Every creature in Tallanon contains Essence — the echo of its nature, instincts, and power.
Essence resides in:
Blood
Bone
Hide
Heart
Cores
Shards
Glands
Souls
When harvested, these become the raw materials for:
Weapons
Armor
Potions
Runes
Charms
Ritual components
Crafting is the art of shaping Essence into purpose.
To harvest a slain creature, a hero makes a Herioc Roll with based on the average of Wilderness Lore and Craftsmanship rounded down.
Difficulty by creature rank:
Novice: TN 4
Skilled: TN 6
Elite: TN 8
Veteran: TN 10
Legendary: TN 12
Mythic: TN 14
On failure:
The part is ruined
Essence leaks away
Optional GM effect: contamination (poison, rot, curse)
On success:
Roll 1d6 for yield
1: One part
2–3: One useful part
4–5: Two useful parts
6: Rare component (GM chooses)
Used for:
Potions
Poisons
Ritual inks
Examples include:
Hydra rot‑flesh
Frostmaw blood
Mire‑croc bile
Used for:
Weapons
Arrowheads
Totems
Examples include:
Minotaur horn
Dire wolf fang
Leviathan tooth
Used for:
Armor
Cloaks
Shields
Examples include:
Briar wolf hide
Basalt golem plate
Phoenix feather cloak
Used for:
Power sources
Enchantments
Legendary items
Examples include:
Storm‑crown core
Hydra heart
Dungeon‑heart shard
Used for:
Runes
Spell foci
High‑tier crafting
Examples include:
Wraith shard
Aurora rune
Abyssal core
Crafting uses average of Craftsmanship and Magic skills rounded down.
Difficulty by item type:
Simple consumable: TN 4
Basic weapon/armor: TN 6
Enhanced weapon/armor: TN 8
Rune or charm: TN 10
Legendary item: TN 12
Mythic relic: TN 14
On failure: one part is wasted
On critical failure (roll 1): all parts are destroyed
Below are the crafting recipes for each region
Ingredient: Stalactite Devourer gland
Effect: Next 3 attacks deal +1d3 poison
Ingredient: Echo Wraith shard
Effect: Reveals invisible/ethereal beings
Ingredient: Crystal Spine Burrower fang
Effect: Ignores stone and rock obstacles
Ingredient: Grim Idol fragment
Effect: +1 Defense vs physical attacks
Ingredient: Soul‑Siphon Wight shard
Effect: Resist 1d3 necrotic once per day
Ingredient: Labyrinth Minotaur horn
Effect: +1 Offense on charge attacks
Ingredient: Willowshade Dryad sap
Effect: Heal 1d6 HP once per day
Ingredient: Packlord Dire Wolf hide
Effect: +1 Awareness in forests
Ingredient: Verdant Devourer shard
Effect: Summon restraining roots
Ingredient: Thunderpeak Roc feather
Effect: Reduce fall damage by 1d6
Ingredient: Storm‑Crowned Giant lightning shard
Effect: +2d6 lightning once per day
Ingredient: World‑Ridge Wyrm plate
Effect: +1 Defense
Ingredient: Mirage Serpent scale
Effect: Gain blur for 1d6 rounds
Ingredient: Sirocco Djinn dust
Effect: Weapon deals +1d6 fire
Ingredient: Obsidian Scarab plate
Effect: Half damage from slashing
Ingredient: Dreadmire Hag hair
Effect: Resist poison/disease for 1 hour
Ingredient: Blackwater Hydra bile
Effect: 2d6 poison in 3‑square radius
Ingredient: Titan shard
Effect: +1 Might
Ingredient: Rime‑Cloaked Wraith shard
Effect: Resist cold for 1 hour
Ingredient: Frostmaw Behemoth hide
Effect: +1 Endurance
Ingredient: Aurora Seraph rune
Effect: Emit radiant flare (2d6)
Ingredient: Ship‑Grave Siren hair
Effect: +1 Charm for 1 hour
Ingredient: Kraken Spawn ink
Effect: Create a 3‑square smoke cloud
Ingredient: Leviathan plate
Effect: +1 Defense vs ranged attacks
Ingredient: Sky‑Rend Phoenix ash
Effect: Revive at 1 HP once
Ingredient: Tempest Drake fang
Effect: +1d6 lightning on critical hits
Ingredient: Eye in the Storm shard
Effect: See through storms and fog
Ingredient: Hellforged Knight plate
Effect: +1d6 fire once per fight
Ingredient: Void‑Tongue Demon shard
Effect: Resist psychic for 1 hour
Ingredient: World‑Eater fragment
Effect: +3d6 true damage once
Using undead or demonic parts risks corruption
Endurance TN 10 or gain a minor curse
Add +1d6 to an item’s effect
On a roll of 1, the item explodes
Mythic parts radiate power
Carrying them causes −1 to all tests and nightmares
This appendix is organized by loot type, not by creature.
