Showing posts with label services. Show all posts
Showing posts with label services. Show all posts

Friday, December 22, 2023

Regarding Najm: Some Housekeeping

A few items of note that Najm ibn Marwan and crew have been up to in the last year.


In a recent session, which was actually backdated to the beginning of this lunar year, Najm transported a company of individuals to the city of Ittiyqa, some of whom would partake in the Zihuitlani Games there. Overcome by the glint of dinars, Najm allowed himself to be talked into supporting Gan ad-Din's entrance into the Games with 1000 dinars towards Gan's entrance fees--despite Najm's personal reservations about the nature of the Games. Once the Games began, he remembered his scruples and was sick with giving money toward them, even if Gan and his fellows were gracious victors.

Najm received 1080 dinars (so far) in return for his support. Remembering his scruples, he has devoted all of that money to charitable donations. Five hundred and twenty dinars (520) were spent on manumission for slaves from the slave market of Cothon. This would free 13 slave laborers, the worst-treated of all slaves; any with an inclination for work on ships would be invited to join his crews for pay.

The remaining five hundred and sixty (560) dinars would be spent in a great fish-and-crab feed at Fahra's Hole-in-the-Wall down in the harbor, for the poor especially, but not turning anyone away.

Both of these actions would have occurred some time in February, probably, after the return to Cothon from Ittiyqa.



In August, the keel was laid for Najm's new ship, the Rihha, a fast-sailing vessel, with financial help from Sesel and with a bronze figurehead cast in the image of a rihha-sro that Najm and company defeated some time ago in a strange place.

The Rihha was finished in October and has been undergoing her sea trials in the intervening months. She will be ready for a maiden voyage seeking the strange lost city of Babilar by next week, as noted in Najm's call to adventure. With two mates and two ships, it's time to promote one to captain of Saint Iskameen; and Najm has elected Alianor Drake as captain of the Saint Iskameen, while retaining Fa Mei as his own first mate on the Rihha. Allie (Alianor) is therefore free to choose her own first mate for her ship (still owned by Najm, of course).

Fa Mei is no doubt disappointed that she has not been selected as captain; as consolation for not getting her own ship, Najm suggests that she get a sword enchanted at the Ringing Anvil (for if she's his first mate, there will no doubt be adventures for her yet!).

Fa Mei has a chromium khopesh (damage 1d8+1), of which the metal chromium was noted by Durham as especially good for enchanting. Najm will pay 1500 dinars for the sword to be rehilted with something more distinctive of Fa Mei--she elects a basket hilt designed after a nautilus' shell, allowing her to strike with less worry over her own hand (+1 to hit).

And once the rehilting is finished, Fa Mei will have the sword enchanted at her own expense (2000 dinars) and with a Bani Dawr psioinc potion (given by Najm). Fa Mei has a high intelligence (15), and between that and the psionic potion, her sessions with Zaynab the Enchantress will focus on Fa Mei being able to predict an opponent's defensive moves, thus neutralizing the protective bonus of an opponent's shield or defensive technique (yes, Fa Mei has also heard of Sesel's famed ability to parry nearly anything!); i.e. it would become a Khopesh +1, negates shield OR defensive technique and allows the wielder to strike an opponent as if they have no shield, or as if they are not using a defensive technique.

[if this ability is too much, the Scribes allow that perhaps Fa Mei needs to have spent more, or to reword the enchantment of her sword]

It will be up to Durham and his Ringing Anvil to determine how much time this takes, from the first week of October (2023).



Najm has not been idle as he awaits his new ship being finished. He has been developing new spells, partially inspired by his reading of the Queen of Winds, and partially by his own calling of Saint Iskameen at the Battle of the Hastati Gate.

This involves the commission of an excellent new spellbook (scroll) of the finest hmelu parchment, inked with the finest inks from Heijo the Dyer's inkshop, and copying the ballad that Gan ad-Din penned, "Najm at the Hastati Gate" as well as some paeans and prayers to Saint Iskameen and her battle prowess and lance of lightning (a cost of 2500 dinars). It will contain the spells Call Lightning and Saint Iskameen's Might.

The details of the spells are being worked out, but the results of his researches are as follows:

For Call Lightning 5 tick track (beginning week ending 9/9 to week ending 10/7):

  1. 8 - success

  2. 9 - success

  3. 9 - success

  4. 7 - success

  5. 9 - success - 1500 dn altogether

For Saint Iskameen's Might 6 tick track (beginning week ending 10/14 to week ending 12/9):

  1. 6 – failure

  2. 11 – success 1

  3. 9 – success 2

  4. 10 – success 3

  5. 9 – success 4

  6. 6 – failure

  7. 8 – success 5

  8. 6 – failure

  9. 8 – success 6 – 2700 dn altogether

It has been noted that the second spell may be too weak as a fourth level spell, so negotiations over the particulars of that spell will continue, but Najm has successfully researched it, whatever the specifics, as well as having completed this spellbook, "Najm at the Hastati Gate".


