21 January 2021

Adventurers Guild Charter

The Charter of the Dragon City and the Adventurer's Guild:

Corwyn Mauntea, the Most Holy Emperor and Emperor of Thyatis, to his Dukes, Counts, Barons, Lords, Patriarchs, Justices, Officers, and all loyal subjects, greetings. Know that I have granted, and by this charter confirm, to my citizens of the Dragon City for themselves and their heirs that they hold the Dragon City of me and my heirs for a farm of 8,000 denarius per annum and military service in times of war.

The governance of the Dragon City is hereby granted to the Guild of Adventurers, and all members of the guild shall be citizens of the Dragon City, and afforded all the concordant rights, privileges, and duties of such status. The guild may appoint as sheriff whomever they want from among themselves and as judge whomever they want from among themselves to take charge pleas of the crown and supervise their conduct; no one else shall be judge over the citizens of the Dragon City. The citizens of the Dragons City are afforded rights to any lost, hidden, or ancient treasures recovered from their exploits, are exempt from murder-fine, tax on real estate, war tax, and none of them need undertake trial by battle. If a plea to the crown is accused upon a citizen, the citizen may defend himself by adjudication within the city. Within the walls of the Dragon City no one need be billeted, neither my household nor anyone elses, nor is any billet to be undertake by force. 

All tolls and taxes within the Dragon City are confirmed to the Dragon City and alienated from me and my heirs for above mentioned farm of 8,000 denarius. All royal merchants and members of my household are exempt from any and all taxes and tolls of the Dragon City. All merchants and citizens of the Dragon City are half exempt from tolls and taxes throughout my realm.

Concerning lands for which citizens bring complaint before me, I shall uphold their rights according to the law of the city. If anyone exacts toll or customs from a citizen of the Dragon City, the citizens may in the city recover from members of the borough of town where the toll or customs were taken half the amount given by a citizen or merchant of the Dragon City for toll and any and all applicable damages. All debtors who own debts to citizens must repay them, or in the court of the Dragon City offer defense that they are not indebted.

By my hand and seal, Corwyn Mauntea, the Most Holy Emperor and Emperor of Thyatis, on this the 5th day of Kaldmont One Thousand years after the Conquest of the Ancient Empire. Given at the Great Temple of the Imperial City of Darokin.

20 January 2021

Complete List of Armours for OSE

Go to the Delvers and Denizens Index


A list of different types of armor that can be purchased from the Adventurers Guild, their AC and their price in silver denarius(d).


Armour

AC

Price

notes

Padded Barding

8

200d

Padded Coat

7

100d

Scale Coat

6

-

not found within known world, only in ruins

Chain Shirt

6

150d

Chain Barding

6

750d

Chain Coat

5

200d

Lamellar Coat

5

160d

only available in Emirate of Ylaruam

Coat of Plates

5

175d

Chain Suit

4

400d

Scaled Chain Coat

4

-

not found within known world, only in ruins

Plate Barding

4

2500

Only available from legendary craftsman in the largest cities

Plate and Chain Suit

3

800d

Suit of Plates

2

1000d

Only available from legendary craftsman in the largest cities

Jousting Suit

0

1000d

Only available from legendary craftsman in the largest cities

Helm

-

50d

When dealt death wound may save vs death and wound is only critical

Great Helm

-1

70d

When dealt death wound may save vs death and wound is only critical, surprised on 1/6

Wooden Buckler

-

10d

if trained in use of shields may block wounds, break when block serious wound

Reinforced Buckler

-

15d

if trained in use of shields may block wounds, break when block critical wound

Metal Buckler

-

20d

if trained in use of shields may block wounds, break when block death wound

Wooden Small Shield

-1

10d

if trained in use of shields may block wounds, break when block serious wound

Reinforced Small Shield

-1

20d

if trained in use of shields may block wounds, break when block critical wound

Metal Small Shield

-1

50d

if trained in use of shields may block wounds, break when block death wound

Wooden Large Shield

-4

35d

if trained in use of shields may block wounds, break when block serious wound

Reinforced Large Shield

-4

100d

if trained in use of shields may block wounds, break when block critical wound

Metal Large Shield

-4

200d

if trained in use of shields may block wounds, break when block death wound


19 January 2021

Fae Spell Lists


So after making new set of houserules for OSE I decided I wanted to make the elf spell list different from the magic user and more nature oriented. I took some druid spells and some of the spells in gaz 5. I also decided to update the gnome(from the advanced fantasy genre rules, this would be the forest gnome in my campaign) spell list on similar principles.


