I once read this story about a tailor who had a client who was in a great hurry. The tailor measured the man's thumb circumference, and told the client he could go.
The client protested - surely that wasn't enough. The tailor answered that if he had the man's thumb circumference, he could multiply to get the wrist circumference. If he had the wrist, then he could deduce the neck, and from the neck the waist etc etc.
What does this have to do with a fantasy economy? Well everything is interconnected. The price of a simple sword is based on the cost of iron, but also on the labor cost for the smith who made it, and perhaps also of the merchant who brought it to you. The smith's labor cost are in part based on the cost of food and fuel, and those also have labor costs. Meanwhile the merchant has to do run a profit and he has staff to pay, taxes and bribes to deal with and all sorts of complication.
Because of this, and because our historical records of prices in the middle ages are not great (and vary a lot depending on the era and the location), it's *really hard* to have a price list in gaming that doesn't collapse upon close scrutiny. Usually related items make sense - if a short sword is 10 gp, the long sword might be 15 gp for example. But is the price of that sword reasonable when compared to an ox? A cart? A lantern? A meal? Maaaaybe?
I'm not suggesting to redo entire price lists so they are all "correct". To do so would be a herculean task and not the best use of your time as a GM. But sometimes you *do* want to verify if a price is "reasonable". And for that, you need a yardstick. You need a value that you have decided "of all the prices in the book, *this* one is correct". This yardstick should be something pretty fundamental.
I propose the cost of living - specifically, the cost to hire a general laborer. The laborer is a poor person - but they won't work for an amount that won't somewhat meet basic living needs. So this value is tied to a lot of things.
In older editions of D&D, this was 1 sp/day. In 5e, the "poor" costs of living is 2 sp/day, or, in Yoon-Suin terms, 1 rupee a day (1 sp/day is considered "miserable"). This is a doubling, but it's still in the same ballpark. We aren't after an *exact* value here, but rather a nice round number that is plausible and we can use that number to figure out other things.
Is this value plausible? Well in ancient Greece, half a drachma (a 4.3 gram silver coin) could provide for a poor citizen so we are certainly in the right ballpark.
Warhammer also has charts of yearly income for various types of hireling. A skilled mercenary (ie, a PC...) can expect a yearly rate of 25-50 gp a year, ie roughly 0.5-1 gp a week (in this system 1 gp = 20 sp) or a few sp a day. Meanwhile, a peasant will make about 12-15 gp a year. Clearly in this system 1 sp is worth more... but we are still in the right ballpark.
So this is what I propose - Whatever the game system you are using, look at the cost of living as your fundamental economic unit, whenever you need to figure out if the value of something is plausible. Both D&D and warhammer frpg have laid those out pretty clearly.
I'll be writing more about fantasy economies, but this is the foundation upon everything else will be built.
Saturday, August 4, 2018
Thursday, August 2, 2018
Cheating death in Yoon-Suin
Slug men do not live long... in theory. Their natural life-span is perhaps 50 years. However, the Tea Masters have long ago discovered the secrets of a life-extending tea. A slugman who drinks a cup of this elixir daily can expect to live 150-250 years. The slug-men call this simply "yellow tea" - their near dependence on it is a well kept secret.
There is now enough yellow tea for every slugmen... But it wasn't always so. Initially, the yellow tea was reserved for wizards. As supplies increased, the tea was given to other spellcasters as well. Today, the core of the tradition remains and is sacrosant: a slugman must demonstrate that they can wield magic (without items) in a short but critical ceremony called "the Proving" so that they can earn the right to yellow tea. Cheating invites exile.
Those who pass this important rite of passage gain access to a long life and the full privileges of being a slugman. Slugmen who fail to Prove themselves are second-class citizens, doomed to die early and aforded few chances to breed. Some become resigned and hedonistic petty officials. Others become driven, determine to find magic, or live life to the fullest. They often resort to crime, as they fear exile less than other slugmen - who fear losing access to the special tea. There is no time limit for a slugman to "Prove" themselves - if one manages to master magic later in life despite failing earlier, perhaps by finding a new (or ancient) form or magic, or by forging a pact with some petty god or entity, they will gain access to the yellow tea.
Some slugmen who haven't proven themselves take to eating large quantities of solid tea in hope to extending their lives and it somewhat works (gaining 10-15 years); this behavior is explained as "tea addiction".