Saturday, July 16, 2022

Teaching an Old Renyu New Skills

 or "The Musical Training Of Gan ad-Din"


Gan ad-Din, bearer of all things and constant companion and retainer of Bartholomew Pettibone, has recently sought out a musician, one Anataynus, to learn from him the singing of songs and the playing of the oud. A worthy endeavor! And an opportunity for the Scribes to outline another possible use of downtime for player-characters in the Dual-Cities of Cothon-Gadeed.

When setting out to learn new skills--or "professions", as they are deemed in the page on Creating a Character--there are several steps to follow to set one well on one's path of "professional development":

  1. Seeking a tutor
  2. Retaining a tutor
  3. Initial intensive training
  4. Practice makes proficient
  5. Continued development

The first three steps are necessary to achieving nominal proficiency in any skill; the last is "optional" though of course anyone who specifically cares for their craft will want to work to master that craft through continued devotion.

Because Gan has already set his feet on the path toward learning to be a musician, we can use him as an example in developing the framework for this downtime process.



Seeking a Tutor

In order to learn, one must have a teacher. To find a teacher, a character must either already know someone proficient in the skill they wish to learn--and perhaps cultivate a relationship such that the person would be a willing mentor--or advertise their interest in learning.

Gan ad-Din, not directly knowing anyone of musical dint, spent a downtime buying drinks around the taverns to the cost of 200 dinars, asking after musicians who might be willing to teach their craft, and rolled 2d6 for a 7 on the dice, plus bonuses. Simple success--he learned the name of a musician willing to teach him (Anataynus). If he'd rolled a 10+ he might have been pointed toward a true master, or really won over and befriended a local musician.

Anataynus

In short, a character looking for a tutor can either

  1. cultivate a relationship with a known master to learn from them, OR
  2. spend money (at least 100 dinars) on advertising one's interest in a learning from a tutor, 7-9 is a success in finding someone, 10+ the tutor is a master or the referee will adjudicate something

Retaining a Tutor

Having found someone to teach them, the player-character will need to establish the tutor-learner relationship. Unless they've leveraged some kind of connection or obligation to learn for free, the player-character will have to negotiate a price for tutelage.

This price will vary according to the skill to be learned. It may even be leveraged in favor of certain skillsets--a character who wishes to learn baking might apprentice himself to a baker and earn a (plebeian) wage working and learning in the bakery. But for most skills of interest, the learner will have to pay the tutor.

In the case of Gan ad-Din, he has offered to pay Anataynus 200 dinars per month to learn the oud from him. This is suitable to Anataynus, and so the contract is easily established. But other such contracts might require rounds of negotiation--entirely up to what the character is willing to spend to win the loyalty of the would-be mentor.


Intensive Training

In anything I've learned--strumming guitar, dabbling in languages--it simply is the case that to begin to learn requires an initial extended time of intensive effort, just to get the forms straight. After this initial effort, in order to really learn, one must continue practicing, but continuing practice doesn't require the same intense focus and effort as the initial entrance to learning.


To reflect this, characters who wish to learn a new profession or skill should set aside a period of downtimes to devote to their new hobby, in order just to learn the basics. Inevitably, different skillsets will require different amounts of time--one can learn the basics of baking (probably) in a couple of weeks, whereas even to learn the fundamentals of shipwrighting will probably take many months. These will have to be worked out on an individual basis at first between referee and player-character--and then if/as other players take interest in learning new skills, a body of reference material will become available.

In Gan's case, he set aside four weeks of downtime as intensive training to learn the oud. This makes sense to me as the referee, as I remember when I was learning to finger chords on the guitar. So Gan will have to spend at least four weeks of downtime learning the basics of the oud before he can really begin to play (he's actually already been doing so--you might have heard him strumming idly along in the background over at the Kantor while Istrid was dancing to far livelier tunes up on the dance-stage). But he may have to spend more than those four weeks--for Gan needs to roll at least 4 successes, i.e. 7+ on the dice, and to keep studying until he has achieved those 4 successes--or else forfeit everything and start over from scratch. There are no "remarkable" successes here--you can't cheat practice.

