Sunday, January 30, 2011

New World Order

As I mentioned in my last post, I want to set the world up from a point 10,000 years prior to the present and let it naturally evolve from there. In general, I would like to couple mythologies with the cultures that spawned them. This means that the mythological creatures that are associated with the various legends need a home too. Beyond that, there will be races and creatures you'll want to throw in. These need a home, too.

Naturally, your world may be totally different from our earth in every meaningful way. The Core Rules should be similar in any case.

Also, one could stop the timeline moving forward to a pre-historic, hunter-gatherer society, or travel past my intended time-frame to a near Victorian steampunk genre. There is all kinds of flexibility, and it might be fun to consider.

Since I am concentrating on Europe for my own campaign, I will touch on some considerations that I am looking at to give an idea of how things might progress.

From earlier migrations out of Africa, Europe is already populated by many humanoid races and mythical creatures humans arrive (vs just Neanderthals in our own world). These human tribes migrate through the Middle East and up through the Danube river valley and spread out from there. This was the Stone Age, which lasted until about 3,000 BC. It was replaced by the Bronze Age which lasted until about 600 BC, and then the Iron Age took hold.

While I intend to start my campaign during the Iron Age, many artifacts will be preserved from the Bronze Age. As mentioned in previous posts, Spiritual power can reside in any item carried and used by a powerful hero of ages past. Also, as the Magical items are created, extra care will be taken to preserve these items. I mention this now, to help put in the back of our minds where ancient civilizations rose and fell, and where their artifacts may be found. Also, when ancient tomb is uncovered, arrowheads and other items will not likely be made of iron and so forth.

The Classical Greek and Roman Empires took place during the Bronze Age.

The questions I have are as follows:
1. What races were in Europe before humans arrived?
2. How does the presence of these races influence/change the eventual distribution of humans?
3. How does magic affect the timeline?
4. How do gods affect the cultures?

Of course, all these questions are inter-related.

We know that written languages came into use during the Bronze Age, and this would be an important development in the retaining and spread of magical power. Elemental magics in their raw, naturally occurring forms would be discovered prior to this in the Stone Age, but only simple, direct uses would  be practiced by the various tribes. Much more common in the late Stone Age would be spiritual magic, as agriculture and animal husbandry would give rise to a power priest class (among others). Sustained prosperity (praise the gods!) would mean booming populations and much higher pressures to expand or protect power bases. This would push technological growth.

I would argue that these pressures would be come super-inflated, causing incredible wars and conflicts during the Middle Bronze Age. Clearly, more cultures attuned to worshipping the sources of spiritual power on scale with Egypt would have arisen and conflicted. Pharaohs and other priest-king-gods would arise and convert, sublimate or kill all who opposed them.

For the sake of simplicity, one could argue that all bonuses on a national scale equalled out in proportion with historical advantages and the same cultures dominated in much the same way. I would argue against this idea, but many of us do not have enough time to reinvent the wheel in this case. The balance of power between Egyptians, Hittites, Kassites and Hurrians might have been completely different. The Assyrian empire might have risen sooner, or the Egyptians might have dominated completely.

Certainly, the even earlier Sumerian empire could have survived and flourished and with strong magics might have expanded to the area of the later Assyrian, Neo-Babylonian, or Persian Empire with Gilgamesh as their leader!
Fortunately, there are not that many major human cultures to look at and analyze, so it becomes a matter of what story you want to tell. For my part, I do not want to add too many other races to these old kingdoms, but it might be interesting to allow another race to assume the role of one of the old kingdoms.

Rather than expand old empires, you may wish to have evolutionary pressures from magic to cause all such cultures to be lessened or restrained. Other angles have played out in D&D, such as the rise of Necromancer kings and their legions of undead fighting for control of the old kingdoms. There is little doubt that many interesting ways can be invented to explain the past history of your world and how things came to be.

Back to Europe. Our European tribes left well before these Old Empires formed, though they will be influenced by any powerful cultures that enter their territory.

The Greeks and Romans are two big areas of development. Greek myths, which the Romans copied in so many ways, are very rich in content. The Greeks not only provide strong spiritual forces, they also start to define much of the material world. The Greek world and the Mediterranean are ideal for a Bronze Age campaign. As the Greeks and Romans have a direct role in the formation of Europe, their cultures will have to be quantified more carefully. The Germanic/Norse culture and the Celtic cultures also seem strong enough to hold their own in a fantasy setting, it just depends on which you want to emphasize.

All the European cultures have variations of similar creatures, such as fairies, elves, sprites, gnomes, goblins, etc. I leave it to you to develop whichever best fits your story. In my mind, Europe is largely unconquered by humans, and many forests (gone on modern maps) and mountain regions are controlled by other races. These races have variations themselves. As I mentioned earlier, there will be nine races of elf in my campaign world. Sprites will be much more varied.

Orc is largely Tolkien's name for a race of evil humanoids (akin to ogres of legend), but has been used so often, that one would think orcs were as solid as Dragons in ancient folklore. Not so much. Goblins enjoy a much longer history, and much more variation. Of course, you could name your evil humanoids 'n00bs' if you wanted to, but Tolkien showed exactly how rich a bit of research can make a fantasy writing effort. And his names all derive from his strong understanding of ancient languages and lore.

Also take into consideration the geography and ecology of your world. The entire area of eastern Europe was originally covered by virgin forests. Travel by people was limited to river routes until about the 14th century; roads and bridges appeared much later. Many places in Europe were 'remote' and sheltered. Living in or near a forest in a world or long, dark, cold winters would make anyone cautious. When those same forests are the homes of goblins or worse, no one is going to be overly adventurous.

So, I'm looking at cultures that hug waterways and fortify heavily. Hunting parties travel in large groups, and trade is slow to develop. Spirit worship is very strong and is a big part of survival. Cities have large temples, and every village has a shrine. Religious conflicts are common. Slavery is common. Theft is common. Suffering among the weak is common.

Thursday, January 27, 2011

Logical World Design

As you can tell from the title of this blog, I adhere to the concepts of Darwin's Theory of Evolution and the advancements science had made in the theory since then. That in no way means I fail to appreciate the social and religious efforts to understand our place in the universe. Creating a alternate world of magic and myth brings any such appreciation to the fore.

Let us image that I was highly enamored with one ideology to the point I wanted to mold the imagined world in that view alone. It might be cool to have heroes that lived and died in honor of one mythos in a world where everyone either revered the true gods or were enemies. Dune might be an example of this type of concept. I liked Dune, but I don't recall many non-human races. Throw in a few dozen non-human races. Would all these races follow the teachings of the Orange Bible? I would hope not. Cultures that are not different in ideology, have no relevance.

One ideology for all cultures implies that no other perception of reality is feasible, or that one culture has successfully dominated the rest. Christianity has attempted to systematically dominate the western hemisphere of our world. This was achieved by many means, which I will not detail here. Even at the highest point of power for the Catholic Church, the Christian faith was divided into numerous sub-groups. Today, one would be hard pressed to identify every church that has adopted a variation of Christianity. No one ideology has ever dominated the entire human civilization, and it would not make sense for one to.

Of course, Christianity and all the other faiths of our world do not have spirits granting powerful spells (in a game mechanic sense). It is the nature of social groups to stratify, it should be recognized that every spirit that still communed with its followers and empowered their priests would be revered, even if a stronger force intervened. The stronger force would, more often than not, supplant the weaker over time, but the weaker would have more staying power among the faithful.

The Romans viewed other pagan gods in terms of their own set, which was essentially the gods of the Greeks. When they conquered other peoples, it seems they attempted to rename the gods of the defeated to their own. Later, after they adopted Christianity, they 'decreed' changes that changed pagan festivals to christian holidays in a very determined manner. It is hard to identify what would have happened if these defeated cultures still had strong communion with their gods.

I bring this up now because spirits, heroes and gods will be the main identifiers of cultures (after race). It would not seem right that a tribe of goblins would worship elven gods, but it should be clear that all goblins do not worship the same god. Elves would not either. In fact, it should be that even when large groups of elves worship the same god, there will be various factions that worship that same deity differently. Naturally, the variations will make for many interesting stories and adventures.

I encourage variation. It takes more work for the gamemaster, but it should pay dividends in the end.

This sort of thing is not the standard D&D fare, and you may find it too cumbersome for your world. As we discuss the origins of the various races and their cultures, I will point out why the variations make sense. Our own western culture marks many of its most important events by these schisms, and the cultures of our magical world will also be marked by the power struggles of the Priest-King-Gods and the factions they create. Remember that spiritual power is reflexive in this game system, so the more followers one has, the more powerful they become. Egos will clash. Belief systems will clash. Races will clash. War is always the final argument.

Switching gears, anthropologists on our world strongly believe that humans originated from the African Continent, coming out of Africa in at least two major waves in the distant past, as we have found fossils that show migrations of pre-Homo sapiens. How many divergent species of proto-human rose and fell before the the dominate strain won out is not clear at all. Moreover, as all life on our Earth comes from one original spark billions of years ago and all life here is related by this, so I recommend that all life on our alternate world is related in this way. Clearly, each culture/race will be too preoccupied to discover this, much less to admit this to themselves.

Magic, the subtle chaotic force, will be what pushes so much variation in the backwaters of time. The question becomes not where they came from but where did they end up when they rose to sentience. Our own ancient human cultures first rose around the middle east and spread from there because agriculture and the domestication of animals made these places favorable, but a magical world could have other spots that favored growth of other races. It stands to reason that human expansion would be dulled somewhat due to so much competition. This is not to say these races are all in contact. Some races could find very distant homes from the first human civilizations.