Scholars have noted that the support of slugmen who fail to master arcane magic and who start worshiping various gods (and thus become holymen) plays an important part in maintaining the large number of shrine to obscure gods in the Yellow City - a single slugman's patronage can ensure a failing's cult survival.
The yellow tea does not work properly for humans. It halts aging for a decade or two, invariably followed by a fatal wasting disease. Some other alchemical means can prolonge human life for some times, but amongst archmage, these are insufficient.
The choice remaining are lichdom (wich few take), or undergo the ritual kown as Enftebtemang's Palmastic Transformation. This complex procedure results in the mage losing his head, and faces appearing on his palm. This may damage sanity somewhat, but does extend life by several centuries. Some say that when the two palms are joined together, the face changes, and Enftebtemang can speak through.
(See page 259 and 262 of the book for notes and illustration of such an archmage)
Design note: This was inspired by the notion that "all slugmen are magic users or holy men." Why are slugmen so eager to learn magic? Because it's a matter of life and death
There is now enough yellow tea for every slugmen... But it wasn't always so. Initially, the yellow tea was reserved for wizards. As supplies increased, the tea was given to other spellcasters as well. Today, the core of the tradition remains and is sacrosant: a slugman must demonstrate that they can wield magic (without items) in a short but critical ceremony called "the Proving" so that they can earn the right to yellow tea. Cheating invites exile.
Those who pass this important rite of passage gain access to a long life and the full privileges of being a slugman. Slugmen who fail to Prove themselves are second-class citizens, doomed to die early and aforded few chances to breed. Some become resigned and hedonistic petty officials. Others become driven, determine to find magic, or live life to the fullest. They often resort to crime, as they fear exile less than other slugmen - who fear losing access to the special tea. There is no time limit for a slugman to "Prove" themselves - if one manages to master magic later in life despite failing earlier, perhaps by finding a new (or ancient) form or magic, or by forging a pact with some petty god or entity, they will gain access to the yellow tea.
Some slugmen who haven't proven themselves take to eating large quantities of solid tea in hope to extending their lives and it somewhat works (gaining 10-15 years); this behavior is explained as "tea addiction".
Scholars have noted that the support of slugmen who fail to master arcane magic and who start worshiping various gods (and thus become holymen) plays an important part in maintaining the large number of shrine to obscure gods in the Yellow City - a single slugman's patronage can ensure a failing's cult survival.
The yellow tea does not work properly for humans. It halts aging for a decade or two, invariably followed by a fatal wasting disease. Some other alchemical means can prolonge human life for some times, but amongst archmage, these are insufficient.
The choice remaining are lichdom (wich few take), or undergo the ritual kown as Enftebtemang's Palmastic Transformation. This complex procedure results in the mage losing his head, and faces appearing on his palm. This may damage sanity somewhat, but does extend life by several centuries. Some say that when the two palms are joined together, the face changes, and Enftebtemang can speak through.
(See page 259 and 262 of the book for notes and illustration of such an archmage)
Design note: This was inspired by the notion that "all slugmen are magic users or holy men." Why are slugmen so eager to learn magic? Because it's a matter of life and death
Wednesday, August 1, 2018
The House of Beetles
Here is one of many noble slugmen house in the Yellow City, in the Yoon Suin setting.
The house of beetles (Waa Bu) used to be a small scholarly house specializing in the study of insects. Their studies allowed them to breed and control Messenger Beetles, which when released will instinctively return to the location they associate with their nests - perhaps carrying as mall message with them.
This discovery has become a lucrative messenger beetle service connecting the slugpeople Houses as well as many other institutions, as the beetles are able to cross the Yellow City much faster than a courier. This has allowed the house to rise in importance, and although they have nowhere the influence of one of the 17 houses on the Council, they are much more powerful than the average house of scholars.
Ironically, this large concentration of messenger beetles attracted predators, and the house had to employ archers to protect incoming/leaving messengers. Over time the house thus developed a reputation for crack archery. To succeed like a beetle archer means to get very good at something despite it never being your goal.
The House of beetle is located in the Old Quarters. The house has almost 150 members, along with numerous servants who look after the messenger beetles and the archers. Their compound features many tall towers.
Notable members include Qa Fol, who deals in commercial matters and is a holyman of the Lord of Bread (level 4) and who bemoans the quantities of bread he has to eat. An ex-member is Fo Kulo (mage level 9), who was now exiled for intercepting and selling Council messages.
