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Posted: Mon Dec 08, 2008 4:26 am
Trade in Lodoss
Of course, your character will need to be outfitted for travel with weapons, armor and other sorts of equipment. This section is to help you decide what your character might have if you need inspiration. Now before all else, you should know a few things about money and trade in Lodoss. Currency in Lodoss is typical of most fantasy settings. The base currency is the Raiden, but there are also platinum, gold, silver and copper coins. Jewels are also a popular form of currency, as is barter (usually in live stock or perishable goods). The Raiden piece (RP), is equal to $100 current US dollars. One gold piece (GP) is then worth US$1. Use the table below for basic coinage equivalents.
1 Copper Piece (CP) = US1¢ 1 Silver Piece (SP) = 10CP/US10¢ 1 Gold Piece (GP) = 10SP/US$1 1 Platinum Piece (PP) = 10GP/US$10 1 Raiden Piece (RP) = 100GP/10PP/US$100
Money is often marked with the seal of the nation it was minted in, (except the RP which is minted only in Raiden by the Maritime Mercantile) but each nation's currency tends to float aimlessly about Lodoss. The Raiden is a gold piece about the size of a US silver dollar. The gold piece is about as big as a nickel. The most commonly used coins are silver, gold and Raidens. Copper is common for change, but platinum coins are not very popular (they look too much like silver).
Jewels are also considered a viable form of currency trade. Most jewels are fairly worthless—valued at no more than a few silvers each—but together, a bag of jewels can be quite valuable. Most merchants will trade goods for jewels, just as if they were coins. Smart merchants are experts in appraising jewels, so don't try to rip them off!
Bartering (the trading of goods) is also an extremely common form of commerce. Actually, it is the most widely used from of commerce, though not the most practical. A typical commoner may never see one Raiden in his entire life, yet he will trade cattle and livestock worth an equivalent of many Raidens. Barter is usually not a viable form of commerce for adventurers and travelers, though adventurers can barter off their spoils from recent exploits.
There are two forms of barter: Merchant and square-deal (merchant is obviously the opposite of square-deal). All items have a selling price and purchase price. The selling price is what you can sell it to a merchant for. The purchase price is what a merchant will charge you (this is why most people tend to hate merchants). In merchant bartering, you must match the merchant's price for the good you want to buy with an equivalent selling price for the goods you are selling (and merchants rarely give good change on barters). That is, it may take three fat geese to buy a new set of leather boots.
A square-deal, on the other hand, sets out to match only the selling prices. This is a much fairer trade, and is typical of most non-merchant types (i.e. farmers, commoners and fellow travelers). In this deal, goods of equal value are simply being exchanged so both parties benefit equally. Merchants rarely ever accept square-deals, they always want to turn a profit (that is, after all, their business), but merchants can be bargained with.
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Posted: Mon Dec 08, 2008 4:28 am
Trade and Equipment: Weapons
To all adventurers, weapons are usually the most important items. Therefore, they will be listed first. This is a chart of possible weapons and their selling and purchase price. These aren't the only weapons you can choose, these are just suggestions. The prices are also average and for only human forged weapons. Craftsmanship varies, so some maybe more or less expensive in the game. Special Weapons Fine Blade
Finely crafted blades are those made by the master smiths of Lodoss. Forged in the hottest fires, molded from the strongest metals and alloys, fine blades are weapons to be prized and wielded with honor and glory. Most fine weapons are christened with a name, usually that of its owner or maker, or given a name that implies great power. Fine blades are expensive. You cannot buy a fine weapon in a weapons shop, you must hire a master smith to forge it for you. This can take weeks, even months, for an extremely well made weapon, and even the cost for such can be astronomical. Often these weapons will be passed down through the family.