It is an interesting dilemma. The first major migration from Africa could have happened 100 million years before this cultural development, so time is not a real issue until we define who rises first. Also, humans are a very recent addition to North and South America, which becomes interesting if other races develop seafaring first.
In my own world, the dwarven race worship the Dragons, and a particularly clever dragon transports his dwarven followers to the gold-rich areas of Central and South America. Even though the human culture is there already, the dragon and dwarves make a strong case for supremacy.
Magic is a game changer. Modes of transportation change because of it, but more importantly, all forces that effect survival are changed to a degree by magic. When farmers can pray for more crops or for more herd animals to be born, the surplus of resources causes a quicker rise of skilled laborers and civilization in general. Of course, all the magical beasts and other races keep growth in check, but we have to define how.

In my world, I chose Dragons as the first sentient race. Magically spawned from the dinosaur age, these creatures have since given rise to an intelligent variety of the the species. They develop language and learn to develop a symbiotic relationship with the nearby dwarves. Dwarven language is a direct offshoot of draconic. Dwarves benefit from this advancement and serve the Dragon-Gods. Not to mention there is a sharp decline in the local giant population. I am intentionally skipping several developmental steps of my world, but choosing the first races to ascend has a ripple effect on their neighbors.

In another part of my world, an ancestor gives rise to fairies, sprites, elves and all the sylvan ilk. Can elves produce children with humans? Could half-elves be a regression of elves that can mate with humans? Shall we call them the Irish? Sorry, I could not resist.
In actuality, my world has the sylvan cultures rising on an island, and elves take the lead in sea travel. The human cultures they first interact with become influenced by them. I originally have nine races of elves populating my world. Again, variance is more true to reality and hopefully more interesting. In any case, elves are third to rise.
Orcs are fourth to rise
Humans are fifth
This is not to say humans are less intelligent, when they get it going as a civilization, than those before them. In fact, their ability to adapt and learn is a big strength.

Back to the Irish. Any cultures we take from our history have to have a reasonable origin on our alternate earth, but they are a comfortable short-cut.

Reading this back, I know I skipped around a bit. There are so many considerations that it can be a bit much. The main point is that all the non-human races rose from ancestors of a migration around 100 million years ago out of Africa, and they are all very different now. Modern humans migrated out of Africa about 20,000 yrs ago on my alternate earth and were limited in their successful migration patterns. Consequently, all the human cultures of our earth will not be represented.

In turn, the migrations of the non-human races will be taken into account along with their cultural impacts on each other. The rise and fall of past civilizations will be considered up to the present day of our campaign world. Power groups will be defined and important resources identified. The evolution of Magic Use will also be studied, allowing more spells and rituals to be identified and added to game play. Demonstrating this process will show why most magic is not generic, but culturally based. Once we have magic in place, we will be ready to playtest.

On a playtest note, I only plan to develop one human culture for characters to come from. As that group travels, I'll develop the other cultures and allow additional character choices.

Tuesday, January 25, 2011

Developmental Review

I want to present an overview of how far along we are toward developing the core rules and forming a playtest group.

Core Rules:
I. Player Character Creation
     1. Ability Scores-complete
     2. Races-not defined
     3. Skill Tree-mostly complete.
     4. Money and Equipment-complete.

II. Magic
     1. Spiritual Magic
         a. concept-largely complete.
         b. spells-partially complete.
         c. definitions of spiritual spellcasting aids-partial
         d. dieties, heroes and other spirits-partially defined (specific to campaign)
     2. Elemental Magic
         a. concept-largely complete
         b. potions-defined
         c. material components-partially defined.
         d. elemental 'schools'-scketchy
         e. spells-not even close

III. Combat
     1. Melee-largely defined
     2. Time and Movement-needs work
     3. Magic-not close

IV. World
     1. Races-not defined
     2. Cultures-not defined
     3. History-not defined
     4. Gods-not defined

While I plan to discuss world design here, my own world, Rheen, will not be defined here. My playtest group will have to discover it on their own. I encourage each gamemaster out there to enjoy creating their own world, and I will be happy to discuss world design concepts that I'm not going to use in contrast in this blog. In my mind, deciding which cultures/races are emphasized on your world is a person decision that relates to the story you want to tell.

What I will emphasize in this blog is the concept of Evolution, and the logical progression of events one might expect when Evolution is applied to a fantasy world. At all times I want to make clear how advantages and resources cause cultures to flourish and how there is no static universe.

Also, I will make recommendations that stray far from the cannon of D&D and Tolkien. This may take you out of your comfort zone. You do not have to accept my ideas, and I welcome clarifications. 

That being said, the Core Rules look to need some heavy grunt work in listing out spells and clarifying processes. I want to begin translating some D&D spells to this system, while adding many others. As was demonstrated with Spiritual Magic, the spells are not really that similar.
Many D&D spell effects are not individualized here. By contacting a helpful spirit, the spirit magic caster has many more role-playing and tactical options to consider, rather than casting a D&D spell with only one desired effect. This fluidity is central to spiritual magic.
Elemental magic, on the other hand, will be much more like chemistry and physics. Desired effects will have to be designed, spells exact. Magic is naturally a mildly chaotic force, and controlling through the focus of the mind will have interesting variances, but most of these spells will have what I hope are logical progressions.

Lastly, I want to put forth the concepts of Cultural Bias and Veils of Ignorance. Ideally, the player will have a clear understanding of the social role of their character. To this end, I recommend that your players only be introduced to those mores and customs central to their character's origin. As I envision an ancient world rife with dangers and constant struggles, it doesn't seem to me that a more civilized world like 'The Forgotten Realms' is the right concept. In fact, the world of 'Conan' with its city-states and its despots might be much closer to the mark. Cultural identity is heavily emphasized in a world where ancestral spirits empower cultural continuation.
Gods like Thor and Zeus are not interested in cultural diversification. Defeat. Enslave. Grow in Power.
Thus, strangers are enemies. Strangers are not kindly greeted. Cities of any size have an area outside their most secure gates to quarter travellers and facilitate trade. Guards are not lax, and are often in large groups. Individuals do not travel the open road alone. The larger the travelling party, the better.
As in medieval society in our past, the vast majority of people never leave the village of their birth. Their knowledge of the outside is not based on scholarship. If our forefathers believed in the mythical, can you imagine what people in a mythical world imagine are outside their walls at night?

Part of my effort here is to change the way fantasy role-playing games are approached and played. Too often, the game starts with tired cliches that are formulaic at best. While I will not spend too much time on these concepts, I will design the rules to emphasize what the characters could realistically expect from their culture. Cultures survive because they are self-perpetuating. Magical, deity-led cultures more so.

Designing alien cultures for all the other intelligent races might be too much to take in, but I do recommend challenging convention. While it may be nice, as a player, to visit other cultures and see the familiar, cookie-cutter fantasy setting, it would seem more interesting to visit other races/cultures and have to figure things out. Try for exotic, but practical. I'll put examples of this later in future posts.

Ok, enough soapbox.

Children of Cain

I was listening to an adaptation of Beowulf on cd and giggled when the mythical monsters of the world were attributed to the progeny of Cain. I guess that if you are going to paint our world in black and white, this is not an unreasonable way to look for the divide. While Judeo-Christian mythology can have a place in our alternate world, we have to separate each culture's perspective from the cold genetic history of each mythical creature's origin.

As I mentioned previously, defining the origin and rise of the intelligent races is key to designing the world. Dominate cultures tend to erase weaker cultures in the course of time, and the addition of numerous intelligent races to compete for resources raises the ante.

In fact, it completely puts the history of human cultures in our past on it's ear. Consider how many intelligent races are represented in classical D&D:

human
elf
dragon (several varieties)
gnome
halfling
orc
goblin
bugbear
giants (several varieties)
brownies
dopplegangers
dryads
ettins
gargoyles
gnoll
lizardfolk
hobgoblin
kobolds
jackals
were-creatures (several varieties)
lycanthropes (several varieties)
mermen
mindflayers
ogres
pixies, nixies and nymphs
sahuagin
satyrs
cyclops
trolls
tritons
troglodytes
titans
sprites and sylphs
Not to mention the ones in Monster Manual 2 or Fiend Folio...

Well, you get the point. Most of these races have a home territory and are integral to the ecology of the region. They each compete with the other races (and among themselves) for resources and influence. These are not recent additions to our alternate earth, but have been developing over the eons. The resources and areas that they inhabit are not open to expansion by humans or other races without conflict. This many intelligent races means wars are a common aspect of history. It also means that many human cultures that developed on our earth never happened on our alternate earth.

In fact, much of the migrations of humans might never have happened. It will be critical to the success of our game to understand this concept and design a world largely unknown to humans. I'm inclined to give each ancient culture its due, but must consider limiting expansions of cultures. Survival pressures are higher and technological advancement aided by magic is in play.

My original concept was to have a world developed to about 800 AD with regard to cultures and technology, but I now view that only as the absolute limit going forward. It seems reasonable to go back to 10,000 BC, place the mythical races and wildlands (where all the monsters live) and develop forward. By sketching each culture's pre-history from this point, the history will be realistic. Of course, we may decide, reasonably so, that some races peaked in power and influence before this point. The Tolkien formula is to have most of the non-human races in decline, with forgotten histories shrouded in history. I prefer to have most races still actively fighting for survival. All the races can have great(and not so great) fallen civilizations in their past, but I do not want paint the elves or any other race as descended from a more powerful races and having extra long life-spans and such. While human mythology in our world commonly makes humans to be descended from god-chosen prototypes that lived longer lives and did not have to struggle just to survive (and Tolkien's Silmarillion echoes this), I'm not inclined to follow this old pattern.

Instead, the races developed over the eons. Some may have discovered agriculture, language or magic first, and this will determine dominance. Strength alone may dictate that Hobgoblins dominate Kobolds, but magic can be the great equalizer. Certainly, some races will dominate and enslave others. So, races will have high and low points depending on their circumstance, and they may all feel like their gods chose them to rule, but that is not how I want to go about designing it.

Monday, January 24, 2011

More Thoughts on Potions

So, if we define reagents reasonably, potion brewing and spellcraft should progress from that. Potions that do not rely simply on the natural effect of their contents alone, but instead hold a spell effect will require a specific gem dust to seal in the magic until the potion is consumed.