The house of beetles (Waa Bu) used to be a small scholarly house specializing in the study of insects. Their studies allowed them to breed and control Messenger Beetles, which when released will instinctively return to the location they associate with their nests - perhaps carrying as mall message with them.
This discovery has become a lucrative messenger beetle service connecting the slugpeople Houses as well as many other institutions, as the beetles are able to cross the Yellow City much faster than a courier. This has allowed the house to rise in importance, and although they have nowhere the influence of one of the 17 houses on the Council, they are much more powerful than the average house of scholars.
Ironically, this large concentration of messenger beetles attracted predators, and the house had to employ archers to protect incoming/leaving messengers. Over time the house thus developed a reputation for crack archery. To succeed like a beetle archer means to get very good at something despite it never being your goal.
The House of beetle is located in the Old Quarters. The house has almost 150 members, along with numerous servants who look after the messenger beetles and the archers. Their compound features many tall towers.
Notable members include Qa Fol, who deals in commercial matters and is a holyman of the Lord of Bread (level 4) and who bemoans the quantities of bread he has to eat. An ex-member is Fo Kulo (mage level 9), who was now exiled for intercepting and selling Council messages.
5e Slugman conversion
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| By Matthew Adams |
(quite note: my game has no multiclass and (almost) no feats)
SLUG MEN
ABILITY SCORES: +2 int, +1 wisdom. Slugmen have for generations favored mental acuity above all else, and most received a thorough education
AGE: Slugmen live to either 50 or 200-250 years, depending on if they can "Prove" themselves. (this will be explained in another post!)
Alignment: Slugmen tend to be lawful, being at the top of a intricate society. They tend to be somewhat indifferent to issues of good and evil.
Size: Slugmen are a bit shorter but stouter than humans (size medium)
Speed: Slugmen walking speed is 25 feet
Vision: Slugmen do not have darkvision but can see 360 degrees due to their flexible eye stalks. They can also look in different directions at the same time. However, their vision at very long rage is inferior to humans (normally won't affect in-game play).
Slippery: Slugmen's bodies are flexible and covered in a thin layer of mucus. They gain advantage in escaping magical or mundane bonds, grappling attempts, the tentacles of a monster etc. This does not protect vs paralysis however. They also have advantage to checks when trying to squeeze through a narrow opening.
Poison resistance: Slugmen consume so many teas, opiums etc that they have advantage on saves vs poisons, and resistance to poison damage. They can also eat almost anything.
Magic harmony: A slugman can attune to 4 magical items, not 3. The 4rth must be of lesser power (common, uncommon or rare)
Scholarly: The Slugman is proficient in one of the following skills: Arcana, History, Religion or Investigation
Language: You know both the trade tongue of the Yellow City as well as the Slugmen language
Subrace: none Edit: Well over a year later, I think I can state that this worked quite well, so this is now "playtested" content - although with only one PC (playing a Knowledge Cleric)
Slugmen Biology
Here are my notes on slugmen biology and reproduction, and how it affects their culture
tl:dr: slugs are not mammals, and slugmen are not a natural race.
Slugmen are hermaphrodites and do not have a biological gender. However, a few (perhaps 10%) do adopt the human custom of having genders.
Slugmen were "invented" by the Archmage Enftebtemang a very, very long time ago to assist him in his endeavors. At the end of his very long life, he revealed to his servants the secret so they could continue their race and his work (keep those damned Krakens from going upriver!)
When two slugmen mate, they exchange spermatozoa and fertilize their eggs internally. After a few months of gestation, the eggs are hatched, about 2d4 per parent. The eggs are then given to the Tea Master, who will bathe them in strange substances and perform arcane rituals for another few months. The eggs will then hatch into a large slug (1-2 pounds). These sluglings will be fed special diets and closely guarded for about a year. At this point, the surviving slugs will be subjected to various tests. The one deemed superior will be selected for a final ritual and series of treatment, resulting in a metamorphosis yielding a small, young slugman, at which point the Teamaster's role end and the parents begin anew. This metamorphosis is taxing and not all sluglings survive - weaker sluglings are not expected to make it and "disposed of". Because of this, the average mating will yield one or two slugman offspring (ie one per parent if all goes well).
Rarely, a clutch will yield two sluglings of superior quality with no clear winner. In those cases, they will both be metamorphosed. If they both survive, they are called "clutch siblings" and are the equivalent of twins.