A fine blade is sharper and better balanced, also less prone to breaking. They must be properly cared for to keep them in prime condition. Fine blades are perfect candidates for magical enchantments. Elven Blades and Bows
Elven blades are fine blades forged by the best elven weapon smiths. They are made of Elven Steel, a metal alloy that, though not magical in nature, still baffles the best human and dwarven metalworkers. The blades are practically unbreakable. Elven rapiers can parry a smashing warhammer or battle axe with out getting a scratch. Elven weapons cannot be purchased from elves, and the street price would be astronomical. Dwarven Axes
Dwarves are master metal workers. Though they have still not learned the secrets of the lighter elven steel, they have their own special alloys that are vastly superior to man-made metals. The preferred weapon of dwarves is the axe. Axes are good, strong, versatile weapons, able to chop wood, bust down doors, and hack up ogres and goblins alike (no one enjoys practicality more than a dwarf). Dwarven axes are perfectly balanced and can be used for not only fighting, but throwing. Dwarven axes can be purchased from dwarves, but are very steeply priced, and even more expensive sold by humans. Weapon Accessories
What sword is complete without a scabbard? What bow can work without arrows? This section contains a few accessories for weapons. Scabbards and Sheaths
A rather simple item, a scabbard is a sheath for a sword. Worn by most warriors, a scabbard is a safe and easy way to carry a bladed weapon. Most swords can be purchased with a sheath or scabbard. Other bladed weapons would be best to have sheathed as well. Scabbards can range from 50-80 GP. Boot Sheath
A favorite of thieves everywhere, the boot sheath is an excellent way to sneak knives past lazy or careless guards. The boot sheath can hold one blade and can be made to fit snuggly on your leg. Some boots can even have built in sheaths. Typically, the pants are pulled down over the sheath to conceal it. Since boot sheaths have become more popular, guards now regularly check boots. You can also have back, arm and side sheaths made. A boot, arm, back or side sheath can vary from 30-60 GP. Atlatl
An atlatl (at' lat-el) is a small device used to help throw spears and javelins. It consists of a smooth rod with a hook at the back for holding the spear in place. The spearthrower then throws the spear using the atlatl for a grip. An atlatl can be purchased for about 60 GP. Archery Accessories Quiver
A quiver is a small cylindrical case for holding arrows(bows) or quarrels (crossbows), typically worn on the back, for quick, more natural arm action when cocking the bow. A quiver can hold up to 12 arrows or quarrels. Prices vary. Arrows and Quarrels
There are many types of arrows, the most common simply have a steel arrow head, long wooden shaft, and feathers at the end for stabilization. Arrows can make an archer one of the deadliest fighters on the battlefield. All prices are per dozen, that is, per quiver. Feathered Arrows
Feathered arrows are the standard arrow type. They have a sharp V-shaped steel arrow head, wooden shaft, and four feather fletches on the end. Steel Shaft Arrows
A steel shaft replaces the wooden shaft. Though the arrow is heavier, it is much more stable. These arrows are more expensive, but they are well worth the cost. Whistling Arrows
Whistling arrows are designed with a series of holes down the head of the arrow and through the shaft. When fired, they make a loud whistling sound as they streak through the air. Whistling arrows are primarily used as signaling devises, but can also be used to discourage enemies. They can, of course, kill just as any arrow. Barbed Arrows
The arrow head has a set of ugly looking backward facing barbs. When a barbed arrow is extracted from a victim, it will cause even worse damage to the flesh and cause excruciating pain. These arrows are designed to cause as much pain and suffering as possible, and are rarely used by honorable archers. Broadhead Arrows
These arrows have a four-bladed steel arrowhead (shaped like an X when seen head on). These arrows do more damage than standard, two blade arrowheads. Naturally, they cost more due to the added difficulty of forging them. Steel Shaft Broadhead Arrows
Considered by archers to be the ultimate in long-range bow-power. These arrows have a steel shaft and a broadhead arrowhead. They are well stabilized and inflict a great deal of damage. Elven Arrows
Naturally, elves make the best arrows. Elven arrows have a wood shaft and an elven steel arrowhead, which will penetrate most armor. Elves don't sell their arrows, however.
