Itharan Items
Instruments
In Ithara, music is very common, regardless of where one is. From dances and taverns to traveling groups and solitary camps, there is often at least one instrument around to keep spirits high. Performances rely on both improvisation and formal composition, with no real distinguishment between what the Itharan elite and lower-class prefer.Strings
Adungu (lyre)
Rebab (viol)
Sarinda (viol)
Tar (lute)
Yazh (lyre)
Percussion
Bendir (drum)
Damaru (drum)
Marimba (dulcimer)
Ngoma (drum)
Audio ExampleTonbak (drum)
Audio ExampleWind
Arghul
Audio ExampleDuduk (flute)
Audio ExampleKarna (shawm)
Audio ExampleMashak (bagpipes)
Audio ExamplePungi (flute)
Audio ExampleWeapons
Ajenwi (Short Sword)
The ajenwi is a short sword characterized by a narrow, straight-backed, single-edged blade which comes to an acute point. The hilt of the ajenwi is never given a guard, and the hilt itself is usually wood covered in brass, curved at the end and carved in the shape of an animal. The blades themselves are often decorated with chiseled patterns and sometimes inlaid, ranging from simple curves and sweeps to entire miniature scenes.Ajenwi
Weapon
Varies
Finesse, LightType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 | Piercing |
Cost: 10 gp
Weight: 2 lbs
Bhuj (Battleaxe)
The bhuj is also known as the axe-knife for its resemblance to a heavy, curved knife blade on an axe haft. It has great versatility, useful for both chopping and thrusting, and light enough to be swung in one hand but able to be wielded two-handed for extra power. Many bhuj have a stiletto dagger concealed in the base of the haft. Such weapons cost 50 gp extra (including the price of the stiletto). Those examining the weapon can detect the concealed stiletto with a DC 14 Perception check. Drawing the stiletto is a free action.Bhuj
Weapon
Varies
Versatile (1d8)Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 piercing / 1d6 slashing | None |
Cost: 10 gp
Weight: 3 lbs
Chakram
Heavy Chakram
Weapon
Varies
Finesse, Thrown (80/200), Special Returning: If you miss a ranged attack with a heavy chakram, the weapon returns to your hand in the same direction it was thrown.Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6 | Slashing | 80/200 |
Cost: 5 gp
Weight: 1 lb
Light Chakram
Weapon
Varies
Finesse, Thrown (80/300)Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d4 | Slashing | 80/300 |
Cost: 1 gp
Weight: 1/2 lb
Khopesh (Battleaxe)
The khopesh is a heavy, sickle-shaped sword that has remained in limited use since antiquity in Ithara. Having evolved from battleaxes and possessing a cutting edge only on the outside of the blade’s curve, the khopesh is swung in similar powerful chops. Unlike battleaxes, the khopesh has remained a symbol of status and elegance, and heavily adorned varieties are often used as gifts among the elite.Khopesh
Weapon
Varies
Versatile (1d10)Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing |
Cost: 10-30 gp
Weight: 4 lbs
Mambele (Dagger)
Mambele
Weapon
Varies
Light, Thrown (20/60), Special Bleeding: If you hit a creature that is not a construct, elemental, plant, or undead with this weapon, the creature must make a DC 12 Constitution save, bleeding for an additional 1d4 damage on its next turns until the wound is healed. The bleeding stops if the target receives magical healing or any creature succeeds on a DC 14 Wisdom (Medicine) check to staunch the wound.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing | 20/60 ft. |
Cost: 30-70 gp
Weight: 2 lbs
Pata
Pata are double-edged swords with a fingerless gauntlet in place of a hilt, held by gripping a crossbar inside the gauntlet. Despite its shape, the pata is not well suited for thrusting and is instead swung in powerful, stiff-wristed cuts, particularly while mounted. Skilled fighters can even use the gauntlet to deflect incoming attacks.Pata