In short,

  1. Referee and player negotiate time of intensive training and number of requisite successes
  2. Player-character spends that downtime training--and nothing else--until the requisite successes are achieved
  3. Stopping at any point during intensive training resets the success "clock" to 0


Practice Makes Proficient

Having learned the basics, one must continue practicing and learning if one is to become proficient. And again, the time required for this will vary from skillset to skillset. But at least this next period of learning will be, in a way, less intensive than the first. Having learned the basic forms, one now practices putting them together into a cohesive whole, or a proficient practice ... and at some point, after enough practicing, one will simply know how to do the job--how to play a piece of music, how to bake various breads well, how to build a piece of furniture, &c., &c.

This takes time, of course, and many iterations. This is essentially the time of apprenticeship, at the end of which one is a journeyman, knowledgeable enough to journey away from the master and practice the skill on one's own.

In order to be considered proficient at a new skill, a character must both spend the minimum time practicing, AND succeed at a requisite number of downtime rolls. During this "apprenticeship", a character must also spend at least one downtime every month pursuing their new skill.

By way of example, when once Gan has spent an additional six months and succeeded in six downtime rolls (7+ and again, no remarkable successes), he will be considered proficient. He could approach this in different ways. On the one hand, he could practice intensively in the first couple months and probably earn all the successes he needs then. After that, he would just have to devote downtime to playing the oud for one week out of each of the succeeding months.

On the other hand, Gan could devote the minimum one week per month on oud-practice. If he didn't succeed every time, he would have to extend the apprenticeship past the minimum six months in order to get the requisite six successes.

At the end of this time--whichever way a character chooses to approach it--having spent their time and earned their successes, a character is considered proficient, and need no longer pay their mentor. They are now able to pursue their craft for themselves.


Continued Development

But there may be those who want to become masters of their craft--exceptional musicians, orators able to bring people to tears with their words, shipwrights whose vessels cut through wind and wave like a sword ...

Such excellence can only be achieved by continuing to hone one's craft through constant practice. At this level, a character would have to work on projects expressing their master--masterworks, as it were!--and so continued development would be a continual negotiation between player and referee, based especially on concrete examples of a character's mastery of their art.

Durham's Ringing Anvil comes to mind, given that Durham is continually producing artefacts as an engineer/architect ... or, continuing with the example of Gan ad-Din, if Gan were to compose an especial song, a ballad or epic, on the oud, that would be an example of his continuing development of his craft and a masterwork. As the scribes hear it, he is already at work on composing songs, though he is not yet even a "journeyman" musician--still, it is good to have ambition!



Thursday, April 21, 2022

Magic and Splendor at the Ringing Anvil

[written by Joel, who plays Durham, proprietor of the Ringing Anvil; with certain adjustments and edits by the Scribes]


Durham’s personal time of late has been used to cultivate friendly business relationship with Zaynab the Enchantress, famous for her magical enchantments; she shaped the magic that allows Durham's magic hammer Sunforger to fly and is the creator of the obsidian feshenga that sold at auction. Durham has spent 2000 dinars to add an office for Zaynab and furnish it for her. This friendly partnership allows for the creation of magical items at the Ringing Anvil.


Najm ibn Toaz – Mastersmith?

Another development is Najm ibn Toaz, a blacksmith at the Ringing Anvil. Najm has crafted many fine and splendid items for Durham and others. His most recent work has been a great sword named Slayer by its new owner Lars Ghar-rider. Yet, despite being one of the experts in the Dual Cities in handling the legendary alloy zortrium, he has not officially earned the title of Mastersmith. Due to an old rule in the guild-book one must prove their mastery by crafting an item and presenting it to the guild as a gift. If accepted by the guild, the crafter is bestowed the title of master; otherwise the gift is returned, and no title bestowed.

Some mock this tradition calling it antiquated and an unnecessary tribute to the guild, others respect the extra effort seeing it as a mark of the person's character and craftsmanship.

Opinions of others aside, Najm has set his mind to the task. Durham, his armorer 'Annaz, and the other employees of the Ringing Anvil have given Najm their support, allowing Najm spend up to one thousand Dinars from the Anvil's coffers as well have access to some of the Anvil's stock of zortrium. And so the process of a splendid item begins, a familiar task for Najm--but will it be worthy of earning him a title of Mastersmith?




Splendor and Magic – Zaynab and Enchantment

The commissioning of splendid items is what the Ringing Anvil is all about, and these items are the first step in making one's own personal magical item (like Durham did with Sunforger). Now with the partnership of Zaynab the Enchantress, it is possible to commission magical items from the Ringing Anvil!

The process starts with making a splendid item. For the creation of this, the player-character will need a rare material (defined by the referee), an expert craftsman, and 1000 dinars (gp) OR 50*(base price of the item), whichever is greater. After an appropriate amount of time to craft it, the splendid item is complete, and it has all the normal properties as well as a bonus of some kind. For example if the item was a short sword it would still do 1d6 damage and may also have a +1 bonus to its damage OR +1 to its attack roll (not both), or may yet have some other non-magical property due to the material it's constructed from or its unique design.

