an exile from his pantheon & despises his former kin which is an attitude adopted by his followers. Laduguer teaches his followers that the strong & obedient are worthy of his gifts. DC11 Knowledge Religion

    • Lathander the faerunian deity Lathander. The Morninglord, greater god of the sun & renewal, blessed nurturers of new life & those who put down the undead for a final rest. He and his followers strive to make a more perfect world. DC10 Knowledge Religion

    • Lendys the dragon deity Lendys. The Weigher of Lives, lesser god of balance & justice, is an implacable arbiter of draconic transgressions and merciless in his decisions, to the point of being obnoxiously sanctimonious. DC13 Knowledge Religion

    • Lliira the faerunian deity Lliira. The Joybringer, intermediate goddess of festivals & joy, is always dancing with the happiness of life. She and her followers do everything they can to lift the hearts of everyday people in the world. DC11 Knowledge Religion

    • Lolth the drow deity Lolth. The Queen of Spiders, intermediate goddess of assassins & darkness, was cast out of the elven pantheon & is the leader of the Dark Seldarine. She & her followers strove to maintain dominion over the drow through promoting infighting. DC11 Knowledge Religion

    • Loviatar the faerunian deity Loviatar. The Maiden of Pain, lesser goddess of agony & torture, teaches that the ultimate truth & greatest pleasure of life is in both receiving & inflicting pain. The cruel are drawn to her worship as are those seeking punishment. DC13 Knowledge Religion

    • Lurue the faerunian deity Lurue. The Unicorn Queen, demigoddess of talking beasts, teaches that life should be experienced in the moment. Her worshippers are intelligent beasts & pretentious adventurers. DC15 Knowledge Religion

    • Luthic the orc deity Luthic. The Cave Mother, lesser goddess of female orcs & fertility, is the gaurdian of caverns sheltering the orcs & the consort of Gruumsh. Her followers are defenders of orc homes skilled in the arts of war & healing. DC13 Knowledge Religion

    • Magubliyet the monster deity Magubliyet. The High Chieftain, greater god of goblinoids & leadership, rules over the goblin pantheon and wages eternal war against the orcish pantheon. Magubliyet demands of his followers blood sacrifices made with an axe. DC10 Knowledge Religion

    • Malar the faerunian deity Malar. The Beastlord, lesser god of hunting & bloodlust, is one of the Gods of Fury who revels in running down frightened prey. His followers sponsor hunts & ritualized kills with the bloody finale in sight of populated areas. DC13 Knowledge Religion

    • Marduk DEAD the untheric deity Marduk. Marduk, greater god of cities & storms, killed Tiamat while she was sneak-attacking Gilgeam, but Marduk sacrificed himself in the act. DC26 Knowledge Religion

    • Marthammor Duin the dwarf deity Marthammor Duin. The Finder of Trails, lesser god of explorers & travelers, is revered by scouts & those who live far from the lands of their birth. Followers of Marthammor Duin are respected among dwarfs for the warnings & intelligence they tend to bring to dwarf settlemets. DC13 Knowledge Religion

    • Mask the faerunian deity Mask. The Lord of Shadows, lesser god of shadows & thievery, is a loner who observes all in the shadows of his domain. His followers plot to gain power & wealth. DC13 Knowledge Religion

    • Memnor the giant deity Memnor. Memnor, intermediate god of control & pride, covets the head of the pantheon from Annam All-Father and works to make that dream a reality. DC11 Knowledge Religion

    • Merrshaulk the monster deity Merrshaulk. Merrshaulk, demigod of beasts & predators, was once the chief god of the yuan-ti but neglected his followers until his position was usurped by Sseth and now this elder power only gets his blood sacrifices from yuan-ti outcasts. DC15 Knowledge Religion

    • Mielikki the faerunian deity Meilikki. The Forest Queen, intermediate goddess of autumn & forest creatures, is an interloper power who champions harmony between civilizations & woodlands and is allied with the nature gods. DC11 Knowledge Religion

    • Milil the faerunian deity Milil. The Guardian 0f Singers & Troubadours, god of poetry & song, represents taking an idea from conception to completion & is often invoked by bards or used to decorate musical instruments. DC13 Knowledge Religion

    • Moander the old deity Moander. The Darkbringer, lesser god of corruption & decay, delighted in the suffering of the weak & gleefully manipulated the strong into compromising their strengths until they become debased. DC13 Knowledge Religion

    • Moradin the dwarf deity Moradin. The Dwarffather, greater god of creation & protection, breathed life into the dwarves he carved from stone. Moradin leads by example through stoic honor, tempered wisdom, and stubborn pride. DC10 Knowledge Religion

    • Murdane DEAD the jhaamdathan deity Murdane. The Lady of Logic, intermediate goddess of pragmatism & reason, was drowned by Umberlee in -277 DR when the human nation of Jhaamdath was wiped out by a flood. DC28 Knowledge Religion

