The Savage Earth is on a very basic fantasy exchange rate:
1000 copper = 10 Silver = 1 Gold
Dollar
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For any debt larger than 100 gold, personal notes are usually used. Any merchant worth his salt has an account with the Merchant Guild, which will guarantee his notes. The silver coin is called a dollar, the copper a penny, and the gold coin is called an eagle. People also refer to the coin by the name of it's metal, i.e. you are just as likely to hear, "That'll be five silver," as "That'll be five dollars." Exchanges under 1 silver are likely to be handled by barter. There have been several attempts to introduce an iron piece valued at 1/10 of a copper, but they have not been very successful. Names of coins may change from city to city, but the relative values are close enough that currency exchange may be safely ignored in the interests of role-playing. There are a number of financial institutions in the city willing to perform services such as banking, loans, appraisal, making payments, etc. All of these fees are usually done on a percentage basis. Gems may also be used as currency, but there is an inconvenience with dealing with jewelers and getting appraisals. Semi-precious stones usually are worth 1d6x100 dollars, while precious stones may be worth 1d6x500 dollars. Stones more valuable than that are generally famous ones, and unlikely to be bartered. |
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Weapons are divided into categories here for easy look-up. These are the average prices for a weapon. In general, cheap weapons of low quality may be purchased for half price. These have a tendency to break. Really cheap items can be bought for 1/5 of the listed price, but they also tend to break and are -2 OCV as well (poorly balanced). High quality weapons are 5 times the listed cost and will not break against medium or low-quality weapons. A character may also purchase Spirit-enhanced versions. These will not break against normal weapons, and may be Armor-Piercing or have a reduced STR min. See below for more information. Morphically-enhanced or Animacally-enhanced weapons are 15x the normal cost. Weapons that have both aspects enhanced are 20x the normal cost. Keep in mind that leaving the city with a spirit weapon will cause it to rapidly lose its enhancement, unless one is travelling with an adept who holds the ley line.
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Most of the items above are self-explanatory. Some of them exist only within the Savage Earth Campaign. These specific items are described in this section.
Oil Cloth is a marvelous fabric that is specific to the Merikian League. The fibers of the Tondascrown plant have special properties. Legend has it that the particular strain of plant was developed by Archon Tonda during her tenure as Master Farmer. When specially harvested, spun, treated and woven, it yields a fabric that is lightweight, absolutely waterproof and yet not confining or suffocating to wear. It has many applications. It is used to wrap goods to protect them from rain or other water damage. Woven very thickly, it is useful for sail material on small craft. It is not strong enough for large ships. By far its most popular use, however, is for oil cloaks.
Nearly everyone in Tallon has at least one oil cloak. They are essential garments in a land beset by sudden and torrential rainfall. It is similar in cut to the Irish kinsale cloak. It has a hood, and most of them have a slit to allow the arms to protrude. When not in use, a light oil cloak can be tightly wrapped into a bundle only three times the size of a man's fist.
Oil cloth is a smooth and shiny material that only takes specially-made dyes. Although other cities have adopted Tondascrown and oilcloth production, only Tallon can produce the dyes that make them attractive. Raw oilcloth is a dirty brown in color. Tallon oilcloth is also of slightly higher quality than can be bought elsewhere. Despite the name, oil cloth is not oily to the touch and bears no resemblance to the modern material called oil cloth.
Spirit cloth is cloth that is treated to be resistant to damage. It can be made of any material, it is the morphic enhancement that makes it special. In game terms, spirit cloth provides from 1 to 3 points of resistant defense, with no encumbrance penalties. It is not confining or bulky.
Since it is enhanced, spirit cloth is also totally impervious to Spirit Sight. There is conjecture that it may even protect the wearer against reavers, though few are willing to put this to the test.
Related to this is Spirit Armor. This is armor that is thinner and lighter than normal, giving it 1/2 the normal encumbrance penalty.
This is just a term to refer to an object which has more layers of material than normal. Spirit Sight is progressively more difficult to use as it penetrates further layers of dissimilar materials. In other words, it is more difficult for an adept to see beneath a cotton sheet than a cotton sheet backed by wool. Each additional layer of differing material after the first provides a -2 penalty to spirit sight. Thus, sight layering is a popular way of making pouches, chests, doors, clothing and other objects more opaque to spirit sight. A merchant might wish to keep the contents of his money pouch private for instance, or an assassin may wish to keep a poison dagger unrevealed until needed. In each case, the person who wanted to hide the object could wrap it in successive layers of differing materials. The money pouch might be leather, lined by cotton, lined by leather again, yielding a total -4 to any spirit sight attempt. Each layer doubles the cost of an item. There is a reasonable limit to the number of layers that can be added; the GM should provide this. In most cases four layers (-6 to Spirit Sight perception) is the maximum. After that, it is more cost-effective to just buy spirit cloth.