A remarkable item is made by upgrading a splendid item. This is done by paying another 1000 dinars, plus 50*(item's base price) to have additional work done on the item. This work can vary from the addition of new materials, the addition of new art and ornamentation, or a significant change in the item's design. Once complete a remarkable item gains another bonus or feature to what it once had.

Improving upon a remarkable item is rare and usually done by mystic and magical means (or advanced technology). The Ringing Anvil is now capable of this process, in the realm of the mystical and magical through the aid of Zaynab the Enchantress, which requires and additional 2000 dinars (flat fee), a plan or idea presented to the Enchantress, and a number of sessions mystically attuning with the item, guided by Zaynab (at least three successful “spiritual exercise” downtime activities for a minor enchantment, or longer as negotiated between Zaynab and the character // the referee and player).



Item

Bonus/ special ability

Cost

Splendid item

Has one bonus to hit, damage, AC or a non-magical ability*

1000gp OR 50*(base price) & unique materials**

Remarkable item

Has multiple bonuses or a non-magical abilities *

1000gp + 50*(base price), one splendid item & additional work***

Magical item

Has multiple bonuses and gains a magical ability

2000gp, one remarkable item, time & special component


*non-magicial ability: a special property due to the construction or design of the item.

**Unique materials: can be special parts from monsters, a rare metal, etc.

***Additional work: something is added to the item in some meaningful way, perhaps another addition of a different unique material, gem or something changed/added to its design to make it even better than it was before.

Time: at least three successful downtime activities pursuing “spiritual exercise”, under the guidance of Zaynab the Enchantress

Special component: being able to set a magical ability takes time (usually a month's worth) and a component used to bond magical properties to the item.


All costs are subject to negotiation by Durham, as he is the proprietor of the establishment, and some requests may require extra time/labor or extensive use of the Ringing Anvil's resources, and these considerations could affect costs.




Wednesday, April 20, 2022

The Facility -- Services Available

[written by Jacob, who plays Sesel the Voice and his associate Raoden]


The Facility

Somewhat different from most Cothon-Gadeed Services, in that it is not physically present within the Dual Cities, nor even the surrounding area of the Tel, it is nevertheless available to citizens and barbarians alike as a location for learning and research.

Access to the Facility is available only by appointment, through the Bani Dawr. They charge a monthly premium of 100 dinars for a character to access the Facility for their own research, in addition to the character agreeing to share any discoveries they make using the Facility’s resources.

A barbarian can utilize this service by sending notice to the Bani Dawr, along with the required payment. They would then meet a representative of the Bani Dawr at the Processional Gate, be escorted through the long walk, Gadeed herself, and into the Dawr estate. Citizens of Gadeed need only send the notice and coin, meeting at the estate itself at the appointed time.

Once at the estate visitors are guided into a small, well appointed garden and served a calming green tea (which every guest is expected to consume immediately upon being served, in full, as the consumption of it is part of the process for accessing the magics used to travel to the Facility). They are then guided through a short pair of corridors, up some steps to a balcony overlooking the previous garden, and instructed to step onto a small dais and place their hand on a pedestal.

At that point visitors find themselves in a strange metal room, well lit and with plush looking chairs and couches scattered throughout. Throughout the Facility one might see researchers of several denominations, but especially Bani Dawr, notable in that they all wear nearly identical, simple looking gray clothing each with a small pin upon their left breast. Researchers are often huddled over a project, or interacting with one of the various magical mirrors seen all over the Facility, and sometimes just hanging out and having a break (as is most frequently the case in the common room where visitors enter). At that point a Facility representative will be assigned as your escort and research assistant, and you will be allowed to visit and use the various services and features of the Facility, though some require additional fees.

Each new visitor is greeted by the lead researcher, Adnaan al-Dawr, an historian with cropped, curled, purple-dyed hair and blue eyes. She is always enthusiastic of anyone looking to research, though even more so when that research relates to the fantastical things of which the Facility is capable.


Services and Features of the Facility

All throughout the Facility is the omni-present spirit 47. They can be called upon to aid in directing or answering questions, providing interface guidance, and limited access to the more general Facility features.

The Common Room

Available to anyone visiting or staying within the Facility, and the main entry point. The room is capable of holding nearly a hundred individuals comfortably, and includes several tables as well as a full kitchen and chef to provide meals, as well as several (though common) drink options. Though the food quality won’t be that of a fine-dining experience, it is far above standard rations and hard-tack barbarians might be accustomed to when out of the city. Of note in the room, a magic seems to be present within the room that dampens conversational noise, and any given circle of chairs/tables/etc seems to be it’s own pocket of noise, without causing the room itself to be a cacophony at all hours.

