What do the elves eat? Elves traditionally aren’t shown as great master of large-scale agriculture in most fantasy settings. Elves are often shown as hunters and gatherers and could surely support small mysterious populations in that manner but else’s are also shown being able to raise the occasionally army and to build great fairy castles, hunter and gatherers don’t tend to do either such thing because they can’t produce enough food to feed enough people to field armies or build castles. “So just what are the elves eating if they aren’t hunter and gatherers”? I asked myself.
Hunting is a lot of work and many forests lack enough game to support size able populations. Gathering is likewise challenging for large groups outside warm climates. Elves mayhaps can eat mushrooms and vegetation we can’t but there is also vegetation we can eat but don’t exploit on a widespread agricultural scale: the Acorn. Elven societies can harvest acorns as the means to have enough food to raise armies and build castles.
As a wild foodstuff acorns from common oaks need to be leached for upwards of 5 or 6 days to remove the natural tannin and the associated bitter flavor (and possible digestive issues and tooth damage). Elves either don’t have to worry about that, don’t mind all the work, or have learned to cultivate acorns that take much less work to process. Humans haven’t turned much attention toward cultivating oaks and hybridizing them to produce ideal acorn crops as it can take 20-30 years for an oak to start producing acorns. Humans are too short lived to put in the work to optimize food production in domestic oaks. Elves have plenty of time in a single elven life (in most settings) to hybridize and produce oaks that create a decent, fairly regular, and plentiful yields of acorns.
Just an acre of natural oak forest is said to be able to produce 6,000lbs of acorns, some varieties of mature oaks can produce 2,000lbs of acorns alone. These production figures may be high and unusual in the wild but if possible in the real world for wild crops they are surely possible to achieve in reasonable fashion as a plant cultivated by a species that can live many hundreds if not thousands of years (again depending on setting). I'm going with these yields as typical for shelled acons from cultivated Elven Oaks.
Food yield and Calorie talk: 110 calories from a ounce of acorns. 140 calories from an ounce of acorn flour. That’s real world calorie counts. With a 6000lb yield from an acre of cultivated acorns we are going to be able to feed 14 elves for a year (if adults with 2000 calorie a day diet). Medieval cereal grain yields weren’t as productive. Acorn eating elves are going to able to sustain their “hidden” populations able to field the occasional army and build fairy palaces.
For fantasy campaigns I propose 4 varieties of Elven Oaks. The varieties of elven oaks are used to produce lumber, oil, and foodstuffs.
Ironwood- the most fanciful of all is first worth mentioning, it’s timber produce wood if carefully fire treated is as hard as hammered iron. This allows the elves to produce amazing craft goods and durable tools without needing to mine. Ironwood oaks are the rarest of all and are grown for hundreds of years until they are ready to be (difficulty) cut.
Butter Nut- this variety of oak produces good-sized acorns that can be used to make flour but can also be pressed to harvest a plentiful supply of oil. The acorns of this variety are the mildest tasting. Butter Nuts acorns are mostly used for their oil but are also used to produce flour and paste (similar to peanut butter).
Honey Nut- this variety of oak produces a modest sized acorn that is sweeter than other varieties. The syrup of these oaks is also collected and processed to manufacture a sweet syrup similar to that of maple syrup. As a food stuff the must themselves are popular roasted to crushed up to make a sweet paste.
Meal Nut- this variety of elven oaks produces large acorns. They are the nuttiest tasting acorns of the cultivated oaks and are generally processed flour.
Someday I may decide to breakdown the different yields possible from different eleven oaks in different regions if I get struck with the desire for such madness but as above I'm going to go with 6,000 lbs a year per acre on average.
Products of Cultivated Elven Oaks
Ironwood- wood as hard as metal. Once properly processed a carved implement will be as tough as bronze or soft iron. Edges weapons can be produced from this material but it works best for thrusting weapons and is typically used for arrow shafts and arrowheads.
the price for ironwood goods will vary wildly depending on contact with elves but is recommend to coast 3-5 times as much if of human manufacture from supplies of the wood to maybe 20 times as much for items of elven manufacture.
Oak Butter- a nutritional paste storred in jars.
Applenut Butter- Oak Butter mixed with apples to produce a very sweet and nutrious form of apple butter.
Oak Honey- processed oak sap that is surgery sweet.
Elven Waybread- these long lasting loaves of elven bread are light and tastie which makes their long keeping nature even more wondrous. Elves keep the recipes of rite highest grades secret. Elven Waybread will last as long as 5 years and this property as well as it’s flavor gives it a high price at 10 to 20 times more than mannish made breads of the same general quality.
