seasong's Light Against The Dark (FEB 06)

incognito said:
end hijack - unless you want me to emial you stat blocks for vermin crabs, dove rangers, and monk octupai (<-sp?)
Well, firstly, sure, e-mail me that stuff. I'd like to see how the dove went, in particular, after the grief I got for mine ;).

And it's octopi in my neck of the woods, octopuses in some areas, and octopese for a few grecian diehards, but I don't think I've ever seen octopai. Although, honestly, it's Awakened and its own species - it can conjugate itself however it wants.

Agh, I've been hi-jacked!

Quick, feed me some questions about the setting or campaign!

;)
 

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Ask, and I shall receive... before I even ask, apparently.

Runes: I'm glad you like it! I usually just steal liberally from human history, but for this one I wanted something a bit alien, angular, harsh... and a bit creepy. I also wanted it to use chisel points for the whole design, so I built it with narrow triangles. The red coloration was so that when I initially described it to the players, their first image would be of a black widow.
 

ok, ok: setting questions:

Q1. How come Hurath didn't arcane lock his door?

Q2. We moved by the release from military service in the story rapidly; was this roleplayed out? I though that the good Captain would want to quesiton our heroes closely...

Q2a. If it was played out, can you post it?

Q3. Rules Q - I was on the website, and err - Looks like you can puruchase AC on the cheap - is there a CAP for how much you can buy? Cause eventually, I'd take 5 points of AC and walk around unhitable...

Q4. Meridith seems to have become quite effective in her inflicting ability, is this the result of being able to make her saves more consistently now that she is L3?

Q5. About these kobolds/Dragon. What is ther typical interaction with the Orc contingent, typically. Live and let live? If the Orcs get 186'd for cutting down some trees, how do the humans go about foresting?

Q6. Can you guess?

and I'll be sure to email you my stuff "soon"
 

incognito said:
Q1. How come Hurath didn't arcane lock his door?
Didn't have the spell. Although if he had, Greppa would have known the password.
Q2. We moved by the release from military service in the story rapidly; was this roleplayed out? I though that the good Captain would want to quesiton our heroes closely...

Q2a. If it was played out, can you post it?
Heh. Actually, the players rather neatly avoided the whole question. They reported in to a different military post, were let go, and went. That may come back and haunt them later.
Q3. Rules Q - I was on the website, and err - Looks like you can puruchase AC on the cheap - is there a CAP for how much you can buy? Cause eventually, I'd take 5 points of AC and walk around unhitable...
AC should be priced at 3 points per, the same as BAB. The limit is equal to your level, total, so right now, AC +3 is the maximum.

As for being unhittable... well, yeah, sort of. Athan is doing this, slowly but surely, but his enemies will be doing the same, and buffing their BAB the same way he does, so it all works out in the end.
Q4. Meridith seems to have become quite effective in her inflicting ability, is this the result of being able to make her saves more consistently now that she is L3?
Basically, yeah. She and Greppa had an epiphany when they realized that WIS bonuses weren't going to be good enough all by themselves, and started buying up their Will saves this level (they pretty much ignored saves 1st and 2nd level). By about 4th level, they should be where they want to be in terms of WIS + Will Save.
Q5. About these kobolds/Dragon. What is ther typical interaction with the Orc contingent, typically. Live and let live? If the Orcs get 186'd for cutting down some trees, how do the humans go about foresting?
Part of it is which trees where cut. Almost everything in the Theralis valleys has been gifted to civilization, to use in whatever manner is necessary to best serve the civilization. Thera arranged this with the dragon, and while there are limits (such as potability of the water, and any kind of deep mining), for the most part, cutting down trees is fine.

The orcs cut trees outside the Theralis valleys, which was their first mistake. Their second was picking the biggest, most impressive (and thus oldest) trees they could find, to make as big and heavy a ram as they could.

Typically, orcs aren't desperate enough to disrespect the wilderness, but the humans were really making burger de orc out of them. Also, you'll notice that the perpetrators left the area shortly after that.

