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Land of the Dead Resources

Posted: Wed Dec 03, 2025 11:27 pm
by Tethys 13
Resources of the Land of the Dead

You have entered the desert for treasure, and treasure you have found...

The Land of the Dead is rich with valuables, but also with materials of greater potency than any found in mortal realms. Indeed, this land's bounty is matched only by its harshness, and not only do the sands wear away at even the toughest intruding vehicle, non-living things brought through the portal into the Land of the Dead seem to age at a rate of years every day. Only the resources found within the land seem resistant to this entropy, so gathering them, prospecting for more, and acquiring others through trading or raiding will be essential to making headway in this hellish place.

Here is a list of the resources found within the Land of the Dead! Each time a tile is allocated to a nation, that tile's resource will be randomly allocated, between three environments:
  • Central refers to the tiles towards the middle of each island;
  • Coastal refers to any tile bordering the Sea of the Dead;
  • Inland is a band of tiles between the Coastal and Central tiles.


List of Resources:
Altino's Diamond (Central): The sands of this zone glitter with diamond as they vanish into deep ravines. Though its use in jewelry is obvious, where it shines brighter than the finest crown jewel, its unparalleled hardness and heat conductivity makes it invaluable in the most powerful cutting tools, whether blades or lasers.

Ark's Alabaster (Central): This zone contains caves of glossy white calcite and gypsum alabaster. It can be shaped with ease and precision, making it an ideal decorative material, and if crafted well can hold the light of day to glow into the night.

Ark's Bark (Central): Strange protrusions emerge from the sands of this zone, vast fallen trees covered in sturdy bark, which retains superb quality for carpentry.

Astarial's Copper (Central): This zone contains extinct volcanoes shrouded by sand, holding rich copper deposits. When combined with Cormac's Tin, it can make a bronze capable of greater sharpness, springiness and durability than the finest steel.

Lynxi's Lapis Lazuli (Central): The golden sands of this zone hide glorious blue deposits of lapis lazuli. No grander blue can be found in nature, making it peerless in its niche of jewelry and construction. Rumours that it grants psychic powers can never be fully discounted, either.

Mad Jack's Poison (Central): The sands of this zone hide the shells of countless beetles, containing a powerful toxin. This toxin can be used in lethal poisons, or with great care in wondrous pharmaceuticals.

Resentine's Quartz (Central): Deep caves and ancient temples fill this sector. The quartz found within comes in many dazzling shades, and serves as both decoration and a tremendous focus for energy of various kinds, capable of producing energy blades or magical orbs depending on the inclination and ability of the nation.

Rigel's Stardust (Central): Though appearing naught but dull sand in the light of day, the night sky reveals a shimmering landscape of stardust. Nations yet to venture beyond their terrestrial beginnings will find it an interesting substance for decoration or chemistry, while those who travel the stars know its necessity in most faster-than-light methods.

Tim's Cursed Wax (Central): Below the sands of this zone lie layers of fossilised insects and plants, which can be refined into a delicate wax. This wax can be used as a superb coating or material for many crude or complex creations, from cloth to cars, candles to crayons, cheese to cosmetics. It is best stored itself in boxes made of Cormac's Sandstone however, to avoid misfortune.

Treize's Glass (Central): The sands of this zone shine like diamond, perfect for glassmaking. From abrasives and weapons to containers and windows, the glass made from this sand is strong, insulating, and crystal clear.

Venico's Nitre (Central): This arid zone is covered in a pale efflorescence of nitre. This nitre can be used in crafting powerful fertiliser capable of converting a desolate plain into a bountiful field, or potent gunpowder to do the reverse.

Cormac's Tin (Coastal): This zone contains tall mountains shaped by sand, containing abundant tin veins. When combined with Astarial's Copper, it can make a bronze capable of greater sharpness, springiness and durability than the finest steel.

Cormac's Nickel (Coastal): This zone is marked by meteorite impacts, still holding rich nickel deposits. Batteries crafted with this nickel have unparalleled storage power and longevity, while steel and other alloys are elevated tremendously beyond their humdrum varieties.