Oak Milk- light oil processed from the Butter Nut acorns mixed with water. Used as a beverage. Oak Milk will usually fetch price equivalent to common beer, it’s not alcoholic but it is tasty and keeps well.
Flash Oil- this flammable liquid is used to make incendiary weapons and as an means of lighting. This fetches the same prices other flaming oils will.
Elven NutMead- theirs mead is a hearty cousin to the delicate meads which are actually made from honey. Elven NutMead is made from different pressings of Butter Acorns, Honey Nut Acorns and Oak Honey itself. This mead fetches a price comparable to fine wines.
Elves may or may not keep their Acorn/Oak Cultivation as secret from men but this will much depend on the nature of the campaign and the relationship between men and elves.
In my Riperia campaign there is widespread knowledge among mankind that elves eat acorns but the true nature (and abundance)of their cultivation is unknown south of the Thornwall or much beyond the Isles of Ulthion and Arru. A few groves of the cultivated oaks can be found here and there throughout the lands and are used by local elves or are sure indications a now extinct elven people once laid claim to the land.
Showing posts with label Basic5th. Show all posts
Showing posts with label Basic5th. Show all posts
Thursday, March 9, 2017
Of Elves and Acorns
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Friday, February 17, 2017
Training, Research, Carousing, Gifting, and Sacrifice. (part 1)
Training, Research, Carousing, Gifting, and Sacrifice.
Turning coin looted on adventures into experience points for old-school dungeon fantasy games.
The original dungeon crawling RPG awards 1 experience point per gold piece hauled away on an adventure. This original method works fine for a simple campaign but in a complex and enduring campaign the PCs end up with incredible treasure hoards and little to spend all that treasure on in they aren’t empire builders. The following outlines more explicit methods for turning treasure into experience points.
What changes and what doesn’t change in awarding experience points should be noted first. Experience points for defeating monsters, overcoming challenges, and specific mission awards are given to PCs as normal under the campaign rules used. No experience points are granted for the specific value of treasures gained during an adventure. For those GMs that wish to award experience points (hereafter to be noted as exp) for magical items it is recommended to consider only awarding exp for utility as opposed to monetary value (it may be possible for some players to gain multiple awards from discovering magical items). Earned exp should be given as normal for the campaign but converting money to experience points requires specific actions on part of the PC/player.
Keeping track of downtime is essential as this shall be a resource as precious as coins when converting treasures won to exp. It is recommended that the campaign be structured to allow for 2 to 4 weeks of downtime to occur between adventure sessions. It is during this downtime period players will make decisions on how to spend their treasure and the time required to do so.
Health and preparation are also essential to the entire process and recovery from injuries and other maladies will reduce the time a character has to convert wealth into exp. Aside from Gifting and Carousing a character must be over 50% of their normal HitPoint total to benefit from the following methods of exp gain.
Throughout these guidelines "coins" will be used to express treasure costs. This is done to fit the coinage used in a campaign and is meant to be the common coin of value used in a campaign, so in a typical "gold standard" campaign all coins are gold pieces and in a "Silver Standard" these would be silver pieces of course. One should feel free to adjust fees as appropriate to the campaign economy of course as the suggested pricing assume lots of coins flowing even if the specific type may vary.
All of the methods of exp advancement require a 2d6 die roll with appropriate modifiers to determine the success and quality of the attempt to gain experience points. This roll may be made per week or at the end of multiple weeks depending on the campaign.
Experience Point Reward Table
* a roll of two “1’s” on the 2d6 roll will always be unsuccessful regardless of modifiers applied.
** a roll of two “6’s” will always be a success regardless of modifiers to the contrary but will only be an amazing success if the total score indicates it to be such.
Training
Training is study and exercise dedicated to a character’s class and skills. The time span for training is based on the week. The definition of training here is meant to cover potentially tiring and stressful exercises.
A character may spend a maximum of 100 coin per current level each week spent in training. A specific trainer may be employed if a character so wishes but the costs will be greater and may not contribute to exp gained.
Training prohibits spending time on Research but does not interfere with Carousing, Gifting and Sacrifice in and of itself (those methods may prohibit or reduce time allowed for Training however).
Training Modifiers
-3 for self training.
-1 if character has inferior prime attribute.
+1 for prime attribute of 13-16
+2 for prime attribute of 17 or higher
+1 if Trainer employed is at least 2 levels/ranks above character
+2 if Trainer employed is at least 6 levels/ranks above character
-2 for Training during long term travel.
-1 if training in a space not dedicated to training
+1 if training in superior training space.
