The Bazaar sells all substances found on the real world, with properties similar to the materials found in the real world. For the sake of simplicity, we assume that certain metallurgical processes -- such as the Bessemer process for steel -- are available on Althanas. Certain other processes, though, like those required for the construction of carbon nanorods, are definitely beyond Althanas's technological level. This does not mean you can't purchase such rarities -- there are many strange things in Althanas where other worlds interact in strange ways. But anything going beyond "normal" Althanas technology will be quite expensive.

Metals, Woods and Stone

Metals and woods are ordered a bit differently from other materials. Since these are widely used on Althanas, we group them into rough "tiers," ordered from weakest to strongest.

Metals


These first four tiers are considered "special" real-world metals, and are thus listed as being off of the normal tier list.

1. Gold: It is that soft, yellow metal that we have all come to know and love. It is expensive, though not necessarily good for a weapon.
2. Silver: It is the same gray metal that is found in our world. Like gold, it is expensive without being effective. Most useful for use against lycanthropes or use in holy symbols.
3. Copper: It is a soft, red metal. Though harder than silver, it still does not make an effective weapon. Unlike silver and gold, though, it is actually as inexpensive as it's usefulness would suggest.
4. Bronze: Though harder than copper, and more useful, it is in the same boat: weaker and cheaper than iron.


The following are metals that fit into the tier system.

1. Iron: The simplest material, and yet still with a degree of strength, iron weapons can serve an adventurer with need.
2. Steel: Providing a bit more strength than iron, steel also costs a bit more. Many an adventurer, including the great Devon Starslayer, used nothing more than a simple steel sword.
3. Plynt: A green metal that absorbs liquid easily due to some unknown property. Plynt is naturally flammable, and after burning for a while will be almost entirely consumed.
4. Damascus: Magic imbues into this light gray metal easily, but at the same time damascus provides little resistance to magical attacks.
5. Dehlar: Very heavy, Dehlar is extraordinarily magic-resistant. It does not imbue well, however, and its high weight means only the strongest can carry it.
6. Delyn: An alloy of Dehlar and Damascus that is a blend of both magic-resistance and magic-imbuing potential. It is a good all-around material for many weapons. However it tends to release its stored energy explosively when broken by a significantly stronger material.
7. Titanium: Titanium is extremely resistant to fire and explosive impact and is used in the finest gunpowder weapons of the Alerarians. Due to the difficulty in creating this alloy given normal metallurgy on Althanas, it is hard to find this material in large enough quantities for large weaponry and armor.
8. Mythril: Mythril is exceedingly strong and light. When unenchanted, it is weak to magical assault, but when enchanted to its threshold it will repel magical assault. A white metal, it is excellent for swords and other precision weaponry.
9. Prevalida: Although stronger than mythril, this blue metal is slightly heavier than Delyn. Prevalida is both resistant to magical attacks and capable of channeling the magic of its wielder to new heights.


Woods

The rules regarding real-world metals also apply to wood.

1. Oak: The staff-wielding adventurer's basic wood, this material is sturdy, lightweight, and widely available.
2. Yew: A favorite wood of Raiaeran bowyers, this flexible yet sturdy wood is a perfect choice for a stout longbow or a more flexible quarterstaff.
3. Cyper: These trees grow close together. They are about man-height and thin, and people have been known to uproot them for a staff. Lightweight and sturdy, Cyper is perhaps too short for a full quarterstaff, but make excellent arrows.
4. Trakym: Flexible to a fault, trakym's springiness makes it too weak to give a good draw on a bow and too yielding for a staff. However, it has one great benefit: it resists magic well. Although good for virtually nothing else, a trakym-lined piece of armor or shield is much more resistant to magical assault.
5. Eklan: This wood grows gray with age, while younger trees have a reddish brown tint. Eklan makes an excellent wood for light helmets and shields. Unfortunately, it does not cleave well, meaning it does not maintain a straight line for use in shafts, arrows, or staves.
6. Akashima redwood: Named after its place of origin, this beautiful crimson wood is very strong and difficult to break, making it an extremely good wood for quarterstaffs or arrowshafts. Redwood arrowshafts are thick, though, and can be burdensome to carry in large quantities.
7. Rywan: Rywan trees grow very tall and very wide. Rywan is too inflexible for a bow, but makes an excellent rod for one-handed shafted weapons such as hatchets or tomahawks. A heavier wood, it is unsuitable for arrows, as its weight throws off an arrow�s flight. Rywan tends to splinter after too much stress.
8. Talymer: A light, waxy, and shiny wood, talymer is perfect for larger longbows, as it requires intense strength to pull the bowstring and can send an arrow straight through full plate mail at 200 feet. Although such bows take longer to draw and expend energy quickly, they pack a very real, very powerful punch.
9. Ulder: Dark brown in color, ulder is the best wood for regular-sized bows and horsebows. It gives a moderately powerful draw, and can therefore be drawn from horseback, and it does not require intense strength to pull the string. Where talymer gives power, ulder gives mobility and precision.
10. Liviol: Liviol wood is the product of trees spending centuries in magically saturated grounds. Modern Liviol comes in colors ranging from deep blue to royal purple. This wood, depending on what wood it originally spawned from, serve to enhance the normal properties of the wood with new potency; Trakym Liviol, for instance, resists magic with extraordinary power. Liviol is most often found in the Warded Wood of Salvar; the difficulty in getting to the Warded Wood, however, renders it quite pricy. It is also located deep within Raiaera's Red Forest, but no sane lumberjack goes there.

