Alternative History/D&D 3.5 CK2 Civ Quest: ???

[X] Jervan Malrae (Aristocrat 3/ Wizard-Diviner-3)
[X] Uriona DeVir (Druid 3/Aristocrat 1/Warrior1)
[X] Aaron Traporain (Bard 3/Aristocrat 3)
[X] Kirk (Cleric3/Magewright 3)
 
[X] Jervan Malrae (Aristocrat 3/ Wizard-Diviner-3)
[X] Uriona DeVir (Druid 3/Aristocrat 1/Warrior1)
[X] Aaron Traporain (Bard 3/Aristocrat 3)
[X] Kirk (Cleric3/Magewright 3)
 
So the difference I'm seeing between Esnalyn and Uriona are these:
Esnalyn has a wolf companion, has the ability to create traps, handle animals, and is oddly specialized in summons. The reason I say odd, is that summoning is a full round action, and being 3 levels behind caster wise, limits summons to 3 round duration. Esnalyn also lacks the skill concentration, so any damage or adverse conditions will stop spellcasting, or worse interrupt a summon. Her spells are cast at +1 DC, though I think practiced spellcaster might be a better feat, as this would double the duration of all her spells, or add significantly to all existing heals / damage spells by giving her 3 virtual caster levels. Her pet is a wolf, which is easy enough to replace should the worst happen, and has the ability to do trip attacks should the need be there.
Uriona has an earth elemental companion, the ability to track, spot, and listen. She is more knowledgeable about nature, but less about traps and animals. The same problems with spellcasting arise, in that she lacks concentration, and duration to spells, however her speciality is more guerilla warfare / scouting. Her companion is an earth elemental, which doesn't get trips, but can bury things in the ground with less traces, and has the ability to search underground for minerals / resources all day long. Theoretically it can be used to create pitfall traps without disturbing the earth above it, leading to more surreptitious traps.

@StarkDemise @Orisha91 @Sailor Midgard @Kelenas
Was there any reason in particular you picked Esnalyn over Uriona?
 
So the difference I'm seeing between Esnalyn and Uriona are these:
Esnalyn has a wolf companion, has the ability to create traps, handle animals, and is oddly specialized in summons. The reason I say odd, is that summoning is a full round action, and being 3 levels behind caster wise, limits summons to 3 round duration. Esnalyn also lacks the skill concentration, so any damage or adverse conditions will stop spellcasting, or worse interrupt a summon. Her spells are cast at +1 DC, though I think practiced spellcaster might be a better feat, as this would double the duration of all her spells, or add significantly to all existing heals / damage spells by giving her 3 virtual caster levels. Her pet is a wolf, which is easy enough to replace should the worst happen, and has the ability to do trip attacks should the need be there.
Uriona has an earth elemental companion, the ability to track, spot, and listen. She is more knowledgeable about nature, but less about traps and animals. The same problems with spellcasting arise, in that she lacks concentration, and duration to spells, however her speciality is more guerilla warfare / scouting. Her companion is an earth elemental, which doesn't get trips, but can bury things in the ground with less traces, and has the ability to search underground for minerals / resources all day long. Theoretically it can be used to create pitfall traps without disturbing the earth above it, leading to more surreptitious traps.

@StarkDemise @Orisha91 @Sailor Midgard @Kelenas
Was there any reason in particular you picked Esnalyn over Uriona?
Earth elementals are good at building simple things.Walls, Ditches, tunnels....
 
Esnalyn also lacks the skill concentration, so any damage or adverse conditions will stop spellcasting, or worse interrupt a summon.
The idea is that she'll mostly cast her spells from hiding and/or before combat. That said, Survival and Handle Animals are reaching the point where they can make most of their relevant DCs when she Takes 10, so there wouldn't be an issue with investing points into Concentration in the future.

Her spells are cast at +1 DC, though I think practiced spellcaster might be a better feat, as this would double the duration of all her spells, or add significantly to all existing heals / damage spells by giving her 3 virtual caster levels.
The additional 2nd level spell is more the point than the increased DC, though that helps a little. Might be an idea to replace her summoning-feats with Practiced Spellcaster, and something else perhaps, though.