Weapon
Varies
Finesse, Light, Special Parry: If you are attacked by a creature within 5 feet that you can see, and that is no more than one size category larger or smaller than you, you can use your reaction to add +1 to your AC against that attack.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 | Slashing |
Cost: 50 gp
Weight: 2 lbs
Shotel (Scimitar)
A shotel is a medium-length sword characterized by its extremely curved blade and pointed tip. Rather than thrusting like most piercing weapons, shotels are swung in cutting motions to stab with the tip like a large claw, and the semicircular curve of the blade allows the user to stab around and hook enemy shields.Shotel
Weapon
Varies
Light, Finesse, Special Shield Counter: When you make a weapon attack with a shotel, it ignores any AC bonus the target receives from an equipped shield.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 | Piercing |
Cost: 5 gp
Weight: 2 lbs
Vajra-blade
The latest development in Itharan engineering, vajra-blades are equipped with a trigger and six-cylinder revolver cartridge installed in the weapon’s hilt, but no barrel. Instead, the cartridge is exclusively designed to hold aether canisters, which the wielder triggers to cast the contained spell. Once the spell is cast, the canister is emptied of aether but not destroyed. These weapons are almost exclusively used by guards and military employed by the Merchant Kings, but their smiths and artificers can make any existing weapon into a vajra-blade with 6 days to 3 weeks of work, depending on the weapon’s rarity.Vajra-blade
Wondrous Item
Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon, and a weapon made into a vajra-blade gains the reload (6 shots) property, exclusively using aether canisters as ammunition. Spells cast through a vajra-blade treat the user’s spellcasting stat as 14 (+2 modifier, spell save DC 12), regardless of your actual stats, and cannot be cast as rituals. A standard vajra-blade cannot be used as a normal spellcasting focus.
Armor
Adventuring Gear
Aether Canisters
Aether canister
Wondrous Item
Varies
Reusable canisters of metal and reinforced glass engraved with spellcasting arrays. These are filled with Itharan aether and loaded into vajra-blades, where the firing mechanism releases the aether to cast the engraved spell. Each canister must then be refilled with aether to be used again. Each canister cap can only have one spell array engraved at a time, but empty canisters of the same type can swap their caps without issue.
Uncommon canisters can hold any cantrips with a casting time of one action or bonus action. Rare canisters, built with more dense materials, can hold any first-level spells with a casting time of one action or one bonus action
Makalala Mucus (Flask)
Makalala mucus (flask)
Adventuring Gear
Varies
The flammable mucus of a Makalala, contained in a 1-pint clay flask. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the flask as an improvised weapon. On a hit, the target is covered in mucus. If the target takes any fire damage before the mucus dries (after 1 minute), the target takes an additional 5 fire damage from the purple-burning mucus and continues to take this damage on its turn for 4 rounds. You can also splash the mucus on a surface to cover a 5-foot-square area. The mucus will adhere to vertical or sloped surfaces. If lit, the mucus burns with purple flames for 4 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Cost: 20 gp
Weight: 1 lb
Makalala Torch
Makalala torch
Adventuring Gear
Varies
A torch treated with Makalala mucus. This torch burns with purple flames for 1 week, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. The torch remains lit for 30 seconds if submerged in water and will not go out in heavy rainfall.
