Monster Hunter World style crafters are FOR SURE a Kaechaek thing.
Harvesting material throughout Namarie is a unique and rewarding process for adventurers despite it's usual risks and dangers... for the most deadly foes often infer the best rewards for those bold enough to chase them.
In Kaechaek, the many materials throughout the world that have been twisted and mutated by the Quori and the Nocta Mori to give them otherworldly and strange effects... making it a VERY profitable thing for adventurers to loot not just the treasures of a creature but also harvest it to improve their own gear and equipment. There is also often harvesting jobs for adventurers who are brave enough to enter dangerous spaces to find valuable materials.
In the slightly-less magical and wealthy world of
Kaechaek the use of creatures hides and organs are imperative to creating magical items for a lower price and so, customisation of weapons and armour are common practice in Kaechaek specifically.
Material can be harvested from creatures and natural resources across Namarie and will often be able to be applied to weapons and armour.
To harvest something, you can make a number of survival checks equivalent to the creatures size-
- Small/Medium=1 Check
- Large=2 Checks
- Huge=3 Checks
- Gargantuan=4 Checks
- Colossal=5 Checks
Depending on the skill check below, you can yield certain materials from these creatures. These materials can be sold to butchers, magic item makers or alchemists or can be refined and used by a player character in their own unique crafted creations. If a character succeeds on a check to gain loot they also then have the option to take a trophy that relates to the creature.
Survival Check DC's:
- 1-5: Ruined due to bad technique
- 6-8:You harvest teeth, claws or horns depending on the monster type.
- 9-12: You harvest something of low alchemical interest such as non-magical blood or weak stomach acids.
- 13-15: You harvest something of low magical interest such as a strange spell component or minor magical effect aspect of the creatures biology
- 16-18: You harvest a gland, secretion or organ (brain, heart, eyeball) that requires further study into any potential usefulness.
- 19-21: You harvest enough bone or carapace to be worked into a piece of armour or weapon.
- 22-24: You harvest something of deep alchemical interest such as unique blood, breath weapon glands, or poisons.
- 25-27: You harvest something of major magical interest.
- Natural 20: Pick any two results.
Some creatures and materials can't be harvested for all of the above and so, if a player rolls for a result, either come up with an alternative or ask them to reroll.
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