-2 to +2 depending on relationship with trainer
Training results:
Unsuccessful Training: No Experience points are gained and there is the possibility of injury or stress being inflicted upon the character, check on training mishaps chart to see what fate befalls character. A character’s relationship with a trainer declines during this training.
Limited Success: Earn experience points equal to 50% of coin spent on training. Extra fees paid to trainer are excluded from these exp. (Example: 150 coins are spent on training and 100 coins spent to employ a trainer and the character would gain 75 exp)
Typical Success: Earn experience points equal to coin spent on training. Extra fees paid to the trainer are excluded from these exp. (Example: 150 coins are spent on training and 100 coins spent to employ a trainer and the character would gain 150 exp). The relationship with the Trainer will improve.
Unexpected Success: Earn experience points equal to coin spent on training. and 50% of fees paid to trainer up to normal weekly limit allowed.(Example: 200 coins are spent on training by a 2nd level fighter and 300 coins spent to employ a trainer . The character earns 200 exp for initial coins spent and an additional 100 coins (half of the 200 allowed per week)).
Amazing Success: Earn experience points equal to coin spent on training. and 50% of fees paid to trainer. (Example: 200 coins are spent on training by a 2nd level fighter and 300 coins spent to employ a trainer . The character earns 200 exp for initial coins spent and an additional 100 coins (half of the 200 allowed per week)). The relationship with the trainer will improve. Consult Training Boons chart to see if additional benefits are received.
Relationship with trainer
A character’s relationship with training will impact the benefits of training. A trainers disposition to a character will impact fees, training roll, actual experience points rewarded for training, and
the benefit or severity of boons and mishaps.
Initial Relationship with trainer.
If the relationship with a trainer isn’t defined by social relationships within the campaign roll 2d6 and apply the appropriate modifiers to determine that relationship.
Initial relationship modifiers:
-1 if CHA of student 6 or less
+1if CHA of student 15 or more
-2 if of opposing alignments
+1 if of same alignment
-1 if student prime attribute is inferior
+1 if student prime attribute is 15 or greater
Initial Relationship with Trainer
Impact of Relationship with Trainer
Training Mishaps
Only roll on this table when an unsuccessful training session has been completed.
+10 to roll in a superior training space
-10 to roll in a makeshift training space
+1 per point of prime attribute over 14
Training Boons
Only roll on this table when an Amazingly Successful training session has been completed.
+10 to roll in a superior training space
-10 to roll in a makeshift training space
* Temporary bonuses do not stack.
Some campaigns may not handle permanent ability score gains well, treat this a bonus that will last for the next month of game time if a permanent increase fitting.
(more to come in future posts)
Turning coin looted on adventures into experience points for old-school dungeon fantasy games.
The original dungeon crawling RPG awards 1 experience point per gold piece hauled away on an adventure. This original method works fine for a simple campaign but in a complex and enduring campaign the PCs end up with incredible treasure hoards and little to spend all that treasure on in they aren’t empire builders. The following outlines more explicit methods for turning treasure into experience points.
What changes and what doesn’t change in awarding experience points should be noted first. Experience points for defeating monsters, overcoming challenges, and specific mission awards are given to PCs as normal under the campaign rules used. No experience points are granted for the specific value of treasures gained during an adventure. For those GMs that wish to award experience points (hereafter to be noted as exp) for magical items it is recommended to consider only awarding exp for utility as opposed to monetary value (it may be possible for some players to gain multiple awards from discovering magical items). Earned exp should be given as normal for the campaign but converting money to experience points requires specific actions on part of the PC/player.
Keeping track of downtime is essential as this shall be a resource as precious as coins when converting treasures won to exp. It is recommended that the campaign be structured to allow for 2 to 4 weeks of downtime to occur between adventure sessions. It is during this downtime period players will make decisions on how to spend their treasure and the time required to do so.
Health and preparation are also essential to the entire process and recovery from injuries and other maladies will reduce the time a character has to convert wealth into exp. Aside from Gifting and Carousing a character must be over 50% of their normal HitPoint total to benefit from the following methods of exp gain.
Throughout these guidelines "coins" will be used to express treasure costs. This is done to fit the coinage used in a campaign and is meant to be the common coin of value used in a campaign, so in a typical "gold standard" campaign all coins are gold pieces and in a "Silver Standard" these would be silver pieces of course. One should feel free to adjust fees as appropriate to the campaign economy of course as the suggested pricing assume lots of coins flowing even if the specific type may vary.
