Appearance
Marithel — PF2e Materials, Formulas, Items, and Character Access
The material section establishes setting facts.
Pathfinder Second Edition mechanics belong to defined objects, actions, projects, hazards, and character options.
Marithel uses Pathfinder Second Edition Remaster.
Crafting standard
Ordinary Remaster Crafting is the default procedure.
A character must meet the requirements of the specific item being created or repaired. That can include:
- proficiency;
- tools and workshop;
- formula access where required;
- appropriate materials;
- item level;
- rarity access;
- time;
- cost;
- and a specific institutional, religious, regional, or legal permission.
Complex Crafting is not the default.
Story-Based Crafting may be used for a named campaign-scale project such as rebuilding a beacon-engine, restoring a historic lens, stabilizing a unique Sapphire Reef find, or reconstructing a damaged ward-light.
Relevant skills
Crafting covers manufacture, Repair, technical examination, material processing, fitting, and determining whether a component is suitable for a specific object.
Arcana can apply to arcane calibration, magical optics, spell-cut components, and some beacon systems.
Nature can apply to living coral, reef ecology, natural weather instruments, and primal material behavior.
Occultism can apply to resonance, memory, strange reflection, witness phenomena, and anomalous material behavior.
Religion can apply to blessed oils, sacred glass, grave material, temple custody, and recognized rite.
Society can apply to markets, certificates, institutions, contracts, provenance, and public access.
Relevant Lore skills include:
- Glassworking Lore;
- Lighthouse Lore;
- Engineering Lore;
- Salvage Lore;
- Diving Lore;
- Reef Lore;
- Mercantile Lore;
- Legal Lore;
- Heraldry Lore;
- Sailing Lore;
- Weather Lore;
- Art Lore;
- and regional Lore.
The best skill depends on the task.
Rarity and access
Common, uncommon, rare, and unique rarity remain mechanically meaningful.
- Common material or items can be obtained through ordinary setting access where supply exists.
- Uncommon options require a plausible source of regional, institutional, faction, professional, or character access.
- Rare options require explicit campaign approval and a specific explanation.
- Unique materials and objects are not normal inventory.
A Maritheli connection can satisfy access only when it matches the material.
Training at Lanternhold may justify some oil, rescue, signal, or weather access. It does not grant every Lenswright secret. Reefcourt permission may justify a specific Bellcoral project. It does not grant a general right to harvest the Drowned Reefs.
Materials and mechanics
This page establishes setting access, custody, source, and procedure.
It does not give every Saltglass lens, coral fragment, bell, oil, shell, or powder a universal mechanical effect.
A mechanical benefit must belong to:
- a specific official item;
- an adapted official item;
- a campaign-defined item with level, price, traits, rarity, activation, and effect;
- a formula;
- a ritual;
- a spell;
- a hazard;
- a relic gift;
- an archetype or feat;
- or a named Story-Based Crafting project.
Salvage
The rare Deconstruct downtime activity applies only to eligible items and does not replace salvage law.
Before a character deconstructs an eligible recovered item, the group must still know whether the character has lawful custody and whether the object is evidence, sacred material, grave property, protected ecology, or another person’s claim.
Material hazards
A material hazard should define:
- level;
- traits;
- detection;
- onset or trigger;
- defenses or countermeasures;
- effect;
- duration;
- reset or persistence;
- and consequence of failed handling.
Examples include unstable ward-light oil, cracked witness glass, contaminated powder, uncontrolled living coral, false beacon components, and planar material that reacts to mirrors or water.
No hazard is created merely by calling an object rare.
Character Connections
A character may have learned these materials through work rather than formal magical study.
Possible backgrounds include:
- Whiteglass lens apprentice;
- Pearlglass shell cutter;
- lighthouse glasshand;
- Beacon House oilhand;
- Lanternhold Oil and Glass student;
- Rainwise instrument keeper;
- witness-burn clerk;
- salvage witness assistant;
- Bell-Diver trainee;
- reef ancestor claim aide;
- Powderwright runner;
- Wreckscale component appraiser;
- shipboard artificer;
- storm-tower repairer;
- or courier assigned to sealed optical cargo.