So, a potion of healing derived from ginseng root extract alone, would have a shelf life, but it would not require any spellcasting skill or gem dust to create. An elixir of firebreath would.

A couple of definitions.

Potion: any combination of liquids or suspended reagents not requiring spellcasting to create. One uses potion-making skill to create potions.
Elixir: any combination of liquids or suspended reagents that require spellcasting skill to create and that usually have a spell-like effect when consumed. One uses Alchemy skill to create elixirs.

Alchemy differs from potion-making in that magical ingredients or spell-casting is required to produce the desired elixir (or salve, etc).
Potion-making skill would involve knowing how to prepare raw ingredients to the finished product.
Herbology skill would help one locate the raw plant ingredients in the wild.

Potions (and scrolls, spell tokens, etc) can be used by spellcasters as a platform for larger spells if they have the skill.
Elemental Spellcraft derives from the framework of potions and their raw materials. A witch at her caldron is much more dangerous than the witch alone.

Material Components

Material Components provide an interesting opportunity to enhance both the feel of the fantasy world and depth of role playing options. The question becomes whether the time invested in stratifying the various effects of material components is worthwhile. Magic systems based on generic magical fuel, such as mana, invest little in world development. Granted, it would take much, much less time to develope a system this way.

For my part, I'm committed to making this world, this gaming experience, as real as possible. To this end, I propose that magical energy (both static and active) is found in largely fixed quantum states. That is to say, magic is easy to change from state to state if it is being influenced to do so, but when not being influence, it comes to a restive state. This restive state of material components can be defined in terms of energy by a number of d6 that it provides to a skilled caster. These quantum states for magical energy (both restive and active) follow a progression of prime numbers (1,2,3,5,7,11, etc). This is a naturally occuring pattern, that will make an interesting mechanic further in.

For brewing potions and casting elemental spells, these material components power the outcome, so their starting levels of energy are important to understand. Spiritual magic is powered by the caster's connection to the spirit world, but elemental casters must use materials they can find. Fire mages, for instance, can use any combustable fuel to aid their spells, but the quality and quantity of those fuels can range widely. Common natural ingredients(carbohydrates) wood, cloth, food would be energy level 1, but how much mass would be needed?

Energy level 1(wood or other carbohydrates):
oven dried or completely dehydrated fuels (such as from an ancient desert tomb) 10 lbs
charcoal 7lbs
air dried wood 14 lbs
green or living tree 28 lbs
water-soaked wood 90 lbs
rain-soaked living tree 120lbs
lamp-oil soaked wood 3lbs
greek fire coated stick 4 ounces
alcohol beverages with 50-80% alcohol 1 liter


Energy level 2 (flamable oils):
lamp oil-crude 4 standard flasks (soaks 12 lbs wood)
lamp oil refined 1 standard flask (soaks 12 lbs wood)
grain alcohol 90-100% 1 liter

Energy level 3 (Highly flammable compounds):
greek fire - 1/12 standard flask (standard flask can coat 40 sticks)

Energy level 5 (Explosives)
There might be some limited explosives discovered on our alternate earth, but none at this time.

Fire or heat could give a bonus to fire magic casting, just as rain or cold might hinder it. Strong sources of fire or heat can be used by a fire mage to transfer the effect into a spell. Molten lava could fuel a spell. A burning house could. Note how much fuel the mage can gather in one 5ft hex of infuence to determine how much fuel they can gather in one round at their skill level. More on this later.
Magical wood or other items that contain magical fire energy could be much stronger than these mundane examples, but not at all common.

Of course, the above quantities only represent 1d6 of energy each, so we may have to adjust them once a few spells are playtested.

Monday, January 3, 2011

Brewing Potions

Brewing potions is one of the best ways to make portable, helpful magic that can be used by almost anyone. Even so, it is by no means easy. Even if you know what ingredients to collect, you would still need the skills to put them together. Moreover, manipulating magical ingredients requires magical specific skill. Given the possible skills of the crafter, there are a wealth of possible potions to brew.

Perhaps it would be best to divide all such items into Elemental and Spiritual based items. Elemental potions require a precise recipe of specific ingredients, while spiritual potions require a specific ritual performed at an altar.

Let's start with Elemental magic based potions.

potion name:  Heal Wounds
potion effect: heals xd6 points of physical damage, where x is the units of power of the healing ingredients.
duration: instantaneous.

So, if one pound of ginseng root = one unit of healing, how does this work? Well, the natural root could be eaten and digested giving the healing over a ten minute time frame (1d6 after ten minutes), or the ginseng root could be refined and the healing essence extracted and mixed into a salve or potion. Let's say that same one unit is now one ounce of fluid. One could more quickly consume more units and receive the benefits faster. Knowing what herbs are beneficial and where to look for them in the wild is one skill, and being able to refine their healing essence another.

The same development pattern holds true for potions that enhance abilities or skills. A potion could also contain one ounce of this benefit, and another ounce of another benefit, making interesting combo packages, though higher skill would be needed to make these.

Still more complex would be potions that duplicated spell effects. I am imagining the crushed gems might be a nice ingredient to hold the spell matrix, but this is only a thought.

The complexities only go up, and we have not even considered magical tools and ingredients, so this will take some effort.

Saturday, January 1, 2011

Happy New Year!

Wow. The holidays were great, but I have let my design fall a bit behind schedule. It is not all bad, as the time of reflection led me to much deeper understanding of how magic, and particularly elemental magic, would work. Unfortunately, it is now a very complex mess in my head. I want to convey all the steps from basic to advanced elemental magic use in a logical progression, so I'll start with the smallest bit and work my way up.

For those of us who have studied some Quantum Mechanics or String Theory, this should flow pretty well. Once you get to the sub-atomic world, there are many forces and processes we still don't understand. This is not the blog for working those issues out. Instead, I want to clarify raw magical energy in terms of quantum, or waves of energy in a complex design. As we theorize that certain quantum particles pair and form larger particles (electrons, protons, neutrons) based on their characteristics (spin, charge, color) or that all matter is actually formed ultimately by extremely short waves of energy (string theory), we can inject another such string or quantum, and call it magic (elemental). These usually latent bits of magic can be energized to several set states of energy (and usually fluctuate between these states in an unpredictable fashion).

We could theorize for centuries how exactly the spellcaster can manipulate with thought the highly energized magical bits to do the caster's bidding, or how spirit magic works seemingly independent of elemental magic. There may never be a Grand Unified Theory of Magic to bring it all together, and we do not fully need one, as long as the physical results of manipulating magic follow a consistent and predictable path. The key is understanding the states of matter and how they relate to the final desired outcome of magical spells. Certainly, exciting a piece of paper to ignite is easier than transforming the same page to a sheet of copper. When we accept that magic is a force that can transform the atomic structure, we simply have to determine how much energy is required to effect the transformation and back out of the process to the caster. Is it easier to fall back on the imagination of others or spells we already know from other games. Absolutely, but I think that this will get easier once we develop the core mechanics of how these spells are brought about.

To that end, I am taking the tack that elemental magics were discovered in a process that started with raw magical ingredients found in nature and slowly moved through potion making and specialized tool making to rituals of power. Certainly, we already know how intelligent races use herb and other beneficial elements they find in nature. Add to this magical ingredients, and ultimately magical tools, to facilitate the process and potions and spells will come forth. Also, magics based on different environments would also be more true to the eventual reality. Magical uses of ice wouldn't be discovered in the desert, but their would be spells involving sand or heat. So alchemical knowledge is very specific to the terrain/culture of the mage. Mages from the desert would know dozens of uses for sand in spells, but might be at a loss on an icy tundra. Here, we see the importance of material components. Defining what natural ingredients will facilitate spells (or potions for that matter) is critical to defining the availability of elemental magical power. Certainly, items that already have a constant magical nature (unicorn's horn, dragon's lungs, magical water, magical stone, etc) would have the highest usable state of magical energy.

Mundane water, earth, air, etc would have the lowest state of magical energy (some could have absolutely none-like electromagnetic metals, which repulse magic). The question becomes how the mage can obtain the required materials. I'm leery of unbalancing the game, or simply being unrealistic to the level of magic necessary to populate a world with fantastic creatures and races.

What I am not uncertain about is that the races first discovered helpful herbs and materials, then learned how processing them (with and without magic) made them more beneficial.  So, it stands to reason that I'll start with that and see where it leads.

Before I leave the topic, I want to back out to the world history view. Certainly, the alternate earth that we now consider will have many different races and species not found on our earth. Determining when and where these races rise to civilization, how they develope beyond that, and how they conflict with other cultures, will be a large task. Ancient cultures of our world may have been bolstered to survive longer or meet quicker ends with the use of magic. Defining how elemental magic proliferates will go a long way to determining some of these trends. On the other hand, we can already see that spirit magic will raise the Pharaohs to true gods, along with numerous ancient cultural leaders who will follow this path to everlasting power. Whether this prolongs their culture, or leads to implosions as factions fight for power, is part of development of cultures not clearly addressed in past gaming systems.

There is little doubt that the first God-Kings would not welcome their mortal successors, and the conflicts between different religious factions will be a fertile bed for adventure scenarios. Who can judge the real staying power of some religions? Countless such cultures have come and gone in our world, but faith may be stronger with the advent of spiritual magic. Indeed, ancient gods (a Sumerian god of war, for example) may have much more lasting power in our alternate earth, prolonging the society that spawned it.

That is fun for another day.

Sunday, November 21, 2010

Spirit Channelling

While the concept of several spellcasters working together to cast more powerful spells is easy to understand, it is a concept that needs to be clearly thought out, lest it imbalance the game. I propose this as a basic spell for the action in the field concept, while more powerful spells using altars will later be introduced to allow the 'fleecing of the spiritual sheep' during temple services.