All of the methods of exp advancement require a 2d6 die roll with appropriate modifiers to determine the success and quality of the attempt to gain experience points. This roll may be made per week or at the end of multiple weeks depending on the campaign.
Experience Point Reward Table
2d6+mods
|
Result
|
3 or less
|
Unsuccessful*
|
4 to 6
|
Limited Success
|
7 to 10
|
Typical Success
|
11 to 12
|
Unexpected Success
|
13 or more
|
Amazing Success**
|
* a roll of two “1’s” on the 2d6 roll will always be unsuccessful regardless of modifiers applied.
** a roll of two “6’s” will always be a success regardless of modifiers to the contrary but will only be an amazing success if the total score indicates it to be such.
Training
Training is study and exercise dedicated to a character’s class and skills. The time span for training is based on the week. The definition of training here is meant to cover potentially tiring and stressful exercises.
A character may spend a maximum of 100 coin per current level each week spent in training. A specific trainer may be employed if a character so wishes but the costs will be greater and may not contribute to exp gained.
Training prohibits spending time on Research but does not interfere with Carousing, Gifting and Sacrifice in and of itself (those methods may prohibit or reduce time allowed for Training however).
Training Modifiers
-3 for self training.
-1 if character has inferior prime attribute.
+1 for prime attribute of 13-16
+2 for prime attribute of 17 or higher
+1 if Trainer employed is at least 2 levels/ranks above character
+2 if Trainer employed is at least 6 levels/ranks above character
-2 for Training during long term travel.
-1 if training in a space not dedicated to training
+1 if training in superior training space.
-2 to +2 depending on relationship with trainer
Training results:
Unsuccessful Training: No Experience points are gained and there is the possibility of injury or stress being inflicted upon the character, check on training mishaps chart to see what fate befalls character. A character’s relationship with a trainer declines during this training.
Limited Success: Earn experience points equal to 50% of coin spent on training. Extra fees paid to trainer are excluded from these exp. (Example: 150 coins are spent on training and 100 coins spent to employ a trainer and the character would gain 75 exp)
Typical Success: Earn experience points equal to coin spent on training. Extra fees paid to the trainer are excluded from these exp. (Example: 150 coins are spent on training and 100 coins spent to employ a trainer and the character would gain 150 exp). The relationship with the Trainer will improve.
Unexpected Success: Earn experience points equal to coin spent on training. and 50% of fees paid to trainer up to normal weekly limit allowed.(Example: 200 coins are spent on training by a 2nd level fighter and 300 coins spent to employ a trainer . The character earns 200 exp for initial coins spent and an additional 100 coins (half of the 200 allowed per week)).
Amazing Success: Earn experience points equal to coin spent on training. and 50% of fees paid to trainer. (Example: 200 coins are spent on training by a 2nd level fighter and 300 coins spent to employ a trainer . The character earns 200 exp for initial coins spent and an additional 100 coins (half of the 200 allowed per week)). The relationship with the trainer will improve. Consult Training Boons chart to see if additional benefits are received.
Relationship with trainer
A character’s relationship with training will impact the benefits of training. A trainers disposition to a character will impact fees, training roll, actual experience points rewarded for training, and
the benefit or severity of boons and mishaps.
Initial Relationship with trainer.
If the relationship with a trainer isn’t defined by social relationships within the campaign roll 2d6 and apply the appropriate modifiers to determine that relationship.
Initial relationship modifiers:
-1 if CHA of student 6 or less
+1if CHA of student 15 or more
-2 if of opposing alignments
+1 if of same alignment
-1 if student prime attribute is inferior
+1 if student prime attribute is 15 or greater
Initial Relationship with Trainer
roll
|
Initial relationship
|
3 or less
|
Dislike
|
4-5
|
Unfavorable
|
6
|
Mercenary
|
7-8
|
Polite
|
9-10
|
Favorable
|
11 or more
|
Friendly
|
Impact of Relationship with Trainer
relationship
|
minimum trainer fee
|
Training Roll
|
Impact on exp
|
Mishap or Boon
|
Hostile
|
200/level
|
-2
|
-10%
|
-25
|
Dislike
|
150/level
|
-1
|
-10%
|
-10
|
Unfavorable
|
125/level
|
-1
|
-
|
-
|
Mercenary
|
110/level
|
-
|
-
|
-
|
Polite
|
100/level
|
-
|
-
|
-
|
Favorable
|
75/level
|
+1
|
-
|
-
|
Friendly
|
50/level
|
+1
|
+10%
|
+10
|
Mentor
|
none required
|
+2
|
+10%
|
+25
|
Training Mishaps
Only roll on this table when an unsuccessful training session has been completed.