This biology results in a complicated network of family ties. The slugman who provided the spermatozoa is considered the "father" and the slugman who carried the eggs the "mother" (slugmen who adopt genders will usually only perform one of these tasks. To genderless slugmen, there is no gendered connotations). Slugmen who are born of the same mating (but not the same clutch) are called "mate-siblings" and are considered almost as close as clutch-siblings. There are also couple-siblings (born of the same two parents but a different mating) and parent siblings (who share one parent). Cousin relationships are tangled indeed.
The key role the Teamaster plays in reproduction gives them tremendous power in slugman society. They are never the leader of the house, but are often a neutral party that can help arbitrate intra-house conflicts.
Teamasters constantly refine and experiment with their incubation protocols, trying to match bloodlines, ingredients and rituals to produce powerful slugmen offspring. The recipe and rituals that will successfully create a slugman that can wield magic is well understood, but this results in an individual who can only cast a few spells and is quite lazy - ie the average slugman. To generate the type of slugperson who will be more capable - the leadership type , or the adventurer - requires much experimentation. A bit of powdered dragon scale might result in a sorcerer instead of a wizard (to use 5e terms). A competent teamaster is key to a house's success.
If two slugmen breed and no Teamaster treats the eggs... you get slugs, nothing more. Slugmen who are considered abject failures may get to mate, but they won't get to breed - why ruin a future offspring with bad genes?
Anatomy
Slugmen have eyes on stalks/tentacles, and have 2 "chemical sensing" stalks they use to smell and taste - they dip these tentacles in their food before eating it. Their mouth contains a large powerful tongue studded with small teeth-like projections which they use to rasp at hard food. This mouth - the "eating mouth" is not used to speak as it is not connected to the lung. The fact that humans speak with their eating mouth is clear evidence of Slugmen superiority.
Although many slugmen have very refined tastes, they are omnivores that can eat almost anything organic - some slugmen dishes are simply unpalatable to humans.
Slugmen breathe through a large pore over their right shoulder - the pneumostome. This opening is also used to speak and is known as "the speaking mouth". Slugmen breath slower (2-3 breath per minutes) than humans but in larger volumes. To put your right foot forward in slugmen society is the correct one, so that the breathing pore faces towards your interlocutor. Putting your left foot forward when speaking is disrespectful as it faces the speaking mouth away from your interlocutor and puts the anus forward (which is near the left shoulder).
Slugmen have two independent eyes on tentacles. They do not see very well at long distance but have effectively 360 degree vision. A slugman who keeps both eyes on something is very intrigued by said things.
Slugmen have hands with 3 fingers and one thumb, and feet with 3 toes. Their fingers have a few hard knobs on them vaguely analogous to nails on human
Slugmen are mostly boneless, but have an internal vestigial shell that helps protect some of the organs. A secondary shell helps protect the six-lobed brain.
Slugmen prefer humid environment as very dry conditions can desiccate them if they don't drink enough water/tea.
Lastly, slugmen are resistant to poison in general (all those opium binges and capacity to eat almost anything) BUT they are vulnerable to alcohol. Primates - and humans in particular - are far more resistant to alcohol than most animals. How do you think an elephant - a 5 ton animal - can get drunk on eating fermented apples?! Because our capacity to drink is abnormal, and they don't have that. Treat each drink a slugman drinks as the equivalent of 8 drinks, at least.
tl:dr: slugs are not mammals, and slugmen are not a natural race.
Slugmen are hermaphrodites and do not have a biological gender. However, a few (perhaps 10%) do adopt the human custom of having genders.
Slugmen were "invented" by the Archmage Enftebtemang a very, very long time ago to assist him in his endeavors. At the end of his very long life, he revealed to his servants the secret so they could continue their race and his work (keep those damned Krakens from going upriver!)
When two slugmen mate, they exchange spermatozoa and fertilize their eggs internally. After a few months of gestation, the eggs are hatched, about 2d4 per parent. The eggs are then given to the Tea Master, who will bathe them in strange substances and perform arcane rituals for another few months. The eggs will then hatch into a large slug (1-2 pounds). These sluglings will be fed special diets and closely guarded for about a year. At this point, the surviving slugs will be subjected to various tests. The one deemed superior will be selected for a final ritual and series of treatment, resulting in a metamorphosis yielding a small, young slugman, at which point the Teamaster's role end and the parents begin anew. This metamorphosis is taxing and not all sluglings survive - weaker sluglings are not expected to make it and "disposed of". Because of this, the average mating will yield one or two slugman offspring (ie one per parent if all goes well).