Stone:

Stone is a new resource as of the Althanas Day 2019, mainly created by Philomel.

1. Semi-precious stones (real world): All stones that do not appear in the list at Precious Stones. These have no magical applications and exist mostly because of their beauty.
2. Flint: a simple, breakable stone. It can be used, however, to make simple daggers and weapons that equates to the strength of iron. Also if two pieces of flint are struck together they produce sparks which can be used for fire.
3. Flecked Flint: contains all the good qualities of flint, aside from is a little stronger. Can make teir 2 strength weapons and it's fire is lighter, without smoke even if on damp firewood.
4. Granite: A basic building material, similar to brick. It is non-magical but can be used to make walls, houses and so on. It has been known to be used in small quantities for durable buttons.
5. Moonstone and Sunstone: These two stones are available for magical use and come as either a milky white (moonstone) or a hot red (sunstone). They can be used as foci - points at which to channel energy through in order to make a blast more stable. They do not add any more strength, damage, duration etc to a magical attack, but rather give it a more precise target. These are rare so are generally not used for weapons, unless daggers.
6. Precious stones (real world): Emerald, sapphire, Ruby, Amber, Amythest, Bloodstone, Carnelian, Onyx, Citrine, Agate, Garnet, Hematite, Pearl, Peridot, Quartz and Topaz. these stones are basic enchantment stones, in which to put any sort of spell, although only one spell per stone. They are basic in strength and can be polished, cut, etc to fit into a sort of bracelet and so on. They are not useful for any sort of weapon however as will splinter if tried, and are rare.
7. Sparsite: a grey, black or deep purple stone that is found in jungles and swamps. It is a strong stone that is similar to flint in that it can be used to make weapons. It can also be enchanted, though there is some speculation that over time the enchantment will wear off, but this is largely untested. This is why it is commonly used for cheap enchantments that are usually only to be used for this purpose.
8. Thunderstone: Originally discovered and used by lightening mages, thunderstone is a relatively common stone, but only powerful when enchanted, thunderstones are made far under the sea, and can be found on shores. They come in a variety of shades, but always have a matt finish to them. Each piece can hold a single enchantment but they are favoured for their variety. They can be easily made into any form, and only gain their strength and durability when enchanted, otherwise they are similar to flint.
9. Marbled Granite: this material comes from the deepest fire lakes and swamps of the Tular Plains. Unlike it's cousin granite, which is commonly used in architecture, granite has been refined by time and circumstance. It is pure jet black, without any blemishes, and when enchanted it makes the object immune to any magical effects. It is often used in high security doors, but because of its rarity costs a lot of money. It can also not be made to be larger than 3 pieces, so is a popular choice for daggers and so on.
10. Diamond: one of the strongest substances known to man, and extremely adaptable. It is almost indestructible, only the strongest of magical blasts can break it, materials such as adamantine or indeed itself, and it is usually crafted by diamond tools.
11. Crystal Diamond: crystal diamond, also known as black diamond but not to be confused with the metal, is a form of diamond forged in particularly hot temperatures. Like it's cousin it is one of the strongest substances known to man, and extremely adaptable, and almost indestructible. Unlike diamond, however, it is not able to be enchanted, and actively resists magic. Because of this, however, it can be used to block magic and magical effects in similar prevalida.


Hide, Bone, and Cloth

The hide, bone, and cloth tiers owe their existence to the hard work of a former moderator, Ithermoss. They are as follows.

Hides

1. Hide: Shaved, dried, callused flesh taken from any mammal (i.e. deer, moose, wombat, anything else with hair). Tougher creatures will have better quality than a deer or elk. Usually brown to pink in hue. Minimal resistance to piercing.
2. Pelt: Dried flesh (with fur) taken from any mammal. Color varies. Provides resistance against cold and bare minimal resistance against blunt trauma. Tougher creatures will have better quality than a deer or elk.
3. Leather: The hardened, hairless hide of any commonplace animal, prepared by a specialized tanning process. Colors depend on the dye/polish/oils used. Minimal resistance against slashes and piercing.
4. Magim Beast Hide/Leather: Best suited against light blades, this hide can form cloth and leather armors. Magim Beast Leather is a bit more expensive and provides a bit more protection. These hides and leathers provide excellent heat resistance.
5. Arctic Hide: Found in Salvar's northernmost wastes, arctic beasts are tougher and hardier than most normal animals, and resist damage much more strongly than most.
6. Arctic Pelt: In addition to having tough skin, the thick hair of an arctic beast will keep those who wear their pelts warm.
7. Arctic Leather: Although you will lose a bit of warmth by stripping off the hair, tanning an arctic hide or arctic pelt will give it great resistance to both slashing and stabbing. Although not as strong as steel by any means, arctic leather is far lighter than even the lightest mythril cuirass.
8. Drakescale: Layered, plate-like slats overlap to create a flexible armor for these smaller relatives of dragons. The wide plates from a drake's back are most commonly used. Best suited against light blades.
9. Young Dragonscale: The layered armor taken from the scaly hide of a fire dragon. Pigment depends on the race and gender of the donated scales' original owner. These scales are broader and much stiffer than conventional scales. They provide average resistance against slashes. Elemental resistance, if any depends on the dragon's "element." Remember, young is a relative term and the average 'young' dragon is still just as formidable as a level 8 character.
10. Sea Serpent Scale: Layered armor taken from the scaly hide of a sea-serpent. Pigment depends on the race, gender, and depths from which the monster was taken. These scales are finely knitted together, much like snake's scales. They provide increased resistance against cold, and resistance against piercing.