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Eulalios

Equippage and Economy

#1 Post by Eulalios »

Standard daily wages
1 sp for a common laborer, 4 sp for a skilled (level 4) worker, 10 sp for a master craft (level 7).

Standard coinage
1 sp = about 1/6 oz of silver (100 to a pound); should buy a bushel of grain in any market. 1 gp = about 1/3 oz gold (50 to a pound) = 100 sp.

Food
It's estimated that one common laborer, under medieval conditions, eats about twelve bushels of grain a year. Given medieval techniques for agriculture, about two acres of land are required to grow that grain. << This is an incredibly poor yield!

Midway from equinox to solstice, at the turn from spring into summer, that laborer can plow those two acres in two days with a team, or cultivate them in eight days with a spade. After plowing, he must sow. Proper hand (broadcast) sowing of seed requires the laborer to traverse on foot, sidling about three feet at a round, first one direction, then again crosswise; so to broadcast two acres, the laborer must walk about twenty miles at a plodding pace (two long days). Four months later, working with four others, he can harvest those acres in a single day - or, by himself, in about five days. Fifteen days of work (~15 sp) to win a year of grain (12 bushels).

So far as produce: it appears from review of Sharpe's London Journal vols. 9-10 (1849) that a half acre, under about two hours of daily work throughout a five month growing season, can yield vegetables to support a single person for the year.

Rolling back to the idea that a common laborer's daily wage "should" be 1 sp, it seems that 1 sp could buy four or five daily rations of veggies; and that 15 sp could buy a yearly ration of grain (a bit more than 1 sp per bushel). This is surprisingly consistent with biblical prices, suggesting that agriculture had not made much progress through the first three fifths of human history.

Any case, it's apparent that a simple daily meal should cost well less than 1 sp, and should rise above that cost only after accounting for drink and meat.

Clothing
As rules of thumb, 6 yards of cloth can be woven in four days (20 sp for master craft to set and watch a loom, 6 sp for semi-skilled labor to work it); a typical adult garment of fair quality requires 3-6 yards of cloth and about a half day of skilled work (2 sp skilled labor + 28 sp material and wastage). Rough boots require nearer two days of skilled work (6 sp + materials; but, as will be seen, the materials tend to be the expensive part ...)

Presume a single laborer can tend a herd of dozen cows, which take roughly one year (365 days) to reach adequate size for skinning. One yearling cow's hide (~40 sp) can yield leather for roughly 5 pairs of boots. Producing that leather requires about four weeks of skilled labor (85 sp / 5 = 17 sp per pair of boots). Total materials cost for one pair of boots: 57 sp.

Shelter
A small cottage (16x24 ft "shed" in modern minds) can be built in about 10 days (100 sp master craft, 60 sp skilled labor). But getting 500 board feet of wood for that shed ... ah, that takes time. A good size medieval water mill might cut 5000 board feet in a day, with two skilled workers and a master craft (16 sp). The real expense is in dropping three good-size trees with a cross cut saw - this requires a day and a half of extremely dangerous work by a master sawyer and prentice (35 sp with risk premium). Total cost: roughly 220 sp to build that cottage.

Armory
A master smith can make a Large sword in about 10 days (100 sp + materials); a suit of chain can be made in about 15 days by a skilled worker (45 sp + materials); a suit of Heavy armor takes about 2 months master work (600 sp + materials).