Rarely, a clutch will yield two sluglings of superior quality with no clear winner. In those cases, they will both be metamorphosed. If they both survive, they are called "clutch siblings" and are the equivalent of twins.
This biology results in a complicated network of family ties. The slugman who provided the spermatozoa is considered the "father" and the slugman who carried the eggs the "mother" (slugmen who adopt genders will usually only perform one of these tasks. To genderless slugmen, there is no gendered connotations). Slugmen who are born of the same mating (but not the same clutch) are called "mate-siblings" and are considered almost as close as clutch-siblings. There are also couple-siblings (born of the same two parents but a different mating) and parent siblings (who share one parent). Cousin relationships are tangled indeed.
The key role the Teamaster plays in reproduction gives them tremendous power in slugman society. They are never the leader of the house, but are often a neutral party that can help arbitrate intra-house conflicts.
Teamasters constantly refine and experiment with their incubation protocols, trying to match bloodlines, ingredients and rituals to produce powerful slugmen offspring. The recipe and rituals that will successfully create a slugman that can wield magic is well understood, but this results in an individual who can only cast a few spells and is quite lazy - ie the average slugman. To generate the type of slugperson who will be more capable - the leadership type , or the adventurer - requires much experimentation. A bit of powdered dragon scale might result in a sorcerer instead of a wizard (to use 5e terms). A competent teamaster is key to a house's success.
If two slugmen breed and no Teamaster treats the eggs... you get slugs, nothing more. Slugmen who are considered abject failures may get to mate, but they won't get to breed - why ruin a future offspring with bad genes?
Anatomy
Slugmen have eyes on stalks/tentacles, and have 2 "chemical sensing" stalks they use to smell and taste - they dip these tentacles in their food before eating it. Their mouth contains a large powerful tongue studded with small teeth-like projections which they use to rasp at hard food. This mouth - the "eating mouth" is not used to speak as it is not connected to the lung. The fact that humans speak with their eating mouth is clear evidence of Slugmen superiority.
Although many slugmen have very refined tastes, they are omnivores that can eat almost anything organic - some slugmen dishes are simply unpalatable to humans.
Slugmen breathe through a large pore over their right shoulder - the pneumostome. This opening is also used to speak and is known as "the speaking mouth". Slugmen breath slower (2-3 breath per minutes) than humans but in larger volumes. To put your right foot forward in slugmen society is the correct one, so that the breathing pore faces towards your interlocutor. Putting your left foot forward when speaking is disrespectful as it faces the speaking mouth away from your interlocutor and puts the anus forward (which is near the left shoulder).
Slugmen have two independent eyes on tentacles. They do not see very well at long distance but have effectively 360 degree vision. A slugman who keeps both eyes on something is very intrigued by said things.
Slugmen have hands with 3 fingers and one thumb, and feet with 3 toes. Their fingers have a few hard knobs on them vaguely analogous to nails on human
Slugmen are mostly boneless, but have an internal vestigial shell that helps protect some of the organs. A secondary shell helps protect the six-lobed brain.
Slugmen prefer humid environment as very dry conditions can desiccate them if they don't drink enough water/tea.
Lastly, slugmen are resistant to poison in general (all those opium binges and capacity to eat almost anything) BUT they are vulnerable to alcohol. Primates - and humans in particular - are far more resistant to alcohol than most animals. How do you think an elephant - a 5 ton animal - can get drunk on eating fermented apples?! Because our capacity to drink is abnormal, and they don't have that. Treat each drink a slugman drinks as the equivalent of 8 drinks, at least.
Saturday, July 28, 2018
Coinage - it's complicated
D&D coinage tends to be very simple. 1gp = 10 sp = 100 cp, with sometimes platinum and electrum thrown into the mix.
However, this is not very historically accurate. Things were often much more muddled than that, and some games have attempted to emulate this. Warhammer frpg for example uses a 1 crown = 20 shillings = 240 pennies, which does have some historical basis.
In my experience over the years, I've discovered that while a more accurate and complex coin system can be satisfying for the GM to research, design and use... unfortunately in actual gameplay, it's kind of a pain (the above Warhammer example is about as complex as you want to get). Your players probably won't like the bewildering array of coins and strange ratios, and it slows the game down.
So what to do if you do want a complex coinage system anyway? You use "a unit of account". This is a unit of currency that is widely used to measure value, even though actual coins of that value may be rare, or non-existent even. The actual specific coins used for this are not important, but the PCs know instantly what the value is. This level of abstraction speeds up the game, and the various coinage can fade in the background *until* they becomes important because of a plot or logistical issue.
