The Kingdom of Daytar Leamay
Starting equipment kits: Here I have included a quick list of starting equipment for adventurers for every budget level.
Most equipment is covered in the Players handbook or Core Rule Book, but here are a few additions for your amusement.
Astrologers tools: A spyglass, maps and star charts of the night sky, rulers, compass and small note book, stubby charcoal pencil much like navigators tools, they can be used to navigate and map. 25Gp
Artisan tools: Seal makers kit: A block of wax, a small pot to melt it, a basic mold and carving tools, 10Gp
Sky tent: Enormously popular in the elven nation, these tents are closer to hammocks than traditional tents, but they have a long flap that can be draped over a second line above the hammock to create a tent like atmosphere. While most sky tents are made for 1 occupant very large ones can hold up to 3 elves (or one 1/2 orc)
Steel spider silk: Spun by Steel spiders and collected by the dedicated artisans of Yaman, almost anything that can be made of silk can be made from Steel spider silk. Object made of this silk are considered master craft and are priced accordantly. all items made from steel spider silk have a resistance to slashing damage and have an average of 6hp per inch thickness. Popular uses include Steel Spider Silk rope, Gordian Rope and Steel spider silk armor, Weightless armor.
Cost: Rope 150Gp, Lt Armor 260Gp, Bolt of Cloth 150-300 Gp
Cloud Wood: A Tall thin tree that grows along the northern edge of Liannaita forest A particularly light but strong wood used to build the support beams of all houses in Mat Jabar It has a spell resistance against divination type spells within 3’ of the wood. Rumor has it that it has other properties when used with other magical materials.
Common uses include: Cloudwood Shield, Anti Scrying medallions
Heart Crystals: A single well hidden cave deep in Liannaita forest Produces crystals that can capture the essence of living thing (soul) at the moment of death. Used to make “Ancestor Stones”, legendary magical items that allow those who have one to receive the wisdom of their ancestors. This cavern is guarded by a mighty guardian who is unlikely to hand them over easily.
Heart of Fire Steel: Steal forged with lava drawn directly form the plane of fire. such weapons and armor are much harder than normal steel and sharper, weapons gain a non-magical + 1 damage and armor gains a non-magical + 1 AC bonus. Furthermore when fire based magical improvements are added, they are cast as if 2 levels higher than actually cast at the time of creation. Commonly created by master dwarves.
Cost: + 450 Gp
In Daytar Leamay black powder and explosives are illegal, however those who have an understanding of alchemy often have many options for interesting gear. Normal Alchemical items are often available from small local alchemists however the more exotic stuff is often limited to those “in the know” two such places to learn the secrets of alchemy are: The University of Arcanum from their teacher Sarre Debic or from membership in Black Specters who push most of the illegal substances in the kingdom.
Acid Just like mom used to make for breakfast, burns so good. A vial that can be poured or thrown.
Cost 20Gp, DC 12 Alchemy tool skill check to create, 1d4 acid damage for 3 rounds.
Anti toxin Removes the poisoned condition
Cost 50 Gp, DC 16 Alchemy tool skill check to create,
Greek Fire: Sometimes called alchemist fire, greek fire is a sneaky way around the explosives rule as it does not actually explode, only catches fire very rapidly.
Cost: 50Gp, DC 10 Alchemy tool skill check to create. 1d4 fire damage for 3 rounds.
Harmonic mercury: This thick silver like substance resembles mercury, however whenever it is exposed to harmonic sonic vibrations it stiffens up into a hard metal. The up side of which is it can be pored into a container and a tuning fork applied it will retain the shape of whatever container it was in until the vibration ends and it slumps back into its gooey form. Rogues familiar with the substance can use it as a set of lock picks for a + 2 picking locks or disabling traps (with disadvantage on stealth). It can also be used to jam a lock from being opened adding a + 20 to the disable that lock until the sound stops.
It is considered an Alchemical substance.
Common Uses include: Harmonic mercury grenade, Tuning Fork, Harmonic mercury “rogues” Kit
Costs: 375Gp for a 5 use vial. It requires a successful craft alchemy DC 20 to create and you must be proficient with alchemy to use it.
Sticky bags: A bag of highly sticky substance that make those hit by them “restrained”
Cost 15Gp, DC 12 Alchemy tool skill check to create, DC 14 dexterity to avoid being entangled.
Slick Grease: A vial of super slick substance great for lubricating mechanical devices and making monsters slide down the stairs. Not a flammable substance.
Cost 50Gp, DC 16 Alchemy tool skill check to create, DC 16 dexterity to avoid becoming “prone”