Turning to the cost of iron for making these articles - figure a solid week of labor (7 sp) to harvest a bog for a hundred pounds of iron nodules;three full days of semi-skilled labor (6 sp) to build a pit, gather wood, and burn charcoal; 4 days master labor + helper (45 sp) to build / rebuild a smelting kiln; another day master labor (10 sp) to fire that kiln; and about ten days of labor (10 sp) to pound the 50 lb bloom down to 10 pigs, each sufficient for one Large sword: this puts the total cost of the Large sword (weighing 5 lbs) at around 110 sp (100 sp manufacturing + 8 sp materials + profit). A Medium sword, at around 2.5 lbs, would cost about 105 sp. Clearly, the Large sword would be sold at a premium, maybe 200 sp. Meanwhile, the Heavy armor, which weighs about 45 lbs, would require about 70 sp of iron for a total cost of 670 sp. Chainmail, mentioned earlier, requires 20-25 lbs (35 sp) of iron ... formed into wire for roughly 20,000 links ... a fair (maybe generous!) estimate is that semi skilled labor (2 sp / day) can weave a full length hauberk from those links in about 15 days, while the wireforming would have required about the same amount of labor. Thus we could expect a chainmail hauberk to cost around 100-130 sp depending how much is paid for the wire.

Eulalios

Setting: Foam and the West [where we might go after this]

#2 Post by Eulalios »

Foam and the West
The city slouches on the side of a shallow hill that slumps into a really quite beautiful sandy beach. The beach curves north and gradually westward from the mouth of a good-size river, which steadily discharges brownish-black silt and fresh water into the sparkling greenish salt water of a bay. The bay spreads out west, north, and south from the river and the city and the beach, out into a vast ocean. Storms come in from that ocean, sometimes huge storms, and - thankfully, only in stories - things.

More prosaically, every morning and evening boats come in from that ocean, where they have spent all day fishing the banks ten to fifteen miles off the beach. Every week or so a ship or two come in or go out, coasting north or south. The boats and ships flock at the wharves that jut out beyond the beautiful beach, into the bay.

To the south the coast continues to the big city of Meltwater (about 1000 mi or two months by caravan, about ten days - two weeks coastal sailing), and beyond, to the jungles. To the north the coast continues past Wrack, Spray, Goodfish, and a few other towns and cities, onward beyond the Northwood, to the tundras under the Real Mountains. Nobody knows what's past the Real Mountains. They stand tall and cold, visible at more than fifty leagues distance after traveling nearly two months north from Foam.
Image
Three-four days' sailing westward, beyond the sheltered coastal Sea, stand the volcanic range of Twilight Isles that shelter the Sea from the Ocean. The Isles trail southward, til they come within sight of the mainland just a few days north of Meltwater. However, sailors say, to see land on both sides of the southward transit, means one has made an error of navigation!

Eastward, one can follow the Cloud River up to the Elfwall; or, crossing the river, one can venture into the Dry Lands where the wild elves roam. Cattle droves come out of the Dry Lands in autumn. There are feed lots east of the river.

Closer to the city, a days-wide belt of farmland circles the hill on the beach. About a sixty mile radius, several hundred thousand souls, scattered woodlots, but pretty much all flat fields on a coastal plain.

The city has no particular walls; or if it had them centuries before, they have been re-used. Throughout the city are fountains, dribbling or spraying. The city drinks from an aqueduct, which lunges sword-straight toward the sea from the distant Elfwall, the river veering miles sidelong of its granite pilings. The aqueduct discharges in a fifty-foot roar of falling water that churns into a vast granite vat, at the top of the hill. Around the vat is a fortress, from which the water is released through valves to ancient pottery pipes that feed the fountains.

The city is busy and loud and filled with commercial smells of fish, hot iron, spices, salt meat, grain dust, and wine. About 60,000 people bustle through the city every day. It is not as large as Meltwater, but it is the largest city of the northern coast - and once, it was the Capital of the Coast. The Hall of Justice still stands, and the dwarf guard still stand at the doors of the Hall. The crown and tabard still are marked on the coins of the city. These, and the aqueduct, remind the city of the Old Realm that the city helped to overthrow.

In the Hall of Justice the lord of the city ponders the Old Realm and its wonders. In their various hovels the elves of the city ponder the Old Realm and its wonders. In the taverns and sidestreets the stories are mainly of Old Realm wonders.