For example, a specific coin is being forged. The PCs are investigating. Or the PC found a fortune... in Oxide Ingot , the fortune weight tons, what to do?
In my Yoon Suin campaign, the unit of account is the Rupee - a big fat silver coin that has a fair amount of prestige associated with it, but is rarely seen in circulation. So if the party is offered a 10 000 rupee reward to undertake a dangerous mission, they will probably paid in a mixture of gold and silver pieces.
All the players need to know is 1 gp = 5 rupee = 10 sp = 320 cp
The actual values:
However, this is not very historically accurate. Things were often much more muddled than that, and some games have attempted to emulate this. Warhammer frpg for example uses a 1 crown = 20 shillings = 240 pennies, which does have some historical basis.
In my experience over the years, I've discovered that while a more accurate and complex coin system can be satisfying for the GM to research, design and use... unfortunately in actual gameplay, it's kind of a pain (the above Warhammer example is about as complex as you want to get). Your players probably won't like the bewildering array of coins and strange ratios, and it slows the game down.
So what to do if you do want a complex coinage system anyway? You use "a unit of account". This is a unit of currency that is widely used to measure value, even though actual coins of that value may be rare, or non-existent even. The actual specific coins used for this are not important, but the PCs know instantly what the value is. This level of abstraction speeds up the game, and the various coinage can fade in the background *until* they becomes important because of a plot or logistical issue.
For example, a specific coin is being forged. The PCs are investigating. Or the PC found a fortune... in Oxide Ingot , the fortune weight tons, what to do?
In my Yoon Suin campaign, the unit of account is the Rupee - a big fat silver coin that has a fair amount of prestige associated with it, but is rarely seen in circulation. So if the party is offered a 10 000 rupee reward to undertake a dangerous mission, they will probably paid in a mixture of gold and silver pieces.
All the players need to know is 1 gp = 5 rupee = 10 sp = 320 cp
The actual values:
1 mohur = 3 gp = 15
rupee
1 gp = 5 rupee = 10
sp
1 rupee = 2 silver
pieces = 16 anna = 64 paise = 192 pie
1 sp = 8 anna = 32
paise = 96 pie
1 anna = 4 paise =
12 pie
1 paise = 3 pie
The coins
The Mohur is a
large, rare gold coin minted in the Yellow city. Being paid in actual Mohur is a privilege,
and people prefer hoarding them than spending them, keeping them out of
circulation
The
"standard" gold piece is a small piece of gold, used by merchants and
the wealthy, mostly minted in the oligarchies and the hundred kingdoms. (3.84 g)
The rupee is a large
silver coin, as noted above, and being paid in actual rupee has some
prestige. Like the Mohur, it is
frequently hoarded. A rupee/day is the
"minimum wage" - what a free laborer can expect to get, although they probably will be paid in a mixture of silver pieces, annas and paises.
The
"standard" silver piece covers a large array of mediumish silver
coins that have over the centuries being somewhat standardized to be worth half
a rupee. The half-rupee coin itself is
uncommon but isn't seen as special. A
lot come from the hundred kingdoms, the oligarchies and the Mountains of the
Moon. These coins are in large
circulations 5.4 g on average
The Anna is a very
small silver piece, minted mostly in the Yellow City. It's frequently debased and forged, and as
such the anna is not accepted for large sums and is seen as suspicious. "Being paid in annas" is a euphemism for doing unsavory deeds for money. However there are many in circulation. (0.675
g)
The Paise is a large
copper coin with a hole in the middle.
In the Yellow City, the majority (easily recognized due to the square
hole) are imported by merchants from far away Xian. This is a coin frequently used by the poor
but unlike the Anna it is seen as "honest money" and is in very large
circulation.
The Pie is a
hardened lead coin of little value, seen as fit for children and beggars, and
is minted in the Yellow city. However it
is rarely counterfeited (why bother?) and can still buy you a cup of tea, so
it's worth something :)
Another form of "currency" is the tea brick. A tea brick of "the third quality" (the most common) is worth 4 rupee and weights slightly over a pound.
Lastly, there are
the is the silver and gold talents, an enormous mass of precious metal (26 kg!)
that only the ultra wealthy deal with...