Cormac's Sandstone (Coastal): This zone flows with coastal dunes, sandbars, and glittering rivers, held up by soft sandstone. While the meek will say that it makes a marvellous abrasive, or component in anything from fibreglass to computer chips, its grandest use is in monuments of glory.

Dalimbar's Cursed Clay (Coastal): The waters of this zone have formed a flawless clay at the seabed. This clay is superb for pottery and construction, from simple bricks to elegant porcelain. However, if it is not purified with Oliver's Lacquer, the residual curse left on this clay may ruin one's day.

Earth's Limestone (Coastal): This zone is marked by limestone cliffs, stretching down into the silver waters. Buildings fashioned from this limestone or the cement it can produce could last millennia, while more advanced civilisations can turn it to many chemical uses.

Joshua Bluteisen's Mercury (Coastal): The waters of this zone are an even glossier silver than the rest of the realm, toxic and dangerous, with heavy cinnabar deposits. While the technologically advanced will know the uses and dangers of mercury, with a variety this potent, their archaic peers may find the philosopher's stone no longer a mere fantasy.

Malphe's Marble (Coastal): This zone houses pyramid-like mountains of sheer white marble. It takes tremendous power and care to quarry this marble, for it has the resilience to last an eternity unblemished.

Salem's Ruby (Coastal): This zone contains sharp cliffs overlooking the waters, glowing red with ruby deposits. Whether used as glorious decoration, delicate clockwork, vital medical instruments, or lasers ranging from the merely useful to the devastatingly powerful, these rubies hold near unmatched value.

Severisen's Ink (Coastal): The waters of this zone contain strange formations of almost cephalopod-shaped dead trees, dark with resinous ink. From quill and brush to pen and printer, this ink is unmatched in clarity and flow.

Skies' Sapphire (Coastal): This zone can lay claim to blue waters, a rarity in the land of the dead, thanks to the deposits of sapphire below the surface. The only way to make this sapphire more beautiful is to polish it using an abrasive made from itself.

Treize's Salt (Coastal): The waters of this zone are lethally salinated, liable to mummify any creatures taking an unwary dip. Preservation is but one of its uses, if one it achieves almost peerlessly, as it is also a valuable resource in cleanliness, chemistry and cuisine.

Zaolat's Iron (Coastal): The rocks and rivers of this zone are reddened by the iron veins below. Armour crafted from this iron keeps this intimidating red, can turn aside even the fiercest blows, while tools will last for years without wearing.

Anabelle's Gold (Inland): The sands of this zone shine in the sun, as for every grain of sand there is another of flawless gold. Never dulling or decaying, this gold would drive many mad with avarice, though technological nations shall have to resist that temptation to use it in circuitry.

Festavo's Charcoal (Inland): Dotted across this zone are the scorched remnants of ancient forests. Any alloy produced in a furnace lit by this charcoal will see a tremendous improvement, enough to make steel of a quality thought to be a myth.

Griffin's Cursed Amber (Inland): The forests that once covered this zone have fossilised into a layer of golden amber below the dunes. It is highly sought after in jewelry, and while cruder cultures have long maintained the healing properties of other ambers, even advanced societies have noted this variety holds some kind of aura. That aura can quickly turn dark if it is not purified by wrapping in Syberis' Papyrus, however.

Joshua Bluteisen's Oil (Inland): This zone was once submerged, and the remnants of that ancient ocean remain as deep oil reservoirs. Industrial nations thrive on this oil, cleaner and more powerful than any other, while those more advanced can refine it into an endless variety of uses.

Joshua Ravenclaw's Silver (Inland): This zone contains extinct volcanoes, cut through with veins of silver ore. Beyond use in gleaming accessories and dazzling mirrors, it can also be used in everything from photography to water purification, medicine to batteries.

Koth's Sulfur (Inland): This zone contains extinct volcanoes and dried-out hot springs, still rich in sulfur. There is no end to the uses it can provide, from painting to cleaning, preservation to destruction.