+10 to roll in a superior training space
-10 to roll in a makeshift training space
+1 per point of prime attribute over 14
1d100 roll
|
Training Mishap
|
1 or less
|
Permanent loss of Prime Attribute. Character loses 1 point in prime attribute.
|
2-10
|
Grievously Injured during training. Character’s Prime attribute is halved for next 8 weeks. Recovers 1 point per week of complete rest (final points only recovered after all rest). HP reduced to 1.
|
11-25
|
Seriously Injured during training. Character’s Prime attribute is reduced by 2-5 points Recovers 1 week owe week of complete rest. HP halved.
|
26-40
|
I’ll fated. All saving Throws and Class actions are at -2 for next 7 weeks.
|
41-50
|
Strain/Stress reduce Prime attribute by1 point for 2 weeks.
|
51-60
|
Forlorn. All saving Throws and Class actions are at -1 for next 2 weeks.
|
61-70
|
Down the wrong road. Next three training sessions -1 to roll.
|
71-75
|
Took a wrong turn. Next training session is -1 to roll.
|
76 or more
|
Mishap avoided
|
Training Boons
Only roll on this table when an Amazingly Successful training session has been completed.
+10 to roll in a superior training space
-10 to roll in a makeshift training space
1d100 roll
|
Training Boon
|
25 or less
|
No Boon Granted
|
26-40
|
Insight gained, +1 to next training session roll.
|
41-60
|
Good Student, +1 to next 3 training session rolls.
|
61-80
|
+1 to all die rolls until a failed saving throw, skill check, or hit roll.*
|
81-90
|
+1 to all die rolls until a failed saving throw, skill check.*
|
91-99
|
+1 to all die rolls until a failed saving throw.*
|
100 or more
|
Character Permanently gains 1 point in prime attribute.
|
Some campaigns may not handle permanent ability score gains well, treat this a bonus that will last for the next month of game time if a permanent increase fitting.
(more to come in future posts)
Friday, May 13, 2016
What does a Fly spell look like?
How does a Fly spell actually manifest, how does it behave beyond granting the power of flight, and what does that mean to the caster of the spell?
let’s take a look at the description of the Fly spell in various rules:
let’s take a look at the description of the Fly spell in various rules:
Thursday, August 14, 2014
Drauth a Basic 5th monster
Here's my first shot at a 5th edition Basic monster:
I ampretty sure it isn't perfect as i said above it is my first attempt at making a monster for 5th edition play. I might revisit this as my knowledge of that edition grows (if it does). My old-school version is here in my previous post.
Edit: chnages the regeneration entry, healing is really generous in 5th, i';m not sure somehtign like slow regeneration actually works in the game.
Drauth
Medium Fey, Neutral Evil
|
|
Armor Class: 14
|
|
Hit Points: 22 (5d8)
|
|
Speed 30 ft
|
|
STR: 13 (+1)
|
INT: 12 (+1)
|
DEX: 13 (+1)
|
WIS: 11 (+0)
|
CON: 10 (+0)
|
CHA: 12 (+1)
|
Skills Perception: +4
|
|
Senses: darkvision 60ft., Passive Perception 14
|
|
Languages: Goblin, Elf
|
|
Challenge 2 (450 xp)
|
|
Shape Change- Grow, when the Drauth has advantage it may grow,
effectively gaining a point of Strength and a foot in height each round.
|
|
Attacks
|
|
Sword, Weapon Attack +3 to hit, 1d8+1
|
|
Reactions
|
|
Regenerate slowly, regaining double HP per short rest
|
|
Drauth always save at an advantage vs Magic
Drauth are a race of gaunt subterranean dark elves that dwell in underground kingdoms but also hide among other races as chengelings using their shape changing powers. |
I ampretty sure it isn't perfect as i said above it is my first attempt at making a monster for 5th edition play. I might revisit this as my knowledge of that edition grows (if it does). My old-school version is here in my previous post.
Edit: chnages the regeneration entry, healing is really generous in 5th, i';m not sure somehtign like slow regeneration actually works in the game.
Wednesday, August 13, 2014
30 Cats [Basic 5th]
Yup... 30 cats, that's what it takes for a 1st level 5th edition D&D charcater to become a 2nd level 5th edition D&D character: defeat 30 cats or maybe 30 rats, they are both worth 10 exp each. My house cats are disgusted by this as they believe they are worth at least 6 rats each. The lowly frog is worthless earning folks 0 exp if defeated and as it is raining today I'm not going down to the river to ask them what they think of that.
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