Spell Name:   Spirit Channelling
History:  early spellcasters soon learned the advantage of working together.
Maximum Casting Time:   cannot exceed 1 round or the length of the spell the caster is channelling to aid, whichever is longer.
Minimum Casting Cost (Base Duration):   40 (instant)
Overage Effect:   all overage is donated to target caster, whose spell this caster is trying to aid.
Spell Effect:   the caster aids a fellow caster by adding the overage of this spell to their spellcasting effort.
Range:   touch recipient caster or that caster's target.

Wednesday, November 17, 2010

Summoning Spirits

After discovering how to talk to spirits and barter for very minor services, more powerful spirit spellcasters wanted to have more control. What would it take to summon a god? A hero? A demon? Clearly, any such action would be dangerous, and perhaps foolhardy in the completely fatal sense. As we know, power begets power, and early shamans would have wanted more than polite conversations with spirits. Once they realized they could summon spirits to perform tasks, they saw a powerful resource.

But, before we can go into how a spirit is called and bound to a caster, we have to understand the different levels of spirits in the spiritworld. More so than in the material world, the souls in the spirit world are completely defined by their level of power. So, what determines that level of power?

Foremost to determining a spirit's level of power is the base Spirituality Ability of the being when they died. Most common spirits are defined by this only, and are relatively weak compared to heroes and gods. So, what defines how powerful spirits become? My intent is to have their relative strength be in ratio to the number of faithful followers they have. Moreover, the relative amount of power each follower gives is directly from their Spirituality Ability and spiritual spellcasting powers or fame. Fame is the concept of how much spiritual energy a being receives from followers and others who think and speak well of that being. The opposite is also true in regards to those that are feared or hated acquiring power.

Fame dice are a tricky mechanic that I'm working on. Let me explain how it works:

A being gets a Fame die for every willing (unpaid) follower. Fame dice are also gained through great or heroic deeds (as a reward from the Gamemaster). Fame dice can also be bolstered through bards and other political efforts (sometimes only temporarily). Fame dice are used in determining whether a being's reputation proceeds them, and in determining if the being has enough clout in certain social interactions. True heroes are always sought out, and true villains are always avoided. The level of fame determines many social prejudices and expectations.

Fame has special modifiers for distance from the site of the famed event. Local heroes will have no discernible clout far from home, but will enjoy many benefits close by. Of course, once a hero has gained fame in their new location, the fame of the old locations will come forward as society clamours for any stories of heroic deeds concerning the hero. Naturally, circumstances (the Gamemaster) will determine how much fame is in play, and how much the characters have heard of others they meet.

The upshot of Fame is that so much attention and energy directed at a being makes their spirit more powerful upon death, but Fame is fleeting. Fame has a half-life in the spirit world if it is not converted to Reverence. Reverence dice are a more solid form of power in the spiritual world. Reverence dice are granted for followers who treat the being as a god or other worshipped being. Reverence involves dedicated prayer, and more powerful followers provided more Reverence dice.

Reverence dice to a spirit are like Faith dice to a spirit spellcaster. Actions the spirits wish to make, especially in the material world, require Reverence dice power to effect.

Ultimately, to summon or bind a spirit, the caster must have a higher roll than the spirit's Reverence roll. While summoning weak spirits is not very difficult for a skilled shaman, just summoning a revered hero may be well beyond their means. Of course, there are numerous ways that a spell-caster can temporarily boost their power, and many spiritually bound objects that have been crafted that can assist.

The first, and most common boost is for spellcasters to work together, or channel their efforts. My next post will reveal how this should work and the spell form it will take.

Sunday, November 7, 2010

No Need For Feats

 Today, I would like to point out that there will be no need for a special or second tier of skills called Feats, as used in Dungeons and Dragons. Looking down the list of Open Source D20 Feats, the patterns become clear.

Quite a few Feats are dedicated to a +2 bonus to a particular ability or skill. In a purely skill based system, characters would focus on increasing their skill. While there will be 'pip' bonuses in our game based on items or spells, players will not earn Feats or use DPs to buy them. So, we can remove these from the list.




Proficiencies and specializations are covered by the simple progression of skills in our system, as are any 'improved' feats or other progressions. These feats are simply used by D&D to immitate a skill-based system, so those can be removed from the list.




Brewing, crafting, creating are all actual skills in our system, and do not require feats.




Combat and archery feats can be duplicated by skillful characters in our game. Cleave is handled by dividing attack dice between targets at the beginning of the round and felling them, etc.




Blind fighting is a skill. Ambidexterity (though no longer listed) is not relevent. I have known many people who are ambidextrous to varying degrees, but their success is still based on a core Atheticism. Though they can choose either hand to write with, they still need to train each hand to form the letters. The ability to train either, does not overshadow the limit of their overall ability to form beautiful letters. In other words, their natural overall ability defines the amazing quality of their ambidexterity. A swordsman fighting with two swords is defined as much by their footwork, as by any slight ease in training the off hand. Thus, training the off hand to use a shield, or a melee weapon is a skill, which is based on the Athletic Ability of the warrior. We will go more into combat later.




So, even though skill progression in our game eliminates the need for Feats, it in no way limits the number or variety of special or secretly held skills that may become available to the characters. Indeed, many role-playing efforts will revolve around gaining access to such teachers or learning oportunities.

Monday, November 1, 2010

Harnessing Elemental Magic

Elemental magic is found in nature. It is a sub-atomic particle/force that comes in several elemental flavors called essences. Sometimes, these essences are pure, such as fire essence in a volcano. These various elemental essences can be found in various levels of energized states. Occasionally, these essences have subtly combined to produce a magical effect when encountered. Typically, these elements are dormant and need to be activated to produce an effect.
To this end, plants, animals and creatures have adapted over time, developing genetic structures that promote storing and using magical essence as a competitive advantage. Magically imbued creatures can activate this magic through genetic triggers, but the magical essence is in their being. Thus, the carcase of such creatures is highly desirable to an elemental mage, both as fuel for spells and as subject for study. Unlocking the subtle combinations allows the mage to recreate the same effects with spells.

While the competitive advantage that magic gives is substantial, the survival pressures are also substantial. In the settled lands, the races have domesticated such plants and animals to better aid their cultures. In the wild, there are many places where magical plants, animals and creatures create whole ecological subsystems. Over time, these subsystems have fostered even more complex magical advantages through genetic evolution.

As we define our intelligent races and their origins, these subsystems will also need to be developed.

Sunday, October 31, 2010

Holy Ground

It is All Hallow's Eve, so I thought a discussion of Holy Ground was in order.

Holy Ground in this case, is any ground consecrated to a spiritual being through a ritual of consecration. Each spiritual being (gods mostly) will have their own tailored ritual of consecration, which will involve prayer and sacrifice to achieve. Roughly, each day's worth of prayer (24 hrs) and coinciding sacrifices (really varies per deity), will consecrate a totem or altar to store 1 point of spiritual energy. Over time, these amounts can climb to extraordinary levels (or max out if the altar or totem is of insufficient quality). Of course, consecrating the alter does not also provided the energy to store there. That energy comes from the sacrifices and prayers that come later and presumably on a regular basis.

Furthermore, the altar can act as a battery for protection (or other spells) that are tied to the alter in yet another time-consuming ritual. As long as the altar's energy level is maintained, such spells are maintained. Also, any spirit caster who worships that particular deity can tap the altar (through touch) and use the energy in casting. Thus, such sites are also well protected. Crude altars, idols, or totems may be made of base materials, but they store little power compared to ones made of valuable and special materials.

Such focal points of communion with a deity are not portable, and can only be moved to a new temple site at great pains. Portable focal items are possible, and most serious casters take the time to create a holy symbol that is consecrated. each storable point requires 120 hours of prayer specifically for that purpose. The maximum number of points in a mundane holy symbol is 1 point per die of spirit magic casting skill. Once consecrated, the symbol can be charged and recharged as needed.

Spirits can be bond to higher quality altars for any number of duties, including security. More on that later.

Friday, October 29, 2010

Souls and Spirits

As I started fleshing out some spells in my previous post, I realized I had some choices to make concerning the spirit world.

At first, I just wanted an ethereal backdrop of spiritual-soul derived energy. The place where gods could be born and dwell, but not reign over the living world in a direct way. Then, I thought it would be appropriate to have a path of apotheosis for those living on our alternate earth, which would allow characters to grow in spiritual awareness/ spirit power wielding skill until they reached a point of influence in the spirit world. This influence would be an entry-level position in the hero pantheon, with many possible role-playing angles, as the player's character matured beyond simply adventuring, and became a lasting hero. Then I thought, what about the small people? Do their souls not merit any individuality in the afterlife? Are they just absorbed by the deities they worshipped in life, becoming part of the very ideals they strove toward? Are they a constant? Do they have the chance to grow? Can they fade away or be reincarnated? While characters may never know for certain how these things work, I see that writing spells that call upon spirits needs a little structure behind it, so that everything flows naturally. This could go any of a number of ways, but I have a proposal.

Every being on our alternate earth who can safely be identified as having a soul, will enter the spirit world upon death. Their presence and powers there being determined by their relative level of spiritual achievement. While, heroes and legends would take positions of prominence, normal folks would also have a place in the glowing radiance of their deity of choice. As it was originally envisioned, the spirit world gave birth to representations of cultural ideals (gods), but the relative power of such would be reflexive of the amount of prayer/sacrifice made in their name. Thus, the common folk would also gain in the afterlife if those that remembered them from life prayed for them or honored their memory in other ways. Blatant ancestor worship would facilitate a ready pantheon of lesser spirits that might aid a family member, so this might be a solid fixture in many cultures. Those that are forgotten, for good or ill, drift into a slumber and may ultimately have their soul's energy reborn in another life (though this doesn't have to be made a rule). Certainly, my idea is that beings long dead and rarely spoken of would be in a slumber, but the length of that slumber would be proportional to their original power as a spirit. Gods could slumber for eons to be awoken and worshipped again, while forgotten heroes would have a shorter span, and most common folks might be reborn in 10-20 generations.

