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Rubber was a substance derived from rubber trees.[1]

Properties[]

Rubber was notable for its ability to bounce[2][3] and to float.[4] Depending on the treatment and production, it could be flexible[5] or stiff.[6] Other valuable properties associated with rubber included its toughness[7] and its ability to stretch and deform before returning to its original shape.[8] It could also provide effective insulation (and thus protection) against electricity[9] and could accept magical enchantments.[10]

By weight, 1 cubic foot (0.028 cubic meters) of soft rubber was 69 pounds (31 kilograms) while hard rubber was 74 pounds (34 kilograms).[11]

The smell of burnt rubber was generally perceived as foul.[12]

Applications[]

Games and Toys[]

In Faerûn, commonfolk in cities like Waterdeep had access to cheap rubber balls which were used to play jacks.[13] Similar rubber balls were used to play boule, a casino game in which the ball was spun around a special numbered bowl and gamblers would bet on where it would land.[14]

Also in Faerûn, rubber bath toys (including those shaped like ducks) were favored by the likes of Elminster and Mirt.[4]

In Malatra, rubber was used exclusively to make balls for use in games and as children's toys.[15]

In Maztica, rubber was most notably used to make the hard, 6‑inch-diameter (15‑centimeter) balls for use in the Maztican ball game,[1] as well as to make the soles of sandals used in playing that game.[2]

Apparel[]

Rubber was used to fashion masks[16] and curvy corsets.[17] At the Baths in Arabel, hedonistic revelries sometimes included pink rubber dragon costumes.[18]

In Waterdeep, rubber boots were not unheard of as part of a miner's outfit.[19]

Tools and Equipment[]

Bouncy rubber balls were considered a useful tool for finding and neutralizing common traps, and trap-wary adventurers might be advised to carry several of them.[20] Such a ball was simply thrown down a dungeon corridor and allowed to bounce and roll around, triggering traps or at least allowing the thrower to listen to the ball for information about the path ahead.[3]

Rubber was useful for enhancing training environments and obstacle courses. Mock pit traps might include nets of rubber cords to catch and bounce fallen trainees,[21] while rubber paint-bomb darts could be fired by bow to non-lethally hit and mark a target.[22] Such features were used in the Assassin's Run of Waterdeep.[21][22]

In Ankhapur, the Vorbel wagon wheel was a major trade product, which sometimes featured a layer of rubber wrapped around the rim.[23]

In Maztica, rubber strips were sometimes used to weave hammocks and the like.[5]

In Ravens Bluff, rubber was used in the construction of slakers, specialized flasks designed to extinguish fires. These were used by the Red Ravens fire brigade as of the mid-to-late 14th century DR.[24]

On spelljammers, rubber was sometimes used as a material for floor mats.[25]

Plugs and Seals[]

Some vials made use of rubber stoppers. An assassin could store poison in such a vial and simply poke or stab a weapon through the rubber in order to apply the poison without having to open the whole vial.[26]

Natural rubber might be mixed with gorgon blood to seal the interior of items like dead boxes in order to disrupt detection magic.[27]

In Durpar, rubber was sometimes used to coat realistic prosthetics, such as those sold by Orviir Kalgalast.[28]

In Zakhara, rubber plugs were sometimes used to stop drains in baths and pools.[29]

Magic[]

Rubber served as a material component in several spells, including afterclap,[6] Bowgentle's fleeting journey,[30] deadly dance,[31] erase,[32] false face,[33] insulation[34] lightning shield,[35] sacrosanct,[36] tentacle of withering,[37][38] and translocation shift.[39]

Some versions of the wand of wonder could conjure hundreds of permanent rubber balls that rained down around the wielder.[40]

Production[]

Rubber was produced using the congealed snd cured sap of the rubber tree.[1][5][41] This sap was melted and molded into usable shapes[5] or sculpted into objects.[10]

