Talk:Money and Merchants

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Re-scale gold limits, DC's and other elements

Add in non-settlement Merchants (predefine several and allow DM's to add more)

settlement stuff

  • economy - how much trade, how strong the guilds are, how self-sufficient the town is
  • civics - presence of guards, ease of obeying rules, how common is crime?
  • morality - fairness of rules, expectations of bribery, bigotry/racism
  • lore - availability of libraries, how chatty the public is
  • alignment - friendliness, trustworthiness, willingness to help, community support


  • government type
  • autocracy


  • 'drinking' leads to a condition stack, some of which are actually useful. this opens the idea of 'buff stations' in settlements, bars for drinks, back alleys for chicanery, pugilariums for fighting, libraries for smarts, temples for devoutness, etc. scaling of these things? ties into social events, festivals (Hale Winter, etc), formal balls, tavern parties, weddings, funerals, etc.
  • settlements (or locations within settlements) may lay a mandatory charge, overwriting any buffs the character may already have. In some cases, this is the town buff (assuming the target character is considered an ally), but in less friendly climates, it might simply be an empty charge, meant solely to negate buffs. Mandatory buffs are very expensive settlement features and are rarely found protecting a merchant's shop (except for the most prestigious and wealthy; and they might employ a charge that inflicts 'mellow' to facilitate sales; this is highly illegal in most places, but that doesn't mean it doesn't happen).
  • a lot of settlement abilities and magic should be tied to the remnant system. Furthermore, we should allow players to 'buy' buffs from a settlement in exchange for remnants. Remnants can never be exchanged for gold, only services or buffs, regardless of which system they are used in.
  • settlements should also use a currency along the lines of food (in Japan, a 'kiko' was enough rice to feed 1 person for a year, for example). This currency is also not equatable to gold, only usable for improving a settlement. Some settlement functions output food, while others cost it. (Replaces the 'gold bars' system from Birthright)
  • settlements can have an affiliated power. This can be a spirit, demon, a powerful elemental, etc. The power grants a bonus to the settlement as a whole, as well as specific bonuses to the summoning controller (and their immediate circle). Such affiliated powers have significant effects on the alignment and disposition of a settlement, directly influencing crime/justice, cultural outlook, etc. Those who take up residence in such a settlement find themselves inexorably drawn toward an alignment complimentary to the affiliated power.
  • settlements can have permanent magic circles to bind such creatures, and provide a space to make sacrifices, offerings, etc. to appease the affiliated power.
  • if a settlement has more than one affiliated power active within it, all such affiliated powers are immediately aware of the other(s), and are immediately hostile to each other. These beings despise the notion of sharing and cooperation; they operate on the basis of deals, favors, and debts. Such conflicts can create significant unrest among the populace (who likely have no idea why they suddenly hate their neighbors).

Settlement Spells To Review / Discuss

Name School Cast Time Description
Animate Objects Animate Objects (Sorcerer/Wizard Spell) Std Animate Objects (Sorcerer/Wizard Spell)
Atonement Atonement (Sorcerer/Wizard Spell) Std Atonement (Sorcerer/Wizard Spell)
Bless Water Bless Water (Sorcerer/Wizard Spell) Std Bless Water (Sorcerer/Wizard Spell)
Blessing of the Watch Blessing of the Watch (Sorcerer/Wizard Spell) Std Blessing of the Watch (Sorcerer/Wizard Spell)
Commune Commune (Sorcerer/Wizard Spell) Std Commune (Sorcerer/Wizard Spell)
Consecrate Consecrate (Sorcerer/Wizard Spell) Std Consecrate (Sorcerer/Wizard Spell)
Control Weather Control Weather (Sorcerer/Wizard Spell) Std Control Weather (Sorcerer/Wizard Spell)
Darkness Darkness (Sorcerer/Wizard Spell) Std Darkness (Sorcerer/Wizard Spell)
Death Ward Death Ward (Sorcerer/Wizard Spell) Std Death Ward (Sorcerer/Wizard Spell)
Desecrate Desecrate (Sorcerer/Wizard Spell) Std Desecrate (Sorcerer/Wizard Spell)
Enter Image Enter Image (Sorcerer/Wizard Spell) Std Enter Image (Sorcerer/Wizard Spell)
Fire Trap Fire Trap (Sorcerer/Wizard Spell) Std Fire Trap (Sorcerer/Wizard Spell)
Forbiddance Forbiddance (Sorcerer/Wizard Spell) Std Forbiddance (Sorcerer/Wizard Spell)
Hallow Hallow (Sorcerer/Wizard Spell) Std Hallow (Sorcerer/Wizard Spell)
Permanency Permanency (Sorcerer/Wizard Spell) Std Permanency (Sorcerer/Wizard Spell)
Read Weather Read Weather (Sorcerer/Wizard Spell) Std Read Weather (Sorcerer/Wizard Spell)
Silence Silence (Sorcerer/Wizard Spell) Std Silence (Sorcerer/Wizard Spell)
Symbol of Healing Symbol of Healing (Sorcerer/Wizard Spell) Std Symbol of Healing (Sorcerer/Wizard Spell)
Unhallow Unhallow (Sorcerer/Wizard Spell) Std Unhallow (Sorcerer/Wizard Spell)