Knives Selling Price Purchase Price Damage Dagger 3 GP 5 GP +1 Small Knife 6 GP 10 GP +2 Large Knife 18 GP 30 GP +3 Throwing Knife 40 GP 60 GP +3
Swords Selling Price Purchase Price Damage Rapier 3 RP 5 RP +3 Shortsword 120 GP 2 RP +4 Broadsword 160 GP 3 RP +5 Longsword 230 GP 4 RP +7 Scimitar 360 GP 5 RP +9 Greatsword 5 RP 7 RP +10 Claymore 650 GP 10 RP +12
Axes Selling Price Purchase Price Damage Hand Axe 12 GP 20 GP +3 Wood Axe 30 GP 50 GP +4 Battle Axe 170 GP 3 RP +6 Great Axe 350 GP 6 RP +10 Throwing Axe 4 RP 6 RP +6
Clubs Selling Price Purchase Price Damage Stick (ugly) -- 1 SP +1 Club 15 GP 30 GP +3 Mace 130 GP 2 RP +4 Great Mace 280 GP 5 RP +6 Hammer 12 GP 20 GP +2 Maul 180 GP 3 RP +6 Warhammer 5 RP 8 RP +10
Spears Selling Price Purchase Price Damage Spear 120 GP 2 RP +5 Javelin 180 GP 3 RP +7 Long Spear 3 RP 5 RP +9 Lance 5 RP 8 RP +12
Pole Arms Selling Price Purchase Price Damage Quarterstaff 25 GP 40 GP +1 Military Fork 50 GP 80 GP +4 Harpoon 270 GP 4 RP +5 Scythe 150 GP 2 RP +4 Battle Scythe 3 RP 5 RP +6 Pole Axe 360 GP 6 RP +8 Halberd 600 GP 10 RP +12
Flails Selling Price Purchase Price Damage Flail 30 GP 40 GP +3 Great Flail 160 GP 2 RP +4 Whip 18 GP 30 GP +2 Barbed Whip 70 GP 1 RP +4
Bows Selling Price Purchase Price Damage Bow 180 GP 3 RP +3 Longbow 400 GP 6 RP +5
Crossbows Selling Price Purchase Price Damage Crossbow 500 GP 8 RP +14 Heavy Crossbow 800 GP 12 RP +20
Arrow/Quarrel Sell Price Purchase Price Damage Feathered 18 GP 30 GP +1 Steel Shaft 30 GP 50 GP +2 Whistling 25 GP 40 GP +1 Barbed 40 GP 60 GP +4 Broadhead 60 GP 1 RP +5 Steel/Broad 130 GP 2 RP +10 Elvin Arrows 5RP ???? +12
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Posted: Mon Dec 08, 2008 4:40 am
Trade and Equipment: Armor
Second only to weapons on most adventurer's shopping lists is armor. Remember, armor is not a save-all in a melee fight. Most fighters typically wear little armor.
Armor Purchase Price Leather Jacket 170 GP Leather Pants 80 GP Leather Boots 30 GP Leather Gloves 20 GP Ringmail shirt 566 GP Chainmail Sleeves 268 GP Chainmail Shirt 11 RP Chainmail Skirt 268 GP Chainmail Gloves 2 RP Hauberk 11 RP Leg Greaves 4 RP Vanbraces 4 RP Pauldron 536 GP Iron Belt 3 RP Breastplate 3 RP Heavy Breastplate 12 RP Tassets 4 RP Solleret Boots 3 RP Gauntlets 3 RP
Helms
Compared to armor, helmets are really quite simple. They protect the head, though often a precise hit can penetrate the eye. The only negative factor to consider is that it inhibits perception.
Helmet Sell Price Purchase Price Leather Cap 6 SP 10 GP Leather Helm 18 SP 30 GP Steel Cap 40 SP 60 GP Half-Helm 70 GP 1 RP Chain Coif 120 GP 2 RP Full Helm - 180 GP 3 RP Great Helm 230 GP 4 RP
Shields and Bucklers
Having a shield is an excellent way to put distance between yourself and your opponent. Shields are used to block, while still keeping your weapon ready to strike. Normal shields don't last more than one battle and are usually discarded afterwards. "Special" shields, magical shields, or personalized shields are kept, but must be repaired.
Shield Sell Price Purch. Price Weight (kg) Buckler 25 GP 40 GP ? kg Small Shield 70 GP 1 RP 1 kg Md. Shield 180 GP 3 RP 2.5 kg Large (Kite) Shield 280 GP 5 RP 5 kg
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Posted: Mon Dec 08, 2008 4:42 am
Trade and Equipment: Equipment & Services
Standard gear and equipment, and some services, follow below. All should be self-explanatory. Listed is it's purchase price and any notes which may be needed for clarification. To save space, selling price is not listed. If you wish to sell any of these items, take 50% of it's purchase price and bargain.