A good character connection answers:
- Who taught you?
- What material can you identify?
- What process are you permitted to perform?
- What record or mark do you recognize?
- What work are you forbidden to copy?
- Who would challenge your authority?
- What failure have you witnessed?
- What material do you owe someone?
- What did you handle that should never have reached the market?
Material Disputes in Play
Unique materials produce conflicts because several claims can all be reasonable.
- A lighthouse needs a Saltglass plate before storm season, but the only available one is evidence in a wreck inquiry.
- Highwatch requests blessed oil while a refugee harbor needs the same base supply for ordinary lamps.
- A Pearlglass certificate declares coral lawful, while Sulara Bellcoral identifies it as grave growth.
- A bell recovered from the Ninefold Wreck Field carries a registration that would reopen an inheritance case.
- A witness burn proves a ship passed the tower but not who controlled it.
- A Powderwright batch is seized as military supply while a rescue crew needs its signal charges.
- A Sapphire Reef shell could complete a rare formula, but no claimant can prove how it was acquired.
- A repaired beacon lens works in clear weather and distorts only when the storm turns green.
- A deconstructable magic item belongs to a family who considers it a memorial rather than raw material.
- A ward-light component is genuine, functional, and illegal for the buyer to possess.
The most useful material question is rarely:
How much is it worth?
It is:
What has to be true before anyone should use it?
Item Development Standard
A complete Maritheli item entry requires:
- name;
- level;
- price;
- traits;
- rarity;
- usage;
- bulk;
- activation;
- effect;
- frequency;
- duration;
- Craft requirements;
- formula source;
- access;
- and any legal, sacred, ecological, or operational limit that matters in play.
A narrative material is not a finished item.
Material-Based Item Families
The following item families are appropriate for separate audited development.
| Item family | Setting source | Likely access |
|---|---|---|
| Saltglass signal lens | Whiteglass, Pearlglass, Beacon Houses | uncommon regional or institutional |
| Saltglass storm prism | Shard craft, Rainwise, lighthouse work | uncommon specialist |
| witness slate | registered beacon or court system | uncommon institutional |
| witness-burn plate | Beacon House and archive custody | rare or restricted |
| Highwatch blessed beacon oil | Highwatch, Marcolini, accepted religious practice | uncommon or rare sacred |
| reef-reveal plate | lighthouse and reef route work | uncommon institutional |
| sky-sign screen | recognized beacon-engine | rare operational |
| Thalara stormglass | Temple of Thalara and recognized craft | uncommon or rare sacred |
| Bellcoral memorial token | Reefcourt or community gift | rare story access |
| drowned-bell resonance shard | lawful recovery and witness custody | rare |
| Sapphire Reef gem-crab component | expedition, court, or patron | rare story access |
| Dreaming Grove blossom preparation | caretaker and healing purpose | rare story access |
| Powderwright signal charge | Corsair Powderwright or authorized ship service | uncommon |
| powderproof shipboard case | Powderwright, military, convoy, shipyard | uncommon specialist |
| pressure-safe sample vessel | Sirenward or deepwater specialist | rare restricted |
| reef-safe repair compound | reef builder or canton-approved worker | uncommon regional |
| emergency hull sealant | shipyard, rescue, or naval supplier | common or uncommon by effect |
| Southwatch long-burn wick | Southpoint lighthouse supply | uncommon regional |
| Lanternhold weather kit | Lanternhold school or satellite | uncommon institutional |
The exact mechanics are not assigned here.
Skill Guidance
Crafting
Use Crafting for:
- Craft;
- Repair;
- technical material examination;
- fitting;
- processing;
- batch evaluation;
- identifying workmanship;
- and determining whether a component is suitable for a defined item.
Crafting does not automatically establish lawful source.