The Barracks

Available at an additional fee of 500 dinars per month, and only as rooms are available, a visitor can stay within the Facility itself for their researches. Providing a private room, with remarkably soft and cushy cloth bedding, a sturdy metal desk with plenty of writing implements, and a small wardrobe. Purchasing this, and remaining within the Facility for the month (other than to adventure) grants a +1 to your research/work being done within the Facility.

The Library

While 47 themselves will refer to the location as “Command” most of the time (they are still adjusting to the renaming) the Library is a large room with several seats, some built-in and some clearly imported from Gadeed, sat around various magic-mirror paneled tables. Additionally, any non-magic-mirror surface here is lined with books (some open to various entries and in-use, others stacked not-so-neatly), in addition to the (obviously recently added) shelves of books scattered throughout the room.

The basic 100 dinars grants usage of one of these tables for several hours a day. An additional 200 dinars grants priority access to these panels, allowing you to reserve as much time in a day as you need, and granting a +1 to any research/work being done.

Like the Libraries of the taverns, the Facility’s Library has certain specific topics of information present within. Alas, at this time there are only mundane books available in this collection, no spellbooks.

  • History, especially as it relates to fantastical legends or stories

  • Stories or epics written about legendary adventurers of the past

  • Tomes relating to the translation of ancient languages to more modern variants

  • A small selection of freshly written, unique tomes, documenting the researches of the Bani Dawr within the Facility, its features and mechanics. These are only available to guests who have some agreement with the Bani Dawr to share in their knowledge.

The Simulator

As part of the library here, one can purchase time with the Simulator. This costs 100 dinars per use, but grants access to the portion of the Facility that was previously adventured within. This access can include designing custom scenarios, or to select an existing scenario and accompanying settings, to run through as an adventure. Note that nothing can be taken from the scenarios, so no practical treasure is available. However, the researchers note that they believe there are still things to be learned about those who built the Facility through the exploration of these scenarios, and anyone returning with new information from a scenario is granted not only their 100 dinars back, but the rights to a room in the barracks, and priority Library access for the following 1 month.


Scenario settings:
Time of day:

  1. Mid-Day, Sunny

  2. Night, moon rises after 1 hour

  3. Mid-day 

Weather:

  1. Heavy rains

  2. Freezing cold, snow covers the ground, water is ice, clear sky.

  3. Burning hot, little water, forrest become deserts, early morning (with full sun-rise in 1 hour)

Color of the sun (it is always approximately nickel sized):

  1. Yellow

  2. Blue

  3. Red

  4. Green


Scenarios that can be selected:

  1. Enemy Base Assault

    1. The enemy maintains a small fort at this location. You are to secure the structure, and drive out or slay all enemy combatants.

  2. Base Defense

    1. The enemy is advancing a sizeable troop on one of our surface emplacements, and you’re the last line of defense. They will press a strong attack, but you will have the fort's defenses to your advantage.

  3. Pyramid Assault

    1. The enemy is bringing a warship to bear upon us, and you have snuck aboard. Your mission is to stop the ship from reaching it’s destination.

  4. Cavern Assault

    1. This cavern is occupied by local primitives who support the enemy. They have captives they intend to brainwash to their side. Free any captives you can, and destroy their encampment.

  5. Forest Camp Ambush

    1. Our intel suggests that the enemy will be attempting to make slaves or soldiers of a local primitive caravan. Your job is to stop that from happening, at any cost.

  6. Cavern facility defense

    1. The enemy has discovered one of our secret mountain forts. The structure is to be protected at any cost, and if the control room is breached the facility will self-destruct. Your goal is to beat out the enemy before that happens.

The Research Rooms

Available only by paying an additional 100 dinars, and by getting prior approval from the lead researcher of the Facility. Perhaps not what most residents of the great Mother of Cities would expect in a ‘research’ room, these large open rooms contain only a single chair, and a small magic-mirror panel. However, upon making a selection on the magic-mirror half the room changes to suddenly reveal one of the 4 specimens for research sealed behind an impenetrable glass wall. Note that no direct physical interaction is allowed with the specimens without prior approval, and additional negotiated fees. However, some limited interactions can be had with the specimens, including speech, as well as placing or removing objects within the space.

  1. An ancient looking creature with sickly pale white skin, long white hair, and strange blue leather clothing.

  2. A very well-built looking man, shirtless with a clear X shaped scar on his belly and a brand on his forehead.

  3. A strange 3-eyed “cat” like creature:

  4. A blood-red humanoid creature that strikes around the room violently with strange tendrils and white eyes:


The Infirmary

Available to all who visit the Facility, this large room contains several metal slabs to facilitate medical research, each with a small metal cart to hold tools, and a directional light above the table.