(1 gold talent = 6771 gp) 1
silver talent = 2 407 rupee, about 2 476 cm3)
GLOG class: the "Gish"
One of the great strength of the GLOG is how it invites customization. This is especially apparent in class and race design. Seeing a few is all you need to get a decent feel on how it should be done.
While it is possible to multi-class as a fighter-mage, there are no dedicated classes to the concept of the "gish" (... that I know of. There are many GLOG classes out there and I'm still getting my bearings!). While this may not fit in every setting, I think that there are some players who would like it.
While it is possible to multi-class as a fighter-mage, there are no dedicated classes to the concept of the "gish" (... that I know of. There are many GLOG classes out there and I'm still getting my bearings!). While this may not fit in every setting, I think that there are some players who would like it.
The Order of the Follower of Gishnard the Righteous.
About 350 years ago, Gishnard, a struggling student who was more interested in dueling than studying magic, stole a number of spellbooks from a small college of the Orthodox order and decided to start his own school, where he would teach hopeful students to both fight and use magic. This caused a huge scandal, but despite fierce protestations from the Orthodox College, Gishnard was well connected with the nobility and some other colleges (who enjoy thumbing their noses at the Orthodoxs) and managed to keep his school going. He consolidated his position by supporting the King in the War, and by promising the Church that they would help put down evil wizards. After two generations of reasonably faithful service, the Order attained Chartered status.
Starting Equipment: spellbook (blank), runesword, chainmail and a lump of beeswax
Starting Skill: see Backgrounds
Starting Skill: see Backgrounds
A: Cantrips, parry
B: +1 MD, +1 Spell Slot, +1 Spell (1-6), smite
C: +1 MD, +1 Spell Slot +1 Spell (1-6), spellbreaker
D: +1 MD, +1 Spell Slot, +2 spells (1-8) , life drain
B: +1 MD, +1 Spell Slot, +1 Spell (1-6), smite
C: +1 MD, +1 Spell Slot +1 Spell (1-6), spellbreaker
D: +1 MD, +1 Spell Slot, +2 spells (1-8) , life drain
Perks: You start with a runesword, chainmail and a lump of beeswax
Drawbacks: You have obligations - you can be called to War by the King and you are expected to dispatch outlaw wizards. Orthodox wizards dislike you and outlaw wizards assume you are after them. You have student loans, payable in gold, spells, dragon scales, or magical armor/sword.
CANTRIPS. Gish know the following 2 cantrips
1: Remove a bloodstain. This takes 1 minute
2: By carefully rubbing beeswax over the edge of your runesword, you can create a razor sharp edge. The next hit you inflict with this sword will inflict 1 extra damage. This process takes an hour, and consumes 1d4 cp's worth of beeswax. (Inspired by Sorcery! by Steve Jackson)
RUNESWORD: This blade is covered with runes and is keyed to the ghish owning it. It is otherwise a normal sword, and has no special effect when wielded by someone else. A gish who loses his Runesword will go to great length to recover it. Otherwise, it can be replaced with a new sword and a week-long ritual that costs 10 gp to perform. Gishes are fond of using large gems as pommels on their swords, but most of them can only afford orbs of colored glass.
A sword that is already enchanted can be made into a Runesword, but this is a very delicate procedure and the ritual takes a month.
A sword that is already enchanted can be made into a Runesword, but this is a very delicate procedure and the ritual takes a month.
PARRY: Once per day you can reduce incoming damage by 1d12 points. It should be noted that gishes rarely use shields as it interferes with their capacity to cast spells in battle.
SMITE: When hitting a creature with your runesword, spend MD to inflict [sum] damage on top of the sword's normal damage. These MDs return to you on a roll of 1-3. Smiting cannot trigger a mishap or doom
SPELLBREAKER: If a spell has a physical manifestation (an illusion, a wall of force, a conjured creature), you spend an MD to shatter the effect with a blow from your runesword. This method can be used to break an enchantment on someone, but is quite painful (inflict normal sword damage).
LIFE DRAIN: When hitting a creature with your runesword, spend an MD to heal the amount of damage inflicted. This *can* be combined with smite, but doing so risks mishap or doom.
LIFE DRAIN: When hitting a creature with your runesword, spend an MD to heal the amount of damage inflicted. This *can* be combined with smite, but doing so risks mishap or doom.
SPELLS (half of these are from Skerples' list):
1: Bladeward
R: touch T: creature. D: [Sum]X2 rounds
The defense of the touched creature increases by 2. This stacks with armor or dexterity.