Elf Spells



Level 1

  1. Detect Magic
  2. Detect Danger
  3. Enchant Missile(as magic missile but on missiles already in hand)
  4. Faerie Lights
  5. Fellowship
  6. Light
  7. Longstride
  8. Precipitation
  9. Shield
  10. Sleep
  11. Ventriloquism
  12. Faerie Fire
  13. Locate plant or animal
  14. Predict Weather
  15. Watcher

Level 2

  1. Continual Light
  2. Detect Invisible
  3. Entangle
  4. ESP
  5. Heat Metal
  6. Invisibility
  7. Levitate
  8. Locate Object
  9. Mirror Image
  10. Obscure
  11. Phantasmal Force
  12. Produce Fire
  13. Silence(single target)
  14. Warp Wood
  15. Web

Level 3

  1. Call Lightning
  2. Clairvoyance
  3. Cure Disease
  4. Cure Light Wounds
  5. Dispel Magic
  6. Fireball
  7. Fly
  8. Haste
  9. Hold(Person or Animal)
  10. Infravision
  11. Invisibility 10' radius
  12. Protection from normal missiles
  13. Protection from Poison
  14. Speak with Animals
  15. Water Breathing

Level 4

  1. Charm Monster
  2. Confusion
  3. Control Temp 10' radius
  4. Enchant Weapon
  5. Fear
  6. Growth of Nature
  7. Hallucinatory Terrain
  8. Ice Storm/Wall
  9. Plant Door
  10. Protection from Lightning
  11. Remove Curse
  12. Speak with Plants
  13. Summon Animals
  14. Transform(may massmorph, polymorph self, or polymorph others)
  15. Wall of Fire

Level 5

  1. Anti-Plant Shell
  2. Cloudkill
  3. Commune with Nature
  4. Conjure Elemental
  5. Control Winds
  6. Dissolve(Transmute Rock to Mud)
  7. Feeblemind
  8. Hold Monster
  9. Insect Plague
  10. Neutralize Poison
  11. Pass Plant
  12. Telekinesis
  13. Teleport
  14. Wall of Stone
  15. Wall of Thorns

Forest Gnome Spells

Level 1

  1. Animal Friendship
  2. Auditory Illusion
  3. Chromatic Orb
  4. Color Spray
  5. Detect Danger
  6. Detect Illusion
  7. Entangle
  8. Faerie Fire
  9. Faerie Lights
  10. Glamour
  11. Hypnotism
  12. Light
  13. Phantasmal Force
  14. Spook
  15. Wall of Fog

Level 2

  1. Barkskin
  2. Blindness/Deafness
  3. Blur
  4. Detect Magic
  5. False Aura
  6. Fascinate
  7. Hypnotic Pattern
  8. Improved Phantasmal Force
  9. Invisibility
  10. Magic Mouth
  11. Mirror Image
  12. Produce Fire
  13. Quasimorph
  14. Warp Wood
  15. Whispering Wind

Level 3

  1. Blacklight
  2. Dispel Illusion
  3. Fear
  4. Growth of Nature
  5. Hallucinatory Terrain
  6. Hold Animal
  7. Invisibility 10' radius
  8. Nondetection
  9. Paralysation
  10. Phantom Steed
  11. Rope Trick
  12. Spectral Force
  13. Suggestion
  14. Treeshape
  15. Wraithfrom

Level 4

  1. Charm(Monster, person , or animal)
  2. Confusion
  3. Dispel Magic
  4. Emotion
  5. Illusory Stamina
  6. Improved Invisibility
  7. Massmorph
  8. Minor Creation
  9. Phantasmal Killer
  10. Polymorph(other or self)
  11. Rainbow Pattern
  12. Shadow Monsters
  13. Solid Fog
  14. Summon Animals
  15. Veil of Abandonment

18 January 2021

Adventurer Guild Contract

This is the contract a PC agrees to before joining the Adventurer's guild:

I (Name) swear before the Dragon Council to serve the Guild of Adventurers and no other master for the period of time necessary to achieve the ninth level within the aforementioned guild. While in the service of the Guild of of Adventurers I will show friendship, benevolence and fidelity to all Dragons and make no unprovoked attack against such. In all cases where a dragon may appear hostile I will first attempt to persuade them to be obeisant to the Dragon Council before resorting to violence. As a Licensed Adventurer I will seek after remnants of ancient civilizations and lost treasures, protect the weak and defenseless from those who would usurp their rights and labors, treat all other Adventurers with trust and respect, remain faithful to the Church, and obey the laws and ordinances of the rulers of any country, principality, or city I may be in.