    • Myrkul,the faerunian deity Myrkul. The Lord of Bones, greater god of the dead, holds dominion over death & is one of three mortals who gained divinity from an ancient god of the dead. Myrkul and his followers reminded the living to fear & respect death. DC12 Knowledge Religion

    • Mystra the faerunian deity Mystra. The Mother of all magic, greater goddess of spells & the Weave, is concerned with maintenance of the Weave & allowing its power to be safely channeled when called. Her followers experiment with magic and safeguard spell lore. DC10 Knowledge Religion

    • Mystryl the old deity Mystryl. The Mother of All Magic, greater god of magic & the Weave, was a primary god created by the war between Selune & Shar that became the primary god of the Netheril Empire until she committed suicide to prevent a Netherese mage from usurping her power. DC20 Knowledge Religion

    • Nephthys the mulhorandi deity Nephthys. The Lady of Sands, goddess of wealth & the protection of children, is the ex-wife of the evil god Set. The goddess & her church primarily concern themselves with the nation of Mulhorand. DC15 Knowledge Religion

    • Nobanion the faerunian deity Nobanion. Lord Firemane, lesser god of royalty & feline beasts, espouses tolerance & dignity as a lifestyle. Wrongful rulers & those unedermining rightful rulers are opposed by Nobanion & his followers. DC13 Knowledge Religion

    • Null the dragon deity Null. The Night Dragon, greater god of death & undeath, was birthed as a tarterian dragon from Asgorath's corpse & charged with shepherding dragonkind, a task Null chooses to do for their afterlife. DC10 Knowledge Religion

    • Oghma the faerunian deity Oghma. The Binder of What Is Known, greater god of inspiration & knowledge, is an elder power who judges whether an idea is allowed to exist in the world. Oghma charges his followers to collect new knowledge & teach the masses. DC10 Knowledge Religion

    • Osiris the mulhorandi deity Osiris. The Judge of the Dead, intermediate god of the harvest & justice, is a revived deity concerned with funerary rituals & burial. His followers are commanded to be fair & impartial in judgment. DC11 Knowledge Religion

    • Othea DEAD the giant deity Othea. The Mother of Giants, demigod of motherhood & fertility, was the unfaithful consort of Annam who conspired with her lovers to usurp his power & was poisoned by her own child for her forbidance of dealing with an existential threat to the giants. DC45 Knowledge Religion

    • Persana the monster deity Persana. The Justice of the Depths, intermediate god of architecture & tritons, is a silent power who does not explain his actions & is only understood by his triton follwers. DC11 Knowledge Religion

    • Phelriss the pretender deity Phelriss. An anathema yuan-ti aspiring to godhood, Pheiriss lairs in the Nagaflow of Sespech near the headwaters in the Chondalwood. DC25 Knowledge Religion

    • Ramenos the monster deity Ramenos. The patron deity of bullywugs, lesser god of somnolence & decay, is a formerly great power that fell into self indulgent slumber where servitors fed sacrifices into his maw. His neglected followers revere his sloth. DC13 Knowledge Religion

    • Ramman DEAD the untheric deity Ramman. The Thunderer, demigod of war, brought victories to the Mulan people & was instrumental during the Orcgate Wars as well as running the Doombringer god, Hoar, out of the Untheric pantheon. DC25 Knowledge Religion

    • Red Knight the faerunian deity Red Knight. The Lady of Strategy, demigoddess of planning & strategy, is gaining prominence as more complicated tactics & manuevers become the norm to win modern skirmishes & wars. DC15 Knowledge Religion

    • Rillifane Rallathil the elf deity Rillifane Rallathil. The Leaflord, intermediate god of woodlands & wood elves, is a phantasmal oak whose roots & branches nourishes all living things. He & his followers fiercely protect the forests from those whom would harvest the from the forest in the name of freedom. DC11 Knowledge Religion

    • Sardior the dragon deity Sardior. The Master of the Gem Dragons, lesser god of psionics & secrets, placed few restrictions on his followers and did little to guide their actions. Sardior seemed to be truly happy to grant spells & powers to his worshippers. DC13 Knowledge Religion

    • Savras the faerunian deity Savras. The All-Seeing, demigod of divination & truth, is an elder god that was defeated by a mortal but was rehabilitated by the gods of magic as a servant. He and his followers seek out the answers to mysteries. DC15 Knowledge Religion

    • Sebek the mulhorandi deity Sebek. The Smiling Death, demigod of wetlands & crocodiles, is a low status & overlooked power in his pantheon. A small core of scaled ones worship him & carry out his bidding to terrorize populations around his domain into placating Sebek with offerings. DC15 Knowledge Religion