The following packs and gear are not required, but state one of the sets, and we'll know what your character carries. Or you can choose what items you need separately. Basic Adventurer's Pack
The basic adventurer's pack is a checklist package of all the basics for any adventurer who plans to survive the treacherous wilderness of Lodoss. The light backpack contains a change of clothes, 30 foot rope, two torches, a flint and steel set, a whetstone, warm blanket, cooking gear, and six days of rations. Also tied to the backpack is a bedroll. Includes a waterskin, usually worn on the traveler's belt. The whole pack weighs 37lbs and costs just 72 GP. Deluxe Adventurer's Pack
The deluxe adventurer's pack is just like the basic pack, but has so much more! For long or exceptionally dangerous adventurer's through Lodoss, the keen hero may wish to take a second look at this package. Included with the light backpack comes two changes of clothes, a 50 foot rope, three torches, flint and steel set, a whetstone, warm blanket, cooking gear, six days of rations, a healer's kit and a hatchet. Also tied to the backpack is a bedroll and a small tent. Included as well is a waterskin, usually worn on the traveler's belt. This pack weighs 63lbs and costs 213 GP. Grand Adventurer's Pack
Whether you're alone on a long adventure, or traveling in a group across the forbidding Storm and Fire Desert, the grand adventurer's pack is a sure thing. Contained in the medium backpack are two changes of clothes, a 50 foot rope, five torches, two flint and steel sets, a whetstone, two warm blankets, cooking gear, twelve days of rations, a healer's kit, a hatchet, and a shovel. Also tied to the backpack is a bedroll and medium tent. Included as well is a waterskin, usually worn on the traveler's belt. This package weighs 92lbs and costs 384 GP.
Animals Price Notes Chicken 10 GP Farm Pig 30 GP Farm Sheep 60 GP Farm Cow 2 RP Farm Donkey 2 RP Burden/Riding Pony 3 RP Burden/Riding Falcon 10 RP Trained (Familiar) Mule 5 RP Burden/Riding Horse 5 RP Riding Fine Horse 8 RP Riding Camel 12 RP Burden/Riding War Horse 20 RP Riding Wyvern --- Riding Services Price Notes Inn (*) 5 GP Bed for night Inn (**) 10 GP Bed and breakfast—or dinner Inn (***) 1 RP Luxury Inn (****) 5 RP Royal Stable 15 GP per day Ferry 4 GP per mile Ship (Poor) 1 GP per league Ship (Good) 3 GP per league Ship (Lux) 10 GP per league Servant 80 GP per day Thug 50 GP per day Bodyguard 80 RP per day Mercenary 1 RP per day Assassin 2 RP per day Food Price Notes Trail Rations 4 GP 1 day's worth Tavern Meal 3 GP bread, cheese w/ meat 5 GP add meat Good Meal 8 GP Much better Fine Meal 15 GP Even better Bread 5 SP A loaf Cheese 1 GP A round Sausage 2 GP 5 links Vegetables 2 GP Half pound Ham 4 GP A pound Meatloaf 4 GP A pound Beef 8 GP A pound Dried Meat 6 GP A pound Fish 5 GP Whole fish Dried Fish 6 GP 2 fish Tavern Beer 1 SP a mug Dwarven Beer 2 GP a mug Ale 2 GP a glass Mead 2 GP a glass Rum 3 GP Bottle Cheap Wine 3 GP Bottle Fine Wine 10 GP Bottle Elven Wine 14 GP Bottle Spirits 12 GP Bottle Clothing Price Notes Shoes 10 GP Regular shoes Boots 20 GP Unarmored Dirty Rags 5 SP Eww... Commoner's 1 GP Plain tunic & pants or simple dress Villager's 3 GP Tunic/shirt, pants or dress. Travel Clothes 5 GP Tunic/shirt, pants or dress, coat, cloak Dashing 10 GP Pretty, fashionable, but cheap Fine Clothes 40 GP Fashionable and more spendy Wealthy 1 RP High Fashion, nice Noble 5 RP High Fashion, gorgeous, maybe gaudy Kingly 20 RP You can imagine Travel Gear Price Notes Rope, 30ft. 3 GP Rope Rope, 50ft. 4 GP Rope Lt. Backpack 12 GP Holds 33lbs Md. Backpack 20 GP Holds 66lbs Hv. Backpack 40 GP Holds 110lbs Pouch 1 GP Holds 4lbs Sack 1 GP Holds 26 lbs Torch 3 GP Burns for 30 mins Flint and Steel 2 GP To light fires Whetstone 2 GP To sharpen blades Fletchering Kit 8 GP For archers Bedroll 7 GP For sleeping on Blanket 3 GP Warmth Pillow 5 GP Comfort-luxury Small Tent 10 GP 1 person Md. Tent 15 GP 2 person Big Tent 30 GP 4 person Pavilion 3 RP 10-15 persons Cooking Gear 4 GP Pots, utensils, etc. Waterskin 4 GP 4 quarts Medical Gear Price Notes Healer's kit 1 RP Bandages, herbs, etc. Bandages 1 GP Bind wounds Healing herbs 20 GP To speed recovery Medical Alcohol 4 GP Sterilizes wounds Tools Price Notes Hatchet 20 GP Chopping wood Pick 30 GP Digging Shovel 25lbs Digging Hammer 20 GP Construction Lockpicks 4 GP Thief favorite Miscellaneous Price Notes Chest 10 GP Holds 30 kg Jewelry 1-10 RP Quality varies Book 1-10 GP A book, any subject Parchment 1 SP per page
