# Materials Taxonomy Working draft. The vocabulary that everything else hangs off of — expedition drop tables, recipe authorship, refining stations, Stockpile filter chips, component overlay sprite library. Polish later. ## Categories ### Raw materials Gathered direct from expeditions, unprocessed. The "what your gatherers come back with." | Type | Examples | |---|---| | Ore | iron, copper, moonsilver, mithril, obsidian | | Wood | hardwood, softwood, ironwood, ebony, lacquerwood | | Hide / leather | deer, bear, drake, exotic | | Botanicals | moonpetal, nightshade, sunroot, healwart, herbalist greens | | Bone & teeth | skeleton bone, drake fang, ghoul fang, ancient ivory | | Liquids | oil, sap, swamp-water, blood, alcohols | | Stone & rough gems | rough sapphire, jade, lapis, ruby, granite | | Cloth fibers | flax, raw silk, cotton, wool | | Beast parts | feathers, claws, horns, tails, eyes | | Magical raw | fae dust, soul shards, ectoplasm, manacrystal | | Gnomish steampunk raw | brass scrap, copper wire, gear blanks | | Necromancy raw | shadowsilk, grave-dust, soul-essence, bone fragments | ### Refined materials Single-step crafted from raw at a refining station. The intermediate stock you build crafts from. | Type | Refined from | At | |---|---|---| | Ingots (iron, mithril, brass) | Ore | Forge | | Timbers (seasoned hardwood, lacquered wood) | Wood | Carpenter's Shop | | Cured leather (light, heavy, exotic) | Hide | Tannery | | Distillates / tinctures / powders | Botanicals, bone | Alchemy Table | | Cut gems (faceted, polished, cabochon) | Rough stone | Jeweler's Bench | | Spun thread (silk, woolen, gold) | Fibers | Loom | | Glass (clear, stained, leaded) | Stone + flux | Glassworks | | Worked bone | Raw bone | Carpenter's Shop / Jeweler | ### Components Multi-step sub-assemblies, ready to slot into a final craft. Multiple refined inputs. - **Hilts** — tempered hilt, ornate hilt, gem-set hilt - **Pommels** — silver pommel, jeweled pommel, runed pommel - **Vials** — clear vial, stoppered vial, runed vial - **Stocks / clockwork frames** — steampunk crafts - **Settings** — jewelry mounts - **Stringings** — bowstring, wire, sinew ### Consumables / catalysts Spent in crafting, no output mass. Influence quality and effect. - Fluxes, mordants, catalysts (additives) - Inks, quills (scribing) - Fuel — charcoal, oil, lamp wicks (per-craft consumption, often abstracted) ### Trophies & curiosities Special, often unique or quest-tied. Lives in the Special tab of the vault, not the Stockpile. - Recipe scrolls — single-use to learn a recipe - Lore relics — for Scholars to decipher - Patron tokens / faction sigils — affect reputation - Bestiary trophies — display in Library, sometimes valuable to specific patrons ## Supply chain depth General pattern: **Raw → Refined → Component → Final Item** (3-step pipeline). Variations: - Some items skip a step: Crude Pickaxe = Refined Iron + Hardwood Timber, no separate Components needed - Some items add a step: Legendary weapons may require sub-sub-assemblies (e.g., enchanted runed pommel = runed pommel + magical infusion + scholar inscription) - Quality bands compound through the chain: a Masterwork weapon often requires Fine+ components, which require Fine+ refined materials, which require Fine+ raw ## Quality at every stage Every tier supports the same five quality bands (Crude / Common / Fine / Masterwork / Legendary). A Crude Iron Ingot is interchangeable with another Crude Iron Ingot but stacks separately from a Fine Iron Ingot. Quality cascade rules (whether a great Engineer can rescue a Crude component) are still TBD — see [03-crafting.md](03-crafting.md). ## How materials enter the game - **Expedition drops** (primary) — raw materials, occasional refined, rare components from special encounters - **Patron rewards** — sometimes specific refined or component items as part of payment - **Scholar research** — can convert lore relics into refined materials of unusual provenance - **Beast taming** — Beastmasters may tame creatures that periodically produce specific raw materials over time - **Market** (when bazaar ships) — buy from other players ## Open questions - Do we want a "scrap / salvage" mechanic — break a finished card into components for partial refund? - How aggressive is the Crude → Common → Fine quality progression? Should Crude be common from low-tier zones and Fine be rare even in high zones, or does the floor rise with zone tier? - Should some materials have unique properties beyond quality (e.g., moonpetal is *fundamentally* a magical reagent, regardless of quality), or is everything reducible to type + quality? - Steampunk and necromancy material pockets — are they geographically gated (only found in specific zones), or do they crosscontaminate (e.g., gnomish brass scrap shows up rarely in mainline forests because gnomish travelers passed through)? - Cataloging: how many distinct material entries do we author for v1? Probably ~30 raw, ~25 refined, ~20 components for a playable starting set.