Each section contains:
The item
The creature it comes from
The terrain
The rarity
A short mechanical use
Source: Briar Wolf (Forest)
Rarity: Common
Use: Light armor material
Source: Packlord Dire Wolf (Forest)
Rarity: Uncommon
Use: Warm, durable cloak
Source: Mossback Boar (Forest)
Rarity: Common
Use: +1 cold resistance when worn
Source: Stone‑Claw Cougar (Mountain)
Rarity: Uncommon
Use: Reinforced leather
Source: Frostmaw Behemoth (Tundra)
Rarity: Rare
Use: Heavy cold‑resistant armor
Source: Leviathan of the Shelf (Sea)
Rarity: Legendary
Use: Shield or armor plate
Source: Hydra variants (Forest/Swamp)
Rarity: Rare
Use: Acid‑resistant material
Source: Sky‑Rend Phoenix (Sky)
Rarity: Rare
Use: Fire‑resistant cloak
Source: World‑Ridge Wyrm (Mountain)
Rarity: Legendary
Use: High‑tier armor
Source: Basalt Golem (Mountain)
Rarity: Rare
Use: Fire‑resistant armor
Source: Packlord Dire Wolf (Forest)
Rarity: Common
Use: Weapon component
Source: Labyrinth Minotaur (Dungeon)
Rarity: Uncommon
Use: Axe or spear head
Source: Frosthorn Ram (Mountain/Tundra)
Rarity: Common
Use: Cold‑aligned weapon
Source: Hydra variants (Forest/Swamp)
Rarity: Rare
Use: Poisoned blade
Source: Reef Serpent / Reed‑Stalker Serpent (Sea/Swamp)
Rarity: Uncommon
Use: Venom weapon
Source: Sky‑Rend Phoenix (Sky)
Rarity: Rare
Use: Fire weapon
Source: World‑Ridge Wyrm (Mountain)
Rarity: Legendary
Use: High‑tier blade
Source: Kraken Spawn (Sea)
Rarity: Rare
Use: Piercing weapon
Source: Cinder Hound (Underworld)
Rarity: Common
Use: Fire‑aligned dagger
Source: Bone‑Latch Skeleton (Dungeon)
Rarity: Common
Use: Trap component
Source: Grim Idol Guardian (Dungeon)
Rarity: Uncommon
Use: Holy/anti‑holy focus
Source: Glacier Troll (Tundra)
Rarity: Uncommon
Use: Regenerative reagent
Source: Fetid Bog Titan (Swamp)
Rarity: Rare
Use: Heavy weapon haft
Source: Bone‑Crown Lich (Underworld)
Rarity: Legendary
Use: Necromantic focus
Source: Leviathan of the Shelf (Sea)
Rarity: Legendary
Use: Massive weapon core
Source: Hydra variants (Forest/Swamp)
Rarity: Rare
Use: Reinforced haft
Source: Labyrinth Minotaur (Dungeon)
Rarity: Uncommon
Use: Totem material
Source: Green Rot Hydra (Forest)
Rarity: Rare
Use: Potent poison
Source: Mire Lurker Croc (Swamp)
Rarity: Common
Use: Corrosive oil
Source: Frostmaw Behemoth (Tundra)
Rarity: Rare
Use: Cold potion
Source: Ship‑Grave Siren (Sea)
Rarity: Rare
Use: Charm component
Source: Sirocco Djinn (Desert)
Rarity: Rare
Use: Fire reagent
Source: Sky‑Rend Phoenix (Sky)
Rarity: Rare
Use: Resurrection reagent
Source: Plague‑Mist Wraith (Swamp)
Rarity: Rare
Use: Disease reagent
Source: Abyssal Maw (Sea)
Rarity: Mythic
Use: Void alchemy
Source: World‑Eater Beyond (Underworld)
Rarity: Mythic
