This is a list of special materials you've encountered in Dwimmermount.
Much of Dwimmermount is constructed from natural material that will be familiar to any adventurer – limestone, sandstone, bronze, brass, iron, and oak. However, many more unusual materials also appear within its halls, particularly in the levels dating back to the Great Ancients and Eld. These materials are described below.
A dull, silvery-grey metal combining the strength and toughness of steel with the hardness of diamond, adamant is strangely easy to work into superb armor and weapons. The metal is found only in the deepest mineral veins of the Four Worlds. As a result of its rarity, adamant is usually alloyed with other metals, adamantine steel (98% iron, 1.5% carbon, 0.5% adamant) being most common. In its pure form, it is occasionally used in the machinery of Dwimmermount.
You've encountered mostly adamantine steel.
When first congealed, alchemist’s resin is a milky white fluid, but it can be dyed to any desired tint and molded to any desired shape. Depending on the drying agent used, alchemist’s resin can harden into a strong and rigid material or an elastic and flexible one. In either formulation it is corrosion-resistant and durable. The Great Ancients used alchemist’s resin extensively for armor, containers, fixtures, furnishings, glassware, machinery, pipes, and utensils. The secret of creating alchemist’s resin was lost in the Third Era.
One of the weird globe chairs in the office you found was made of this.
This lustrous red ore, sometimes called red brass, is native to Areon. Easy to cast and work, very strong, and highly resistant to corrosion, areonite is ideal for use in machinery, pipes, and statuary. The Eld also used it frequently in doors, jewelry, ornamentation, and statuary and, when infused with azoth, in arcane weaponry. It largely fell out of use when the Eld Empire collapsed and supplies became scarce.
Several doors and machinery you've encountered have been made of areonite.
This silvery-black metal is a liquid in all but the coldest temperatures. There, paradoxically, it becomes the gas known as ether (or quintessence), which suffuses the empty space between the worlds. Azoth cannot be worked like other metals; instead it is used as a tempering agent for other materials, including, it is said, man himself.
Thulian chain has been fused with azoth.
A bronze alloy, forged from copper, tin, and silver, hepatizon patinates to a dark purplish-black. It is used throughout Dwimmermount in jewelry, ornamentation, and statuary. The method of making it has been lost since the Fifth Era.
You've noticed some door fittings forged of hepatizon.
This hard, black wood has a fine grain and can be polished to a glass-like smoothness. It grows only on Kythirea, but it is valued on all of the Four Worlds for its strength and suppleness: nearly as strong as oak, it is only half the weight, with the flexibility of yew. It has become very rare since communication with Kythirea ended with the fall of the Thulian Empire.
You haven't encountered this yet.
A very soft, silvery-white metal, moonsilver is used primarily in the crafting of jewelry, such as rings and amulets. Alchemists and enchanters traditionally employ it when creating magical protection devices. As its name suggests, moonsilver is found only on the Moon, making it very rare on Tellluria today.
You've found some jewelry and a moonsilver-plated weapon.
A white, black, or grey material with a pearly lustre resembling porcelain, nephelite was used by the Great Ancients for doors, furnishings, pipes and walls. Nephelite is half the weight of steel, and three times harder, though extremely rigid and brittle. Nephelite has been impossible to create since the Second Era. It cannot be re-worked using present technology and is thus not very valuable except as a collectible.
The elevator doors are made of nephelite (and alchemist's resin).
Resembling golden bronze, orichalcum is as strong and hard as steel, though more difficult to work. Orichalcum conducts and stores magical energy better than any other substance, and is both corrosion-resistant and non-magnetic, making it ideal for use in arcane devices. The Ancients supposedly powered their wondrous machines with energized orichalcum. Orichalcum was still being forged as late as the Fifth Era.
You found a pillar with this on it, but chipped it all away.
Starmetal is a very hard iron alloy occasionally found inside meteorites that fall to earth. It is powerfully aligned with Law and useful in the crafting of weapons against Chaos. Because of its astral origin and Lawful alignment, starmetal was occasionally used for religious iconography, jewelry, and ornamentation by the Great Ancients and Thulians.
You've found several weapons forged of starmetal.
This strong and stable building material was extensively used by the Thulians in their buildings and roads. True Thulian concrete was mortared with volcanic dust found only on the island of Thule, and has not been made since the fall of the Empire. It is superior to anything the City-States build with.
Much of Dwimmermount is constructed of this concrete.
This strong, lightweight, and shatter-resistant substance was extensively used by the Great Ancients in buildings, doors, and windows. Vitreum is naturally transparent and sparkling, like lead crystal, but can be tinted and frosted as desired. The secret of creating vitreum was lost in the Third Era. It cannot be re-worked using present technology and is thus not very valuable except as a collectible.
You've encountered several vitreum containers, including the water tanks (one that shattered!).
These are some of the doors you'll find in Dwimmermount.
Areonite doors were crafted by the Eld during the Third Era. These are swinging single- or double-leaf doors of areonite (red brass), generally 8 feet tall, 4 or 8 feet wide, and 2 inches thick, opened with pull rings or magic. The Eld being prone to baroque design, areonite doors are often extensively ornamented with arcane runes and adorned with hepatizon or Kythirean ebony fittings.
These doors are sliding single- or double-leaf doors made of composite layers of nephelite and alchemist’s resin. Blast doors are generally 8 feet tall, 4 or 8 feet wide, and 4 inches thick. Dating to the First and Second Era, blast doors were designed to be opened magically or technologically, with mechanical handles built in for emergency access.
These remnants of the 1st and 2nd eras dilate like an iris when opening and closing. A dilating door’s round doorframe, 8 feet in diameter, is typically areonite, hepatizon, or orichalcum, while the door itself is adamantine steel or tinted vitreum. Like blast doors, dilating doors were designed to be opened by magical or technologically, with a mechanical crank as back-up.
These swinging single-leaf adamantine steel doors date to the First through Third Eras. Hatches are generally 6-8 feet tall, 3-4 feet wide, and 2-4 inches think. Hatches are opened mechanically with handles and latches.
Many ordinary doors were installed during the 4th, 5th and 6th era. These swinging, single-leaf doors are generally made of sturdy oak reinforced with iron, 8 feet tall, 4 feet wide, and 1-2 inches thick, and are opened with pull rings or latches. Some ordinary doors dating from the 3rd era are of oak reinforced with areonite.
Vitreum doors, from the First and Second Eras, are swinging single-leaf doors made of transparent or frosted vitreum, with frames, handles and fittings of alchemist’s resin, hepatizon, orichalcum, or adamantine steel. They are typically 8 feet tall, 4 feet wide, and ¼ inch thick.
Areonite and ordinary doors will have ordinary (pin tumbler or ward) locks.
The other types (blast doors, dilating doors, hatches, and vitreum doors) will be locked with lodestone locks that use strange energies to seal the latch. Due to the advanced construction of lodestone locks, a thief initially has only half his usual chance of picking one. This penalty expires once a thief gains familiarity with a lodestone lock by successfully picking one.
Stuck doors must be forced open by adventurers. Doing so requires a roll of 2 or less on 1d6, modified by strength as per Labyrinth Lord, page 44. There is a −2 penalty to force open a stuck blast door and a −1 penalty to force open a stuck areonite door or hatch. Dilating doors may not be forced. Opening a stuck door normally creates enough noise to incur a wandering monster check.