Cost: 30 gp
Weight: 1 lb
Mounts and Vehicles
Below are some common mounts and vehicles that can be purchased in Ithara, including their associated costs and requirements. Also listed are any items related to maintenance or improvement. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. All listed animals are domesticated and do not require Animal Handling checks to ride or handle. Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of basic armor purchaseable by players can be purchased as barding. The cost and weight are multiplied from equivalent armor made for humanoids, depending on the size of the animal. Saddles. A riding sadle is exclusively to use a creature as a mount. A pack saddle includes straps and pouches to help carry equipment. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount, and some unusual mounts.Mounts & Other Animals
Creature | Cost | Speed | Carrying Capacity |
---|---|---|---|
Camel | 50 gp | 50 ft. | 480 lb. |
Elephant | 200 gp | 40 ft. | 1,320 lb. |
Emela-Ntouka | 25,000 gp | 30 ft. | 2,520 lb. |
Giant elephant beetle | 300 gp | 30 ft., climb 30 ft. | 1,320 lb. |
Giant mantidfly | 200 gp | 20 ft., climb 20 ft., fly 60 ft. | 300 lb. |
Giant scarab | 300 gp | 30 ft., climb 30 ft. | 660 lb. |
Mongoose | 20 gp | 30 ft. | 22 lb. |
Olitiau | 50 gp | 5 ft., fly 60 ft. | 22 lb. |
Ostrich | 100 gp | 50 ft. | 420 lb. |
Ox | 80 gp | 30 ft. | 1,080 lb. |
Rhinoceros | 400 gp | 30 ft. | 630 lb. |
Shadhavar | 100 gp | 40 ft. | 450 lb. |
Yamur | 250 gp | 40 ft. | 225 lb. |
Tack, Harness, & Drawn Vehicles
Item | Cost | Weight |
---|---|---|
Barding | x4 (Large) x6 (Huge) x8 (Gargantuan) |
x2 (Large) x4 (Huge) x6 (Gargantuan) |
Bit and bridle | 2 gp | 1 lb. |
Carriage | 100 gp | 600 lb. |
Cart | 15 gp | 200 lb. |
Chariot | 250 gp | 100 lb. |
Feed (per day) | 5 cp. | 10 lb. |
Saddles | ||
Exotic | 60 gp | 40 lb. |
Military | 20 gp | 30 lb. |
Pack | 5 gp | 15 lb. |
Riding | 10 gp | 25 lb. |
Saddlebags | 4 gp | 8 lb. |
Sled | 20 gp | 300 lb. |
Stabling (per day) | 5 sp (Small-Large) 50 sp (Huge) 10 gp (Gargantuan) |
|
Wagon | 35 gp | 400 lb. |
Rowed/Propelled Vehicles
Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. Crew. Most self-propelling vehicles need a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a vehicle depends on the type of vessel. Passengers. The table indicates the number of Small and Medium passengers the vehicle can accommodate on top of the required crew. Accommodations consist of shared hammocks in tight quarters. A vehicle outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Damage Threshold. Some vehicles have immunity to all damage unless they take an amount of damage equal to or greater than their damage threshold, in which case they take damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the vehicle's hit points. Repairs. Repairs to a damaged ship can be made while the vessel is berthed, if an air or water vehicle. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.Land Vehicles
Vehicle | Cost | Speed | Crew | Passengers | Cargo (tons) | AC & HP | Damage Threshold |
---|---|---|---|---|---|---|---|
Sand skiff | 3,000 gp | 4 mph | 1 | 6 | 1/2 | 15 100 |
10 |
Sand barge | 10,000 gp | 3 mph | 20 | 20 | 100 | 15 300 |
15 |
Water Vehicles
Vehicle | Cost | Speed | Crew | Passengers | Cargo (tons) | AC & HP | Damage Threshold |
---|---|---|---|---|---|---|---|
Galley | 30,000 gp | 4 mph | 10 | - | 1 | 15 500 |
20 |
Keelboat | 3,000 gp | 1 mph | 1 | 6 | 1/2 | 15 100 |
10 |
Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 300 |
15 |
Rowboat | 50 gp | 11/2 mph | 1 | 3 | - | 11 50 |
- |
Air Vehicles
Vehicle | Cost | Speed | Crew | Passengers | Cargo (tons) | AC & HP | Damage Threshold |
---|---|---|---|---|---|---|---|
Airship | 20,000 gp | 8 mph | 10 | 20 | 1 | 13 300 |
- |
Air Frigate | 40,000 gp | 7 mph | 20 | 20 | 100 | 15 300 |
15 |
Air Galleon | 50,000 gp | 6 mph | 40 | 40 | 150 | 15 500 |
20 |