Was there any reason in particular you picked Esnalyn over Uriona?
For starters, I do not believe Uriona's build to be legal, because she somehow has 4 feats, despite being a 6th level character (meaning she'd get 3 feats total at 1st, 3rd and 6th level), with none of the feats coming from one of her classes. Not sure how DragonParadox missed that.
For another, Esnalyn would be better when it comes to guerilla-warfare, in my opinion. She not only has Craft (trapmaking), which means she can build the various boobytraps from the DMGII in large amounts (along with the better mechanical traps, if she gets her hands on the necessary tools and supplies), she also has a higher Handle Animal skill, which she can use to train animals for various purposes, such as getting a deer to get around on (though she doesn't have the skills or feats to use it in battle), or a bunch of wolves to support her in combat (plus, a fair number of non-combat uses). And lastly she has the Heal skill so she isn't completely reliant on spells when it comes to dealing with injuries, poison, or sickness.

Lastly, I simply think that even if legal, Uriona's feat-selection is rather bad. Though I'll give you that mine's not necessarily the best, either (due to duration-issues with her augmented summons).

EDIT: After giving it some thought, I replaced Spell Focus and Augmented Summoning with Practiced Spellcaster (for general increase in spell duration, effects, etc) and Fiery Burst. The latter is basically a short-ranged (30 ft) miniature at-will fireball, provided she keeps a fire spell of 2nd level or higher in reserve.
 
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For starters, I do not believe Uriona's build to be legal, because she somehow has 4 feats, despite being a 6th level character (meaning she'd get 3 feats total at 1st, 3rd and 6th level), with none of the feats coming from one of her classes. Not sure how DragonParadox missed that.
That's a my bad, when I forgot to select the Earth elemental as the pet, the file got wonky, fixed.
Lastly, I simply think that even if legal, Uriona's feat-selection is rather bad. Though I'll give you that mine's not necessarily the best, either (due to duration-issues with her augmented summons).
+6 to initiative, spot and listen as frees, and the ability to track. The first would help with a double tap, surprise round + going first, the second with countering someone else's ambush, and the third to be able to find and track down various people and animals
 
+6 to initiative, spot and listen as frees, and the ability to track. The first would help with a double tap, surprise round + going first, the second with countering someone else's ambush, and the third to be able to find and track down various people and animals
Initiative has absolutely no uses outside of combat, and only gets really important in later levels when save-or-lose spells start flying around, IMO. That isn't going to be an issue for a while, and none of our characters are going to spend the majority of their time in battle unless we screw up, anyway.
Dogs and wolves can get Track as a bonus feat, and the DCs aren't that high, especially if they can use Aid Another. They don't even have to be Animal Companions or the like for that; simply training them is perfectly sufficient, and they're hardly difficult to come by.
Spot and Listen checks are generally free actions already; they only become Move actions if/when the character wants to re-try a check that they previously failed. Their main use would be for something like finding Invisible opponents, which aren't really going to be an issue here for a long time.

Basically, it's a mix of the feats being kinda bad (Track) or over-specialized (Improved Init, Quick Rec.). Not a fan of the combination.
 
Been a while since anyone voted, so have a tally:

Vote Tally : Crossover - Alternative History/D&D 3.5 CK2 Civ Quest: ??? | Page 9 | Sufficient Velocity
##### NetTally 1.7.4
[X] Petorin (Artificier 3/Expert 3)
No. of Votes: 7
[X] Kirk (Cleric3/Magewright 3)
No. of Votes: 7
[x] Jervan Malrae (Aristocrat 3/ Wizard-Diviner-3)
No. of Votes: 6
[x] Esnalyn Bimaris (Warrior 3 / Druid 3)
No. of Votes: 6
[X] Jervan Malrae (Aristocrat 3/ Wizard-Diviner-3)
No. of Votes: 2
[X] Uriona DeVir (Druid 3/Aristocrat 1/Warrior1)
No. of Votes: 2
[X] Aaron Traporain (Bard 3/Aristocrat 3)
No. of Votes: 2
[X] Kirk (Cleric3/Magewright 3)
No. of Votes: 2
[X] Uriona DeVir (Druid 3/Aristocrat 1/Warrior2)
No. of Votes: 1
[X] Sakaala Paric (Expert 3 / Wizard-Diviner-3)
No. of Votes: 1
Total No. of Voters: 9
 
[X] Theifling: Born of a union between a mortal and a damon, though their evil ancestors could be many generations removed, the taint lingered in their appearance. though demonic looking they are not inherently evil, infarct most are neutral unfortunately most of the 'civilised' aces do not seet that way and so they faced discrimination and rejection till they decided to band together and make their own way.