Additionally within the room is (as defined by 47) a Sarcophagus. Only one of these is present in the room, and is only available with an additional 1000 dinar payment, and approval from the lead Facility researcher. Use of the sarcophagus provides significant healing capacity, as well as strengthening anyone who uses it. However, 47 cautions against regular use. There may be other features, but they are yet to be discovered.The “sarcophagus”:


The Ring

Noted here as something the various adventurers of the Facility are aware of, but which is not a generally available feature for research. This “room” lies behind several large metal doors. Access to this room requires a unique code, known only to a select few. Within the room, at the end of a ramp, is a large metal ring with symbols embossed into the face of it:

There is also a small box of the same metal built into the floor to the right side of the ring, the lid can be removed revealing an empty metal box.



The Piedrajoya Guild (the Guild of Jewelers and Lapidaries)

[written by Phil, who plays Bartholomew Pettibone] 

Selling our Gems and Jewels: Building Relationships: Learning to Appraise: Finding Buyers: Dabbling in Covert Dealings


In our role-playing games we are often rewarded for our adventurous excursions by acquiring gems and jewels as items to trade in for coin – which is then spent on so many different things! In order to make game-play move smoothly, it is assumed that those items are normally sold off at a cost defined by the DM, and the coins shared among the party. Sometimes, unique items might be “bought-out” by a party member for any number of particular, personal, role-playing reasons. This makes good sense, and follows the 'KISS' principle (Keep It Simple Stupid). However, some players might wish to role-play deeper into the social matrix of the DM's shared campaign or world – such as when Sesel, the Voice of the Survivors, became a citizen and married into one of the major Houses of Cothon, or when Durham created a new business: The Ringing Anvil. With that in mind, I am proposing a list of local gem-cutters/jewelers and merchants who buy/sell jewels, who comprise the 'Piedrajoya Guild' (PJG), with whom player-characters may interact in order to cultivate relationships for general or specific gain – or perhaps to increase their final selling price of gems and jewelry. I chose this group of merchants/artisans to elaborate on because they are generally high-status people within the community (or at least quite wealthy), they have constant commerce/contact/interactions with many of the more “high-browed” members of society (perhaps privy to rumors or could provide access?), they might have contact with the more sleazy side of the city (acting as fences, etc.), and they are people our characters presumably interact with in order to sell their wares.



None of what is being proposed here would interfere, in any way, with players simply taking the gold piece (GP) value of gems and jewels offered by the DM. To keep game-play moving smoothly, players can always assume that items are quickly sold off to any of these local merchants (there are plenty in the city). However, this extra bit of spice will allow players to “up their role-playing”, further immerse themselves into the game (adding color and social/city intrigue), potentially increase their reputation and skills, or simply increase the value acquired from selling gems and jewels. These artisans can also be used by characters in order to provide a bonus when “Finding the Right Buyer”, or to assist in various nefarious activities.


After talking with the DM, it was decided that the highest caste of people residing in Cothon-Gadeed likely consists of about 5,000 citizens. Those citizens live almost exclusively in the part of the city known as Gadeed, proper. There are an additional 10,000 or so non-citizens (of high-mid stature) living/working in Gadeed. There are another 10,000 or so lower-caste non-citizens/barbarians residing in the less affluent portion of the twin cities – Cothon. In total there are about 25,000 people living and working throughout Cothon-Gadeed (and of course many of those “people” are Bulrathi, Klackons, Alkari, Sakkra, Mrrshan, K'Zin, etc.). Based on that population size, and with the fact that this is an “adventuring” city, I have developed a table of 35 different merchants who deal in some way with buying/selling/making gems and jewels. (As a note of interest to those living in north Idaho/southeastern Washington, this population size is similar to Lewiston-Clarkston, and in that area there are about 30 businesses that advertise the buying/selling of gemstones and/or jewelry.)


A few of these merchants are itinerant (ship captains, traveling caravans, etc.), and I have 
co-opted some of the DM's earlier NPC merchants (e.g. Ilasha and Han). A good number are 
either pawn-brokers or simply buyers/sellers of goods. Those noted as pawn-brokers can all 
produce and provide forged papers/documents, based on reaction rolls, and for a price – but 
will be (at best) only 65% perfect. A fair number of the merchants also design and make their 
own wares (true jewelers). However, only a few can cut gems from raw stones, AND design 
their own wares. A limited number are very special, and can introduce characters into higher 
society, into much lower society, assist with buying/selling/creating magical/tech items, or can 
create forged documents/items of exceptional quality.