It's nearly three centuries since the Old Realm fell, and some folk of the city are beginning to wonder, what's now? Within the past decade, the City Foam has faced violence from barbaric pirates (coming from the Twilight Isles or down the coast), as well as diplomatic pressure from the burgeoning River Cities of the Central Plain (led by the more populous port of Meltwater, 3000 mi further down the coast). The lord of the city seeks power to protect its wealth. Although the Old Realm established complex and powerful wards to limit spellcasting within the city and surrounding land, learned folk believe those wards might be tuned, or even lifted, using knowledge long-hidden Beyond the Elfwall.


Eulalios

Prologue: Foam

#4 Post by Eulalios »

5th day in the waning crescent of the Swelter moon.
Oppressively hot.
Very severe thunderstorms from the sea.


All the captains of coasting vessels and many of the harbor fleet, wary of the falling weather-glass, had weighed their anchors and set southward, four days past. A few, incautious or unduly trusting the breakwater and wind-wards, remained with the lubberly populace.

This dawn dimly gropes through a howling west wind, which lashes warm and somewhat salty rain against the wharves and those boats beached or anchored tight. The paved streets are streams, the dirt streets are mud. The markets are closed and the buildings are shuttered. Few souls venture forth.

Choose your start:
  1. a tavern of the Beachside
  2. the Hall of Justice
  3. a caravanserai at the Imperial Bridge
  4. a random doorway in the Stonebuilt
  5. an abandoned hovel, about an hour north from Foam

Eulalios

Re: DM's notes

#5 Post by Eulalios »

https://drive.google.com/file/d/0B3wq_K ... sp=sharing

Roll 1d10
Sunset, Sunrise
Roll 6.
Flutter or Smoke M. Heavy Flying Dragon.
Slither, Smoke C, or Roar C. Heavy Dragon or Tremendous Dragon.
Hoard*. Tremendous Flying Dragon.
Lair*. Tremendous Dragon.
Altar*. [Witch King if not in play.]
Inn, Stink W. Company.
Roll 5.
Dank W. Serpents. [Druid if not in play.]
Slither or Dank C. Tremendous serpent.
Smoke M. [Sorceror if not in Play.]
Altar*. Demon.
Shrine*. Flying Demon.
House, Smoke W. Woodsfolk.
Roll 4.
Ruins W. Wolves.
Bones W. Ogres.
Ruins C, Patter C, Howl C. Goblins. (waxing moon) Ghasts.
Pool*. Lurker.
Shrine.* [Witch if not in play.]
Inn, Chapel, House, Guardpost. Patrol.
Roll 3.
Bones M, Roar M, Stink M. Giants.
Bones C, Roar C. Trolls.
Stink C. Goblins.
Vault*. Huge Troll.
Inn. [Magician if not in play.]
Chapel, Stink W, Smoke W. Lancers.
Roll 2.
Stink M, Dank M, Patter M. Goblins OR Spiders OR Wolves.
Bones V. Ghosts OR Ghasts OR Imp.
Cairns*. Spiders OR Tremendous Spider OR Tremendous Serpent. (waning moon) Ghosts.
Statue*. Imp OR Spiders OR Goblins.
Chapel. [Pilgrim if not in play.]
Stink W, Smoke W. Bashkars.
Roll 1.
Ruins M. Goblins OR Wolves OR Bats. (waxing moon) Ghasts.
Flutter. Bats.
Bones M. Ogres OR Wolves OR Bears. (waning moon) Ghosts.
Howl M. Wolves.
House. [Wizard if not in play.]
NPC Dwelling. Event or Traveler.