Advantages:
  1. Innate magics: All theiflings are born with a few innate magics such as the ability to summon darkness and see in a lack of light, not only this but for those with a greater affinity for the arcane the path of the worlock is an easy one due to their infernal blood
  2. Silver tounged: Charming, incedibly charmiind and seductive, theiflings once properly intergrated into a system can rais them selves high with theiur charm, wit and skilld toungs alone
  3. Plays with fire: posessed of a natural restance to heat
Disadvantages
  1. Independant: due to their independant non conformist natures most theiflings are of a chaotic allignment, meaning that politics will likely be less actual political action and more a hearding of cats
  2. Devilish good looks: because of their inhuman appearence, many not entirely wrongly view them as deamons and devils, meaning that creating allies and gaining the trust of others outside your own people will be an up hill battle at best or in some cases with open gates and slaviish devotion at worst
  3. Me: yeah i wouldt trust one of those people, You: but you are onne of those people! Me: so i know exactly what i'm talking about: Tieflings, in general, didn't get along well with the other races of the world and were slow to trust others of any race, even their own.
 
We have what... 31*1K for 31K gold total?
I'm of the opinion that we should invest 1/3 - 1/4 in things that we will no longer be able to obtain and will give us a significant advantage.

I understand we don't have the funds to snag them all, but some options I see are:

Breeding pair of
Magebred horses: 800 GP
Shocker Lizards: 1500 GP
Dire Badgers 200 GP
Dire Bats 200
Large Monstrous Spiders 4000
Pegasi 6K
Dire Wolves 760
Dire Eagles 8000
Oxen 30 GP
Cows 20 GP
Pigs 6 GP
Chicken 2 GP
Heavy Horse 400
Light Horse 200
Silkworms: Price unknown

Things we can buy that technology has yet to catch up with
Heavy/ Light Crossbow 50/35 GP
Repeating Crossbow 400 / 250 GP
Crane, Portable (str 28) 280 GP
Fishing Tackle 1 GP
Glass Cutter 2 GP
Hand Mill 2 GP
Artisan's Tools Masterwork 55gp - +2 bonus to a craft skill
Masterwork Tool 50 GP - +2 bonus to a skill
Navigator's kit 250 gp
This expensive set of instruments
includes a sextant, astrolabe, compass, and measuring
tools.
Scryer's kit 40 gp
This is a variety of focusing crystals,
incense, mirrors, and other tools to help a scryer
concentrate.


Odds and ends
Grey Ioun Stone 25 GP / Continual Flame adds 50 GP to the cost
1 Lb unworked adamantine ore: 100 GP
1 Lb unworked mithril ore: 100 GP
Adamantine Drill 200 GP
Adamantine Hacksaw 600 GP
Shapesand 100 GP / 12 lbs
Healing Belt 750 GP
Hand of the Mage 900 - Mage hand at will
Collar of the Perpetual Attendant 2000 - unseen servant at will
Nolzur's Marvelous Pigments
These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Items created are not magical; the effect is instantaneous.

Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.


*notes* Great way to shore up on any seeds / saplings / misc accoutrements that we don't initially bring with us

Heward's Fortifying Bedroll 3000 - 1 hour of sleep, restores spells

Scrolls:
Lay of the land 25 GP
Lay of the Land
(Spell Compendium, p. 131)

Divination
Level: Ranger 1, Consecrated Harrier 1, Bard 4, Druid 4,
Components: V, S, AF, DF,
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous

You cast this spell and are surrounded with a nimbus of green light. In your mind, a map unfolds of the surrounding area, showing the cities, hamlets, and known ruins as if penned by a cartographer. The light fades but the knowledge of the map remains.

