Money and Magic
Forget what it says in the Player's Handbook, forget the
asinine amount of wealth characters are supposed to be carting around,
forget the crass and short-sighted proliferation of magical items
- Iourn is not like that. Every magic item has a reason for existing
and they not common. Most adventurers don't see more than one or
two enchanted items in their lifetime, and even less manage to hang
on to them. The great and the good might have more, but they do
not flaunt them. Magic items (of any description) are far too precious
to sell. The monetary value placed on magic items in the rulebooks
is a nonsense. Armourers do not sell magical chain mail, cobblers
don't sell magic boots and jewellers have not got an exclusive line
on rings of protection. All these things are items of power, not
toys to be bought or sold.
Magic items are either devices and weapons that have been lost
by a great ancient culture (such as the Hadradans) or they have
been created by the relatively few individuals capable of doing
so today. Very few individuals are born sorcerers, and of those
that are, even less have the application and the desire to spend
vast amounts of time in one place creating a magical device. Wizards
are certainly more common, but there are not many who rise to an
experience level sufficiently high to create these marvels.
The fact is as plain as a nineteenth century governess: there simply
aren't very many individuals who have experience, the power or the
skills to create magical artefacts. In plain rulespeak, the item
creation feats listed in the PHB require a spellcaster to be of
a certain experience level. As already stated, the item creation
feats are unlikely to be known by sorcerers, meaning that only wizards
(and to a lesser extent) clerics have the time and patience to develop
these talents. Any spellcaster can take the Scribe Scroll feat,
and even relatively low-level casters (3rd level) can attempt to
brew a potion. 3rd level wizards also are able to select the Craft
Wondrous Item feat, but they are unlikely to have the skill, the
resources or the experience points to create anything more impressive
than a pair of self-cleaning socks. After this, wizards cannot attempt
to create magic wands, arms and amour until 5th level; rods until
9th and they have to wait until 12th level before they can try their
hand at staffs or rings. How many wizards get to these experience
levels? To give you a clue - Gaston, archwizard of the Norandon
court, is thirteenth level and he is considered the most powerful
wizard in the land (after Narramac).
Now pause to think about the possibility of buying spells. Read
again the list of how many spellcasters of certain experience levels
actually exist. Of all the churches, the Church of Life, the Church
of Fortune's Favour and the Arcanum Incognita are the organisations
that are most likely to cast spells for money. Most other faiths
will consider it. The Church of Fire will resurrect for money, but
the number of clerics of ninth level or higher is so small that
they are often unavailable or have better things to do with their
time. Thanks to the Watchers almost everyone looks on resurrection
suspiciously and wouldn't want it. Most high priests of a parish
will be sixth level. This means that the highest level priest of
Vítaeous in a given area will probably not have access to
a restoration spell. The Arcanum Incognita will sell arcane as well
as divine magic, but their reputation is such that no-one wants
to be in debt to them. Finding a wizard to cast a spell such as
identify is easy enough, but finding one to cast analyse dweomer
is practically impossible. A wizard would have to be eleventh level,
and any character who has got that far really doesn't need the money.
Thanks to the Arcanum Incognita there are no guilds of wizardry
outside Sorostrae. In short: don't count on being able to buy magic
spells when you need them. They aren't that common either.
Technology
The availability of different types of technology varies from country
to country. For the most part, Urova is gripped in the equivalent
of Europe's dark age. That means that parties shouldn't expect anything
too advanced littering the side of major thoroughfares. Anything
that takes a great deal of skill to make will be either rare or
non-existent. Therefore, two-handed swords, full plate armour and
other comparable items are should not be readily available to players.
The major exception to this rule is the Kingdom of Norandor. Where
everyone else is the in the dark ages, civilised Norandor has dragged
itself up into the twelfth century. They are a little more advanced
in regard to what they are capable of making and producing. Anything
listed in the Player's Handbook is available in Norandor's major
cities.
To the best of anyone's knowledge, nowhere on Norandor has developed
black-powder weapons or firearms of any sort. This is not to say
that some parts of the world aren't technologically advanced enough
to have done it, but weapons are created from a need and with the
presence of magic and psionics, there has simply been no need to
create these things. At its best a musket is a slightly more powerful
crossbow; it really has nothing on a magic missile spell. Plus,
even if someone had dreamed up smoke powder, guns could not be mass-produced
in sufficient quantities to make an enormous impact on warfare.
The Pits of Walhoon is the most technologically advanced country,
by several hundred years. Those gnomes do love to tinker. They have
developed marvels such as the steam engine, airships, monorails
and various other gizmos. The gnomes have been in the grip of an
industrial revolution for some time. Occasionally, gnomish devices
are found outside the Pits, but this is very rare. In fact, gnomes
are particularly fastidious when it comes to keeping their technology
to themselves. Some have enough speculated that covert teams of
highly trained gnomes are occasionally sent from the Pits to retrieve
any items of stolen technology and destroy any evidence that the
tech existed in the first place. The gnomes of the Pits don't even
share their creations with their brothers in the Five Colour Kingdom.
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