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Posted: Mon Dec 08, 2008 4:43 am
Trade and Equipment: Magic Items
There are two types of magic items in Lodoss. Ancient Relics and Standard Magic Items. Ancient relics are legendary and powerful magic items from the kingdom of Kastuul (and possibly even the War of the Gods)—items such as the Scepter of Domination. Standard magic items are more typical enchanted objects, such as magic swords, magic armor, and the like. Standard magic items can be made by wizards, sorcerers, and priests, but take a great deal of time and effort to create. Mana Stones
Manastones are small jewels that have been enchanted to hold a greater well of mana so that a sorcerer or magic item may channel more mana. They are rated by miats, which are a measurement of the amount of magic they can hold. Some magic items have these jewels embedded in them, and the even the "eyes" of Karla's circlet are manastones. Manastones are relics from Kastuul and the art of creating has not yet been rediscovered. During the time of Kastuul, sorcerers had manastones embedded in their foreheads so they could channel more mana from the source in the Shardrune of Steel Towers.
Manastones are very rare and only found in ruins. They can be bought and many treasure hunters can make a killing off selling them to wizards. A wizard should appraise them to determine their miat. A 1-miat manastone can be bought for at least 5 Raidens. A 5-miat manastone would cost 75 Raidens and a 10-miat manastone would cost 250 Raidens. Manastones higher than 10 miats are usually claimed by the Mages' Guild and hidden. Manastone Miats Miat Mana Pool Cost 1 1-9 5RP 2 10-19 25RP 3 20-29 40RP 4 30-39 55RP 5 40-49 75RP 6 50-59 90RP 7 60-69 110RP 8 70-79 150RP 9 80-89 200RP 10 90-99 250RP
Because manastones are so rare, the easiest way to power a magic item is by enchanting it with a spirit talisman. This makes magic items very easy to detect, but it is the best way to power them.
Many ancient relics from Kastuul do have manastones, and this, in part, is what makes them so valuable. Ancient Relics
These are the most powerful magic items in Lodoss, created by the master sorcerers of Kastuul, or forged by the gods themselves in the course of their great and terrible war. These are magic items of earth-shattering power. They are guarded by ancient dragons, or lost forever in the sands of time. Wars have been waged for the control of such items, and thousands have died trying to possess them. Should any mortal gain access to such a relic, he would become like unto the gods themselves...or so he might think. The Governor's Treasures
Before the fall of Kastuul, Governor Saluvad charged the five ancient dragons with guarding the five most powerful items in Kastuul. He knew that if the barbarians gained control of these items, they could potentially rule the world, just as Kastuul had. The great fire dragon, Shooting Star, was charged with guarding the most powerful item of all, the Scepter of Domination. Bramd, the ice dragon, was charged with the Mirror of Truth. Abram, the water dragon, with the Soul Crystal Ball. Mycen, the golden dragon, was given the Staff of Life, and Narse, the black dragon, was given the Ferroniere of Knowledge.
Scepter of Domination
"He who wields the Demon Sword rules Marmo, but he who wields the Scepter rules all of Lodoss." — Wagnard to Ashram, from Record of Lodoss War OAV.
