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.  
Each instrument notes its 5E equivalent in pricing and proficiency, such as the bagpipes or viol. If an instrument does not have an associated 5E equivalent, it requires its own proficiency.
 

Strings

 

Adungu (lyre)

An arched harp usually made from a hollowed-out wood slab covered by two pieces of leather, with the four to ten strings running diagonally from a curved wooden neck down to the soundboard. The adungu comes in various sizes, with larger ones being played on the ground and smaller ones rested on the leg. Each of these can be played alone or with vocal accompaniment, but are usually found in quartets or quintets. Tuning an adungu is not standardized and is not in a particular key; musicians tend to tune by ear with their accompaniment before a performance. Adungu music is often complex and energetic, lending itself well to improvisation.
Audio Example
 

Rebab (viol)

These three-stringed instruments come in a variety of shapes, either long-necked or short-necked and sometimes with extremely long tuning spikes, but all are played upright on the ground or lap with an especially curved bow. The rebab has a wide range throughout Ithara and is therefore found in a similarly broad range of musical styles; interestingly, the instrument itself has a very limited range, barely over an octave. Some consider this to be a metaphor for one's life, that even someone highly unique or restricted can find their niche anywhere in the world.
Audio Example
 

Sarinda (viol)

Much bulkier in construction than most bowed instruments, the sarinda has totally hollow soundbox with massive openings in its side, lending it a hollow, ethereal tone. Unlike most other Itharan instruments, the sarinda is almost never accompanied by other instruments, but instead is a lone accompaniment to vocal performances. A sarinda has ten to thirty strings, and this wide range of notes makes it a remarkable match to a humanoid voice.
Audio Example
 

Tar (lute)

The mulberry wood body of a tar is immediately recognizable, curved into a double-bowl shape with a thin lamb-skin membrane stretched across the top. Rather than individual strings, the tar has three pairs of strings, each pair tuned together, and one floating bass string that runs outside the fingerboard. The tar is considered to have medicinal qualities, said to aid headaches, insomnia, and melancholy, and some claim it can even halt nervous and muscle spasms. Unlike other Itharan instruments used for energizing and motivating, the tar's melody inspires a quiet and philosophical mood, even lulling some to asleep.
Audio Example
 

Yazh (lyre)

The yazh is an instrument made to be beautiful in both sound and appearance. This arched harp has strings that run from a curved neck to a boat-shaped resonator covered in skin for a soundboard, giving it a sound more gentle than a guitar but more rustic than a harp. The neck and resonator of the yazh are often carved to resemble birds, fish, or other Itharan creatures, and some yazh are considered works of visual art in their own right.
Audio Example
 

Percussion

 

Bendir (drum)

These large hand drums have a snare stretched across the head, giving them a buzzing quality. Bendir are always played in a vertical position, held with one hand and played by slapping the drum with the palm or fingers. The powerful, eerie quality of the bendir has given it a role in many Itharan rituals and more solemn performances.
Audio Example
 

Damaru (drum)

The damaru is a small two-headed drum, but is not played with the hands. Instead, two two beads are fastened to the ends of leather cords around the waist of the damaru, and as the musician twists their wrist, the beads strike the drumheads. The damaru's sound, for reasons still unknown, has a particularly strong resonance with Itharan aether; this quality has given it an extra role as a magical focus for many Itharan spellcasters, particularly among rural groups and the beastfolk.
Audio Example
 

Marimba (dulcimer)

Marimbas are particularly large instruments, consisting of a long, fixed frame supportings several wooden bars above gourds that act as resonators.
Audio Example
 

Ngoma (drum)

Audio Example
 

Tonbak (drum)

Audio Example
 

Wind

 

Arghul

Audio Example
 

Duduk (flute)

Audio Example
 

Karna (shawm)

Audio Example
 

Mashak (bagpipes)

Audio Example
 

Pungi (flute)

Audio Example
 

Weapons

 
Some weapons note their base 5E equivalent for proficiency, such as the great club or flail. If you have proficiency with one, you have proficiency with the other. If a weapon does not have an associated 5E equivalent, it requires its own proficiency.
 

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, Light

Type 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

Chakram are hoops made from steel or brass with razor-sharp outer edges, most often used at range by twirling them around a finger or pole to build momentum before flicking them in a straight line. Heavy chakram, usually made of steel, can be as large as a small shield and are often ornately engraved or inlaid with brass, silver, and gold. Smaller, lighter chakram, usually made of brass, can travel farther through the air, but do less damage. In close quarters, both types can be gripped and swung in a punching motion.

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)

The mambele is a hybrid axe-knife crafted from iron, primarily shaped with a curved hook and at least one rear-facing spike. The curved hook is used to dig deep into enemies, causing further damage and severe bleeding when pulled out. Mambele are crafted with a wide variety of shapes, usually with four blades, sometimes modeled after bird heads or beast claws, some with more symmetrical builds and some with more bulbous blades. The particular styling of a mambele often indicates who crafted it, and mambele made from softer or rarer metals are used as status symbols across Ithara. Some cultures even consider a mambele to be a mandatory part of a dowry, and others restrict their use only to elite warriors.

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

Contents



Cover image: by Anthony Avon