    • Segojan Earthcaller the gnome deity Segojan Earthcaller. The Digger of Dens, intermediate god of nature & the dead, is the patron of rock gnomes. His followers are directed to protect those endeavoring to expand gnome diggings. DC11 Knowledge Religion

    • Sehanine Moonbow the elf deity Sehanine Moonbow. Daughter of the Night Skies, the intermediate goddess of mysticism & journeys, watches over the dreams of the elves and protects those who go on long journeys. DC11 Knowledge Religion

    • Sekolah the monster deity Sekolah. The Caller from the Depths, lesser god of hunting & plunder, is the shark god of the sahuagin believed to adjudicate the conflicts of the hunter & the hunted. His followers feed living sacrifices to the sharks that follow the priests. DC13 Knowledge Religion

    • Selune the faerunian deity Selune. The Night White Lady, greater goddess of the moon, is a powerful but ever-changing force against the evils of the goddess of darkness, Shar. The demands she places on her followers are few, and the goddess is reputed to be free with her gifts & boons to mortals. DC10 Knowledge Religion

    • Selvetarm the drow deity Selvetarm. The Champion of Lolth, lesser god of warriors, is a cruel entity caring only for battle & carnage. Once a dark elf deity, Lolth ensnared his loyalty by twisted him with the essence of a demon prince. DC13 Knowledge Religion

    • Set, the faerunian deity Set. The Defiler of the Dead was the Mulhorandi god of magic & betrayal until he committed deicide & was cast out of the pantheon. He is worshipped by ambitious people desiring his dark power or those crossing Set's domain of deserts.,DC11 Knowledge Religion

    • Shar the faerunian deity Shar. Shar, greater goddess of Darkness and Secrets, is the equal of mighty Selune amongst the gods and will continue to exist long after all others cease to be. Rigid is the order of Shar’s church and all are forbidden from trying to improve one’s place within it. DC10 Knowledge Religion

    • Sharess the faerunian deity Sharess. The Tawny Temptress, demigoddess of cats & sensual hedonism, was a Mulhorandi deity who merged with a minor elven god then became storm-tossed between Shar & Sune before setting off for new pleasures. Her followers likewise seek out pleasure over all else. DC15 Knowledge Religion

    • Shargaas the orc deity Shargaas. The Night Lord, lesser god of stealth & thievery, delights in the darkness covering his foul deeds. Other orcs revere & fear Shargaas' followers for their guile & audacity. DC13 Knowledge Religion

    • Sharindlar the dwarf deity Sharindlar. The Shining Dancer, intermediate goddess of healing & love, commands fertility & romantic love for the stout folk. She & her followers meddle by matchmaking for unmarried dwarves ,DC11 Knowledge Religion

    • Shaundakul the faerunian deity Shaundakul. The Rider of the Winds, lesser god of travel & caravans, is an elder power earnest in growing his faith & known to directly intervene to protect travelers. He & his followers are constantly on the move & seek out the world's portals. DC13 Knowledge Religion

    • Sheela Peryroyl the halfling deity Sheela Peryroyl. The Watchful Mother, intermediate goddess of nature & agriculture, concerns herself with balancing the wild and the cultivated. DC11 Knowledge Religion

    • Shevarash the elf deity Shevarash. The Black Archer, demigod of loss & vengeance, was once a mortal survivor of a drow attack who spent his life avenging his loved ones & ascended upon his death. Shevarash teaches his followers to doggedly persecute the drow. DC15 Knowledge Religion

    • Shiallia the nature deity Shiallia. The Daughter of the High Forest, intermediate goddess of pregnant animals & seedlings, is revered by sylvan beings. She appears as a blond-haired korred wrapped in garlands of oak leaves and, her holy symbol, golden acorns. The Sister Goddess’ faith is largely unknown outside of the North and is centered in the High Forest. DC11 Knowledge Religion

    • Siamorphe the faerunian deity Siamorphe. Called the Noble, the demigoddess of nobles & royalty reinforces class-based philosophies & romantic noble fairness. Her followers concern themselves with stable government successions & educated fitness to rule. DC15 Knowledge Religion

    • Silvanus the faerunian deity Silvanus. The Forest Father, greater god of nature, is considered the wilder counterpart to the goddess of agriculture Chauntea. Silvanus prefers to appear as an oak leaf blown out of nowhere and charges his faithful to keep the balance. DC10 Knowledge Religion

    • Skerrit the nature deity Skerrit. The Forest Walker, lesser centaur god of animals & healing, is worshipped only by the centaurs on Evermeet. He is the hunter & protector of sylvan lands who watches over the centaur tribes, but is largely overlooked by his people on Faerun whom look to Silvanus or the elven gods for divine favor. DC13 Knowledge Religion

