So I have officially decided to close the books on Legendfall for at least awhile... But the homebrewing bug has yet to leave the cockles of my heart. Or perhaps the sub-cockles... Somewhere in the general cardiac area. After delving into the Economy of D&D a bit I think I've found my muse in currency and high fantasy.
I present the basic tenets of Prataferro. Yes, I know it is a cheap method of generation for a name (Silver/Iron in Portuguese? Meh) but I like the fact that it frames the setting's nature. I've taken my lessons from other settings and believe I have a good background to work off of to create something big.
The Setting is...
Genre-Savvy: An understanding of the SRD in 3.x and the D&D milieu in general exists within the setting. An assassin will take the heart and jaw to prevent himself from being found out... and making his target's supporters pay. Lead trades for a good sum due to its use in protection from divination. The jail of a commoner is quite a bit different than where an adventurer may go...
Patronage/Diplomacy is Key: An Adventurer rises into society through his friends. Keeping yourself ahead of the headsman, taxman, and the law will depend on how happy your patrons are with you.
Life is Currency: The Church will resurrect a commoner... After their account accrues interest. And their relatives pay the Inscription fee to keep their accounts balanced in the Book of the Dead. You may place your body and soul as collateral on loans. Spellcasters pay for their reagents, and some spells may cost you more than that... Soldiers sell their corpses to their Liege, and if they die in service without paying their flesh-price...
Necromancy is Not Hidden/Evil: Someone doesn't pay your Inscription? Your bones go to the Soul Auction, sold to any liege in need of soldiers. Kings raise armies of the dead to battle when times need, and soldiers stand beside their kindred, knowing their lives are just as forfeit.
Economy: Players pay taxes, tolls, and costs. They invest in businesses, fund caravans, and carry their weight. An adventurer may be a man paying a debt in produce of his journey, someone paying their flesh-price, or just keeping ahead of the Collectors...
Age of Exploration: The setting has cannon and gunpowder. Great ships of men seeking fortune bear holds of groaning riches. New worlds can be found on the horizon, and no one knows just how far the world reaches... and what lies beyond. Piracy, privateers, scourges of sea and air, and clashes between the Old and New will arise.
These are the basics behind the setting so far. I want to bring back a bit of the old feel of magic (aging/weakening as a cost to casting certain spells, spell components being a bit more expensive/harder to find) while also providing for a unique setting. The players actually have an investment (literal and figurative) in the places they go. Costs are important, and maintaining your lifestyle is as important as having a magical sword.
So what do you think?
Slainte,
-Loonook.
I present the basic tenets of Prataferro. Yes, I know it is a cheap method of generation for a name (Silver/Iron in Portuguese? Meh) but I like the fact that it frames the setting's nature. I've taken my lessons from other settings and believe I have a good background to work off of to create something big.
The Setting is...
Genre-Savvy: An understanding of the SRD in 3.x and the D&D milieu in general exists within the setting. An assassin will take the heart and jaw to prevent himself from being found out... and making his target's supporters pay. Lead trades for a good sum due to its use in protection from divination. The jail of a commoner is quite a bit different than where an adventurer may go...
Patronage/Diplomacy is Key: An Adventurer rises into society through his friends. Keeping yourself ahead of the headsman, taxman, and the law will depend on how happy your patrons are with you.
Life is Currency: The Church will resurrect a commoner... After their account accrues interest. And their relatives pay the Inscription fee to keep their accounts balanced in the Book of the Dead. You may place your body and soul as collateral on loans. Spellcasters pay for their reagents, and some spells may cost you more than that... Soldiers sell their corpses to their Liege, and if they die in service without paying their flesh-price...
Necromancy is Not Hidden/Evil: Someone doesn't pay your Inscription? Your bones go to the Soul Auction, sold to any liege in need of soldiers. Kings raise armies of the dead to battle when times need, and soldiers stand beside their kindred, knowing their lives are just as forfeit.
Economy: Players pay taxes, tolls, and costs. They invest in businesses, fund caravans, and carry their weight. An adventurer may be a man paying a debt in produce of his journey, someone paying their flesh-price, or just keeping ahead of the Collectors...
Age of Exploration: The setting has cannon and gunpowder. Great ships of men seeking fortune bear holds of groaning riches. New worlds can be found on the horizon, and no one knows just how far the world reaches... and what lies beyond. Piracy, privateers, scourges of sea and air, and clashes between the Old and New will arise.
These are the basics behind the setting so far. I want to bring back a bit of the old feel of magic (aging/weakening as a cost to casting certain spells, spell components being a bit more expensive/harder to find) while also providing for a unique setting. The players actually have an investment (literal and figurative) in the places they go. Costs are important, and maintaining your lifestyle is as important as having a magical sword.
So what do you think?
Slainte,
-Loonook.