Materials

## Metal

Metals and metallic alloys are widely-used materials in tool-making and construction across most cultures in Ygdren. Generally, raw metal is mined from underground ore and refined into bars, usually weighted at one pound each for simplicity of trade, meaning that different metals with varying densities will generally have differently-sized bars when made to standard. Metals are typically malleable (able to bend and compress into thin sheets), ductile (able to be pulled into thin wiring), or brittle (cannot bend or compress and is more likely to snap). Some metals can be combined into alloys or tempered into special metallic materials.

### Equipment

#### Common

* **Steel:** Usable in crafting metal armour, or weapons with metal components. The base non-magical material for most weaponry, assumed to be the material of choice when not specifically requesting different materials.
* **Bronze:** Usable in crafting metal armour, or weapons with metal components. Provides no additional benefit, is often cheaper than steel, but tends to break more easily. It is also non-magical.

#### Journeyman

* **Silver:** Usable in crafting weapons with metal components. Though silver is not inherently magical, and does not make a weapon automatically magical, some creatures that resist non-magical weapons are still vulnerable to silver-lined weapons. Provides no additional benefit in armour, outside of decoration.
* **Electrum:** Usable in crafting metal armour, or weapons with metal components. More expensive than silver, but provides the same benefit when used in weaponry, with the additional benefit of being a stronger overall material. When used to line armour, it can be used as a reaction to absorb 2d8 damage of any spell with an elemental damage type. This benefit can only be used once per short rest.

#### Artisan

* **Cold Steel:** Usable in crafting metal armour, or weapons with metal components. It is a non-magical metal, made by tempering steel in enchanted slabs of ice. It is heavier than normal steel, and designed to withstand frigid temperatures. Weapons made of cold steel gain the *Heavy* property, unless they have the *Finesse* property. Otherwise, they lose the *Finesse* property. They also count as magical for the purposes of fey, undead, and fiends, and deal an additional 1d4 cold damage on a hit. Armour (including shields) made of cold steel has a strength rating of 11 if it does not have a strength rating already. When worn, it grants resistance to cold damage, and any fey, undead, or fiend that makes physical contact with the wearer suffers 1d4 cold damage.
* **Orichalcum:** Usable in crafting metal armour, or weapons with metal components. It is a magical metal by process, made from bronze tempered in the abyssal depths of the ocean. Weapons made of orichalcum are particularly absorbent of arcane energy. When targeted by a spell the weapon gains a number of charges equal to the spell's level, up to a maximum of 3 charges. When making a weapon attack, you can then expend charges to deal an additional 1d4 force damage per charge. The charges fade on a short or long rest. Shields made of orichalcum allow the wielder to cast *absorb elements* once per short rest while equipped. Armour made of orichalcum grants the wearer a swim speed equal to their normal speed.
* **Adamant:** Usable in crafting metal armour, or weapons with metal components. It is a non-magical metal. Weapons made of adamant deal double damage to objects and structures. Armour (including shields) made of adamant is incredibly resistant, and negates the effect of a critical hit made against it.
* **Mithral:** Usable in crafting metal armour, or weapons with metal components. It is an inherently magical metal, that is notoriously lightweight. Weapons made of mithral gain the *Finesse* property, unless they have the *Heavy* property. Otherwise, they lose the *Heavy* property. Armour made of mithral does not have a strength requirement, and does not impose disadvantage on Dexterity (Stealth) checks. Shields made of mithral do not have a strength requirement.

#### Masterwork

* **Daeldrim:** Usable in crafting metal armour, or weapons with metal components. It is a magical metal by process, made by forging steel in volcanic seams where the elemental plane of fire seeps through. The resulting metal is perpetually scalding hot to the touch, requiring special insulation to use. Weapons and armour made of daeldrim shed dim light in a 15-foot radius. Weapons made of daeldrim ignore resistance to fire, and deal their damage as fire damage instead of their base damage type. Armour made of daeldrim grants resistance to fire damage and is immune to the *heat metal* spell. Shields made of daeldrim can be used as a reaction to halve incoming fire or cold damage until the end of that turn.
* **Ethrim:** Usable in crafting metal armour, or weapons with metal components. It is a magical metal by process, made by casting super-heated mercury into casts enchanted with ethereal magic. The resulting metal is nearly completely see-through, immensely lightweight, and seems to perpetually shift and vibrate. Weapons made of ethrim gain the *Finesse* property, unless they have the *Heavy* property. Otherwise, they lose the *Heavy* property. They also reduce the critical hit threshold for a weapon attack by 1, and deal force damage instead of their base damage type. Armour (including shields) made of ethrim does not have a strength requirement, and does not impose disadvantage on Dexterity (Stealth) checks. As a reaction, it can be used to shift and absorb the effects of a spell, granting resistance to any damage the spell might deal. This benefit can only be used twice per short rest.
* **Dracolith:** Usable in crafting metal armour, or weapons with metal components. It is an inherently magical metal, made by merging an alloy of mithral and molten wyvern scales from adult Gold or Red wyverns. The former type of scale gives the metal a golden flame-like tint, whereas the latter darkens the metal to a blackened red sheen. This metal possesses by nature all the properties of mithral. In addition, weapons made of dracolith can melt through non-magical material with enough applied force, and deal an additional damage die of fire damage on top of their normal damage. Armour (including shields) made of dracolith grants resistance to fire damage and deals 1d4 fire damage to an attacker when hit in melee. The owner of any equipment made of Dracolith always knows the exact location of the weapon or piece of armour, as long as it is on the same plane of existence.
* **Menethil:** Usable in crafting metal armour, or weapons with metal components. It is an inherently magical metal, made by tempering mithral in the icy breath of adult Silver or White wyverns, which grants the metal its distinctive shimmer. This metal possesses by nature all the properties of mithral. In addition, weapons made of menethil ignore resistance to cold and deal an additional damage die of cold damage. Armour made of menethil grants immunity to cold damage and resistance to fire damage. Shields made of menethil can be used as a reaction to negate incoming cold damage until the end of that turn. Once used in this way, they can be used as a bonus action within the next minute to deal 2d6 cold damage to each creature in a 15-foot cone range.