30 September 2020

The Little People

Go to the Delvers and Denizens Index

TLDR: In my campaigns from now on, Hobbits/Halflings and Dwarves will no longer be called as such anymore, and are simply varieties of Gnomes

The reasons for this change are really for semantical(is that a word?) purposes and out of respect of Tolkien and his imagined world and languages. Essentially Hobbits are an intrinsic part of Tolkien's world and legendarium, and as I feel they aren't represented very well in D&D and using a bastardized version of them as so called 'halflings' is kid of disrespectful to Tolkien and then not renaming the D&D version just shows the lack of effort; probably the only version that really stands on its own are the Kender from Dragonlance. Hobbits are specific to Middle-Earth and are present to portray specific thematic elements, so while I'm not changing the D&D rules or description I think it is a disservice to the actual Hobbits of Middle-Earth to continue calling them Halflings. Basically D&D Halflings are not Hobbits and deserve their own treatment divorced from the Halfling/Hobbit connotations.

Dwarves are a whole other can of worms. Naming a species or race(in the sense of an actual subspecies) dwarves is extremely problematic. Dwarfism is a real world disease/disorder/syndrome(its status in the medical community has changed over the years and is in fact now a disused term) and implying that people with Dwarfism are not Human should be seen as the bigotry it really is. Then if you say, no they aren't a different species, just a race of humans, you run into the problems of comparison with the actual medical condition; if dwarves have separate communities, then what about the dwarves who are born to 'normal' human parents, and what about the different varieties of dwarfism, etc, etc. It's better to not relegate human beings with a medical condition as a separate species or race or people from the rest of humanity. So this people will simply be another variety of Gnome in my campaigns.

______________________________

On to how this works in game. Gnomes are a Species of the Homo Genus, and each variety described below is a Subspecies, or race, of that Species.

All Gnomes are short of stature, though their physical features may vary by type, some with long noses, long beards, large heads, etc. Gnomes typically live in a burrow of some sort made for that purpose. These burrows are generally clean and well-kept, and vary on location and specific adornments and disguises again based on the type of Gnome inhabiting the burrow. These burrows are generally well hidden and go unnoticed by most humans. The term Gnome is used by outsiders to describe the 'little people', each variety has their own term that they refer to themselves with.

Mountain Gnomes(Dwarves) refer to themselves as Denwarf's Folk and are native to the Altan Tepe Mountains and the Nation of Dengar or Rockhome. Mountain Gnomes live underground and they have a close connection with the Earth, minerals and metals. They are primarily miners, their focus is on extracting the metals and gems and other precious stone from the earth, and not necessarily the crafting or smithing of these items. They are enamored by the natural beauty and essence of the earth not the objects made from it. Mountain dwarves are barrel chested, with disproportionately short arms and legs, and both the males and females grow long and bushy beards, and generally are no more than four and a half feet tall.

Garden Gnomes(Halflings) refer to themselves as the Hin and call the Five Shires home. These people are much more numerous than appearances would lead an outsider to believe. The Five Shires may in fact appear uninhabited to an uninformed human. Their lands appear as one large garden, untouched by plow or traditional agriculture, yet every part of their lands is carefully maintained and produces bountiful harvests. These people live in shallow burrows in hillsides near the land they cultivate. Garden Gnomes have an affinity to living things and a natural talent in the cultivation of plants of all types. They have an average height of three feet, are beardless, have short legs and long torsos and arms, and large hairy feet. They dress in bright colorful clothes and are always wearing a brightly colored pointed cap and almost neve wear shoes.

Forest Gnomes(the traditional D&D gnomes) live in burrows in woodland areas, often entire clans occupying a single complex of burrows. These gnomes have a connection to the wild plants and animals and it is rumored can even speak with the animals of the wood. These gnomes also average about three feet in height, have large noses and ears and long beard often reaching past their knees.