    • Skoraeus Stonebones the giant deity Skoraeus Stonebones. King of the Rock, intermediate god of secret banes & wonders buried in the core, was a former titan worshipped by stone giants whom were his only concern. Skoraeus teaches his followers that beauty is truth, knowledge is power, a secret is the ultimate power, & the Underdark is filled with secrets. DC11 Knowledge Religion

    • Solonor Thelandira the elf deity Solonor Thelandira. The Forest Hunter, intermediate god of archery & hunting, concerns himself with the art of the hunt through tracking & stealth. His followers hone their archery skills in homage of Solonor. DC11 Knowledge Religion

    • Sseth the yuan-ti deity Sseth. The Sibilant Death, god of poisons and all variations of snake-kind, is particularly reviled by the civilized peoples & savage humanoids of Western Faerun because his image represents the cruelties they suffered when the Yuan-ti kingdom of Najara reigned and for the insidious threat the Yuan-ti still pose. DC13 Knowledge Religion

    • Stronmaus the giant deity Stronmaus. The Smiling God, greater god of joy & the sky, is the exuberant conjurer of lightning storms and eldest son of Annam All-Father. His followers were taught that rain cleansed the world and were forbidden from making fires. DC10 Knowledge Religion

    • Sune the faerunian deity Sune Firehair. The Princess of Passion, greater goddess of beauty, abhors any force that would mar living beauty. Young lovers are favored by the goddess and she is known to defend them when they are imperiled. DC10 Knowledge Religion

    • Surtr the giant deity Surtr. The Lord of the Fire Giants, lesser god of destruction & fire, is a younger son of Annam All-Father. He taught his followers that fire cleansed the weak from the strong. DC13 Knowledge Religion

    • Talona the faerunian deity Talona. The Mistress of Disease, greater goddess of poison & disease, is worshipped out of fear of the frequent plagues she inflicts upon the world with prayers of appeasement being the reason her church is tolerated in the world. DC10 Knowledge Religion

    • Talos the faerunian deity Talos. The Storm Lord, greater god of storms & destruction, personifies the destructive power of nature & the rebellious rage of mortals. Leader of the Gods of Fury, he is filled with rage & quick to act on his impulses. DC10 Knowledge Religion

    • Tamara the dragon deity Tamara. Her Beneficence, lesser goddess of light & mercy, is the kindest of the dragon gods and is the consort of Lendys. She and her followers healed the injured to preserve life but also delivered swift death to those whose life force would dwindle even if aided. DC13 Knowledge Religion

    • Tapann the monster deity Tapann. The Horned Leaper, lesser god of satyrs & korreds, is alien in his mannerisms and absent in his principles, judging not how his favored people live but for what they chose to die to decide their place in the afterlife. DC13 Knowledge Religion

    • Task the dragon deity Task. The Master of the Gem Dragons, greater god of greed & selfishness, holds onto every treasure he can grasp, but holds his grudges even tighter. Slighted by the usurper Tiamat, Task & his followers plan for the war to rip out her five throats. DC10 Knowledge Religion

    • Tempus the faerunian deity Tempus. The Lord of Battles, greater god of war & warriors, is as fickle as the fortunes of conflict but honorable on the battlefield. He commands his faithful to regiment warfare & establish rules of conduct for fighting, and to never abuse the followers of peace. DC10 Knowledge Religion

    • Thard Harr the dwarf deity Thard Harr. The Lord of the Jungle Deeps, lesser god of hunting & survival, is the guardian of the wild dwarves. He & his followers are xenophobic & distrustful of outsiders requiring long periods of trustworthiness to gain acceptance. DC13 Knowledge Religion

    • Thoth the mulhorandi deity Thoth. The Scribe of the Gods, intermediate god of knowledge & scribes, is charged with overseeing the study of magic & research of new spells. He & his followers work to spread knowledge and magic. DC11 Knowledge Religion

    • Thrym the giant deity Thrym. The Lord of the Frost Giants, lesser god of cold & Ice, is a militaristic & withdrawn titan who is the twin of Surtr. DC13 Knowledge Religion

    • Tiamat the faerunian deity Tiamat. The Nemesis of the Gods, goddess of greed & evil dragons, has surpassed her original Untheric pantheon & found a wider worship base across Faerun. She appears as a multi-headed dragon & plots to overthrow all the gods. DC13 Knowledge Religion

    • Torm the faerunian deity Torm. The Loyal Fury, lesser god of obedience & paladins, was once a mortal champion of a good king before ascending. He and his followers oppose injustice & take up arms to protect the vulnerable. DC13 Knowledge Religion

    • Triad the alliance of three gods, the Triad. The Triad, formed by the gods Ilmater, Torm, & Tyr to champion causes & crusades against great evils or chaos that causes great suffering to innocent people since the Procession of Justice reclaiming the fallen lands of old Jhaamdath. DC12 Knowledge Religion