Arcana
Use Arcana for:
- arcane calibration;
- magical optics;
- spell-cut components;
- planar glass;
- and arcane beacon systems.
Nature
Use Nature for:
- living coral;
- reef ecology;
- natural weather response;
- marine materials;
- and primal behavior.
Occultism
Use Occultism for:
- resonance;
- witness phenomena;
- memory traces;
- anomalous reflection;
- dream-linked material;
- and strange deepwater responses.
Religion
Use Religion for:
- blessed oils;
- sacred glass;
- Dreaming Grove custody;
- temple stormglass;
- relic material;
- funeral material;
- and recognized rite.
Society
Use Society for:
- certificates;
- markets;
- institutions;
- custody;
- recognized trade;
- public records;
- and settlement access.
Lore
Useful Lore skills include:
- Glassworking Lore;
- Lighthouse Lore;
- Engineering Lore;
- Salvage Lore;
- Diving Lore;
- Reef Lore;
- Mercantile Lore;
- Legal Lore;
- Weather Lore;
- Sailing Lore;
- Art Lore;
- Heraldry Lore;
- Temple Lore;
- Sirenward Lore;
- and regional Lore.
Deconstruct
Deconstruct applies only to an eligible item under its PF2e requirements.
It does not override:
- evidence hold;
- ownership;
- sacred custody;
- grave law;
- reef restriction;
- quarantine;
- military requisition;
- or archive duty.
A character may be mechanically capable of deconstructing an item and legally forbidden to do so.
Story-Based Crafting
Story-Based Crafting is appropriate for named campaign projects such as:
- rebuilding a beacon-engine;
- restoring a historic Saltglass lens;
- stabilizing a unique Sapphire Reef find;
- making a lawful Bellcoral memorial;
- preparing a Dreaming Grove blossom for a specific healing;
- reconstructing a drowned witness system;
- building a pressure-safe sample case;
- or replacing a ward-light component during a regional crisis.
A project defines:
- goal;
- participating NPCs and institutions;
- source material;
- formula or design;
- workshop;
- phases;
- checks;
- failure;
- time;
- cost;
- and consequences.
Material Hazards
A material hazard defines:
- level;
- traits;
- detection;
- trigger;
- defenses;
- effect;
- duration;
- persistence or reset;
- and failed-handling consequence.
Appropriate hazards include:
- cracked witness glass;
- unstable ward oil;
- false beacon plate;
- contaminated powder;
- uncontrolled living coral;
- pressure-reactive sample;
- cursed kraken ink;
- and planar glass that reacts to mirror or water.
Character Backgrounds and Connections
A character may be:
- Whiteglass lens apprentice;
- Pearlglass shell cutter;
- lighthouse glasshand;
- Beacon House oilhand;
- Lanternhold Oil and Glass student;
- Rainwise instrument keeper;
- witness-burn clerk;
- Bell-Diver trainee;
- reef ancestor claim aide;
- Powderwright runner;
- Wreckscale appraiser;
- shipboard artificer;
- storm-tower repairer;
- quarantine packer;
- Dreaming Grove courier;
- Sirenward archive assistant;
- registry-ink maker;
- or long-voyage provisioner.
A useful connection answers:
- who trained the character;
- what they can identify;
- what they may legally perform;
- what formula or mark they recognize;
- who challenges their standing;
- what failure they witnessed;
- and what material obligation follows them.
Access Examples
- A Whiteglass origin can justify access to some Saltglass options, not every Beacon House secret.
- Lanternhold training can justify oil, rescue, weather, and signal equipment connected to that school.
- Reefcourt permission can justify one Bellcoral project without granting general harvest rights.
- Tidebound service can justify a Powderwright option tied to the character’s actual training.
- Sirenward employment can justify restricted equipment while imposing possession and reporting duties.
- Temple service can justify Thalara stormglass or sacred oil when the character’s role matches the use.
- A rare item still requires GM approval even when the setting connection is excellent.