That may come back to haunt them, though ;).

Rest assured, I'm keeping track of Olgah, the Bunahken tribe, Captain Agina...
 

Just catching up on all the tower action. I have nothing more intellegent to say other than keep up the good work. I'm enjoying reading your story hour immensely. It's making me want to flesh out my own campaign world! Of course who has the time.

Keep up the good work!

Delgar
 

Delgar: I've made a number of posts in other Story Hours that were awe-inspiring in their lack of anything intelligent to add ;). I'm just glad you're enjoying it!

Incognito-san: Got the e-mailed critters. Sweet :). That dove is one bad mu/Shut Yo Mouth/I'm just talkin' bout the dove/Well all right then.

No more narrative updates until I run the next session with the players, but I will be posting some setting stuff and answering questions during the few days before the next narrative update.
 

Economic Considerations

Theralis is intended to be a semi-plausible economy, and as such, violates many D&D precepts. The following rules-of-thumb are generally in use...

Coins In General

Theralese coins are square, with a round hole in the middle. They are usually seen in a marketplace stacked on narrow iron spikes behind or beside the merchant (and usually placed to be difficult to simply grab).

Many people use a 'coin belt' to keep their coins safe. This is, essentially, a leather strap which the coins are threaded on to, with a clever buckle array which allows you to pull coins off the thread, one at a time, without untying anything. A coin belt typically costs 5-10 chalk, depending on its quality.

Chalk

A chalk is a thin copper coin. It fluctuates somewhat, but is usually worth a single loaf of bread in winter, or 2-3 loaves during the summer trade months. With the recent war having badly damaged the bread supply, a single loaf is currently selling for 3 chalk, an almost unheard of inflation.

A glass of good wine costs about 3-10 chalk, but something close to vinegar can be had for 1 chalk. Homebrewed beer is worth about 1 chalk per mug, but the only good beers are imports, and cost 2-5 chalk per mug.

A typical military 'outfit' costs as follows:
knee-length tunic: 6 chalk
sandals (replaced often): 2 chalk

This has led to the saying, "A soldier's worth is one coin" (see argur below).

Argur

An argur is a silver coin, worth 8 chalk. A sizable meal for one person might cost 1 argur, while a festive meal fit for the wealthy could cost as much as 5-6 argur per person. A full bottle of good wine typically costs 3+ argur.

Krus

A krus is a gold coin, worth 25 argur, or 200 chalk. Krus is only used by merchants, nobility, lenders and other wealthy sorts who can spend a massive lump sum in one go.

Beggar's Chits

In the city of Theralis itself, the temples have set up a system of 'chits' which citizens can buy to hand out to beggars, and which beggars can then bring in for food, sleeping accomodations, curative services, and so on. A single argur buys a hundred chits (a chalk buys 10, so argur are more efficient).

Generally, the temples take a loss on some things (such as bread for 5 chits, wooden bowl of stew for 10 chits, wooden cup of poor wine for 10 chits) and makes a profit on other things (sleeping space for 10 chits, curative services for varying prices). It mostly balances out, and is more of an advertising scheme than a money-making scheme.

Pay Scales & Labor

A manual laborer can expect to make a wage of 3 chalk per day, minimum, and more typically about 6-7 chalk per day. These are the poorest, most unskilled jobs.

A beggar can take in about 10-30 chits a day.

Mildly skilled labor typically earns about 10 chalk per day. Apprentice crafters make the same, although they are usually more skilled - this is how they "pay their dues" to join the better paid crafters.

A skilled crafter typically earns about 2 argur per day; a master crafter can make as much as 8 chalk per day. This is generally spread out over a week or month, however, in the form of individual commissions.

Artisans do not normally have a regular pay scale, but instead rely on talent, public fads, and luck to determine whether they make a sale, gain a patron, etc. Many artisans hang around the temples to Allas, hoping for inspiration or patrons, and are only discernible from beggars by their use of chalk or argur instead of chits.