    • Trishina the monster deity Trishina. The Mistress of Games, lesser god of children & play, is the patron of dolphins & consort of Deep Sashelas. She teaches her follwers to aid the younglings of any race. DC13 Knowledge Religion

    • Tymora the faerunian deity Tymora. The Lady Who Smiles, intermediate goddess of good luck, is the other half of the split deity of chance, Tyche, along with her twisted counterpart Beshaba. DC11 Knowledge Religion

    • Tyr the faerunian deity Tyr. The Just God, greater god of justice, was an interloper power who lost his right hand to the Chaos Hound Kezef. He & his followers are rigid in the rule of law and seek to cleanse the world of evil & injustice. DC10 Knowledge Religion

    • Ubtao the faerunian deity Ubtao. The Creator of Chult, greater god of dinosaur & jungles, is the doom guard of the Peaks of Flame and the gods recognize Ubtao's domain over Chult. His followers believe that life is like a maze that must be completed. DC10 Knowledge Religion

    • Ulutiu the giant deity Ulutiu. The Father of Giants' Kin, demigod of glaciers, voluntarily went into exile by sinking into the icy wastes of the Great Glacier millenia ago after an adulterous affair with the wife of Annam, the chief god of the giant pantheon. DC15 Knowledge Religion

    • Umberlee the faerunian deity Umberlee. The Queen of the Deeps, intermediate goddess of currents & sea winds, is schadenfraud incarnate & untrustworthy in her oceanic domain. One of the Gods of Fury, Umberlee's intrigues are as devestating as her attentions on mortals. DC11 Knowledge Religion

    • Urdlen the gnome deity Urdlen. The Crawler Below, intermediate god of greed & hatred, is a furless & genderless mole. Urdlen symbolizes corrupting taint that turns gnomes into his wicked followers. DC11 Knowledge Religion

    • Urogalan the halfling deity Urogalan. He Who Must Be, demigod of death & earth, is a protector of the dead both in body & soul. Urogalan may be revered as earth incarnate, but he is feared by the Hin. DC15 Knowledge Religion

    • Uthgar the faerunian deity Uthgar. The Battle Father, lesser god of his namesake barbarians & strength, is a warrior fond of hedonistic pursuits & headlong battles. He is not worshipped directly but through the animal spirits he tamed as a mortal before attaining divinity. DC13 Knowledge Religion

    • Uthgardti Black Lion the totem Black Lion, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of graceful strength & terrifying roars. DC18 Knowledge Religion

    • Uthgardti Black Raven the totem Black Raven, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of piercing strikes & taking its fill from the fallen. DC18 Knowledge Religion

    • Uthgardti Blue Bear the totem Blue Bear, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of unbridled rage & pounding claws. DC18 Knowledge Religion

    • Uthgardti Elk the totem Elk, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of dominance fights & impaling antlers. DC18 Knowledge Religion

    • Uthgardti Gray Wolf the totem Gray Wolf, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of snarling tenacity & endurance in running down prey. DC18 Knowledge Religion

    • Uthgardti Great Worm the totem Great Worm, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe because of the the benevolent draconic creature that had ruled over them. DC18 Knowledge Religion

    • Uthgardti Griffon the totem Griffon, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of diving headlong into a fight & vigilance over its domain. DC18 Knowledge Religion

    • Uthgardti Red Tiger the totem Red Tiger, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of pouncing attacks & sneaking up on its prey. DC18 Knowledge Religion

    • Uthgardti Sky Pony the totem Sky Pony, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of flashing speed & muscling skyward in a flash. DC18 Knowledge Religion

    • Uthgardti Thunderbeast the totem Thunderbeast, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of brute force & earthshaking movements. DC18 Knowledge Religion

    • Uthgardti Tree Ghost the totem Tree Ghost, a spirit servitor of the lesser god Uthgar, worshipped by its namesake barbarian tribe for its aspects of peaceful coexistence & powerfully gripping roots. DC18 Knowledge Religion

    • Valkur the faerunian deity Valkur the Mighty. The Captain of the Waves, lesser god of ships & sailors, relishes shipboard life & protects his charges from the furious power of nature. Valkur's followers energetically explore in defiance of storm or danger. DC13 Knowledge Religion

    • Vaprak the monster deity Vaprak. Vaprak, lesser god of ogres, appears like a hybrid ogre-troll whose daliance with the mother of giants to sire the ogres. DC13 Knowledge Religion

    • Velsharoon the faerunian deity Valsharoon. The Lord of the Forgotten Crypt, demigod of necromancy & undeath, is a new deity that is coveted by both deities of magic & destruction for the niche dominion he commands, but he spends his time with increasing his unliving followers. DC15 Knowledge Religion