2: Enchant sword
R: touch. T: one sword or dagger D: [sum]X2 rounds
The touched weapon becomes temporarily enchanted, gaining a +1 bonus to attack and damage.
3: Disarm
R: 50'. T: [Dice]+1 creatures D: 0
An invisible force extends from your sword, disarming opponents, who must save or have their weapons flung 30 feet in a random direction.
4. Grease
R: 50' T: object, surface D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.
R: 50' T: object, surface D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.
5. Levitate
R: 50' T: creature or object D: concentration
You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.
6. Magic Missile
R: 200' T: creature D: 0 Target takes [sum] + [dice] damage, no Save. As an Gish, your magic missile is a twin beam of redish energy shot from your eyes.
R: 50' T: creature or object D: concentration
You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.
6. Magic Missile
R: 200' T: creature D: 0 Target takes [sum] + [dice] damage, no Save. As an Gish, your magic missile is a twin beam of redish energy shot from your eyes.
7. Sleep
R: 50' T: creature D: 10 min
Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. Can affect creatures up to [sum] HD. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
R: 50' T: creature D: 10 min
Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. Can affect creatures up to [sum] HD. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
8: Haste
R: touch T: creature. D: [Dice]X2
Your defense increases by 1, your move doubles, and you can act twice a round (although you can only cast a single spell per round). Casting this spell ages you a year.
Gish can learn spells from other schools as a wizard could, but they are unable to master emblem spells. They can use scrolls, wands and staves, but cannot book-cast or breed spells.
Mishaps:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. Agony for 1d6 rounds.
6. Cannot cast spells for 1d6 rounds.
Doom of the Gish
1. Lose the ability to wield any weapon for 1 day
2. Lose the ability to wield any weapon for 3 days.
3. Lose the ability to wield any weapon permanently.
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. Agony for 1d6 rounds.
6. Cannot cast spells for 1d6 rounds.
Doom of the Gish
1. Lose the ability to wield any weapon for 1 day
2. Lose the ability to wield any weapon for 3 days.
3. Lose the ability to wield any weapon permanently.
This doom can be avoided by renouncing magic permanently, or by killing an outlaw mage in a spell duel.
I hope you enjoy it, and comments are welcome - I'm sure it could be improved with some feedback :)
I hope you enjoy it, and comments are welcome - I'm sure it could be improved with some feedback :)
Friday, July 27, 2018
In the beginning
Hello
I'm Ancalagon. I've been posting on the web about gaming for a long time, but it's always been on forums, message boards and other such formats. The overwhelming number of these posts have limited value, at best.
But from time to time, I like to think I come up with something decent. And I told myself "maybe I should have somewhere to put those, before the forum crashes again or somesuch". I also want a place to post some of the homebrew material I've been creating and maybe even share a small adventure or three. So here we are.
On this blog I intend to talk mostly about Dungeons and Dragons - but that's a pretty wide topic I must admit. To be more precise, I'll talk about 5e, a bit about the OSR (I've recently discovered "The GLOG" - look up http://goblinpunch.blogspot.com/ and https://coinsandscrolls.blogspot.com/ ), and also about Yoon Suin - a brilliant creation by David McGrogen, which you can find here: http://monstersandmanuals.blogspot.com/ . I'm also fairly interested by medieval economics - and perhaps more precisely, *fantasy* medieval economics.
I imagine that as time goes by, I'll come up with other topics of interest - let's see what those are shall we?
I'm Ancalagon. I've been posting on the web about gaming for a long time, but it's always been on forums, message boards and other such formats. The overwhelming number of these posts have limited value, at best.
But from time to time, I like to think I come up with something decent. And I told myself "maybe I should have somewhere to put those, before the forum crashes again or somesuch". I also want a place to post some of the homebrew material I've been creating and maybe even share a small adventure or three. So here we are.
On this blog I intend to talk mostly about Dungeons and Dragons - but that's a pretty wide topic I must admit. To be more precise, I'll talk about 5e, a bit about the OSR (I've recently discovered "The GLOG" - look up http://goblinpunch.blogspot.com/ and https://coinsandscrolls.blogspot.com/ ), and also about Yoon Suin - a brilliant creation by David McGrogen, which you can find here: http://monstersandmanuals.blogspot.com/ . I'm also fairly interested by medieval economics - and perhaps more precisely, *fantasy* medieval economics.
I imagine that as time goes by, I'll come up with other topics of interest - let's see what those are shall we?
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