Use: Reality‑breaking reagent
Source: Hydra variants (Forest/Swamp)
Rarity: Rare
Use: High‑tier crafting
Source: Storm‑Crowned Giant (Mountain)
Rarity: Legendary
Use: Lightning enchantment
Source: Dungeon Heart (Dungeon)
Rarity: Legendary
Use: Trap‑binding
Source: Sky‑Rend Phoenix (Sky)
Rarity: Legendary
Use: Fire enchantment
Source: Leviathan of the Shelf (Sea)
Rarity: Legendary
Use: Water enchantment
Source: Fetid Bog Titan (Swamp)
Rarity: Rare
Use: Strength enchantment
Source: Heart of Winter (Tundra)
Rarity: Mythic
Use: Absolute cold enchantment
Source: Abyssal Maw (Sea)
Rarity: Mythic
Use: Void enchantment
Source: World‑Eater Beyond (Underworld)
Rarity: Mythic
Use: Reality enchantment
Source: Rime‑Cloaked Wraith / Echo Wraith
Rarity: Rare
Use: Spirit magic
Source: Aurora Seraph (Tundra)
Rarity: Legendary
Use: Radiant magic
Source: Storm Titan / Tempest Drake
Rarity: Rare
Use: Lightning magic
Source: Mirage Serpent (Desert)
Rarity: Rare
Use: Illusion magic
Source: Obsidian Scarab Swarm (Desert)
Rarity: Uncommon
Use: Armor crafting
Source: Abyssal Angler Horror (Sea)
Rarity: Rare
Use: Deep magic
Source: Void‑Tongue Demon (Underworld)
Rarity: Legendary
Use: Psychic magic
Source: Sky‑Rend Phoenix (Sky)
Rarity: Rare
Use: Fire magic
Source: Ancient Grove Guardian (Forest)
Rarity: Rare
Use: Nature magic
Source: Thornsnare Hare (Forest)
Rarity: Common
Use: Trap component
Source: Grim Idol Guardian (Dungeon)
Rarity: Common
Use: Ritual dust
Source: Willowshade Dryad (Forest)
Rarity: Rare
Use: Summoning
Source: Thunderpeak Roc (Mountain)
Rarity: Rare
Use: Weather rituals
Source: Kraken Spawn (Sea)
Rarity: Uncommon
Use: Smoke bombs
Source: Dreadmire Hag (Swamp)
Rarity: Rare
Use: Curse rituals
Source: Rime‑Cloaked Wraith (Tundra)
Rarity: Uncommon
Use: Cold rituals
Source: Soul‑Hook Torturer (Underworld)
Rarity: Uncommon
Use: Binding magic
Source: Obsidian Scarab Swarm (Desert)
Rarity: Common
Use: Armor plates
Source: Verdant Devourer (Forest)
Rarity: Mythic
Use: Growth magic
Source: Eye in the Storm (Sky)
Rarity: Mythic
Use: Weather control
Source: Heart of Winter (Tundra)
Rarity: Mythic
Use: Absolute cold
Source: Abyssal Maw (Sea)
Rarity: Mythic
Use: Void magic
Source: World‑Eater Beyond (Underworld)
Rarity: Mythic
Use: Reality warping
Source: Sky‑Shatter Colossus (Mountain)
Rarity: Mythic
Use: Titan forging
Source: Dungeon Heart (Dungeon)
Rarity: Mythic
Use: Structure‑binding
Source: Leviathan of the Shelf (Sea)
Rarity: Mythic
Use: Oceanic dominion
Source: Sky‑Rend Phoenix (Sky)
Rarity: Mythic
Use: Resurrection magic
Relics are powerful items forged from rare monster parts.
Each relic requires at least one rare, legendary, or mythic component.
Below are relics sorted by terrain.