Koth's Cloth (Inland): Large hills lie in this sector. Below the surface, mixed into the sand, are fine threads forming these elevations. These threads can make fabrics of tremendous strength and flexibility, suited for many purposes but perhaps none as grand as a flag.

Oliver's Lacquer (Inland): The sands of this zone hide the shells of countless beetles, containing a resinous substance. Lacquer fashioned from this substance forms a flawless varnish or sealant, from vases to piping.

Syberis' Papyrus (Inland): Fields of lifeless reeds fill this zone, rustling in the wind, each composed of fine threads that can be woven into papyrus. This papyrus is a writing material without compare, but can also be used to make beautiful light hats, footwear, roofing or rope.

Tim's Cursed Coal (Inland): This zone once held vast tropical jungles, now only evidenced by the coal deposits deep below the surface. Industrial nations thrive on this coal, lasting dozens of times longer than more common varieties, while more advanced societies can refine it into flawless carbon fibre or sealing tar. It is best to keep it bound in fabric made of Koth's Cloth before use however, as otherwise a grim fate awaits.

Wordy's Seasoning (Inland): This zone is dotted with dessicated forests and fields, each lifeless plant producing a seasoning of superlative flavour or spiciness.

Example Crafting
Ark's Alabaster (Stone Age):
Magical Light.

Ark's Bark (Stone Age):
Rope, basketry, rough clothing, simple containers, tanning aid.

Dalimbar's Cursed Clay (Stone Age):
Sun-dried pots, figurines, sling bullets, clay beads.

Cormac's Sandstone (Stone Age):
Grinding stones, whetstones, simple sculpture, building blocks.

Festavo's Charcoal (Stone Age):
Fuel, primitive pigment (black), simple filtration.

Treize's Salt (Stone Age):
Food preservation, seasoning, ritual offerings.

Wordy's Seasoning (Stone Age):
Spice bundles, ritual incense blends, flavoring.

Syberis' Papyrus (Stone Age):
Scrolls, simple cordage, mats, thatch roofs.

Treize's Salt (Stone Age):
Flavouring, food preserver.

Tim's Cursed Wax (Stone Age):
Wire starters, waterproofing, sealant, adhesive.

Resentine's Quartz (Stone Age):
Cutting flakes, scrapers, amulets, firestrikers.

Griffin's Cursed Amber (Stone Age):
Beads, talismans, decorative inlay.

Lynxi's Lapis Lazuli (Stone Age):
Beads, sacred stones, inlays for idols.

Ark's Alabaster (Stone Age):
Carved ritual bowls, idols, small containers.

Malphe's Marble (Stone Age):
Small polished stones, ritual plaques.

Astarial's Copper (Pre-Industrial Age):
Tools, weapons, ornaments.

Cormac's Tin (Pre-Industrial Age):
Bronze alloying, small cast objects, containers.

Zaolat's Iron (Pre-Industrial Age):
Stronger tools/weapons, nails, hardware.

Treize's Glass (Pre-Industrial Age):
Beads, small vessels, early lenses and windows.

Venico's Nitre (Pre-Industrial Age):
Fertiliser, food preserver.

Koth's Sulfur (Pre-Industrial Age):
Fumigation, medicine.

Tim's Cursed Coal (Pre-Industrial Age):
Fuel.

Earth's Limestone (Pre-Industrial Age):
Quicklime, mortar.

Malphe's Marble (Pre-Industrial Age):
Statues, architectural decoration.

Cormac's Sandstone (Pre-Industrial Age):
Millstones, querns, construction blocks.

Syberis' Papyrus (Pre-Industrial Age):
Writing materials, clothing, reed boats.

Koth's Cloth (Pre-Industrial Age):
Writing materials, clothing, sails, banners.

Severisen's Ink (Pre-Industrial Age):
Writing, tattoos.

Tim's Cursed Wax (Pre-Industrial Age):
Candles, seals, lost-wax casting moulds.

Festavo's Charcoal (Pre-Industrial Age):
High-temperature furnace fuel, drawing sticks.

Dalimbar's Cursed Clay (Pre-Industrial Age):
Advanced pottery, roof tiles, amphorae.