You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location. You have a good understanding of the terrain up to 50 miles from your current location.

Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.

Arcane Focus: A small piece of lodestone.
 
Keep in mind that due to the presence of the two Artificers, the cost of all magical items that either of them could produce would be reduced to 37,5% (self-made + extraordinary artisan). This would give us a fair bit of additional wriggling room.

Depending on how @DragonParadox wants to rule/judge it, it's possible that the same discount of (could have produced this themselves) might also apply to mundane items such as tools.

We'd ideally need much more than one pair, in order to avoid issues due to inbreeding.
The mundane animals we can (theoretically) give a pass, since they'd be easy enough to come by on most of earth, unless we choose to start in the Americas (not many good and easy to domesticate animals there, for some reason).
Magebred is a template we might be able to recreate on our own. Best to inquire what the GM says in that regard.
Not sure about getting Dire Animals. Their usefulness seems pretty limited to me compared to the price. And if any of them slip out it'd turn into a nightmare for the ecosystem.
Pegasi seems the only really useful animal option to me.

Things we can buy that technology has yet to catch up with
Spyglass, as well.
Additionally, we'll definitely want at least 1 Alchemy Lab for our Artificer. Potentially more, due to Unseen Crafter shenanigans.
Lastly, we'll want books, filled with knowledge about various crafts and whatnot, in order to prevent us losing access to that knowledge, in case we happen not to have a master in that area with us, or can't use the skill(s) in question for a while. For example, losing access to more modern ship-designs because we don't have a shipwright, and/or we arrived far away from land and had no chance to expand to the sea for centuries.

Not sure the pigments can create viable seeds, though it might help with other stuff. Still, it would probably be cheaper overall to just get the various mundane items outright.
Hand of the Mage is reather "meh"; it's nifty for adventurers, but not really all that good for civilization/settlement-building, IMO.

Items/constructs we'll definitely want:
- Dedicated Wight (100 gp each)
Can take over the creation of magical items, thus saving their creators time. Additionally, could also act as additional crafters with some modicum of skill.

- Quill of Scribing (~800gp)
Can automatically scribe any spell that the user knows. Ie, automated scroll-production. Possibly/likely truly limited to "spells known", though, meaning it might not work for Artificers (save for making scrolls of artificer infusions). Would potentially be very useful for the druid/cleric if either of them had Scribe Scroll.

- Circlet of Persuasion (~1900gp)
+3 on all Charisma-based checks. Basically a must-have for our Artificers (UMD is Charisma-based), but also handy for the druid (Animal Empathy is also Charisma-based) and of course our diplomats and the like.

- Amber Amulet of Vermin (~200-1200gp)
Summons various monstrous vermin for 1 minute per day. Mostly useful in order to get some quick and cheap combat fodder. We could only produce the Giant Bee version ourselves, though.

- Arcanist's Gloves (~200gp)
+2 CL to a spell 2 times per day. Might not seem much, but it could translate into 2 additional hours of work from an Unseen Servant, or 2 additional days from an Unseen Crafter.

- Boots of Stomping (~260gp)
3 times per day, can create a 5m-long cone potentially causing creatures in the AoE to fall prone. Might not seem like much, but it could easily disrupt a charge by a horde of barbarians or a roman legion.

- Chronocharms (~200gp each)
Various minor trinkets that work 1/day. Often allowing to re-roll skill checks such as listen/spot, balance/climb/tumble, and so on. The most interesting one is the one that allows the wearer to cast a full-round spell as a standard action. Potentially handy for our druid, or anyone making use of summoning spells.

- Pearl of Speech (~260 gp)
Grants the ability to speak a specific language for as long as it's in use.

- Symbol of Transfiguration (~200gp)
Purify Drink and Food 3/day, and align weapon (good) 1/day. The former is particularly interesting, since it means making our food situation a little easier.

- Wink Brooch (~200 gp)
+2 competence bonus to Bluff/Diplomacy 3/day. Doesn't stack with the circlet of persuasion, but it's obviously much cheaper; enough that we should be able to provide them to most, if not all, of our diplomats and the like, giving them an additional advantage during key negotiations.