Of course, this ignores the usefulness of such spirits to more powerful spirits. Minion spirits could be retained by a more powerful spirit. Perhaps these faithful spirits can provide their power to their deity as their spirit experiences a sort of half-life effect over time. On the other hand, spirit slaves might provide many benefits for the various gods, demons, heroes of the spirit world. Souls could easily be a commodity of power, or simply a fuel for perpetuation. I'd like to leave this open to further development at some future point. If we accept that spirits of the dead reside in the spirit world for at least a while, then the spirit casters of our earth could commune with them, ask favors of them, and receive help from them. The Game Master would need to have a clear idea of what needs the spirits have in their world. As in any role-playing opportunity, each faction maneuvers others toward their goal. The goals may be the same (serving a god's desire) or the spirit may need to trick the adventurer to get what they want from a more powerful being. These concepts are old ones, but they are the core of folklore and mythologies.

That being said, it is my intention to keep a wall between the living and the spirit world, that only skilled spirit casters can breach. It will take some playtesting to iron out, but the costs of spells that deal directly with spirits will have a high casting target. Of course, gates and other breaches could be achieved with even higher magic, but that is another subject entirely.

There is another wrinkle I wanted to mention concerning spirit spells. There will be spells where the deity sends the power to the caster, and there will be spells where a minion of the god is sent to aid the caster in a specific task. Separate rules will have to be framed to incorporate these different processes, and the possible measures an opposing caster could use to foil the caster's spirit agent.

Finally, at some point, soul-binding magics will have to be worked-out. Binding souls to items, or links to spirits, is very viable. Soul forging of items, such as weapons, where the crafter actually places a bit of there spirit in the item is something to clarify.

Thursday, October 28, 2010

Spiritual Spell List

Here is where I plan to put all Spiritual Magic Spells. I plan to use a simple template like this:


Spell Name:   name of spell
History:  a brief description of how the spell developed in game terms
Maximum Casting Time:   maximum number of 6 second segments that the caster can chant/pray/evoke to help add to their casting skill check at the rate of 1 point per 6 seconds. The caster can continue past the maximum time without penulty, but there is no further bonus.
Minimum Casting Cost (Base Duration):   this is the minimum total of the casting skill roll necessary to successfully cast the spell (duration that spell will lasts is in parenthesis)
Overage Effect:   the amount rolled on the casting skill check over the Minimum Casting Cost is the Overage- usually the overage adds to the duration of the spell, but may have other effects.
Spell Effect:   effect of the successfully casted spell.
Range:   most spiritual spells are touch based, but there are spells where the spirits aid the caster by carrying the effect a certain distance.

Spell Name:   Bless Action
History:   As the proto-religions first came to be throughout the various cultures, the primitive shamans evoked their gods for assistance.  This spell represents the first, minimal response of the gods to the faithful.
Maximum Casting Time:   1 round.
Minimum Casting Cost (Base Duration):  40 points (1 round)
Overage Effect:   1 extra round duration per point of overage.
Spell Effect:  For the first round and any additional rounds, the recipient of this spell receives assistance from the gods in the form of a 1d6 bonus to any action of their choice. The recipient may change the focus of the bonus die at the beginning of their turn each round. Actions can include any skill or ability check, including those skills that the recipient has no training in. This bonus is stackable, if multiple casters cast it upon the same recipient, but each duration is determined by each different caster's roll.
Range:  Touch


Spell Name:   Commune With Spirits
History:   Over time, as casters became attuned to the spirit world, they realized that they could call upon spirits of those they knew in life to speak with.
Maximum Casting Time:   3 rounds.
Minimum Casting Cost (Base Duration):   80 points (1 minute)
Overage Effect:  15 seconds per point over (note-the spirit can extend the visitation with their own power, if they wish)
Spell Effect:   The caster calls upon the spirit of dead to commune with. The caster will know when the spirit is present, though no visible sign may appear. Spirits have their own abilities, and do not have to answer a request of this sort, though the caster will sense the spirit's rebuff if denied communion. Spirits are just as likely to start asking questions as answer them, and are not compelled with this spell to answer or even speak. Handled with proper respect, though, spirits will respond. The caster will have the most benefit from someone they know well, and when the spirit is called near a site they frequented in life. Casting is aided by holding an item used/worn by the spirit being call (i.e., a sword, ring, hat, note, etc) The more personal the item was to the spirit during their life, the more it will aid the spell casting.
Range: not applicable. If the spirit is not answering, try again at another of their old haunts...spirits are limited by where they can appear.

Spell Name:   Barter with Spirit
History:  Once casters learned they could commune with spirits, they learned that spirits need spiritual energy to sustain themselves. Casters learned to hold the overage of the their spell to offer in exchange for services of the spirit. The caster must always pay first, and the spirits usually comply (they are not bond to do so, but many spirits will cater to casters).
Maximum Casting Time:   2 rounds
Minimum Casting Cost (Base Duration):   120 (4 rounds)
Overage Effect:   Held in reserve and given to the spirit in payment. Can be negated, if the caster decides not to deal with the spirit summoned.
Spell Effect:   acts as Commune with Spirit, but caster negotates with spirit to perform a simple task, such as scout beyond a closed door, activate trap (if spirit is capable), translate language (if spirit can), etc. In general, spirits can not manipulate more than 1 lb of pressure in the material world (more powerful spirits can) and will not do more than the bare minimum requested. Typically, spirits will not stay around beyond a 5 pts/ round maximum after the initial 4 round duration.
Range:   only spirits who haunt the given area are likely to hear the request, unless the caster has a specific focus to summon a particular spirit.

Spell Name:   Spiritual Aura
History:  As dealings with spirits became more advanced, casters studied how to read the auras of spirits to better understand the nature of the spirits encountered.
Maximum Casting Time:   5 rounds.
Minimum Casting Cost (Base Duration):   160 (10 rounds)
Overage Effect:   1 round extra duration per point over.
Spell Effect:   Allows a caster to see spirits through the filter of their own experience. That is to say, each spirit (in a living being, spirit being, or spiritual effect) they see will be associated in their mind with the god-like force in the caster's pantheon that best represents the spirit encountered. Thus, the caster can associate the spirit with the spirit's spiritual goals or ideas. While not foolproof, it can aid the caster in dealing with strangers.
Range:   Any spirit they are Communing with (per Commune with Spirit spell) or 10 feet.

Spell Name:   Heal Wounds
History:  It was not long before shamans were asking for the favor of healing wounds from their gods.
Maximum Casting Time:   1 round.
Minimum Casting Cost (Base Duration):   80 (instant)
Overage Effect:   each point over heals one additional point on the recipient.
Spell Effect:   Accelerates the natural healing process, stopping all bleeding and heals 1 point.
Range:   Touch.

Spell Name:   Cure Disease
History:  this was yet another boon asked of the gods.
Maximum Casting Time:   10 rounds.
Minimum Casting Cost (Base Duration):  Special-based on type of disease. Bacterial 40, Viral 80, Cancerous 160, Organ Failure 320, Genetic 640. Magical-Various.
Overage Effect:   see below
Spell Effect:   recipient is instantly cured of any disease below the roll of the caster. Other diseases above the roll are slowed for the number of rounds of overage from the highest category cured by the caster's roll. Magical diseases have their own target, which the character will not know.
Range:   Touch.

Sunday, October 24, 2010

Just One Spell

Taking a fresh look at spells has lead to the primary Spiritual Magic spell, Bless Action. As early cultures discovered the nature of spiritual magic, they learned how to ask for assistance. This simple evocation of a spiritual entity for aid garnered a significant assistance for any number of activities. In game terms, this assistance comes in the form of 1d6 bonus to be added to whatever action the blessed is attempting. The blessed individual can use the bonus 1d6 on only one activity per combat round, but can change the activity the next round, and each round until the spell expires. So, in the first round, the blessed individual can add the bonus die to his attack, then in the second round, add the bonus to his attempt to jump a chasm, then in the third round add the 1d6 to his fire resistance as he runs though a wall of fire, etc.

The upshot is that the flexability of this spell would effectively replaces in all or majority over a dozen different D&D spells.

The target for this spell is a roll of 40 or better. It is the easiest spell to cast, but there will be several that are similar in target. Of course, there are more powerful spells with much higher targets. I've been working on Spiritual spells first, and have identified about 20 spells so far. I'm trying to keep the design of the spells in line with the concept of how they were disovered.

Bless Action is derived from those first shamans calling for assistance and receiving it! These shamans learned that the chant they used and the symbols they used aided their casting. Thus, the spell shows how these help.

Our example again:
Let's say our hero, Braegar, is going to cast the spell Bless Action, which has a threshold target of 40. Braegar has a Spirituality of 4d6 (giving him 8d6 Faith Dice), a Evocation Skill of 2d6, and a quality holy symbol. Braegar can spend the entire minute of casting time praying aloud for a 10 point bonus to his coming roll (1 point per 6 sec to a 10 pt max), and he has a quality holy symbol (which provides another 5 pt bonus to his roll). Braegar cast his spell rolling a 2d6 for his evocation skill and 8d6 of his Faith Dice for a total of 34. when added to the 10 points for the full prayer and 5 more for his holy symbol, his total is 49, nine more than his threshold. Not only was he successful, but his spell will last 9 additional combat rounds (49-40=9) past the first. Braegar has used all his Faith Dice Pool to cast the spell, and cannot cast another until he replenishes at least 1 die. One die minimum is required from the Faith Dice Pool to cast any spell. Braegar didn't have to use all his faith dice at once, but he chose to.
Braegar can replenish his Faith Dice pool by praying/meditating as follows:

15 mins= 1 Faith Die renewed
30 mins= 2 Faith Dice renewed
45 mins= 4 Faith Dice renewed
60 mins= 8 Faith Dice renewed
75 mins= 16 Faith Dice renewed
90 mins= 32 Faith Dice renewed
etc.

This must be uninterrupted prayer/communion. The character can be moving (slow walking on riding only) and recoup dice, but it takes twice as long to gain the dice back (30 min segments instead of 15). Any interruption will cause the process to start over. For instance, if the prayer was interrupted at 20 mins, 1 Faith Die would be renewed, and the process could start over.