Some areas of the city may forbid someone to carry an item or wear clothing that is sight layered. For instance, when meeting the Archon, any sight layered item might hide an assassination weapon.
This ingenious item is found throughout the Merikian League. It is an oil-based lantern (though a few do use candles), that is extremely resistant to wind, tipping or jarring or even dropping. It just plain doesn't go out. Total submersion will extinguish it of course, but only because it runs out of oxygen, not because it becomes wet; it can quickly be re-lighted. The better ones even have a built in flint and steel for this very purpose. These can be lit by rapidly pushing a lever. A Merikian lantern burns for about 12 hours on a pint of oil. The lamp can be hooded to vary the illumination from the equivalent of 10 to 60 watts. Specialty lanterns can be brighter, especially if they are rigged to be directional or use fresnel lenses.
Spirit Weapons are mentioned briefly above, but bear a fuller description. Specially trained adepts can make weapons that are far better than mundane varieties. Starting with a weapon of High Quality, a Morphist or animist can imbue it with special properties.
A Morphist will make a weapon stronger, harder or sharper. An animist will make it swing better or harder, travel faster or simply improve the balance. This has several possible game terms.
Morphic Enhancement: A morphically enhanced weapon is armor piercing. Bladed weapons hold a sharper, harder edge, while blunt weapons are simply sturdier and deliver a more solid impact. A GM may wish to create a special weapon with improved or unique properties, but this will suffice for the normal spirit weapon.
Animic Enhancement: An animatically enhanced weapon is represented by reducing the STR Min by 3 and giving it a +1 OCV. A bow and arrow would have the STR min. reduced on the bow and the OCV bonus and Armor Piercing advantage on the arrow. Again, a GM may wish to create a special weapon with improved or unique properties, but this will suffice for the normal spirit weapon.
Tobacco is a common crop in Tallon. There are several varieties, but they vary so little in quality and taste that few differentiate. A truly excellent variety is grown in Boothia, and this is a popular import. Tobacco is used in a variety of ways. It is rolled into little cigaretttes called "roll-ups", with or without paper, it is chewed and it is smoked from a pipe.
These come in waterproof packages of 20. They're a little expensive for casual use, but they are fairly dependable and can strike on any rough, dry surface.
Are discussed here.
Is discussed here.
The Merrikian Calendar is a joke. It has been amended numerous times in the last 3-400 years. The problem is that although most cities can agree what day of the year it is, they have absolutely no consensus as to what the year itself is. Most cities number the year from the beginning of the rule of the reigning adept. Thus, the current Tallon year can be called: Ningan 20, Tallon 298, or Merrikia 341, depending on whether one is measuring from the reign of the Archon, the founding of the city or the first alliance of the Merrikian city-states. Only the first is in any way accurate. For instance, the city of Haven insists the Merikian year whould be 472, while Karkul holds it to be 310.
The city calendar is the one used by scholars, which is measured from the founding of the city, but the actual time when the old fortress of Tallon was first considered a city is conjectural. Few use or even know of this calendar.
The months of the year are virtually identical to our own, but different cities may begin their year at different points. The majority of them begin on January 1, however.
The Days of the Week are as follows:
SundayFor the most part, the cities of Merikia still adhere to a 24 hour clock. The day, which begins at sun-up, is split into four 6-hour periods:
Morning: sun-up to noonIn Tallon, time is broadcast throughout the city using the chime-like bells of the temples. During daylight hours, the hours are reffered to as "bells". Thus 2:00 pm would be referred to as the "Second Bell of the Day", while 8:00 am would be referred to as the "Second Bell of the Morning".
After sundown, the bells are abandoned in the interests of the public peace. Instead Lumina lamps are lit upon the central spire of the great dome that sits upon the Hall of Art. The Hall can be seen by large portions of the city, and a couple of the larger temples will also light lamps, though not nearly so impressively. Thus the hours of darkness are referred to as "Lamps". Thus 8:00 pm would be referred to as the "Second Lamp of the Evening", while 2:00 am would be referred to as the "Second Lamp of Night".
Clocks are a rarity in Merikia, though they are known. Generally, they are created by animists and run on enhanced anima. It requires a highly skilled animist to produce a timepiece that has any accuracy, and such devices fetch a very high price. Some animists have even produced wrist and pocket watches.
For simplicity's sake imperial weights and measures are the rule (ie. pound and ounces, inches and feet), with the following exception. There is no measurement of the mile. Long distances are measured in kliks. One klik = 3,200 feet.
The Work-in-Progress rules for Spirit Chess may be found here.
There are a number of distinctive styles and uniforms in Tallon and its environs. Listed here are some of the most common.