    • Vergadain the dwarf deity Vergadain The Laughing Dwarf, intermediate god of thieves & commerce, watched over those dwarves who used less-than-legal means to gain wealth & delighted in the art of the deal. Holding his image is to invite his luck for your endeavors. DC11 Knowledge Religion

    • Vhaeraun the drow deity Vhaeraun. The Masked Lord, lesser god of male drow & thievery, is Lolth's neglected son who rebels against the drow matriarchy. He & his church teach criminal skills to resist misandrony. DC13 Knowledge Religion

    • Waukeen the faerunian deity Waukeen. The Merchants' Friend, intermediate goddess of wealth, is a dealmaker who loves the transition of endeavors & promises into products & benefits. Her followers invest into new ventures & deals on both sides of the law. DC11 Knowledge Religion

    • World Serpent DEAD The World Serpent was an ancient, enigmatic entity worshiped by the sarrukh during the Days of Thunder, -35000 DR. DC40 Knowledge Religion

    • Xancronthi DEAD the pretender god Xancronthi. Xancronthi, grandson of Lendys, challenged the dragon god of exhaustion, Null, to a test of endurance with the prize being the spark of divinity but collapsed and died before the contest’s end. DC25 Knowledge Religion

    • Xymor DEAD the dragon deity Xymor The Lord of the North Wind, radiant dragon demigod of wind & loyalty, was birthed from Asgorath's corpse & charged with shepherding dragonkind until slain by Yaldabaoth. DC45 Knowledge Religion

    • Yabladoth DEAD the dragon deity Yabladoth. The Queen of the Primordial Sea, oceanus dragon demigoddess of storms & seawurms, was birthed from Asgorath's corpse & charged with shepherding dragonkind, but was banished for slaying Xymor & became Tiamat. DC45 Knowledge Religion

    • Yathaghera the monster deity Yathaghera. The Winged Queen, demigoddess of pegasi & unicorns, is the younger sister of the goddess Lurue, is bound to Toril, and is inhabiting Evermeet. Her true form is a silver-maned pegasus with rainbow feathered wings. DC15 Knowledge Religion

    • Yeenoghu the monster deity Yeenoghu. The Beast of Butchery, lesser god of savagery, is a demon lord who displaced Gorelik & Doresain to gain dominion of ghouls & gnolls. His worshippers are gnolls & flinds. DC13 Knowledge Religion

    • Yondalla the halfling deity Yondalla. The Blessed One, greater goddess of halflings & tradition, is the progentior of all halflings & seeks a long life for all she holds dear. She charges her faithful to lead by example & shoulder the burdens of her charges only when needed so they may grow strong without being crushed under. DC10 Knowledge Religion

    • Yurtrus the orc deity Yurtus. White Hands, lesser god of disease & death, is a mouthess being sloughing off his pustulous skin except for his chalk white hands. Yurtus is worshipped out of fear of his frequent plagues he inflicts upon the world. DC13 Knowledge Religion

    • Zinzerena DEAD the drow deity Zinzerena. The Princess of the Outcasts, demigoddess of assassination & humiliation, was a source of inspirational trickery & shaming one foes even after death. Llolth slew Zinzerena during the Time of Troubles. DC25 Knowledge Religion

    • Zorquan the dragon deity Zorquan. The Greatest Wyrm, intermediate god of draconic ideals & dragonkind, personified the true essence of being a dragon and appeared as the ideal dragon type to each of his followers. Zorquan was slain by Tiamat in her bid to become the draconic ideal. DC11 Knowledge Religion

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.

    Edited by - SaMoCon on 11 Sep 2020 04:42:06
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 11 Sep 2020 :  04:46:22  Show Profile Send SaMoCon a Private Message  Reply with Quote
    LOCKSMITHING
    poor (11), simple (13), average (15), good (17), or superior (19)
    poor (DC15), simple (DC20), average (DC25), good (DC30), or superior (DC40)
    unlocks with a rotary key which must be spun inside the lock,
    unlocks with a push key which just needs only to be inserted,
    unlocks with a toggle key which must be levered inside the lock,
    with plate obstructions to ward against improper keys,
    with pin tumblers of varying lengths to secure the lock
    with a spring catch to secure the lock
    with barbed springs to secure the lock
    with a slide catch to secure the lock
    behind a hidden keyhole,
    opened by a hidden release lever when properly keyed,