Traveling
Roll 7.
Woods. (Spring-Autumn) Woodsfolk OR Deer. (Winter) Wild Boar OR Wolves.
[Smoke W or Stink W]. Heavy Flying Dragon.
Valley. (Spring-Autumn) Company OR Herd of Cattle. (Winter) Patrol OR Wolves.
[Ruins V]. Goblins OR Wolves. (waxing moon) Goblins AND Wolves.
[Dank V]. Serpents OR Spiders.
Mountain. (Spring-Autumn) Bashkars OR Herd of Sheep. (Winter) Eagle OR Wolves.
[Smoke M]. Heavy Dragon.
Roll 8.
Woods. (Spring-Autumn) Bashkars OR Deer. (Winter) Lancers OR Wolves. [Ogres]
Valley. (Spring-Autumn) Patrol OR Swine Herd. (Winter) Lancers OR Deer.
[Stink V]. Heavy Flying Dragon.
[Smoke V]. Goblins.
Mountain. (Spring-Autumn) Company OR Bears. (Winter) Wolves OR Wild Goats. [Giants]
Roll 9.
[Bones V], Ruins. (waning moon) Ghosts; (waxing moon) Ghasts OR Demon.
Valley. Event or Traveler.
Woods, Mountain. (Spring-Autumn) Bees OR Deer. (Winter) Wild Boar OR Wild Goats. [Imp]
Roll 10.
Re-roll Encounter.

Eulalios

Re: DM's notes

#6 Post by Eulalios »

Events or Travelers
Roll 1d8.
  1. Escort Party. Use Roger G. Sorolla’s Dramatic Personae (rolesrules.blogspot.com) to generate a character in need of escort. Destination per seasonal table.
  2. Food/Ale. Roll 1d3:
    1. Per seasonal table
    2. to the nearest Guardpost
    3. House.
  3. Roll 1d3
    1. Crone. OR
    2. Scholar. OR
    3. Escort Party.
  4. Roll 1d3
    1. Shaman. OR
    2. Warlock. OR
    3. Gypsy.
  5. Rumor of (roll 1d2):
    1. Conquest: the Soldiers, Guard, Patrol, and Company intend to capture or kill the Woodfolk, Lancers, Bashkars, and Rogues. OR
    2. Pillage: the Bashkars plan to pillage at least one dwelling, and that the Soldiers and Patrol are on alert.
  6. Rumor of (roll 1d2):
    1. Raid: the Lancers and Woodsfolk intend to drive out the Bashkars and Rogues. OR
    2. Quest: the Order have vowed to eradicate (1d6):
      1. Dragons
      2. Demons
      3. Magic users
      4. Goblins
      5. Trolls
      6. Giants and Ogres
  7. Rumor of (roll 1d2):
    1. Revolt: the Lancers, Woodfolk, Bashkars, and Rogues intend to overthrow the Soldiers, Guard, Patrol, and Company. OR
    2. War: The Soldiers, Guard, and Patrol are working to drive out the Company, Bashkars, and Rogues.
  8. Rumor of (roll 1d2):
    1. Goblins! Rumor that Goblins have attacked travelers to the next-nearest Dwelling. OR
    2. Dragon! Rumor that a Dragon has attacked the furthest Dwelling.

Eulalios

Re: DM's notes

#7 Post by Eulalios »

LUNAR SEASON
(roll)
1-2 CLEAR
3-4 SEASONAL
5 SHOWERS
6 STORM
Travel
Days
Road Travel in Leagues (Valley or Woods);
Mountains or Off-road; Mount Bonus
1. SOLSTICE Light snow swirls across the frozen earth. FOOD to INN (CHAPEL). ESCORT Cleric to CHAPEL (GUARD). 6 sp/league. WHITE magic. Icy Winds: one wound per day of travel.
Cold
Icy Winds
Flurries
Snowstorm


7
5
5
4
6; 3; +2
5; 3; +2
6; 3; +2
4; 2; +3
2. ICE Ice-crusted snow underfoot and still, frigid air. FOOD to GUARD (INN). ESCORT to INN (CHAPEL). 8 sp/league. BLACK magic. Frigid Air: one wound per day of travel.
Cold
Frigid Air
Snowstorm
Ice Storm