Farmer This could equally apply to most laborers and even casual clothing for the more well-off. Typical base garment is similar to the African Kanga. The loin wrap pictured on the male is often used by women as well. Remember, Tallon is the premiere textile producer in Merikia. Even the lowest born person may dress in colorful, richly patterned cloth. The hat shown on the male is typical for a field worker in the hot sun. Common laborers are often barefoot. |
Priest Pictured to the left is the uniform of the Tallonite Priest. Lesser clergy is very similar, but lacks the distinctive red trim. Head dress is also less pronounced on the clergy. Shoes are light slippers with leather soles. Lumina pendants on priests are typically worn above the symbol of order, and are often pinned directly to the garment. |
Soldier Tallonite soldiers are lightly armored. Due to the nature of Merikian terrain, they often need to fight guerilla-style and need to be mobile and unencumbered. The uniform varies slightly by duty and rather more by sex. Female soldiers are uncommon, but do exist in great enough numbers to warrant a modified uniform. Distinctive to the Tallonite army is the leather "eagle helmet." Rank and unit ensignia appear on the pauldron. Boots are waterproof (in theory). |
Constable Blue and gold are still the favored colors of law enforcement officers. A patch on the left breast indicates precint and rank. There used to be a separate uniform for every precint, but Kanukka put and endo to that toward the end of her reign. The rivalry between precints is nowhere close to the near-feud that existed before that time. All constables carry a whistle, to summon others. |
Spirit Guard The home security guard of Tallon has been tantamount to a secret police in times of strife. Inspectors (pictured on right) are all morphically indistinguishable from one another. They are differentiated only by color. It is rumored that they switch colors occasionally so that no single inspector can be compromised by threats to loved ones. On the left is a watcher, with their charcoal grey uniform and black trim. Sentinels are similar to watchers, but black with charcoal trim. They are also armed with spirit swords. Inspectors and Watchers are wear no visible weapons. |
The Savage Earth is a dangerous place and many people have developed special techniques for survival. The techniques listed below are by no means exhaustive, but are the best-known arts. All martial arts require a teacher and a peiod of learning. Characters who wish to have merely good combat skills without formal training must simulate this with Combat Skill Levels.
The Kabbeki art is a highly energetic and acrobatic one. Since the Kabekki wear little in the way of armor, there are several defensive maneuvers. The Kabekki fighting style emphasizes grace, fluidity and movement. The Kabekki weapon of choice is usually a bastard sword, but a staff is common among the less deadly-minded. It is designed with a weapon in mind, but can be bought with the open hand as a Weapon Element. The Kabekki are not particularly jealous of their secrets, since the art is widely known within the Kabekki lands. Many city fighters hire Kabekki tutors, and the art is frequently demonstrated in the cities whose pastimes tend toward blood sports.
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The Warding way is the art of the Paladin. It is designed to protect another person, either by immobilizing the enemy, taking the enemy down hard and fast, or intercepting blows meant for another. Practitioners of the Warding Way will nearly always have a saved action. The Warding Way is never taught to non-Paladins. The penalty for doing so is death.
Skills Elements |
Pit fighting is an art developed in the close quarters of a death pit. It is a nasty, brutal art, designed to cause a maximum amount of blood. No maneuvers emphasize movement, since the fighting area is very small. It is primarily an art of strikes and counter-strikes. Short weapons are emphasized, to increase the ferocity of the fight. Pit fighting is not terribly sophisticated, easily learned, but difficult to get truly good at. Its practioners tend to be short-lived.
Skills Elements |
This style is less deadly than armed pit fighting, but it can still cause significant damage. It is used in the arenas of Merrikia where deadly combat is not the norm. Often, these maneuvers are combined with Pulling your Punch. The attacker takes a 1 OCV for every 3 DCs in the attack. This is a very theatrical and entertaining style that works well with characters that have high strength. It resembles Professional Wrestling a great deal.
Skills Elements |
This style is only known by and taught to women of the various Hill Tribes of Merikia. Generations ago the women of some tribes were forbidden to carry weapons. This came about after several patriarchal chiefs became worried at the challenge to their authority. The Hill Tribe women, who were very adept at healing, used their long study of anatomy to develop a weaponless martial art that relies on pressure points, joint locks and general weak points in the human body. They teach it only to other women, and only to women of the Hill Tribes at that.
Practitioners of Arnaqa (called Arnaqi) often disdain those who rely on weapons, and usually eschew their use. Many refuse to wear armor. A small sect refuses to even wear clothing insofar as modesty allows (which isn't much in Merikia). Characters who go this route are encouraged to buy Combat Luck.
The most difficult maneuver in Arnaqa is the dreaded "Binding Touch." An Arnaqa-trained woman can hit a cluster of nerves just so in order to cause total bodily paralysis. This will only work on opponents who are pretty much human in anatomy. It is up to the GM as to whether it will be successful if used against mutants like Devil Merks. Riven are unlikely to be affected, neither are beasts. At the GM's discretion, a practitioner of Arnaqa could buy a KS: Appropriate Anatomy to allow her to use the touch on a non-human opponent.
Skills Powers Elements |