Made from: Hollow King Below fragment
Power: Once per day, become incorporeal for 1 round
Made from: Crystal Spine Burrower fang
Power: Ignores stone/rock armor
Made from: Echo Wraith shard
Power: Reveals invisible/ethereal creatures
Made from: Labyrinth Minotaur horn
Power: +1 Offense on charge attacks
Made from: Soul‑Siphon Wight shard
Power: Resist necrotic damage once per day
Made from: Sentinel core
Power: +1 Defense while guarding an ally
Made from: Willowshade Dryad sap
Power: Heal 1d6 HP once per day
Made from: Packlord Dire Wolf hide
Power: +1 Awareness in forests
Made from: Verdant Devourer shard
Power: Summon roots to restrain foes
Made from: Thunderpeak Roc feather
Power: Reduce fall damage by 1d6
Made from: Storm‑Crowned Giant lightning shard
Power: +2d6 lightning once per day
Made from: World‑Ridge Wyrm plate
Power: +1 Defense
Made from: Mirage Serpent shard
Power: Become blurred for 1d6 rounds
Made from: Sirocco Djinn dust
Power: +1d6 fire on next attack
Made from: Obsidian Scarab plate
Power: Half damage from slashing
Made from: Dreadmire Hag hair
Power: Resist poison/disease for 1 hour
Made from: Blackwater Hydra bile
Power: 2d6 poison in 3‑square radius
Made from: Titan shard
Power: +1 Might
Made from: Rime‑Cloaked Wraith shard
Power: Resist cold for 1 hour
Made from: Frostmaw Behemoth hide
Power: +1 Endurance
Made from: Aurora Seraph rune
Power: Emit radiant light that blinds undead
Made from: Ship‑Grave Siren hair
Power: +1 Charm for 1 hour
Made from: Kraken Spawn ink
Power: Create a 3‑square smoke cloud
Made from: Leviathan plate
Power: +1 Defense vs ranged attacks
Made from: Sky‑Rend Phoenix ash
Power: Revive at 1 HP once
Made from: Tempest Drake fang
Power: +1d6 lightning on critical hits
Made from: Eye in the Storm shard
Power: See through storms and fog
Made from: Hellforged Knight plate
Power: +1d6 fire once per fight
Made from: Void‑Tongue Demon shard
Power: Resist psychic for 1 hour
Made from: Abyssal War Engine core
Power: Power a construct or artifact
Runes are inscribed symbols that grant passive or triggered magical effects.
Source: Briar Wolf
Effect: Melee attackers take 1 damage
Source: Frosthorn Ram
Effect: Resist cold
Source: Echo Wraith
Effect: Advantage on Awareness tests in darkness
Source: Serpent fangs
Effect: +1d3 poison once per fight
Source: Basalt Golem
Effect: +1 Defense vs physical
Source: Abyssal Angler Horror
Effect: See in murky water
Source: Ancient Grove Guardian
Effect: +1 to Nature‑based tests
Source: Storm Titan
Effect: +1d6 lightning once per day
Source: Mirage Serpent
Effect: Gain blur for 1 round
Source: Sky‑Rend Phoenix
Effect: Resist fire
Source: Leviathan of the Shelf
Effect: Breathe underwater for 1 hour
Source: Dungeon Heart
Effect: +1 Defense inside structures
Source: Heart of Winter
Effect: Emit freezing aura (1d3 cold)
Source: Abyssal Maw
Effect: Resist void damage
Source: World‑Eater Beyond
Effect: +1d6 true damage once per day
These items are powerful but dangerous. Using them always carries a cost.
Power: Pull a creature 2 squares
Curse: User loses 1 HP permanently on a roll of 1
Power: +1 Magic
Curse: Slowly drains life (1 HP per day)
Power: Command lesser demons
Curse: User becomes visible to all demons
Power: Speak psychic commands
Curse: User suffers nightmares (−1 to next day’s tests)
Power: Consume an item to heal 1d6
Curse: 1-in-6 chance the idol hungers for HP instead
Power: +3d6 true damage once
Curse: Reality tears — GM chooses a consequence
Power: +1 Charm
Curse: Roots grow into the wearer’s skin
Power: +1d6 lightning
Curse: Attracts lightning during storms
Power: Throw for 2d6 poison
Curse: 1-in-6 chance it bursts in the user’s pack