Exploitation of Mystie Tissues, Appendix ii of the Hegemon's Review in Bloodmarsh Classic | World Anvil
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Exploitation of Mystie Tissues, Appendix ii of the Hegemon's Review

A variety of Costly Items can be harvested from the Courpses of killed mysties of all types. They are listed here:  
  • Mysties invariably bedeck themselves with gold baubles to create local thaumic concentrations when essaying into the clean lands of Humans. They always have sufficient materials to produce at least 1 glevon, or more subject to personal success and wealth. Due to the large surface area per mass of jewelry, developing this level of flux only requires 3-5 lbAu or equivalent per glevon.  
  • The fluid inside a mystie's haemocoel is known as haemolymph or, colloquially, ichor. This is their equivalent of blood, and it is noted to maintain a high concentration of thaumic charge without any dissolved gold content. The storage medium has yet to be determined or isolated. A transmuter will know the process to chemically fix this biologically-stored energy into stable ichor ink. This is used to write scrolls and add spells to spellbooks.  
  • Elves have mysterious access to fine silks of deeply dyed color. Gnomes often have objects of mundane or magical craft. Mermaid spears are powerful one-use weapons and can be sold for .5-1 lbAu each.  
  • Other body parts are made of cool materials. Centaur bones are inexplicably made of ivory. Gnoll teeth are of different random materials known for strength, such as corundum, steel, or knife-edged ivory.  
   

Ledger 1: Valuable Products

  Valuable byproducts of Immortals. Market values listed are per specimen unless otherwise noted.  
  • Merfolk Oil (2-4 gallons per specimen): DC 10 (render fillets, 1 hour). 300 gp per gallon. Must be air-sealed or it becomes rancid after 1 week.
  • Gnoll rostrum: DC 12 (Skin and separate at temples, 5 minutes), 50 gp.
  • Gnoll teeth: DC 15 (Pluck from jaws, 10 minutes), 50-500 gp (there are several common materials)
  • Gnoll cephalic glands: DC 18 (Uncap cranium and extract undamaged, 20 minutes), 400 gp. Good for 1 week fresh, but alcohol-preserved form is worth 250 gp.
  • Elf or Gnome cephalic ganglion and cephalomedial gland: DC 20 (Uncap cranium and extract undamaged, 30 minutes), 750 gp fresh, 350 preserved.
  • Elf or gnome silk: DC 5 (strip from cadaver, 3 minutes) 200 gp Bonemeal extract (not derivable from centaur bones): DC 5 (20 minutes + 1 hour bulk processing; strip flesh, roast, crush, wash with solution of water and liver of sulfur) 300 gp
  • Spiroceruos (spiral horn, normally found on centaur and gnoll specimens): DC 15 (10 minutes, extract with intact root from cranium) 500 gp
  • Selenic humour (from eyes): DC 15 (5 minutes, remove unburst from orbits and puncture over catchment vessle) 75 gp; treated and preserved by the admixture of 2 parts wood spirit, 1 part sulfured bitumen, and 1 part lunar caustic per 10 parts humour and sealed in a vial or airtight flask immediately.
  • Centaur ivory (their bones are made of the stuff): DC 5 (3 hours, strip or render flesh), 500 gp
  • Centaur quasiperitineum: DC 20 (15 minutes, extract from hippomorphic cavity without puncturing gall sac), 250 gp
  • Haemolymph or Ichor: DC 12 (5 minutes, drain haemocoel into valid container), 250 gp, or process into 500 gp worth of ichor ink: mix 10 parts with with 1 part mother of vinegar and 4 parts farina, ferment 1 day; add 1 part milk of magnesium and 3 parts slaked lime, allow to precipitate; decant and discard solids; mix liquid with 1 part each salt of wormwood, bone ash, lamp black, and plumbago; flask ichor ink and seal with wax. Usable immediately for scroll-writing, etc.
   

Wandcraft

Horn Wands: Many gnolls and centaurs try and succeed at growing inexplicable spiraling horns from their foreheads for some reason. These can be broken off and repurposed for magical use. This thaumically-active chitin has an interesting conductive property when jammed into the front of a spell aperture. A book exists with processes to enchant idiot horns with enhancements. The enhancements apply to spells channeled through the horn wand.   - Perspication (Requires distillate of an elf's or gnome's cephalomedial gland. A fresh unit yields the improved version.): +1 To Hit on ranged or melee Touch attacks when using the wand. Once per day, retroactively add +2 more to the roll's result. Improved: Double the bonuses.   - Vitriol (Requires quasiperiteneum from two centaurs' stomachs. The improved form requires three more.): +1d4 Acid damage to one target of each spell cast while holding the wand. If the target saves or the attack misses, the damage affects the caster instead. Improved: the damage is 1d8 instead.   - Exsanguination (Requires the teeth of two gnolls; A set of corundum teeth yields the improved form): The wand can be used as a +1 dagger, and you are considered to have Weapon Finesse with it if you don't have that feat. Once per hour, as a Swift action, you may cause one target affected by your spell to suffer 1 Bleed damage. Improved: By wasting a prepared spell of 1st level or higher, you can energize the dagger instead of using its enhancement bonus; add your level instead of your BA to the attack roll, and add twice the wasted spell's level to the damage.   - Transilience (requires an extract taken from the milled bones of three mysties): All damage dealt using the wand is shifted along the progression fire, acid, cold, lightning, sonic, force, force. Non-damaging spells Dazzle their targets and light them up with a pink radiance on a successful save. Improved: As a Swift action, you may shift the damage one type further and replace the pink glow with a loud kaboom which Deafens the target for 1 round.   - Rhodomontade (requires a gnoll's intact cephalic gland; a fresh unit yields the improved form): By boasting disproportionately, the user may attempt a Feint as a swift action while holding the wand. Improved: A target which is fooled by a Feint suffers -2 to saves against your spells for the duration.   - Sequacity (requires the humour from the eyes of six mysties. The addition of 500 units ichor ink yields the improved version): One target affected suffers -1 on its save against spells cast through the wand. Improved: One target has -2 on its save OR the DC is +1.   - Tachyphylaxis (requires one gallons of merfolk oil): Can be used as a Standard action to cause the target of the spell to unwillingly attempt a new Save against one ongoing magic effect against which it failed to save previously. Improved: The target must ignore all temporary magical effects for 1 round when it is affected by your spell (Will negates).

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Cover image: by Oogalook

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