Oliver's Lacquer (Pre-Industrial Age):
Glossy protective coatings on wood, armor, art.

Tim's Cursed Coal (Early Industrial Age):
Fuel.

Altino's Diamond (Early Industrial Age):
Jewelry.

Zaolat's Iron (Early Industrial Age):
Rails, machines, bridges, structural beams.

Astarial's Copper (Early Industrial Age):
Boilers, pipes.

Cormac's Tin (Early Industrial Age):
Cans, corrosion-resistant coatings.

Cormac's Nickel (Early Industrial Age):
Coinage.

Treize's Glass (Early Industrial Age):
Bottles, windows, glassware.

Joshua Bluteisen's Oil (Early Industrial Age):
Lamp oil, lubricants, fuel, solvents.

Venico's Nitre (Early Industrial Age):
Fertilisers, acids.

Koth's Sulfur (Early Industrial Age):
Fertilisers, acids.

Dalimbar's Cursed Clay (Early Industrial Age):
Bricks, refractory ceramics, porcelain, insulators.

Earth's Limestone (Early Industrial Age):
Liming soil, industrial chemicals.

Altino's Diamond (Modern/Atomic Age):
Cutting tools, abrasives, high-pressure anvils, semiconductor.

Resentine's Quartz (Modern/Atomic Age):
Oscillators in electronics, optical components, sensors.

Astarial's Copper (Modern/Atomic Age):
Wiring, PCBs, motors.

Cormac's Tin (Modern/Atomic Age):
Solder, plating, corrosion protection.

Cormac's Nickel (Modern/Atomic Age):
Solder, plating, corrosion protection.

Anabelle's Gold (Modern/Atomic Age):
High-end conductors, contacts, circuits, reflective coatings.

Treize's Glass (Modern/Atomic Age):
Fiber optics, lenses, safety glass, screens.

Joshua Bluteisen's Oil (Modern/Atomic Age):
Fuels, feedstock for plastics, solvents, industrial chemicals.

Joshua Bluteisen's Mercury (Modern/Atomic Age):
Thermometers, barometers.

Oliver's Lacquer (Modern/Atomic Age):
Industrial coatings, varnishes, protective films.

Treize's Salt (Modern/Atomic Age):
Bulk chemical source (chlorine, sodium hydroxide), de-icing, food industry.

Joshua Bluteisen's Oil (Modern/Atomic Age):
Rubber.

Rigel's Stardust (Space Age):
FTL Fuel.

Altino's Diamond (Space Age):
Structural armour, starship windows.

Resentine's Quartz (Space Age):
Timing arrays, energy foci.
Example Crafting Combinations
Griffin's Cursed Amber + Ark's Bark (Stone Age):
Heartstone Cord. An amber amulet on a bark cord that boosts the wearer's endurance in the pitiless desert.

Ark's Bark + Dalimbar's Cursed Clay (Stone Age):
Wattle-and-Daub Buildings. These bark-reinforced clay buildings are far sturdier than their monomaterial counterparts.

Ark's Bark + Tim's Cursed Wax (Stone Age):
Wax-Sealed Raft. To have any hope of making it across the silver water, something like this will be essential.

Festavo's Charcoal + Ark's Bark (Stone Age):
Marking Stick. A simple writing tool, yet provides remarkable clarity.

Dalimbar's Cursed Clay + Festavo's Charcoal (Stone Age):
Second Period Pottery. Pottery of superior toughness and resilience.

Dalimbar's Cursed Clay + Cormac's Sandstone (Stone Age):
First Period Pottery. Pottery of superior temper and quality, if a little unstable.

Syberis' Papyrus + Tim's Cursed Wax (Stone Age):
Sea of the Dead Scrolls. Capable of holding maps, information or art protected from both the sands and the waters.

Treize's Salt + Wordy's Seasoning (Stone Age):
Preserved Food. Most food turns stale and rotten within hours of entering the Land of the Dead, making these supplies tremendously valuable.