Rubber was known and used in Faerûn since at least the time of ancient Netheril.[37] As of the mid-to-late 14th century DR, rubber was harvested and traded by the likes of the Itzas of Far Payit in Maztica[42] and was cultivated as an agricultural product by the tribes of Malatra.[15] In Faerûn, rubber trees were highly sought after, with expeditions searching for them in places like Chult.[43][44] Rubber was also imported to Faerûn from Maztica.[23]

Appendix[]

Appearances[]

Adventures

Dungeon Magazine Issue #30: "Elminster's Back Door" • Dungeon Magazine Issue #36: "The Sea of Sorrow" • Dungeon Magazine Issue #57: "The Rose Of Jumlat" • Waterdeep: Dungeon of the Mad Mage

Novels & Short Stories

Referenced only
Realms of Magic: "A Worm Too Soft" • Realms of the Arcane: "The Lady and the Shadow" • Errand of Mercy • The Shadow Stone • The Spine of the World • Elminster in Hell • Lord of Stormweather • Bury Elminster Deep

Organized Play & Licensed Adventures

References[]

  1. 1.0 1.1 1.2 1.3 1.4 Douglas Niles (August 1991). “Maztica Alive”. Maztica Campaign Set (TSR, Inc.), p. 10. ISBN 1-5607-6084-2.
  2. 2.0 2.1 Brian Thomsen (1995). Once Around the Realms. (TSR, Inc). ISBN 0-7869-0119-5.
  3. 3.0 3.1 Jason Bulmahn, Rich Burlew (February 2007). Dungeonscape. (Wizards of the Coast), pp. 32–33. ISBN 978-0-7869-4118-6.
  4. 4.0 4.1 Error on call to Template:cite web: Parameters url and title must be specified. Ed Greenwood (2020-04-25). [{{{url}}} Ed's Twitter]. Retrieved on 2024-11-26.
  5. 5.0 5.1 5.2 5.3 Brian Thomsen (1995). Once Around the Realms. (TSR, Inc). ISBN 0-7869-0119-5.
  6. 6.0 6.1 Ed Greenwood (1995). The Seven Sisters. (TSR, Inc), p. 95. ISBN 0-7869-0118-7.
  7. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 281. ISBN 978-0786966981.
  8. Richard Baker, James Jacobs, and Steve Winter (April 2005). Lords of Madness: The Book of Aberrations. (Wizards of the Coast), p. 17. ISBN 0-7869-3657-6.
  9. Ed Greenwood, Matthew Quinn, Samuel Offutt, Gregg Sharp, Lenard Lakofka, Roger Moore, Stephen Inniss, Kris Marquardt (February 1985). “Creature Catalog II”. In Kim Mohan ed. Dragon #94 (TSR, Inc.), p. 50.
  10. 10.0 10.1 Ed Greenwood (July/August 1991). “Elminster's Back Door”. In Barbara G. Young ed. Dungeon #30 (TSR, Inc.) (30)., p. 17.
  11. Shlump Da Orc (April 1978). “How Heavy Is My Giant”. In Timothy J. Kask ed. Dragon #13 (TSR, Inc.), pp. 5–7.
  12. Jeff Grubb (April 1993). “Game Wizards: An evening (wasted) with Elminster”. In Roger E. Moore ed. Dragon #153 (TSR, Inc.), p. 48.
  13. Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), p. 31. ISBN 0-8803-8600-2.
  14. Christopher Allen (May 1988). “The Living City: Volodar's Stardust Inn”. In Jean Rabe ed. Polyhedron #41 (TSR, Inc.), p. 26.
  15. 15.0 15.1 Jungle Tales #3 (HTML). RPGA Living Jungle. Wizards of the Coast. (September 1999). Archived from the original on 2001-06-17. Retrieved on 5/10/2021.
  16. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 105. ISBN 978-0-7869-6626-4.
  17. Template:Cite web/Ladies Night at the Yawning Portal