7
4
4
3
6; 3; +1
5; 1; +1
5; 2; +1
4; 2; -1
3. SNOW Deep, drifting snow blankets the world. FOOD to INN (HOUSE). ESCORT to INN (GUARD). 8 sp/league. PURPLE magic. Sleet, Snowstorm, Blizzard: one wound per day of travel.
Snowdrifts
Snowstorm
Sleet
Blizzard


5
3
4
4


4; 2; +1
3; 1; +2
6; 3; -2
2; 0; 0
4. THAW Melting snows and late blizzards. FOOD to CHAPEL (INN). ESCORT Cleric to CHAPEL (GUARD). 6 sp/league. WHITE magic.
Cool
Soft Ground
Showers
Snowstorm
7
7
5
4
6; 3; +1
4; 2; +1
6; 3; +1
4; 2; +2
5. FRESHET Flooding as snows melt and cold rains run off. FOOD to INN (HOUSE). ESCORT to S Camp (GUARD). 4 sp/league. GREY magic.
Cool
Showers
Rain
Flooding
7
5
4
3
7; 4; +1
6; 3; +1
6; 2; +2
2; 1; +2
6. RISING Sprouts and blossoms bloom in milder weather. FOOD to INN (GUARD). ESCORT to L Camp (HOUSE). 4 sp/league. GOLD magic.
Warm
Beautiful
Showers
Rain
7
7
6
6
8; 4; +2
8; 4; +3
7; 4; +2
5; 3; +2
7. MIDSUMMER Full, green trees in long, sunny days. FOOD to L Camp (INN). ESCORT to S Camp (L Camp). 3 sp/league. GREY, GOLD, PURPLE, BLACK magic.
Warm
Nuts / Berries
Showers
Soft Rain


7
7
7
7
9; 5; +2
9; 5; +3
7; 4; +2
6; 4; +2


8. HIGH SUMMER Hot, clear days. FOOD to GUARD (L Camp). ESCORT to S Camp (GUARD). 2 sp/league. GOLD magic. Heat Wave: one wound per day of travel.
Warm
Showers
Rain
Heat Wave
7
7
5
5
10; 5; +3
7; 4; +2
5; 3; +2
6; 3; +1
9. SWELTER Very hot, humid and still air. FOOD to CHAPEL (S Camp). ESCORT to INN (S Camp). 3 sp/league. PURPLE magic.
Hot
Thunderstorm
Showers
Ball Lightning
5
7
7
4
8; 4; +2
5; 3; +2
7; 4; +2
8; 4; +3
10. HARVEST Golden fields of ripening crops. FOOD to INN (L Camp). ESCORT to GUARD (L Camp). 3 sp/league. GOLD and GREY magic.
Warm
Ripening
Showers
Rain
7
7
7
7
8; 4; +2
8; 4; +3
7; 4; +2
5; 3; +2
11. AUTUMN Brightly colored leaves on frosty mornings. FOOD to GUARD (L Camp). ESCORT to GUARD (S Camp). 2 sp/league. PURPLE magic.
Cool
Late Summer
Showers
Cold Rain
7
7
7
7
7; 4; +2
7; 4; +3
6; 4; +2
5; 2; +2
12. DWINDLING Dead leaves blowing in long, cold nights. FOOD to CHAPEL (INN). ESCORT to INN (L Camp). 2 sp/league. All colors of magic.
Cold
Blown Leaves
Cold Showers
Cold Rain
7
7
6
7
7; 4; +2
8; 4; +3
6; 4; +2
5; 3; +2
13. DESOLATE Cold rains on barren trees and ground. FOOD to INN (HOUSE). ESCORT Cleric to INN (CHAPEL). 4 sp/league. Mountains: 2 phases to enter. GREY magic. Freezing Rain: one wound per day of travel.
Cold
Early Snow
Flurries
Freezing Rain


7
5
6
5


6; 3; +2
5; 3; +2
6; 3; +2
4; 2; +3

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