Faith Dice represent the amount of spirit power that the skill of the caster can pool at one time. Various rituals and items can aid in filling or expanding the Faith Dice pool, but more on that later.

Regardless of culture, Bless Action is the foundation of spirit magic casting.

Time Out For Fun

A good friend of mine, Jeff K., told me I have been a bit too serious in my posts here. Ha Ha! As he is my first follower of this blog, I'll try to relax and have fun with this one. ;-)

At the same excellent gathering, Eric G. mentioned several ideas that got my mind moving. Unfortunately, I have a horribly poor power of recollection, so I'm going with what little I have this morning. Eric mentioned a few different games he had played that approached skill cost and progressions differently. One particular issue that I have been trying to nail down is starting skills, and how they are determined. Reflecting on Eric's comments, I think it might be best if we kept everything based on the culture the character comes from. With a little work, the skills could be marked in a table as to which and how high they can get complete training assistance with in their culture. Most cultures would have a blacksmith, for instance. Getting a basic level of training would not be an issue, but the quality of the training might vary greatly. Based on the culture, the highest level of 1DP per die advancement (due to training facilities/teachers), might only be 3, 4, or 5 in a human culture, but might be 6, 7, or 8 in a dwarven culture where metalsmithing is much more advanced. As we define which cultures exist in our fantasy system, we can define what training opportunities are available in each. Beyond that, exceptions can be handled on a case-by-case basis during character creation.

While defining the adventure world, it would fall on the Game Master (GM) to have a clear idea of what organizations and individual teachers the characters can reach out to for future training. Role-playing being a member of an organization (Church of Odin, Knights of Doom, Five Finger Discount Club, etc) could be an important resource for story development. Certainly, the higher lethality of general combat makes traveling in larger groups advisable, and as characters gain rising reputations, they will attack followers.
Followers would be controlled by the GM until the character had developed a bond of loyalty with the follower, then the player would control their actions. Followers would train and advance as regular characters.

It has not really been emphasized before now, but the intent is to have rules that make sense, then let the story take center stage during play. The goal is to make rules that reinforce the social interactions that drive the story. In medieval societies, power, wealth, knowledge, training are all reserved and dispensed after commitments are made to those who hold the power. This is how society works. You are only as powerful as the amount of such things you can keep from all the greedy cutthroats who would relieve you of them. Most games try to trivialize such realities to facilitate game simplicity, but I say rising to greatness is in no small part achieved by how one manages people and relationships. While slavery of different types will be in play in this fantasy world, treating followers that way might not endear them to you.

So, rather than a open village in the peaceful kingdom, characters will most likely come from armed camps that fight off predators with regularity. Though few actually succeeded in stopping the Viking hoards, every village they sought to raid had defenses. These defenses only got more elaborate as the reputation of the Vikings spread before them. In this world, what your human neighbors will not take from you, orcs, golbins, dragons, and every other beast will. Orcs will gladly enslave the weak humans. Human slavers will gladly sell you to the orcs, or as food to be offered to a dragon. This world is too competitive to allow unchallenged advancement. There are no public libraries...

Before the dark world I envision comes to be, I welcome discussion as to how the wolves are held at bay. Magic is a wonderful equalizer, but the enemy has those tools also. While there will certainly be powerful cultures who can beat back all challengers (Romans might have secured much of the Italian peninsula, for instance), it may not be that simple. Early human societies will revolve around Priest-Kings and religious wars, as raw spiritual power generated my masses are unleashed by despots. But this is dependent of what races reach this level of society first. Could the elves, dwarves, orcs, or other become overlords of the humans for some dark period? Could dragons or some other group control larges parts of the globe?

Given that humans have been the dominant species on our earth throughout recorded history, we have to be careful in how we design fantasy beings and their cultures on earth. Some writers and video game designers would simply divide the races in to two factions (usually good and evil). While humans have a long history of allying themselves with whatever group best offers survival or success in conflict, good and bad or right and wrong are not always clearly defined.

Defining how developed cultures are is important in determining roles and skills available to characters.

Multiracial adventuring is not likely unless the races involved have a long-standing alliance, so this might be a humans only style to start.

Darn it! I meant to keep this light...

Saturday, October 23, 2010

Magical Evolution of Creatures Large and Small

This is a tough call. As we all know, the fantasy races (elves, dwarves, orcs, goblins, etc) don't actually exist. There is no strong template for their evolutionary development throughout the eons. Creatures of low or animal intelligence are easy to place and split from similar species already existent on earth. Intelligence is the characteristic that makes the timeline for development tricky. Here are some questions, and my present thoughts on them:

1. Are Dragons evolved from dinosaurs? If so, when did sufficient intelligence to manipulate magic develop? My original thought was to have an island in the pacific ocean be the home of dragon. The magic local to that island pushed these giant lizards to dragons over time, and intelligent dragons that use magic (vs the fierce, dumb, fire-breathing type) came along at some point. Magic is the catalyst for all the fantasy races coming into existence, of course.

2. That raises my follow-up, Are the fantasy humanoid races just humans that lived too many generations around a magical area? Or, did each develop from a split with proto-humans in the distant past, or both? Did lizard men come from a lizard progenitor? Also, do any such races share enough genes to have mixed offspring (half-elves, etc.)?  I'm not set on any of these, but I do envision elves being smaller in stature and more closely related to fairies in the sylvan environment, though there should (could) be many different varieties of elves, or dwarves, or whatever, just as there are humans. The hard process will be determining which human cultures get squeezed out by dominating non-human cultures. Deciding the order of development to civilization for each race will determine their ability to seize resources and lands, thus denying other races.

3. Also, how does ecology balance out for all the predators (monsters and humanoid races) that are present in the food chain? Sure, magic could boost reproduction in livestock to facilitate survival, but this might be a slippery slope... Seems like fishing will be important.

4. History, as a record of which cultures seized and manipulated resources most effectively, may not be human dominated in any way. Domination of one culture over another is likely (humans did this among themselves throughout history), and I could see humans emulating successful, non-human races... Any thoughts?

Elemental Magic vs Spiritual Magic

As noted in previous posts, Spiritual Magic is generated though the caster's spiritual relationship with the Universe (often through a God or other worshipped entity). This type of magic flows through the cast and chiefly effects only those things or people the caster can physically touch. That is to say, that most Spirit Magic spells are touch spells, and the few that project to a distance use direct help from the spirits. Spirit Magic is a force that is drawn from the Spirit Plane. having been placed there by the prayers and actions of the faithful. Gathered and held by embodiments of the worshipped ideals. Still, this magic is real in every sense, and if it could be studied on a sub-atomic field, it would be revealed at a force that responds to emotion, unlike the sub-atomic particals that power Elemental Magic, which respond to focused mental prodding.

Elemental Magic is found in nature, usually in a restive state. The restive state of elemental magic is like magic stored in the horn of a dead Unicorn. This magic has to be unlocked or energized to be useful. There are numerous spells and rituals that take these material components from dormant to energized. These spells have a minimum target number for success, which the caster uses their skill dice to overcome. Elements of spellcasting that can help ad to the casting are quality material components (these can range widely, but will be dealt with in a later post), a somantic element (body movements that help focus the mind) which can add up to 20 pts, and a verbal component which is a memorized sequenced that adds a pattern of orginization and thought (again, up to 20 pts). Verbal and Somantic components have a progressive sum quality based on how long the caster can maintain them before casting. Usually 1pt each (Verbal and Somantic, 1+1=2pts) per 6 seconds continuous casting. There is a maximum amount the caster can gain from this effort (noted in the spell description) before casting. Neither is required. A very skilled mage can cast without Verbal or Somantic components, but the Material component is rarely avoidable. Of course, since duration and potency of a spell are determined by the amount over the target, few mages would routinely ignore the benefit of using verbal and somantic components.

In those rare instances where free energized magic is discovered, the mage may direct it without any additional material component. Elemental spellcasting is limited by the the caster's ability to sense both the magic and any target. If the caster can see it, hear it, taste it, feel it, or even smell it, then the caster can manipulate it. Casting over distance is much easier for Elementalist Mages than Spirit Casters. Very few are the spells that require the mage to touch anything beyond the material component (except drawing glyphs, making scrolls, and other magic items). In mage battles, mages can fight over the same activated energy (activated by any source), or each provide their own. When one mage or the other loses a clash, they temporarily lose skill die for every 6 pts of overage they cannot absorb from their rivals attack. But, more on Mage battles later.

As noted in the equipment listing, certain metals disperse or resist elemental magic attacks. The total resistance of the target is considered before the target has to react. A spell effect will fail completely if the power of the casting does not surpass the minimum amout required to cast the spell plus the resistance. So, a mage cast a Gout of Fire at a fighter wearing a variety of metal that gives him a total of 15 resistance. The spell requires 40 points to cast, so when the mage rolls 58, there is a 18 overage. 15 points of this is deflected by the metal resistance, having only 3 pts effect the targeted fighter. The fighters Reation Dice (3d6), helps him completely avoid damage, but he used his reaction dice for this combat round to avoid this attack, which may hurt his chances to avoid another attack.

Equipment Price List (adjusted values--house rules)

Here are some house rules (using the equipment list from D20 open source) based on the concept of metals being able to give resistance to Elemental magic based on conductivity. While not necessary to any core rules, it seems a good balance to power of Elemental Magic.

The bane to Elemental magical energies is any of those metals or alloys that conduct electricity. In the ratio that follows:

1. Silver +1 resistance per 8 ounces
2. Copper, Electrum +1 resistance per pound
3. Gold or high copper bronze +1 resistance per 24 ounces
4. Aluminum +1 resistance per 2 pounds
5. Brass or Bronze +1 resistance per 4 pounds
6. Iron +1 resistance per 8 pounds
7. Steel +1 resistance per 20 pounds

Purity of base metals used is key to the effectiveness of resistance. Typically, Dwarven alloys and armor/weapon smithing produces even more effective resistances. Also, goblin/orc smithing produces less effective resistances.