- Bag of Endless Caltrops (~370gp)
Produce 5 handfuls of caltrops per day. Good for preparing the battlefield against enemies, and might also be able to act as small source of metal, since there's no mention of them disappearing.

- Blessed Bandage (~4gp)
Automatically stabilizes any dying target they're used on. Hopefully we won't need them, but better safe than sorry.

- Elhonna's Seed Pouch (1400gp)
3 goodberries per day, plus some fairly powerful extra-effects if used by someone either sacrificing an 8th level divine spellspot, or being level 15 with the True Believer feat.
Reason to buy this; flavor-wise it might allow us access to the seeds of all kinds of plants, which might come in handy.

- Eternal Wands
Various spells that we'd be able to use 2/day.
Of particular interest:
- Magecraft (~360gp)
+5 competence to crafting-checks, which stacks with masterwork tools. It's limited to "You" (ie, the caster), meaning the only ones who can really put it to use are our Artificers (since other crafters would have to use UMD), but it means they can share one of these.
However, we might be able to create a Custom-version that doesn't require UMDs for use by our normal craftsmen. An enchanted version of their typical artisan tools would be most thematic, obviously.
- Unseen Crafter (~1700gp)
Unseen Servant that lasts for 9 days and can craft items. Would work very well with our Artificers, especially in conjunction with the Magecraft wands, allowing them to produce large quantities of high-quality equipment fairly quickly.
- Charm Animal (~360gp)
For our Druid, allowing her to basically capture and potentially tame 1-2 animals per day when used in conjunction with her Handle Animal, Animal Empathy, and some prepared enclosures. Would make it very easy for us to acquire herds of deer or boars for food, wolves for training into guard and combat animals, and so on.


- Field Provision Box (~780gp)
Produces food and water for 15 humans or 5 horses (or, presumably, creatures of similar size) per day. Won't be able to feed our people on its own, but it would help stretch any food supplies we bring and/or acquire, and also make it much easier for us if/when we launch expeditions in the future. Also much more cost-efficient than everlasting rations/feedbags or everfull mugs.

- Sending Stones (~650gp)
Allows the sending of messages between the two stones 1/day. Useful for letting diplomats or exploration parties stay in contact with the main settlement.


- Tome of Worldy Knowledge (~700gp)
+5 competence on a single Knowledge-check 3/day. Ties in with what I said about books under mundane items, ie allowing us to preserve knowledge. Especially due to the item's fluff-text.
 
but not really all that good for civilization/settlement-building, IMO.
Couple easy uses: Hold nails to be hammered, paint buildings, apply tar, apply thatch, hold items over a fire, bartending shenannigans, cleaning, surreptitiously dosing something with a powder or liquid, negate the need for casual ladders in buildings for easy reach.
Animals

Dire bats, are just a poor man's flying mount. They might or might not be nice.

Dire wolves could theoretically be bred with the local population to create Great Dane sized dogs. Outside of that, they're a useful alpha predator whose presence might be nice with a druid.

Dire Badgers cause well... excellent diggers, and the whole fact that if you leave them in enemy territory, they're going to be hell to untrench, and cause all sorts of mischief.

Magebred is a template, however having an existing stock to draw upon might aid us in recreating said template.

Shocker lizards for defensive pets / familiars.

Large monsterous spiders for a source of chitin / spider silk, though them getting into the wild would be something of an issue.

Aspect Mirrors: 4K / mirror - cellphones with video
Torchbugs - 30GP per

Also the big thing in the room: Lyre of Building 13K
Thelyre of building provides you with a measure of free labor when constructing a stronghold. If you play it for 1 hour per week, it cuts the labor cost on your stronghold in half, which means your stronghold's base price is 15% lower. If you succeed at the Perform check and play for an additional hour, all your labor is free, and thus your stronghold is 30% cheaper. Keep in mind that you can use this savings to reduce the build time instead if you like. It isn't possible to reduce the stronghold price by more than 30% with a lyre of building, because much of a stronghold's cost is in materials.
 