Ark's Alabaster + Festavo's Charcoal (Stone Age):
Temple Reliefs. Shading the sculpted alabaster with charcoal creates stark contrast, perfect for dramatic images.

Lynxi's Lapis Lazuli + Tim's Cursed Wax (Stone Age):
Warding Paint. This rich blue pigment is beloved for its apotropaic properties against harm.

Festavo's Charcoal + Koth's Sulfur + Venico's Nitre (Pre-Industrial Age):
Raiding Rocket. With a bit of early chemistry, this mix can make a flash and a bang detectable from kilometres around to alert or terrify defenders.

Koth's Cloth + Severisen's Ink (Pre-Industrial Age):
Claiming Flags. These ink-dyed flags will stand through sandstorms to proclaim a zone your own.

Earth's Limestone + Dalimbar's Cursed Clay + Cormac's Sandstone (Pre-Industrial Age):
Mortared Masonry. The next step towards permanent habitation in the dunes.

Treize's Glass + Venico's Nitre + Festavo's Charcoal (Pre-Industrial Age):
Osiran Glass. This toughened glass can stand up to quakes and sandstorms.

Treize's Glass + Joshua Bluteisen's Oil + Koth's Cloth (Pre-Industrial Age):
Oil Lamps. Even the most pitch-black night of the Land of the Dead can be conquered.

Anabelle's Gold + Lynxi's Lapis Lazuli + Malphe's Marble (Pre-Industrial Age):
Inlaid Masonry (Marble). Other building methods may be more practical, but this makes a statement.

Zaolat's Iron + Festavo's Charcoal (Pre-Industrial Age):
Osiran Steel. The gap between the iron age and the age of steel is no lesser than the gap between regular steel and this superb alloy.

Zaolat's Iron + Koth's Cloth (Pre-Industrial Age):
Sekhmet Legion Armour. More refined and aggressive than its bark counterpart, this cloth-padded iron armour is suitable for long journeys, fast raids, and seems to repair itself by absorbing blood.

Oliver's Lacquer + Ark's Bark + Anabelle's Gold (Pre-Industrial Age):
Treasure Chests. The sands are filled with treasure, and transporting it safely requires using the resources they provide.

Syberis' Papyrus + Severisen's Ink + Tim's Cursed Wax (Pre-Industrial Age):
Official Documents. Any civilised nation would not send missives or sign agreements on anything less.

Astarial's Copper + Cormac's Tin (Pre-Industrial Age):
Sekhmet Bronze Weapons. Stronger and sharper than steel, this bronze requires great skill to craft but will grant as keen an edge as it keeps on the battlefield.

Treize's Glass + Astarial's Copper (Pre-Industrial Age):
Green-tinted Glass.

Treize's Glass + Lynxi's Lapis Lazuli (Pre-Industrial Age):
Blue-tinted Glass.

Anabelle's Gold + Lynxi's Lapis Lazuli + Ark's Alabaster (Pre-Industrial Age):
Inlaid Masonry (Alabaster). Other building methods may be more practical, but this makes a statement. Not quite as grand a one as marble, but much easier to craft.

Anabelle's Gold + Joshua Ravenclaw's Silver + Astarial's Copper (Pre-Industrial Age):
Electrum Goblet. These beautiful goblets blacken in the presence of toxins, a valuable test in the dangerous waters of the Land of the Dead.

Zaolat's Iron + Venico's Nitre + Festavo's Charcoal (Pre-Industrial Age):
Case-Hardened Osiran Steel. The addition of nitre enables more reliable differential hardening, allowing the steel to be shock-absorbent and hard, and opening avenues for coloured steel.

Malphe's Marble + Earth's Limestone (Pre-Industrial Age):
Osiran Marble. The mortar provided from limestone enables effective construction using difficult marble.

Joshua Bluteisen's Oil + Koth's Sulfur + Tim's Cursed Wax (Pre-Industrial Age):
Ptolemaic Fire. This deadly chemical fire cannot be doused with water alone.