To receive these protections, the character simply needs to be in skin contact with the metal. Commonly, torques and necklaces have a connecting chain to a mail shirt or breastplate, as padding underneath such armor may otherwise reduce the resistive bonus. Mages can use metal armor or weapons, but typically do not. Binding arcane protections to such metals is nearly impossible, and a robe or vest of fine cloth can be made equal to a mail shirt in protection with arcane magic.




Because of the added value of magical resistance:
8,000 quarters(iron)=4,000 halves(iron/steel)=2,000 commons (steel)=100 copper (.25 ounce weight)= 20 silver (0.5 ounce weight)= 10 gold (0.5 ounce weight)=1 platinum (1.0 ounce weight)

The iron/steel low grade coins are often called commons or irons. The copper coins are often called luckies or brass. Silver coins are often called salutes. Gold coins represented here are often electrum pieces and 1 ounce pure gold takes the place of the platinum piece listed. Gold coins are often referred to as hammers (as the old dwarven gold coins had two hammers on the back) and platinum coins are called imperials, as the Empire is best known for minting them. Various blends of copper, silver, and copper can be found coinage and those variations can adjust the resulting values.
The dwarves also use alloys of nickel and zinc with their steel, copper, silver and gold coinage. Their gold coins are the purity standard. The dwarves also use rarer coinage when dealing among themselves.
The elves do not use metal coinage at all, preferring a system of magically coded crystal coins. Called mage-coins by humans, not all traders will take them, but mages prefer them. So, those who trade with mages often carry some.

COINS
The most common coin in the Imperial Cities is the low-grade steel common. Silver and gold are hoarded because of their magical protective properties. Platinum is rarest and used mostly by the most wealthy in the Empire.
The standard coin weighs about a third of an ounce (fifty to the pound).



<><><><>
Table: Coins







QP
HP
SC
CP
SP
GP
PP
Iron Quarter pieces (qp)=
1
1/2
1/4
1/80
1/400
1/800
1/8,000
Iron Half pieces (hp)=
2
1
1/2
1/40
1/200
1/400
1/4,000
Steel Commons (sc)=
4
2
1
1/20
1/100
1/200
1/2,000
Copper piece (cp) =
80
40
20
1
1/5
1/10
1/100
Silver piece (sp) =
400
200
100
5
1
1/2
1/20
Gold piece (gp) =
800
400
200
10
2
1
1/10
Platinum piece (pp) =
8,000
4,000
2,000
100
20
10
1



WEALTH OTHER THAN COINS
Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.



<><><><>

Table: Trade Goods

CostItem
1 scOne pound of wheat
2 scOne pound of flour, or one chicken
10 scOne pound of iron
50 scOne pound of tobacco or copper
1 spOne pound of cinnamon, or one goat
1 gpOne pound of ginger or pepper, or one sheep
3 spOne pig
2 gpOne square yard of linen
5 spOne pound of salt or silver
5 gpOne square yard of silk, or one cow
15 spOne pound of saffron or cloves, or one ox
50 gpOne pound of gold
500 gpOne pound of platinum



SELLING LOOT
In general, a character can sell something for one fourth its listed price.
Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.


WEAPON DESCRIPTIONS


<><><><>

Table: Weapons

Simple Weapons

Cost

Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Unarmed Attacks
Gauntlet
2 sp
1d2
1d3
x2
1 lb.
Bludgeoning
Unarmed strike
1d23
1d33
x2
Bludgeoning
Light Melee Weapons
Dagger
2 sp
1d3
1d4
19–20/x2
10 ft.
1 lb.
Piercing or slashing
Dagger, punching
2 sp
1d3
1d4
x3
1 lb.
Piercing
Gauntlet, spiked
5 sp
1d3
1d4
x2
1 lb.
Piercing
Mace, light
5 sp
1d4
1d6
x2
4 lb.
Bludgeoning
Sickle
6 sp
1d4
1d6
x2
2 lb.
Slashing
One-Handed Melee Weapons
Club
1d4
1d6
x2
10 ft.
3 lb.
Bludgeoning
Mace, heavy
12 sp
1d6
1d8
x2
8 lb.
Bludgeoning
Morningstar
8 sp
1d6
1d8
x2
6 lb.
Bludgeoning and piercing
Shortspear
1 sp
1d4
1d6
x2
20 ft.
3 lb.
Piercing
Two-Handed Melee Weapons
Longspear4
5 sp
1d6
1d8
x3
9 lb.
Piercing
Quarterstaff5
1d4/1d4
1d6/1d6
x2
4 lb.
Bludgeoning
Spear
2 sp
1d6
1d8
x3
20 ft.
6 lb.
Piercing
Ranged Weapons
Crossbow, heavy
50 sp
1d8
1d10
19–20/x2
120 ft.
8 lb.
Piercing
Bolts, crossbow (10)
1 sp
1 lb.
Crossbow, light
35 sp
1d6
1d8
19–20/x2
80 ft.
4 lb.
Piercing
Bolts, crossbow (10)
1 sp
1 lb.
Dart
50 sc
1d3
1d4
x2
20 ft.
1/2 lb.
Piercing
Javelin
1 sp
1d4
1d6
x2
30 ft.
2 lb.
Piercing
Sling
1d3
1d4
x2
50 ft.
0 lb.
Bludgeoning
Bullets, sling (10)
10 sc
5 lb.
Martial Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Light Melee Weapons
Axe, throwing
8 sp
1d4
1d6
x2
10 ft.
2 lb.
Slashing
Hammer, light
1 sp
1d3
1d4
x2
20 ft.
2 lb.
Bludgeoning
Handaxe
6 sp
1d4
1d6
x3
3 lb.
Slashing
Kukri
8 sp
1d3
1d4
18–20/x2
2 lb.
Slashing
Pick, light
4 sp
1d3
1d4
x4
3 lb.
Piercing
Sap
1 sp
1d43
1d63
x2
2 lb.
Bludgeoning
Shield, light
special
1d2
1d3
x2
special
Bludgeoning
Spiked armor
special
1d4
1d6
x2
special
Piercing
Spiked shield, light
special
1d3
1d4
x2
special
Piercing
Sword, short
10 sp
1d4
1d6
19–20/x2
2 lb.
Piercing
One-Handed Melee Weapons
Battleaxe
10 sp
1d6
1d8
x3
6 lb.
Slashing
Flail
8 sp
1d6
1d8
x2
5 lb.
Bludgeoning
Longsword
15 sp
1d6
1d8
19–20/x2
4 lb.
Slashing
Pick, heavy
8 sp
1d4
1d6
x4
6 lb.
Piercing
Rapier
20 sp
1d4
1d6
18–20/x2
2 lb.
Piercing
Scimitar
15 sp
1d4
1d6
18–20/x2
4 lb.
Slashing
Shield, heavy
special
1d3
1d4
x2
special
Bludgeoning
Spiked shield, heavy
special
1d4
1d6
x2
special
Piercing
Trident
15 sp
1d6
1d8
x2
10 ft.
4 lb.
Piercing
Warhammer
12 sp
1d6
1d8
x3
5 lb.
Bludgeoning
Two-Handed Melee Weapons
Falchion
75 sp
1d6
2d4
18–20/x2
8 lb.
Slashing
Glaive4
8 sp
1d8
1d10
x3
10 lb.
Slashing
Greataxe
20 sp
1d10
1d12
x3
12 lb.
Slashing
Greatclub
5 sp
1d8
1d10
x2
8 lb.
Bludgeoning
Flail, heavy
15 sp
1d8
1d10
19–20/x2
10 lb.
Bludgeoning
Greatsword
50 sp
1d10
2d6
19–20/x2
8 lb.
Slashing
Guisarme4
9 sp
1d6
2d4
x3
12 lb.
Slashing
Halberd
10 sp
1d8
1d10
x3
12 lb.
Piercing or slashing
Lance4
10 sp
1d6
1d8
x3
10 lb.
Piercing
Ranseur4
10 sp
1d6
2d4
x3
12 lb.
Piercing
Scythe
18 sp
1d6
2d4
x4
10 lb.
Piercing or slashing
Ranged Weapons
Longbow
75 sp
1d6
1d8
x3
100 ft.
3 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Longbow, composite
100 sp
1d6
1d8
x3
110 ft.
3 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Shortbow
30 sp
1d4
1d6
x3
60 ft.
2 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Shortbow, composite
75 sp
1d4
1d6
x3
70 ft.
2 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Light Melee Weapons
Kama
2 sp
1d4
1d6
x2
2 lb.
Slashing
Nunchaku
2 sp
1d4
1d6
x2
2 lb.
Bludgeoning
Sai
1 sp
1d3
1d4
x2
10 ft.
1 lb.
Bludgeoning
Siangham
3 sp
1d4
1d6
x2
1 lb.
Piercing
One-Handed Melee Weapons
Sword, bastard
35 sp
1d8
1d10
19–20/x2
6 lb.
Slashing
Waraxe, dwarven
30 sp
1d8
1d10
x3
8 lb.
Slashing
Whip4
1 sp
1d23
1d33
x2

2 lb.
Slashing

Two-Handed Melee Weapons

Axe, orc double5
60 sp
1d6/1d6
1d8/1d8
x3
15 lb.
Slashing
Chain, spiked4
25 sp
1d6
2d4
x2
10 lb.
Piercing
Flail, dire5
90 sp
1d6/1d6
1d8/1d8
x2
10 lb.
Bludgeoning
Hammer,
gnome hooked5
20 sp
1d6/1d4
1d8/1d6
x3/x4
6 lb.
Bludgeoning and piercing
Sword, two-bladed5
100 sp
1d6/1d6
1d8/1d8
19–20/x2
10 lb.
Slashing
Urgrosh, dwarven5
50 sp
1d6/1d4
1d8/1d6
x3
12 lb.
Slashing or piercing
Ranged Weapons
Bolas
5 sp
1d33
1d43
x2
10 ft.
2 lb.
Bludgeoning
Crossbow, hand
100 sp
1d3
1d4
19–20/x2
30 ft.
2 lb.
Piercing
Bolts (10)
1 sp
1 lb.
Crossbow,
repeating heavy
400 sp
1d8
1d10
19–20/x2
120 ft.
12 lb.
Piercing
Bolts (5)
1 sp
1 lb.