For the most part, a “relationship” can be cultivated with any of the merchants (much like from
 Mazirian's Garden), in order to be able to learn how to:
	1. more accurately appraise items themselves.
	2. sell gems/jewels at better prices
	3. procure forged documents/items
	4. gain favors/rumors/etc.

Because these merchants are people who are likely very suspicious of overly “friendly” or 
“seedy” characters trying to take advantage of them, I am proposing that the usual relationship
 time clock be lengthened, and the chances of success be a bit tighter. However, I am not
 suggesting that failures be more catastrophic – just more common – and that success is a more 
time-consuming proposition. After all, this is about incurring additional profit, and it should
 take time and unique/noteworthy actions to build a good relationship with these folks. 
Especially a very few of them.

A general relationship can be cultivated with almost all of the merchants/artisans (T-Oni being 
the exception). As the relationship grows, a character will gain a bonus to the basic price set by 
the DM on gems/jewels acquired during adventures, the ability to appraise the value of 
gems/jewels, and learn if the merchant has special qualities, in this manner:

1. Acquaintance – (takes two successful down time activities) – character is now on amicable 
terms with the merchant, no special bonus, but allowed to advance.
2. Associate – (takes two successful down time activities) – the character and merchant are on 
first-name basis.
	A. Character gains 2% increase to price of gems/jewels sold to merchant.
	B. Character learns merchant provides special services (discussed later).
3. Friend – (takes two successful down time activities) – the character and merchant have a 
more friendly attitude and might actually have a meal or drinks together once in a while.
	A. Character gains 5% total increase to gems/jewels sold to merchant.
	B. Character gains +1 to ability to appraise.
	C. If merchant is a fence, character learns this; can be used to sell 'hot items' for -20% of 	
DM's stated price (transaction remains covert – a complication may arise).
	D. Character gains +1 to “Find the Right Buyer”.
4. Companions – (takes three successful down time activities) – the relationship is strengthened.
	A. Character gains 10% increase in value to gems/jewels sold to the merchant.
	B. Character gains an additional +1 bonus when “Finding the Right Buyer”.
	C. If merchant is a fence they can be used to sell 'hot items' for -15% reduction of DM's 
stated price (transaction remains covert – a complication may arise).
5. Intimates – (takes three successful down time activities) – the relationship has become
 almost unbreakable.
	A. Character gains 15% increase to gems/jewels sold to the merchant.
	B. Character gains additional +1 bonus to rolls when either appraising or “Finding the 
Right Buyer” (these bonuses, even when applied with others, cannot go above +3).
	C. If merchant is a fence, selling 'hot items' will incur a -10% reduction of DM's stated 
price (transaction remains covert – a complication may arise).


The bonus added for appraising and “Finding the Right Buyer” should be somewhat related to 
gems/jewels/antiques/coins/etc., and this would come under the discretion of the DM. For 
example, the bonus would apply if the adventurer Gan ad'Din, Bearer of All Things, was 
attempting to find the right buyer for an antique ring of exotic metal, remarkable artwork, set 
with exquisitely cut gems – but not if he were trying to find the right buyer for the fresh musk 
glands of a seductive vampire. As well, the bonus might apply if Gan were appraising the value
 of a tome that is beautifully/artistically embellished (especially with gems, illuminations, 
metallic leaf, etc.), but not for an original, rare, potentially expensive, but unadorned work of, 
or set of, literature.

A fair subset of the merchants (15 – mostly pawn-brokers) can act as fences for gems/jewels/etc.
 that characters might want to sell without drawing attention to themselves. Only merchants 
noted as “fences” can act as such. For those who are indicated as fences, the ability to use them
 more successfully in that manner comes only after continued relationship building. Characters
 should be reminded by the DM that this ability of the merchant should be kept in confidence. 
Breaking that confidence comes with repercussions.

A select few of the merchants (9) have unique qualities/abilities and this will be learned as the 
relationship progresses. These merchants can be used to gain information and access to high 
society and/or the seedy underbelly of the city. They can also provide access to cabals dealing 
with items that are more expensive, are illegal, or harbor powerful magic or tech.


The Basic Relationship Clock and Results (2d6):

1. On a roll of 2, no success, clock remains stationary. Additionally, on a 1 on a d6 a 
complication arises
2. On a roll of 3 – 8, no success, the clock remains stationary
3. On a roll of 9+, success and the clock advances one step
4. There are no remarkable successes – unless the DM sees fit

Complications (1d10):

(If a character is just beginning a relationship – moving from customer to acquaintance – and 
rolls a failure, and a complication, then the only complication will be to require an additional 
success in order to move forward.)