Zaolat's Iron + Ark's Bark (Pre-Industrial Age):
Osiran Guard Armour. Simpler and sturdier than its cloth counterpart, this bark-thread reinforced iron armour is less mobile but ideal for defence.

Resentine's Quartz + Treize's Glass (Pre-Industrial Age):
Scrying Stones. In the right hands, these stones can see more than merely the distant dunes.

Treize's Salt + Wordy's Seasoning + Dalimbar's Cursed Clay (Pre-Industrial Age):
Preserved Food Jars. With these jars, food can be kept long-term within the Land of the Dead, greatly improving the ability to maintain a hold on the land.

Tim's Cursed Wax + Dalimbar's Cursed Clay (Pre-Industrial Age):
Bronze Casting Moulds. The first step from painstaking hand-crafting to reliable mass-production.

Cormac's Sandstone + Earth's Limestone + Dalimbar's Cursed Clay (Early Industrial Age):
Osiran Concrete. Buildings can be made bigger and last longer thanks to this regenerating concrete.

Tim's Cursed Coal + Zaolat's Iron + Astarial's Copper (Early Industrial Age):
Osiran Express Engine. What industrial revolution would be complete without a steam engine, and one that will not break down within hours in the unforgiving sands?

Anabelle's Gold + Cormac's Nickel (Early Industrial Age):
Golden Scarab coins. The primary currency of the Land of the Dead, trade is made a lot easier when these can be mass-produced.

Severisen's Ink + Syberis' Papyrus + Zaolat's Iron (Early Industrial Age):
Printing Engine. Knowledge is power, and being able to sell the secrets your nation discovers in this strange land becomes a lot easier with a printing engine.

Zaolat's Iron + Tim's Cursed Coal (Early Industrial Age):
Carbosiron Steel. The quintessential mass-produced steel, improved in every fashion.

Treize's Glass + Skies' Sapphire (Early Industrial Age):
Coloured Glass.

Zaolat's Iron + Cormac's Nickel (Early Industrial Age):
Stainless Alloys. The key to the most reliable tools to be found in the sands.

Venico's Nitre + Koth's Sulfur (Early Industrial Age):
Potent Acids. Take great care, as while these may be essential to many industrial purposes, they are a fair bit stronger than most nations will be used to.

Joshua Ravenclaw's Silver + Cormac's Nickel (Early Industrial Age):
Silver Scarab coins. A lesser denomination of the Land of the Dead's currency.

Treize's Glass + Zaolat's Iron (Early Industrial Age):
Greenhouses. An indespensible step towards colonisation in this arid landscape.

Joshua Bluteisen's Oil + Koth's Cloth + Tim's Cursed Wax (Early Industrial Age):
Machine Lubricant. The imported varieties seem to dry out far too fast, making this the best choice.

Treize's Glass + Astarial's Copper + Zaolat's Iron (Early Industrial Age):
Telegraph Lines. Say goodbye to signal fires and messengers running to exhaustion, these lines will be able to carry messages all the way back to your nation without being eroded by the sands.

Treize's Glass + Salem's Ruby (Early Industrial Age):
Coloured Glass.

Venico's Nitre + Koth's Sulfur + Festavo's Charcoal (Early Industrial Age):
Osiran Gunpowder. Showcasing greater power and quality than near any found in other realms, this gunpowder is guaranteed to give a nation a powerful edge.

Dalimbar's Cursed Clay + Tim's Cursed Coal (Early Industrial Age):
Refractory Bricks. In the transition to fully mass-produced steel, these bricks are essential for making furnaces capable of taking the strain.

Treize's Glass + Astarial's Copper (Modern/Atomic Age):
Fibre-Optic Cables. Wi-Fi is even possible in the Land of the Dead, with a bit of effort!

Treize's Glass + Wordy's Seasoning + Treize's Salt (Modern/Atomic Age):
Packaged Food. Soon the 'poc' of opening glass jars will be heard wherever your scouts explore and need a snack.

Joshua Bluteisen's Oil + Koth's Cloth + Oliver's Lacquer (Modern/Atomic Age):
Waterproofing (Lacquer). Rain may be rare, but floods are common.