Stonemasons in the city of Theralis typically earn their money on an annual basis, making a typical minimum of 2,800+ argur in a year. Stonemasonry is a highly respected craft, and its members are often leaders in the community.

The best winemakers earn money and respect similar to the stonemasons, but usually live in the country, interacting with the city from their sprawling vine fields through proxies, merchants and sons and daughters. The most skilled winetasters live in the city, and make close to the same amount, although typically a bit less.

The merchant middle class typically makes between 2,000 and 10,000 argur per year, but are given none of the respect due winemakers and stonemasons... or even that given most crafters, for that matter. A quote from one well-liked discussion of society:
"A merchant is rather like the stomach, completely necessary to the functioning of society, and providing the body politic with its basic products, but generally unnattractive, ungainly, and supported by greedy urges and the bowels."

Many merchants are also lenders, a slightly riskier but potentially more lucrative business.
 

Some Example Enchantments

Captain Agina's Sword

A master weaponer or armorer (Craft 10+, typical age 30+) can craft a bit of their own essence into their products. These are masterwork items, uncommon among the less than wealthy, and valued as much for their maker's mark as for their utility. While not legendary, per se, they are rare enough for comment.

Generally, only a crafter of 5th level or higher can construct such a thing. Calculate how many weeks it will take to craft the normal item (at 8 argur per day) and double that for materials and miscellaneous costs, then add 1 day at 8 argur/day per 1,000 gp of the standard enchantment cost. This is the base cost of the item; the cost for XP (based on advancement and annual pay scale for 5th level crafters) is approximately 0.5 krus per 1 XP.

Captain Agina's sword is such a thing, constructed by Urales. Although mere crude iron, it has been carefully tempered, and carries some of its crafters' spark, making it more resistant to nicks, improving its balance and response, and lending it a weightier impact than normal. It is a +2 hit/dmg weapon, and is worth more than its owner.

In terms of cost, Urales spent three weeks of crafting and eight days of enchanting on the sword, and in terms of craftsmanship, raw materials and time, the sword is worth 400 argur. The additional cost for the essence he put into the commission, however (320 XP), is roughly 1 1/3 years of his life worth of experience put into the sword, and can be costed at roughly 4,000 argur, or 160 krus. The final cost is about 176 krus.

If there is any doubt that Captain Agina is well valued by her country, let that doubt be put to rest.

Athana's Spear

Roughly a century and a half ago, Athana lived and died. During her life, Dianas gifted her with a broad-headed spear during her quest to defeat the necromancer Math. The spear (including the haft) was made of celestial steel, and seemed perpetually stained by grapes. The spearhead itself was shaped like a grape-leaf, and a grape vine was sculpted along the length of the haft, along with a prayer to Dianas.

All of the spears abilities were never revealed to history, but those known were:
* The wielder could fight as well drunk as sober.
* Stabbed deep into the earth, it could cause mighty grape vines to grow.
* A sacrifice of wine (poured on the spear) caused it to grow to immense length, allowing a chasm to be crossed, a giant to be killed, and a truly epic hurling of the spear.

The spear has since been lost (and in fact disappeared after Athana died defeating the necromancer), but would easily be worth a thousand or more krus.
 

I'm putting together a document of the story hour, probably PDF, and had some questions...

1. Anyone need a format other than PDF? Only answer if you need something else.

2. Current plan is the narrative bits with some of the better side bits put in as footnotes, similar to Terry Pratchet, just not as funny. Anyone have any better ideas?

3. Should I edit? Or just go for the raw, "this is what was posted"?

Anyway, I looked it over, and it's presently at 13,000 words after a month and a day, for narrative only. The only two things I've ever written that topped that were Timeline (sci-fi setting at 20K) and Ginger (fantasy setting at 30K, regrettably lost to the great hard drive in the sky).

Here's to 13,000 more words, and the PCs' dawning realization that they're part of something big... and it's gonna squash 'em if they don't do something quick.
 


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