Ethernalis Systems Reference

Matter & Craft

An item is more than a title and a number. Quality scales its power; material determines what it is made from and what it fears.
- On the fourteen domains from which all things in Altarmn are made
14 Domains· 10-Point Quality Scale· Durability Decay· Crafting Inheritance
I
The Substance of Things

The Fourteen Domains

Every item in Altarmn is built from one or more of fourteen material domains. The domain is not merely a label — it is a set of mechanical tendencies, a range of possible substances, and the vocabulary the world uses to describe what a thing is made of.

WOD
Wood

The Worked Grain

From yew and ash to ironwood and darkwood — wood is light, renewable, and burns. Handles, hafts, shields, and furniture of every quality.

LTH
Leather

The Tanned Hide

Boar, stag, moose, lizard, wolf. Leather bends without breaking, offers modest protection, and is the dominant material of travelling gear.

MET
Metal

The Forged Edge

Iron, steel, bronze, silver. Metal holds an edge, carries elemental properties through alloying, and remains the standard for weapons and heavy armour.

TXT
Textile

The Woven Thread

Linen, silk, wool, canvas, spidersilk. Textiles breathe, insulate modestly, and carry dye and embroidery well. The material of robes, bandages, and disguises.

STN
Stone

The Unmoved Weight

Granite, obsidian, marble, slate. Stone is slow to make and hard to destroy. It appears most often in dungeon construction and in blunt implements of great permanence.

GLS
Glass

The Fragile Lens

Clear, smoked, amber, violet. Glass seals alchemical contents, focuses light, and shatters. Its products are valued for what they carry rather than what they endure.

HRB
Herb

The Growing Medicine

Bloodwort, mugwort, yarrow, nightshade. Herbs drive most consumable remedies and poisons. Their potency multiplies with quality; their danger does the same.

MSH
Mushroom

The Dark Growth

Glowcap, bloodcap, ghostcap, cave chanterelle. Fungal materials thrive in dungeon conditions and appear in food, medicine, and alchemical preparation in roughly equal measure.

GEM
Gem

The Compressed Light

Ruby, sapphire, amethyst, opal. Gems carry runic charge efficiently, resist elemental damage, and are the primary material in high-value jewellery and socketing work.

BON
Bone

The Honoured Remains

Bleached bone, antler, ivory, fang. Bone is strong for its weight, carries ritual significance in certain cultures, and is the material of choice in necromantic craft.

WAX
Wax

The Sealed Surface

Beeswax, tallow, pine-resin wax. Wax seals, lubricates, and carries flame. A secondary material in most finished goods; a primary material in candles, seals, and waterproofing.

ORG
Organic

The Perishable Flesh

Salted meat, dried herbs, jerked provisions. The organic domain captures food-source materials. What it makes does not last long and should be consumed rather than stored.

TWN
Twine

The Binding Cord

Hemp fiber, linen cord, gut string. Twine binds, wraps, and repairs. It appears as an accent material in most weapon and tool construction, and occasionally as a primary in traps and snares.

ALC
Alch

The Treated Surface

Vellum, oiled parchment, treated paper. The alchemical domain covers prepared writing surfaces and the scrollwork that allows spells to be stored outside the mind.


II
The Maker's Hand

The Quality Scale

Every item that exists in the dungeon exists at a quality - a single value from one to ten that represents the care and skill that went into its making. Quality multiplies the item's mechanical properties directly.

What Scales

Quality multiplies durability, damage, defence, value, cure chance, spellcraft, and sneak ratings. A masterfully crafted dagger deals more damage and holds its edge far longer than a dismal one with the same base design. The multiplier is proportional — each step up the scale is a meaningful improvement, not a cosmetic one.

What Does Not Scale

Weight, size, required level, and elemental properties are fixed by the item's design, not its quality. A heavy axe remains heavy regardless of who made it. The quality of the metal may change how deadly it is, but not how much it costs to carry.

Quality in Names

Items are described using words that reflect both their quality tier and their material domain. A quality-one weapon is shoddy; a quality-ten weapon is masterful. The domain supplies the noun — the material's adjective wraps around it to produce the item's generated name.

RatingNameCharacter
1DismalBarely serviceable. Likely to fail under pressure.
2PoorRough work. It functions, but not gracefully.
3ShoddyAcceptable for a dungeon find. Better than nothing.
4CommonStandard craft. What most traders carry.
5DecentCompetent work. A journeyman's honest output.
6FineAbove the common line. Reliable under real strain.
7SuperiorSkilled hands. A craftsperson who knows their trade.
8ExcellentNotable work. Sought out, traded for, worth protecting.
9ExceptionalRare quality. The best most craftspeople ever produce.
10MasterfulThe ceiling of craft. Remembered by those who hold it.

III
Substance Has Consequences

What Materials Do

Material does more than describe. Each domain carries mechanical tendencies that shape an item's behaviour in use, its resistance to damage, and its relationship to the enemies that fear or ignore it.

Description

Materials generate the item's name and narrative. A sword is not just a sword — it is a fine dagger forged of blued steel with a grip wrapped in boar hide. The primary material drives the main adjective and surface detail. Accent materials add secondary texture. The description is deterministic: the same material and quality combination produces the same words every time.

Stat Modifiers

Each domain contributes small flat bonuses to relevant stats. Metal items lean into combat performance. Herb and mushroom items lean into consumable effect. Gem items lean into runic efficiency. These bonuses are modest but consistent, and they stack with quality multipliers rather than replacing them.

Durability Decay

Different domains wear at different rates. A metal weapon used in every fight loses durability quickly but starts with a high ceiling. A wooden tool is cheaper and lighter but reaches its limit sooner. Consumables from the organic domain have no durability to speak of - they are spent entirely on use. Repair and replacement decisions are domain-specific.

Vulnerability

Certain materials are weak to specific damage types. A wooden shield facing fire damage will resist less than an iron one. Some enemies fear or are weakened by particular materials — bone enemies may be resistant to blunt impact and fragile against cutting edges. This creates a layer of preparation that rewards paying attention to what the dungeon is made of before descending into it.


IV
The Craft of Making

Crafting Inheritance

What Passes Into the Result

When a recipe consumes ingredients, it does not merely destroy them. Their material identity passes forward. The result of a crafting action tends to echo the materials that were sacrificed to produce it. An item crafted primarily from metal ingredients will carry metal domain properties even if the recipe itself does not specify a material.

This inheritance is biased, not absolute. The recipe's intended result still shapes the output — but the specific materials used push that output toward one region of the result's possible material identity. Two seekers who follow the same recipe with different ingredients can produce items that describe themselves differently and carry different secondary stats.

Primary and Accent

Every item carries a primary material and may carry one or more accent materials. The primary material determines the item's main description and drives its most significant mechanical tendencies. Accent materials add secondary flavour lines — a blade might be primarily steel but have a leather-wrapped grip and a wax-sealed pommel cavity.

In practice, what the crafter puts in shapes what comes out. Using high-quality ingredients from specific domains is therefore a form of expertise: it allows a practiced crafter to steer the result toward a desired material composition rather than accepting whatever the recipe rolls by default.

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