    Spring catch, barb catch, slide catch, pin catch
    Warded Lock a warded lock design with concentric plate obstructions protruding into the path to block any key but the one designed for the lock. Only a key with the correct slots & notches may turn in the lock without being halted by the warding plates.
    Fetterlock a spring padlock design that uses a ward spring inside the welded pipe to secure the arched swing shackle in place. The shackle is mounted on an open eye of the pipe to swing freely when unlocked. The flattened end of the shackle has a hole through which the ward spring passes to lock the shackle in place. The key is a push rod with a cutout to compress the spring around the shackle.
    Pushkey Lock a simple lock mechanism lock that only needs the mechanical force of the key being inserted into the lock to move the locking lever out of the way.
    Quaker Locks (very simple locks), needing springy wood "keys" and holes cut into the drawer shelf, are built into each drawer except the top tier. A key must be put into the keyhole and pushed by a finger through the hole above to open the drawer.
    sliding dovetailed key. This amounts to a small piece of wood set into a dovetailed groove that slides into a mortise, which locks the hidden drawer or secret compartment.
    Secret Catch
    Figural Padlock are both very decorative and complex in the form of a circular box with hinged handle, the free end of which was fastened by pin-bolts within the box.

    This section is incomplete largely because there are too many moving parts & variables for an easy copy & paste approach like with the other fields. I ingtend to leave this in place so that other DMs may use, arrange, or configure the descriptions to match their mind's eye of the locking device and convey it to the players.

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 13 Sep 2020 :  14:48:23  Show Profile Send SaMoCon a Private Message  Reply with Quote
    An illustrative example is a door knocker meant to be a clue in your adventure that is found in abandoned calishite ruins situated in the hinterlands of Amn. If you are inspired by real life examples you can find plenty of similar items online like this one. Stuff from shopping websites and museums have descriptions that can be used to guide writing your own visual descriptions and determine some of the value enhancing characteristics. The door knocker I selected mentions bronzework that is cast & engraved, uses a horseshoe reminiscent of stylized dragons, arabesque decoration, and motifs of curls & palmettes.

    quote:
    Description:
    This object appears to be a metal door knocker shaped like a fat-bottomed "V" with a an openwork pattern spanning the curved arms. Small decorative curls are carved into the metal and the same curls are molded into the overlapping patterns of symmetrical arms similar to the fanned leaves of palm fronds.


    quote:
    Metalwork (Craft Blacksmith, Profession Smelter, etc...) DC11: This is a finely molded and exquisitely etched Bronze, which is a base alloy, brownish-gold in color, a medium soft metal, great for detail work, very strong & durable, and easy to work with a low melting point; door knocker meant to be mounted on a pivot to rap against a fixed door. Items with these kinds of artistic openwork & artisanal engravings were either made or influenced by ethnic calishite human bronze-workers. This kind of work has often been associated with the metal motifs of the Shoon Imperium & modern Calimshan, but the metal shows signs of having been aged for at least a few centuries if not longer. Alternative skill Knowledge Local (any) DC15.


    Knowledge History DC20: The artistic flourishes and motifs have historical roots in calishite high society decorative arts, but this styling shaped as a pedestrian door knocker for a small door was most extensively used in Cortryn, a tethyrian & calishite human kingdom absorbing Meiritin & Valshar to regain Shoon's glory in the Year of the Faletring Fires 491 DR controlling eastern Amn until it was conquered by beholders in the Year of the Visions 731 DR. Artifacts like these constantly turn up in the hauls of explorers & treasure seekers from the Backlands to the shores of the Lake of Steam, but their abundance has done little to satiate the demand for these durable domicile embellishments that instantly enhance the perceived stature of the home-owners. Alternative Skill - Knowledge Local (Amn) DC25.


    Knowledge Nobility DC25: The openwork design strongly resembles an Iriaeban family insignia, the Allaverdians. The Allaverdians originally came to the area of Iriaebor as part of an unsuccessful invasion from the South, but settled into the region to ply more peaceful skills in education & commerce. The family's fortunes have waxed & waned over the centuries with most of their reputation stemming from their generational pursuit of magic resulting in middling arcane abilities and implications in a botched tower that fell down much to the Allaverdians' chagrin. Whatever the circumstances of that event, the Allaverdians are a proud bloodline that still seeks greater standing amongst their peers and counts several capable spellcasters in their ranks. Every important document, trade good, & property of the Allaverdians is marked with a symbol that looks like this item.


    Using the list of materials I have quickly made an item and tailored it with specific information that adds flavor & mystique to my campaign setting that rewards my players for looking beyond the surface description of an art object and to perhaps get clues to explore new areas or seek out persons of interest. This item is a hook to naturally lead my players in the direction of Iriaebor

    I figure such an item should be costly, beyond the means of an unskilled day laborer, but not exorbitantly so. I think the market price for selling such an item is 21gp (a serviceable rapier is 20 gp, and 21 is easily derived from 2d6 x 3gp). The valuation based upon successfully researching the characteristics of the item are multipliers of 10% for the object as is, 40% if one lore is discovered, 70% if any two lores are discovered, and 100% if all lores are discovered. Appraise may be checked with a DC12 (11 + 1 markup) or greater discovering the first lore, DC27 (20 + 5 markup + 2 for 2nd lore) to discover the first two or just the second lore, and DC34 (25 + 5 markup + 4 for 3rd lore) to know that the item is worth those specific percentages of the full value & the reason why this value is right.