Also the big thing in the room: Lyre of Building 13K
Not sure how useful the Lyre would be when it comes to building housings and the like, since a lot of that would no doubt be individual, but it would be great for stuff like quickly erecting some town walls/palisades, or for building roads, bridges and the like.
It would eat up a very large chunk of our initial budget, though, even accounting for the fact that we can make it ourselves (which would reduce the price to ~4900gp. That's about 1/6th of our entire budget, and 1/3rd of our budget for magical items.

Playing it would also be an issue, since our Bard doesn't have Perform (string instrument) - difficult to use in combination with other weapons on the battlefield. Though it's probably not unreasonable to assume that we have a mundane minstrel or two focusing on that skill to earn their living, and who wouldn't mind some extra coin in return for playing it as long as they're able.

Aspect Mirrors: 4K / mirror - cellphones with video
We'd have to spend at least 8k for one pair (can't make them ourselves, due to too high CL), and they're not exactly something we'd want to carry around on the back of a cart or rucksack. I think they'd be more useful later, once we start to spread out and set up additional settlements, or build fortifications, but to start with we'd be better served with other things.

Couple easy uses: Hold nails to be hammered, paint buildings, apply tar, apply thatch, hold items over a fire, bartending shenannigans, cleaning, surreptitiously dosing something with a powder or liquid, negate the need for casual ladders in buildings for easy reach.
Yeah, but that's all only *one* magehand, and we have 1300 people. We'd probably be better off to invest that money into additional sets of Masterwork Tools of various kinds. Or use it to purchase/make an Eternal Wand or two.

Eh, I'm very iffy on it.
Some monstrous spiders and their silk/chitin could be thematic, given that we might have a fair number of half-drow from Dambrath, given the aristocrat from there is one of our NPC spellcasters. If nothing else they might be former pets and whatnot. Though that could also be handled by some of them simply having the equivalent to tarantulas and whatnot as pets.

Overall, though, I think we really shouldn't bring any monsters from Faerun to Earth. That seems like it could easily come and bite us in the ass, given how much it would unbalance the local ecosystem if some of them got loose. Not to mention that they seemed pretty damn expensive for what they do, in my opinion.
 
Alright, trying to make a list of special materials that we might try to get the appropriate production-formulas/seeds/etc for:

Plants (Weapon/Armor Materials) :
- Bluewood (UE)
- Bondleaf Wrap (A&EG)
- Bronzewood (A&EG/ECS)
- Darkwood (SRD/DMG)
- Darkleaf (A&EG)
- Duskwood (MoF)
- Moon-Ivy (A&EG)
- Wildwood (RotW)

Formulas/Processes:
- Bluewood (UE)
- Copper, Magical (MoF)
- Darksteel (MoF)
- Dwarvencraft (Races of Stone)
- Feycraft (DMG II)
- Glasssteel (RotW/CoV)
- Gold, Magical (MoF)
- Leafweave (A&EG)
- Nightscale (Underdark)
- Platinum, Magical (MoF)
- Shadowsilk (Tome of Magic)
- Silver, Alchemical (SRD/DMG)
- Susalian Chainweave (Complete Warrior)

Plants (Special Abilities) :
- Airplant (Stormwrack)
- Darkberries (MoF)
- Ironthorn (Sandstorm)
- Felsul (MoF)
- Green Air Bramble (CS)
- Mule Pollen (MoF)
- Red Helmthorn Berry (MoF)
- Shadowtop Tree (MoF)
- Silverbark Tree (MoF)
- Sleepweed (MoF)
- Weirwood (MoF)

Self-growing Minerals:
- Dendritic Crystal (RoF)

We should look into getting either sufficient samples/seeds of the plants in question to set up gardens, groves, etc. for them, and/or acquiring the formulas/techniques to produce the items in question.
 
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Unfortunately, it's neither a plant, nor is it based on some special method of production the way, say, Glassteel, or Magical Copper are. It's reliant on naturally-forming deposits, which we aren't going to find on Earth for a long, long time, if ever.

Basically, I restricted the above list to either renewable resources (ie, plants and the like), or materials that use (relatively) mundane substances in combination with special production techniques or formulas.
 
Insofar as the method of creation of living metal. If we're in this for the long haul making living metal through druid circles is possible.

There's also the dendritic crystal armor for a heavy non metal alternative
 
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