Joshua Bluteisen's Oil + Koth's Cloth + Tim's Cursed Wax (Modern/Atomic Age):
Waterproofing (Wax). Rain may be rare, but floods are common.

Anabelle's Gold + Astarial's Copper + Treize's Glass (Modern/Atomic Age):
Connector. From high-performance connectors to fibre terminations, no grounded technology will work in the land of the dead without the means to get power to it.

Altino's Diamond + Zaolat's Iron (Modern/Atomic Age):
Industrial Cutter/Drill. No obstacle too strong, no material too tough, nothing shall impede your quest for resources!

Resentine's Quartz + Zaolat's Iron + Astarial's Copper (Modern/Atomic Age):
Quartz Oscillators. Timing components in watches, computers, or radios, more vital than ever in the Land of the Dead, where time passes strangely.

Joshua Ravenclaw's Silver + Astarial's Copper + Treize's Glass (Modern/Atomic Age):
Focusing Mirror. Vital for cameras, handy for lasers.

Koth's Sulfur + Joshua Bluteisen's Oil (Modern/Atomic Age):
Osiran Rubber. From shoe soles and tyres to hoses and shock absorbers, acquiring rubber that can stand up to the viciously abrasive sands is a true godsend.

Mad Jack's Poison + Joshua Bluteisen's Mercury (Space Age):
Adaptive Venom. The only toxin effective on the dangerous Deathshrouds and other monsters roaming the sands, one shudders to think what it would do to a human body.

Altino's Diamond + Anabelle's Gold + Astarial's Copper (Space Age):
Quantum Processor (Gold). Even the sand that gets everwhere cannot impede this processor's power.

Treize's Glass + Resentine's Quartz + Rigel's Stardust (Space Age):
Radiation Shield. Radioactive materials have yet to be found in the Land of the Dead, but those brought in from outside will not be stable long without this protection.

Oliver's Lacquer + Malphe's Marble + Joshua Bluteisen's Oil (Space Age):
Chameleon Coatings. A coat of this will have buildings, vehicles and clothing able to change colour on the fly, from stylishly vibrant to invisibly camouflaged.

Joshua Bluteisen's Mercury + Joshua Ravenclaw's Silver + Skies' Sapphire (Space Age):
Dimensional Scanner. No technology of a less advanced nation has a chance of understanding exactly how your nation got here, but this device might get you those vital answers.

Resentine's Quartz + Zaolat's Iron + Tim's Cursed Coal (Space Age):
Energy Blade. A blade of coherent light for a civilised warrior, capable of cutting through almost anything. Failing to purify the coal before construction can result in the quartz becoming a tainted red.

Severisen's Ink + Joshua Ravenclaw's Silver + Rigel's Stardust (Space Age):
Tactile Holographs. Why read missives or stare at screens when you can interact with the information or correspondent instead?

Skies' Sapphire + Rigel's Stardust + Joshua Ravenclaw's Silver (Space Age):
Forcefields. Sandstorms? Floods? Intense sunlight? Hostile monsters and neighbours? Say goodbye to them all safe inside your shielded outpost!

Rigel's Stardust + Venico's Nitre + Koth's Sulfur (Space Age):
FTL Booster Fuel. A cautious person might say you have merely turned a spaceship into a bomb, but when your nation is outspeeding all others on its home turf, all will agree that it just is the bomb.

Altino's Diamond + Joshua Ravenclaw's Silver + Astarial's Copper (Space Age):
Quantum Processor (Silver). Even the sand that gets everwhere cannot impede this processor's power.

Resentine's Quartz + Joshua Bluteisen's Mercury + Rigel's Stardust (Space Age):
Gravity Manipulator. The sand is so very rough on vehicles and foot travel, antigrav truly is the only dignified way to travel.

Tim's Cursed Wax + Griffin's Cursed Amber + Lynxi's Lapis Lazuli (Space Age):
Dream Recorder. The dreams within the Land of the Dead are strange, and worthy of study. With this handy invention, that becomes quite possible!