## Wood

Wood is an organic material obtained from trees that has been universally used as the basis for most advanced civilisations on Ygdren, pre-dating the refinement and use of metal in all cases. It has been used for thousands of years for fuel, as a construction material, for making tools and weapons, furniture and paper. Wood is typically sold in 2x4 (inches) planks, with a length of 12 feet, giving an average weight of 20 pounds per plank.

*1* *Common sources of hardwood include species of Alder, Ash, Aspen, Balsa, Birch, Cherry, Chestnut, Elm, Mahogany, Maple, Oak, Olive, Poplar, and Walnut trees. Note that hardwood varies in actual hardness based on the tree from which it originates.*

*2* *Common sources of softwood include species of Cedar, Cypress, Fir, Yew, Pine, and Spruce trees. Note that softwood varies in actual hardness and is not always overly soft, especially when taken from Pine or Fir trees.*

### Equipment

#### Common

* **Hardwood:** Usable in crafting shields or weapons with wooden components (excluding bows). The most commonly used type of non-magical wood, assumed to be the material of choice (for the previously listed list) when not specifically requesting different materials.
* **Softwood:** Usable in crafting bows or ammunition with wooden components. A very common type of non-magical wood, assumed to be the material of choice (for the previously listed list) when not specifically requesting different materials.
* **Thornwood:** Usable in crafting wands, staffs, or any other magical foci with wooden components. A common type of non-magical wood, assumed to be the material of choice (for the previously listed list) when not specifically requesting different materials.

#### Journeyman

* **Silverwood:**
* **Darkwood:**
* **Rosecork:** Usable in crafting shields and instruments. It is a non-magical wood, that is naturally absorbent of water and provides a vibrant acoustic tone. It cannot catch fire unless exposed to magical flame. When used for instruments, it gives advantage to *Charisma (Performance)* checks.

#### Artisan

* **Redwood:**
* **Rivenwood:**
* **Vinterwood:** Usable in crafting shields, bows, or ammunition with wooden components. It is an inherently magical wood that grows in the arcane-touched ice of Wyldcrown. It cannot be damaged by exposure to frost or cold damage. Shields made of vinterwood have a reduced strength requirement (by 2), and can be used as a reaction when hit in melee to deal 1d6 cold damage to the attacker. Bows made of vinterwood deal an additional 1d4 cold damage on a hit from a ranged weapon attack made by the bow. Ammunition made of vinterwood deals an additional 2 point of cold damage the first time it is used.
* **Ironwood:** Usable in crafting shields or weapons with wooden components (excluding bows). It is a non-magical wood, native to groves in Almeras, that is famed for its strength and durability. It cannot be broken or destroyed except by arcane means. Shields made of Ironwood reduce bludgeoning, piercing, and slashing damage taken from non-magical weapons by 3. Weapons made of Ironwood deal an additional 1 point of damage when hitting with a weapon attack.

#### Masterwork

* **Weirwood:** Usable in crafting wands, staffs, or any other magical foci with wooden components. It is an inherently magical wood, said to have been grown by dryads in very rare groves scattered across Ygdren. Foci crafted out of this wood gain a +1 bonus to spell attack rolls and spell save DCs when used to cast magic by the wielder. Additionally, when casting a spell that deals elemental magic from this focus, the wielder can choose to ignore resistance to that damage type. This benefit can only be used once per short rest.

## Stone

Stone as a trade good is a catch-all term for multiple types of natural rock used for building, crafting, for use as fuel, or to be refined or mixed into other forms. It is generally mined in quarries, a type of open-pit mine for excavation of rock and ore from the ground.