  18. Ed Greenwood (July 1995). Volo's Guide to Cormyr. Edited by Julia Martin. (TSR, Inc.), p. 73. ISBN 0-7869-0151-9.
  19. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 33. ISBN 978-0-7869-6626-4.
  20. Jason Bulmahn, Rich Burlew (February 2007). Dungeonscape. (Wizards of the Coast), p. 43. ISBN 978-0-7869-4118-6.
  21. 21.0 21.1 Ed Greenwood (August 1982). “The Assassins' Run”. In Kim Mohan ed. Dragon #64 (TSR, Inc.), p. 36.
  22. 22.0 22.1 Ed Greenwood (August 1982). “The Assassins' Run”. In Kim Mohan ed. Dragon #64 (TSR, Inc.), p. 34.
  23. 23.0 23.1 Steven E. Schend, Dale Donovan (September 1998). Empires of the Shining Sea. Edited by Julia Martin. (TSR, Inc.), p. 147. ISBN 0-7869-1237-5.
  24. James P. Buchanan (April 1992). “The Living City: The Red Ravens”. In Jean Rabe ed. Polyhedron #70 (TSR, Inc.), p. 27.
  25. Steve Kurtz (July/August 1992). “The Sea of Sorrow”. In Barbara G. Young ed. Dungeon #36 (TSR, Inc.) (36)., p. 61.
  26. R.A. Salvatore (July 2011). Gauntlgrym. (Wizards of the Coast), chap. 3. ISBN 978-0-7869-5802-3.
  27. Ed Greenwood (1990). Lost Ships. Edited by Jennell Jaquays, Anne Brown. (TSR, Inc.), p. 77. ISBN 0-88038-831-5.
  28. Ed Greenwood (2012-11-30). So What Do Ye Do for a Living?. Forging the Realms. Wizards of the Coast. Archived from the original on 2013-06-01. Retrieved on 2015-01-28.
  29. Jeroen Grasdyk (January/February 1996). “The Rose Of Jumlat”. In Dave Gross ed. Dungeon #57 (TSR, Inc.) (57)., p. 45.
  30. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 56. ISBN 0-8803-8828-5.
  31. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 100. ISBN 978-0786903849.
  32. Andy Collins, Jesse Decker, David Noonan, Rich Redman (February 2004). Unearthed Arcana. (Wizards of the Coast), p. 143. ISBN 0-7680-3131-0.
  33. Steve Kurtz (April 1, 1995). The Complete Book of Necromancers. (TSR, Inc), p. 53. ISBN 0-7869-0106-3.
  34. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 70. ISBN 0-7869-0446-1.
  35. Leonard A. Schmidt (March 1994). “Arcane Lore: The Blue Books of Othyisar Du'Morde”. In Kim Mohan ed. Dragon #203 (TSR, Inc.), pp. 34–37.
  36. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 78. ISBN 0-7869-0446-1.
  37. 37.0 37.1 slade, Jim Butler (October 1996). “Encyclopedia Arcana”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 27. ISBN 0-7869-0437-2.
  38. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 124. ISBN 978-0786903849.
  39. Ed Greenwood (July 1995). “The Wizards Three: Warmer Than Expected”. In Wolfgang Baur ed. Dragon #219 (TSR, Inc.), pp. 97–98.
  40. slade et al (November 1995). Encyclopedia Magica Volume IV. (TSR, Inc.), p. 1499. ISBN 0-7869-0289-2.
  41. Ed Greenwood (May 1985). “Pages from the Mages IV”. In Kim Mohan ed. Dragon #97 (TSR, Inc.), p. 31.
  42. Douglas Niles (August 1991). “Maztica Alive”. Maztica Campaign Set (TSR, Inc.), p. 14. ISBN 1-5607-6084-2.
  43. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 104. ISBN 0-7869-1836-5.
  44. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 59. ISBN 0-7869-0446-1.
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