Tinker Gnomes, commonly referred to as House Elves, are the only gnomes that are comfortable with living in houses of a fashion similar to humans. Some even live in Human houses or adjacent to human workshops and are considered good luck and will often discreetly mend broken objects or help the business of a human craftsman. These gnomes are smaller than most of their cousins, ranging between 2 and 3 feet in height usually. They tend to be thin and waiflike with long fingers, making them adept at manipulating objects, and bulging eyes and wrinkled skin, with sharp pointed facial features. Tinker Gnomes call the flying city of Serraine home. They have a fascination with mechanical things and are expert craftsmen of all sorts; they make great smith and jewelers, and tailors, and cobblers, and inventors, just to name a few of the crafts they are most known for. It is rumored they have unlocked a new sort of magical machine through the use of steam and have secret weapons that make use of a magical exploding powder.

Other types of gnomes, such as the deep gnomes or gray gnomes, are rumored to exist, but encounters with the world of man are sparse.



04 September 2020

Religion and Community

This is mostly a rant about the operation of the Church of Jesus Christ of latter-day saints.  

In general  our church focuses on doctrinal teachings and how we're different from protestants or catholics,  etc etc. In practice, based on my own observations of people I know who join the church and nonmembers I know who have had some degree of exposure to the church,  the community and general loving atmosphere created by members within the church  is just as important as any actual doctrine.

This is completely contrary to what the church teaches even though meeting friends and common believers gets mentioned but not focused on when we teach about the sabbath. The whole idea of a church being a community is mentioned in the scriptures in a few places, yet its not something that we really focus on teaching.  The church teaches doctrine and belief and faith, and that is always what has kept me in the church; I could care less about community and making friends in the church, blah, blah, blah. Then again I am strange and actually enjoy being alone.

It does makes sense that community is such a big part of the church; all religions throughout history ultimately  have been a set of communal practices to one degree or another. The essential nature of community within the church is the only way to explain YSA(young single adult) wards. Spanish and other foreign language wards make sense to some degree because the service is actually in a different language,  but YSA wards only make sense if the church cares more about young people being part of a community of their peers than the actual doctrines of the church.

This juxtaposition simply really annoys me because I care about the theology of the church and don't think the presence of a community should be any part of why someone joins the church or even participates in the church. It irks me so!!!

05 August 2020

What is a Class?

Dungeons and Dragons is a fundamentally class based game, I think that is fairly self-evident from the earliest versions of the game. Any skill-system was tacked on in the later development of the game, and whether taking the form of non-weapon proficiencies of AD&D or the skills of the Rules Cyclopedia or WOTC D&D, these skills never worked in harmony with the classes. What exactly is boundary between a class ability and a skill or a skill and a feat? I think the impetus to add skills to the game came from a misunderstanding of what a class is.

There seems to be an instinctual tendency to view the D&D classes as somehow equivalent to the Social Class of a character. This probably goes back to the original game when it stated that high level fighters could become barons. In modern times a class is most often associated with a defined 'archetype', and these 'archetypes' tend to get more and more specific so that they make the base classes irrelevant. Whether you see it as representing the social class or the archetype of a character, this view of a class necessitates the addition of a skill system. 

If fighter is a PC's social class, then this means the character is a fighter and will always be a fighter unless some drastic changes happen in the fiction of the game world wherein he jumps social classes. Therefore, in order to allow this fighter to learn any skills not granted by his fighter levels there must exist a separate system to allow him to learn them. If the fighter wants to learn to Sail, he isn't going to get that ability by doing more adventuring and gaining experience and subsequent levels, he has to spend time training this new sailing ability completely unrelated to his fighter class. Thus was born the myriad of skill systems that have been invented for D&D. This essentially means a person's profession is independent of their class and that people automatically gain abilities based on the status of their birth. 

On the other hand, we can directly equate a character's class to their profession. Characters gain skill through their class and they improve those skills by leveling up their class. This necessitates the ability for a character to multi-class. Training in a new class is literally training a new profession. If a fighter wanted to learn to sail they would spend time training and gaining levels in the Sailor class. Skills do not need to be separated from class, they are what make a class what it is. A person can be a Noble and also a fighter and a courtier and a spy. There is no need to explain how a fighter suddenly became a thief. These are simply professions that can be trained; If the fighter is born a Noble, that is their identity not whether they are a fighter or thief. Social status can be completely divorced from skills and profession.