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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    vanye
    Acolyte

    USA
    1 Posts

    Posted - 27 Oct 2020 :  04:33:36  Show Profile Send vanye a Private Message  Reply with Quote
    This is amazing. Thank you very much for this work.

    Flaran Cha'menthi
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    sleyvas
    Skilled Spell Strategist

    USA
    11690 Posts

    Posted - 27 Oct 2020 :  12:50:09  Show Profile Send sleyvas a Private Message  Reply with Quote
    I'm not sure how I missed this when you first posted it, but the material is great. One quick question in the list of civilizations past. I admittedly skimmed this, but I noticed a "ghost elf" realm named Pellior. How canon is your list of civilizations? If its not canon and you only have a few non-canon ones, I'd recommend stripping them and putting this generalized list up on DM's guild as Pay What You Want. You may not get much money, but something is better than nothing. You don't even need a mechanic designed for turning it into art objects, etc...

    To point out, you look at this list and you see a list for turning out art objects. I look at this list and I see a list of raw materials that can be defined as coming from certain places. For instance, I have a gem mine that some gnomes have... what kind of gems do they mine? I have a forest where some bearfolk live... what kind of trees are there and what do they look like?

    Granted, I know some of this lore is in things like Volo's Guide to All things Magical, but its nice to have a really complete list from multiple books. It would be good to see what lore has been given to certain things across editions and "making them all true". For instance, VGtatM has blueleaf trees that produce bluewood and it talks about its uses. However in 3e, the volodni have developed a means to alchemically treat bluewood to make it "as strong as iron". Meanwhile, other woods, like duskwood are noted in both VGtatM and other resources as also being as strong as iron.

    Alavairthae, may your skill prevail

    Phillip aka Sleyvas
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    SaMoCon
    Senior Scribe

    USA
    403 Posts

    Posted - 30 Oct 2020 :  11:11:46  Show Profile Send SaMoCon a Private Message  Reply with Quote
    quote:
    Originally posted by sleyvas

    ... How canon is your list of civilizations?..

    Some of the sourcing on the more obscure realms is murky. For example, the ancient dwarf sub-kingdoms of Old Shanatar originally came to my attention from Snowblood's pdf books he compiled on Orishaar, Othreier, Aryvandaar, and others that I don't remember. Often, there would be a realm mentioned as "a land of giants & dragons in the clouds" that was destroyed by the survivors of Netheril's fall with nothing more. I don't have a deep library so I mostly scoured the internet for as much information as possible, but I am sure there is some "fanon" that I have accepted in place of missing canon just like there is "unreliable narrator" that has fouled a few of the kingdom descriptions. I cannot begin to tell you how many hours I spent on looking up any hint of information, but I was slowly putting the list together as I was making the original cache of art objects in 2014.

    The ghost elf realm of Pellior was mentioned on pg19 of the Chronicles of Orishaar by Snowblood. Snowblood compiled that book using the following references: The Grand History of the Realms –Brian R James & Co’; Lost Empires of Faerun –Eric Boyd, George Krashos & Co’; Empires of the Shining Sea –Steven E Schend & Dale Donovan; Cloak and Dagger –Eric Boyd, Steven E Schend & Co’; Cormanthyr: Empire of the Elves –Steven E Schend; Forgotten Realms Adventures; Forgotten Realms Players Guides 1-4; Forgotten Realms Campaign Guides 1-4; The North: Boxed Set –Ed Greenwood; Lands of Intrigue: Boxed Set –Steven E Schend; Players Handbooks: All; Dungeons Masters Guides: All; Elves of Evermeet; Evermeet –Island of the Elves –Elaine Cunningham; Complete Elves Handbook; Volo’s Guides –all of them; Sea of Fallen Stars –Steven (E’s a really good daddy now) Schend; Demihuman Deities –Eric Boyd & others; The Shining South –Tom Prusa; Serpent Kingdoms –Ed Greenwood, Eric Boyd, Darrin Drader; Vilhon Reach –Jim Butler; The Border Kingdoms –Ed Greenwood; Various Dragon Magazine articles by Ed Greenwood. I have maybe 3 of the listed resources so I don't know where this information comes from in any of the above.

    Rightly or wrongly, I tended to trust sites like History of the Forgotten Realms, Forgotten Realms Wiki, Xaeyruudh's Index, and some others that I have lost track of since I've changed computers. You may notice some entries for the kingdoms have no start or end dates, like Drakkolor, that really has no information other than it being mentioned as a contemporary for some other kingdom with only the vaguest sense of when and where it could have been. If anyone has more information I'd be happy to amend the list.

    Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for.
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