This is where the necessary "shortcut" of using a gold value of component instead of an amount shows it flaws, and it's necessity.Interesting take, but some things (in glancing) you might not consider:
The material cost isn't just 50 gp... it is 50 gp of RUBY DUST. Unless your world as an abudance of rubies... and the means to crush them into dust easily, that seems a larger obstacle than just the 50 gp would suggest.
This is the background context for some of the REH Conan stories, although not really a foreground focus for any of them. (Maybe People of the Black Circle?)There should be a great tension between the nobility and adventurers. Because they are reaaaaaly useful, but eventually they become powerful enough to overthrown their noble patron....
Is it? I've played a lot of D&D, but city-states and naval travel have not generally figured very prominently.This is also why D&D is heavy on city-states and naval travel.
It seems to me that the model for that assumption is German conquest of Central and Eastern Europe, English conquest of Ireland, etc. Or rather a romanticised version of that - quelling the local "tribes" and monsters, making "waste lands" productive, etc.The design of the early edition high level fighter and ranger assumed that there was always unclaimed land outside of civilization that rich nobles with armies and magic items would not challenge high level adventurers for if they build strongholds and castles there.
The return of bastions bring this back to 5th edition
Is it? I've played a lot of D&D, but city-states and naval travel have not generally figured very prominently.
The World of Greyhawk - which I've used a lot - looks more like pseudo-mediaeval Europe and West Asia than it does like pseudo-Ancient Mediterranean.
Well, some of that wilderness is settled, but by "humanoids" (in the old terminology). This is why I draw the comparison to the Germans in Poland, Lithuania etc; to the English in Ireland; and so on.Well, in D&D there often seems to be a lot of unsettled "wilderness."
More like Neverwinter, Baldurs Gate, and Icewinddale.Is it? I've played a lot of D&D, but city-states and naval travel have not generally figured very prominently.
The World of Greyhawk - which I've used a lot - looks more like pseudo-mediaeval Europe and West Asia than it does like pseudo-Ancient Mediterranean.
Arthurian stories have this too - knights ride away from Camelot and find random castles in random forests inhabited by random ogres or enchantresses.A lot of old school D&D was designed around a safe hub towns and cities surrounded by random wilderness with iffy trade routes and HYPERMEGADEATH dungeons far away to not affect daily life but close enough to make in back when besten down.
I would say that a lamplighter's guild in a magic-influenced society would not be against Continual Flame spells, rather they would be involved in the manufacturing, distribution, and sale of such items in a public capacity. Continual Flame spells would be on the higher level of the services they would offer. They would still have cheaper options for the common folk.Interesting take, but some things (in glancing) you might not consider:
The material cost isn't just 50 gp... it is 50 gp of RUBY DUST. Unless your world as an abudance of rubies... and the means to crush them into dust easily, that seems a larger obstacle than just the 50 gp would suggest.
Also, the torchmakers' guild might have issue with this, as would anyone who makes their living with oil for lamps, etc.
Just some more food for thought.