Crossbow,
repeating light
250 sp
1d6
1d8
19–20/x2
80 ft.
6 lb.
Piercing
Bolts (5)
1 sp
1 lb.

Net
20 sp
10 ft.
6 lb.

Shuriken (5)
1 sp
1
1d2
x2
10 ft.
1/2 lb.
Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.






<><><><>
Table: Armor and Shields





–— Speed —–

Armor
Cost
Armor/Shield
Bonus
Maximum
Dex Bonus
Armor
Check Penalty
Arcane Spell
Failure Chance
(30 ft.)
(20 ft.)
Weight1
Light armor








Padded
5 sp
+1
+8
0
5%
30 ft.
20 ft.
10 lb.
Leather
10 sp
+2
+6
0
10%
30 ft.
20 ft.
15 lb.
Studded leather
25 sp
+3
+5
1
15%
30 ft.
20 ft.
20 lb.
Chain shirt
100 sp
+4
+4
2
20%
30 ft.
20 ft.
25 lb.
Medium armor








Hide
15 sp
+3
+4
3
20%
20 ft.
15 ft.
25 lb.
Scale mail
50 sp
+4
+3
4
25%
20 ft.
15 ft.
30 lb.
Chainmail
150 sp
+5
+2
5
30%
20 ft.
15 ft.
40 lb.
Breastplate
200 sp
+5
+3
4
25%
20 ft.
15 ft.
30 lb.
Heavy armor








Splint mail
200 sp
+6
+0
7
40%
20 ft.2
15 ft.2
45 lb.
Banded mail
250 sp
+6
+1
6
35%
20 ft.2
15 ft.2
35 lb.
Half-plate
600 sp
+7
+0
7
40%
20 ft.2
15 ft.2
50 lb.
Full plate
1,500 sp
+8
+1
6
35%
20 ft.2
15 ft.2
50 lb.
Shields








Buckler
15 sp
+1
1
5%
5 lb.
Shield, light wooden
3 sp
+1
1
5%
5 lb.
Shield, light steel
9 sp
+1
1
5%
6 lb.
Shield, heavy wooden
7 sp
+2
2
15%
10 lb.
Shield, heavy steel
20 sp
+2
2
15%
15 lb.
Shield, tower
30 sp
+43
+2
10
50%
45 lb.
Extras








Armor spikes
+50 sp
+10 lb.
Gauntlet, locked
8 sp
Special
4
+5 lb.
Shield spikes
+10 sp
+5 lb.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.



GOODS AND SERVICES


<><><><>

Table: Goods and Services

Adventuring Gear

Item

Cost
Weight
Backpack (empty)2 sp
2 lb.1
Barrel (empty)2 sp
30 lb.
Basket (empty)40 sc
1 lb.
Bedroll10 sc
5 lb.1
Bell1 sp
Blanket, winter50 sc
3 lb.1
Block and tackle5 sp
5 lb.
Bottle, wine, glass2 sp
Bucket (empty)50 sc
2 lb.
Caltrops1 sp
2 lb.
Candle1 sc
Canvas (sq. yd.)10 sc
1 lb.
Case, map or scroll1 sp
1/2 lb.
Chain (10 ft.)30 sp
2 lb.
Chalk, 1 piece1 sc
Chest (empty)2 sp
25 lb.
Crowbar2 sp
5 lb.
Firewood (per day)1 sc
20 lb.
Fishhook10 sc
Fishing net, 25 sq. ft.4 sp
5 lb.
Flask (empty)3 sc
1-1/2 lb.
Flint and steel1 sp
Grappling hook1 sp
4 lb.
Hammer50 sc
2 lb.
Ink (1 oz. vial)8 sp
Inkpen10 sc
Jug, clay3 sc
9 lb.
Ladder, 10-foot5 sc
20 lb.
Lamp, common10 sc
1 lb.
Lantern, bullseye12 sp
3 lb.
Lantern, hooded7 sp
2 lb.
Lock
1 lb.
Very simple
20 sp
1 lb.
Average
40 sp
1 lb.
Good
80 sp
1 lb.
Amazing
150 sp
1 lb.
Manacles15 sp
2 lb.
Manacles, masterwork50 sp
2 lb.
Mirror, small steel10 sp
1/2 lb.
Mug/Tankard, clay2 sc
1 lb.
Oil (1-pint flask)10 sc
1 lb.
Paper (sheet)40 sc
Parchment (sheet)20 sc
Pick, miner’s3 sp
10 lb.
Pitcher, clay2 sc
5 lb.
Piton10 sc
1/2 lb.
Pole, 10-foot20 sc
8 lb.
Pot, iron50 sc
10 lb.
Pouch, belt (empty)1 sp
1/2 lb.1
Ram, portable10 sp
20 lb.
Rations, trail (per day)50 sc
1 lb.1
Rope, hempen (50 ft.)1 sp
10 lb.
Rope, silk (50 ft.)10 sp
5 lb.
Sack (empty)10 sc
1/2 lb.1
Sealing wax1 sp
1 lb.
Sewing needle50 sc
Signal whistle80 sc
Signet ring5 sp
Sledge1 sp
10 lb.
Soap (per lb.)50 sc
1 lb.
Spade or shovel2 sp
8 lb.
Spyglass1,000 sp
1 lb.
Tent10 sp
20 lb.1
Torch1 sc
1 lb.
Vial, ink or potion1 sp
1/10 lb.
Waterskin1 sp
4 lb.1
Whetstone2 sc
1 lb.
Special Substances and Items

ItemCost
Weight
Acid (flask)10 gp
1 lb.
Alchemist’s fire (flask)20 gp
1 lb.
Antitoxin (vial)50 sp
Everburning torch110 gp
1 lb.
Holy water (flask)25 gp
1 lb.
Smokestick20 gp
1/2 lb.
Sunrod2 gp
1 lb.
Tanglefoot bag50 gp
4 lb.
Thunderstone30 gp
1 lb.
Tindertwig1 gp
Tools and Skill Kits

ItemCost
Weight
Alchemist’s lab500 gp
40 lb.
Artisan’s tools5 gp
5 lb.
Artisan’s tools, masterwork55 gp
5 lb.
Climber’s kit80 gp
5 lb.1
Disguise kit50 gp
8 lb.1
Healer’s kit50 gp
1 lb.
Holly and mistletoe
Holy symbol, wooden1 gp
Holy symbol, silver25 gp
1 lb.
Hourglass25 gp
1 lb.
Magnifying glass100 gp
Musical instrument, common5 gp
3 lb.1
Musical instrument, masterwork100 gp
3 lb.1
Scale, merchant’s2 gp
1 lb.
Spell component pouch5 gp
2 lb.
Spellbook, wizard’s (blank)15 gp
3 lb.
Thieves’ tools30 gp
1 lb.
Thieves’ tools, masterwork100 gp
2 lb.
Tool, masterwork50 gp
1 lb.
Water clock1,000 gp
200 lb.
Clothing

ItemCost
Weight
Artisan’s outfit1 sp
4 lb.1
Cleric’s vestments5 sp
6 lb.1
Cold weather outfit8 sp
7 lb.1
Courtier’s outfit30 sp
6 lb.1
Entertainer’s outfit3 sp
4 lb.1
Explorer’s outfit10 sp
8 lb.1
Monk’s outfit5 sp
2 lb.1
Noble’s outfit75 sp
10 lb.1
Peasant’s outfit10 sc
2 lb.1
Royal outfit200 sp
15 lb.1
Scholar’s outfit5 sp
6 lb.1
Traveler’s outfit1 sp
5 lb.1
Food, Drink, and Lodging

ItemCost
Weight
Ale

Gallon
20 sc
8 lb.
Mug
4 sc
1 lb.
Banquet (per person)10 sp
Bread, per loaf2 sc
1/2 lb.
Cheese, hunk of10 sc
1/2 lb.
Inn stay (per day)

Good
2 sp
Common
50 sc
Poor
20 sc
Meals (per day)

Good
50 sc
Common
30 sc
Poor
10 sc
Meat, chunk of30 sc
1/2 lb.
Wine

Common (pitcher)
20 sc
6 lb.
Fine (bottle)
10 sp
1-1/2 lb.
Mounts and Related Gear

ItemCost
Weight
Barding

Medium creature
x2
x1
Large creature
x4
x2
Bit and bridle2 sp
1 lb.
Dog, guard25 sp
Dog, riding150 sp
Donkey or mule20 sp
Feed (per day)5 sc
10 lb.
Horse

Horse, heavy
200 sp
Horse, light
75 sp
Pony
40 sp
Warhorse, heavy
400 sp
Warhorse, light
150 sp
Warpony
100 sp
Saddle

Military
20 sp
30 lb.
Pack
5 sp
15 lb.
Riding
10 sp
25 lb.
Saddle, Exotic

Military
60 sp
40 lb.
Pack
15 sp
20 lb.
Riding
30 sp
30 lb.
Saddlebags4 sp
8 lb.
Stabling (per day)50 sc
Transport

ItemCost
Weight
Carriage100 sp
600 lb.
Cart15 sp
200 lb.
Galley30,000 gp
Keelboat3,000 gp
Longship10,000 gp
Rowboat50 sp
100 lb.
Oar2 sp
10 lb.
Sailing ship10,000 gp
Sled20 sp
300 lb.
Wagon35 sp
400 lb.
Warship25,000 gp
Spellcasting and Services

Service

Cost

Coach cab3 cp per mile
Hireling, trained3 sp per day
Hireling, untrained1 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ship’s passage1 sp per mile
No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.