1. Merchant becomes irate, all progress lost, no further advancement can be made, authorities 
or character's rivals are alerted to potentially criminal/competitive activity
2. Merchant becomes irate, relationship is reduced by two steps
3. Nothing
4. Merchant feels maligned, relationship is reduced by one step, requires a bribe (2d10 X 100 
gp) and one additional success to continue
5. Merchant becomes nervous, relationship is reduced by one step
6. Merchant feels slighted, becomes aloof, relationship is reduced by two steps
7. Merchant becomes suspicious of motives, relationship remains stable, two additional 
successes required to calm the merchant before normal advancement can continue
8. Merchant looses interest, relationship is reduced by one step
9. Merchant becomes paranoid and feels maligned/used, relationship is reduced by two steps, 
requires a bribe (2d6 X 500 gp) and two additional successes to continue
10. Nothing

If the reductions in the relationship clock drop the character's relationship lower than what is 
required for using the merchant's abilities, those abilities are not available until the relationship 
grows further. For example: Bart has a relationship with Sh'Hyne of Cothon at the second level 
of 'Companion'. This comes with numerous added benefits. However, Bart fails the next 
relationship roll, and it comes with a complication that reduces the clock by two steps. This 
puts the relationship back to the status of 'Friend' and Bart loses all abilities associated with 
Sh'Hyne at the 'Companion' level. Bart does not regain the abilities associated with Sh'Hyne 
at the 'Companion' level until he makes additional success rolls on the clock – Bart knows 
Sh'Hyne can provide them, but Sh'Hyne refuses.


Merchants with special abilities/character:

When the relationship progresses to the 2nd level of “Associate” (ostensibly after three 
successful relationship rolls), the character will become aware that these merchants can provide 
special services, and can begin benefiting from them. Each step in service is revealed as the 
relationship progresses, and should be kept in strict confidence by the character. This 
investment in time represents the character taking the relationship very serious, and gaining the 
friendship, confidence, and deep trust of the merchant. If a character happens to let anything 
slip concerning the nature of these special abilities, the merchant will sever all ties with the 
character, forever, and will report them to either the authorities or to high-level rivals. Or, 
perhaps the merchant will simply hire someone to “take care of” the problem character.


A List of Piedrajoya Guild Establishments:
  1. Sh'Hyne of Cothon
  2. Han (itinerant merchant)
  3. Golden Arts
  4. Jo'el DelRay
  5. Blue Valley
  6. Lia Sophia
  7. Dottie's
  8. Gem Craft
  9. Time Stop
  10. First State
  11. al Dan's Antiques
  12. Gadeed Pawn
  13. Dockyard Pawn
  14. HiHo Silver
  15. Steve's Pawn
  16. Khole's
  17. Ilasha (itinerant merchant)
  18. Klackon Scarabs
  19. Gehemma's
  20. Jo'honson's
  21. Whiskey Creek
  22. Glaser's
  23. Walker's
  24. The Wilburys'
  25. Nature's Garden
  26. Custom Jewelry
  27. The Appraisers
  28. Kayala's
  29. Dos Ojos Viejos
  30. al Jo's Jewelry
  31. A Stone's Throw
  32. T-Oni
  33. House of Cards
  34. Scarabs Galore
  35. Zay'yals


Tuesday, November 24, 2020

Specialty Items

 As previously mentioned, each of the major Four Taverns of Cothon-Gadeed has its own character, associated with a particular Guild of the dual-city, and offering its own goods and services. For instance, Cothon-Under-Star maintains its monopoly over the production of healing bacta-poultices for the human citizenry of the city, developed from Klackon citizens; yet meanwhile, the Kantor Kabljauhof sells Sakkra-blood potions claimed by its members to be more effective than any mere poultice, for only a pittance more gold pieces ...

Membership at any tavern (100 gold per level per month) provides a general discount of 20% off from any specialty item offered by the same tavern (and potential mark-ups by taverns whose patrons hold some grudge against any particular adventurer!). Better deals might be negotiated by those intrepid enough to make the effort.

At the moment, the nature of any particular item is a matter of gossip around town. Once enough characters have sampled the item, heard about its effects, etc., I will update the table with "known" effects.


Price

Cothon-Under-Star

50 gp

bacta poultice

100 gp

Klackon pheromone oils

250 gp

psilocybin extracts

300

chlen-carapace plate armor


Herm & Stone

100 gp

sthondat-lymph extract

150 gp

wtsai sword

500 gp

weirdstone

varies

prospector/treasure map


Confraternity of Issa the Baptist

20 gp

tsural bud

50 gp

sekeker-wax antivenin

100 gp

trained kyni-bird

varies

Alkari amulet


Kantor Kabljauhof

75 gp

Sakkra-blood potion

100 gp

tsi'il-gland extract

250 gp

muagh acid

500 gp

vampire-scent perfume