Altino's Diamond + Zaolat's Iron + Tim's Cursed Coal (Space Age):
Power Armour. There are many dangers your nation's soldiers may face in the sands, but in this armour, they shall know no fear.

Altino's Diamond + Zaolat's Iron + Cormac's Nickel (Space Age):
Reactor Core. All of your nation's advanced technology needs a strong power source, and this is the most powerful and stable that can be made.

Resentine's Quartz + Astarial's Copper + Anabelle's Gold (Space Age):
Superconductor Grid. Turn a dangerous frontier outpost into a unified city with this threaded below the surface, bringing power to every corner.

Resentine's Quartz + Astarial's Copper + Cormac's Tin (Space Age):
Energy Blade. A blade of coherent light for a civilised warrior, capable of cutting through almost anything. This variety is considered more antiquated, leaning towards greens and yellows.

Resentine's Quartz + Treize's Glass + Rigel's Stardust (Space Age):
Memory Crystal. A petabyte of information, in the palm of your hand, guaranteed not to be scoured clean by the sand any time soon.

Salem's Ruby + Rigel's Stardust + Anabelle's Gold (Space Age):
Laser Cannon. For when you need to say in no uncertain terms, to rivals and monsters alike: Here be something worse.

Re: Land of the Dead Resources

Posted: Thu Dec 04, 2025 12:30 am
by Tethys 13
The Pharaoh's Resources
Central Resources:
Altino's Diamond
Lynxi's Lapis Lazuli
Venico's Nitre

Coastal Resources:
Cormac's Nickel (5)
Cormac's Sandstone (2)
Cormac's Tin (6)
Dalimbar's Cursed Clay (6)
Earth's Limestone (7)
Joshua Bluteisen's Mercury (7)
Malphe's Marble (3)
Salem's Ruby (5)
Severisen's Ink (3)
Skies' Sapphire
Treize's Salt (4)
Zaolat's Iron (7)

Inland Resources:
Anabelle's Gold (2)
Festavo's Charcoal (4)
Griffin's Cursed Amber (3)
Joshua Bluteisen's Oil
Joshua Ravenclaw's Silver
Koth's Cloth
Koth's Sulfur
Oliver's Lacquer
Syberis' Papyrus (2)
Tim's Cursed Coal (3)
Wordy's Seasoning (3)
Tethys 13's Resources
Coastal Resources:
Joshua Bluteisen's Mercury
Malphe's Marble
Severisen's Ink (4)
Skies' Sapphire
Treize's Salt (3)
Guhrayen's Resources
Coastal Resources:
Cormac's Sandstone
Cormac's Tin
Dalimbar's Cursed Clay
Earth's Limestone (2)
Malphe's Marble
Salem's Ruby
Skies' Sapphire
Zaolat's Iron

Inland Resources:
Syberis' Papyrus
Tim's Cursed Coal
Aviace's Resources
Coastal Resources:
Cormac's Nickel
Cormac's Tin
Dalimbar's Cursed Clay
Salem's Ruby
Skies' Sapphire

Inland Resources:
Griffin's Cursed Amber
Koth's Sulfur
Lacard I's Resources
Coastal Resources:
Cormac's Sandstone (2)
Cormac's Tin (2)
Dalimbar's Cursed Clay
Malphe's Marble
Skies' Sapphire
Treize's Salt
Yoiiatin's Resources
Coastal Resources:
Cormac's Tin (2)
Joshua Bluteisen's Mercury
Malphe's Marble (2)
Salem's Ruby
Skies' Sapphire (2)
Zaolat's Iron

Inland Resources:

Joshua Bluteisen's Oil
Cobrito's Resources
Coastal Resources:
Earth's Limestone (2)
Malphe's Marble
Skies' Sapphire

Inland Resources:
Joshua Ravenclaw's Silver
Koth's Cloth
Syberis' Papyrus
New Land of Cats' Resources
Coastal Resources:
Dalimbar's Cursed Clay (2)
Malphe's Marble (2)
Skies' Sapphire

Inland Resources:
Joshua Bluteisen's Oil
Koth's Sulfur