Probably the most powerful item. The wielder of the Scepter could exert absolute charisma, thus uniting all of Lodoss under their command if wished. The great dragon, Shooting Star was charged with the Scepter. Shooting Star was a dragon of Darkness and took to hoarding vast treasures, the Scepter of course included. It remained untouched in the dragon's lair until NRC 515 when Lord Ashram searched for the relic to unite Lodoss under his rule.
At Fire Dragon Mountain, King Kashue of Flaim joined forces with Ashram to slay Shooting Star and after killing the dragon, they dueled for the Scepter. In the fight, both men where wounded, Ashram more seriously, and the Black knight made a lunge for the Scepter. However, just as he laid his hand on the item, it was knocked from his hand into a pit of lava and lost forever. Staff of Life
"Two Keys, one Door and Kardis shall be born once more." — Lodoss Legend
The Staff had the power to heal any wound and was guarded by the golden dragon, Mycen. It was also one of the Keys needed to resurrect Kardis. Mycen's curse was lifted by King Mycen of Moss not long after the nation was founded. The relic was then transported to the main temple of Falis at Roid where it remained until the War of the Destroyer's Resurrection.
The sorcerer Wagnard sent agents to retrieve the Soul Crystal Ball and Staff of Life for his resurrection of Kardis. During the ceremony however, the crystal set into the Staff was shattered and lost it's power. Soul Crystal Ball
"Two Keys, one Door and Kardis shall be born once more." — Lodoss Legend
Guarded by the water dragon Abram, the Crystal Ball had the power to bring back the dead. It was also the other Key needed for Kardis' resurrection.
During Lord Ashram's search for the Scepter, he slew Abram and the Soul Crystal Ball was taken by Wagnard's agent, Groder. However, it was soon stolen and ended up at the Royal Treasure House at Akroyd in Blade, Flaim.
At the beginning of the War of the Destroyer's Resurrection, dark elves employed by Wagnard infiltrated Akroyd and stole the relic. The Crystal Ball was shattered and lost during the ceremony. Ferroniere of Knowledge
The Ferroniere is said to contain lost knowledge of ages past. Saluvan charged the Black dragon of Marmo, Narse to guard this relic.
The knowledge contained was collected from the memories of those who wore the crown in ages past. When Kastuul fell, Saluvan claimed it as one of his treasures to be guarded by the Dragons. He charged Narse to protect it, though not as large and mighty as Shooting Star, Narse was powerful in his own right to guard the second most powerful and dangerous relic.
After the Fall, all history was lost on the Ferroniere of Knowledge, except for that it contained the knowledge of ages past. Those who sought it were defeated by the dragon. Narse still guards the Ferroniere. Mirror of Truth
The Mirror of Truth is a tall magical mirror that contains all wisdom and knowledge, and can reveal the answer to any one question when asked. The Mirror is, apparently, intelligent, and some say it contains the essence of one of the gods (possibly Rada). The Ancient Dragon Bramd guarded the Mirror in his cavern home in the White Dragon Mountains. The High Priestess Neese released Bramd from his curse after the War of the Demon God. The Mirror was then mysteriously stolen before Neese had the chance to put it to use. Karla is the true thief and keeps the mirror for her own purposes.
Demon Sword Soul Crusher
The Demon Sword Soul Crusher was once a powerful greatsword wielded by Emperor Beld of Marmo. It was born of the flesh of the Demon King, when she was summoned by the Duke of Skard. Soul Crusher was a weapon of great power; stronger, deadlier, and more accurate than any sword on Lodoss. A mere cut from it would drain the life energy of the victim. A fatal blow would entirely consume the victim's soul. None who have been directly hit have survived.
During the final battle in the Labyrinth against the demon, the power of her sword was realized. The six heroes created a strategy to disarm the demon. Beld ran her through with her own sword, which then sucked in the demon's soul.
With the Demon's soul now bound to it, Soul Crusher became extremely powerful. However, anyone who wields the sword must overcome the Demon, or the Demon will control him. Beld failed at this, and in essence, turned to darkness and became the new Emperor of Marmo. When Beld died and Ashram inherited the blade, he mastered the Demon, and thus, found himself in complete control of the weapon, along with the entire army of Marmo. When Ashram led the Marmo people on an Exodus, he took the sword with him. Holy Sword of Falis: Heaven's Savior
Heaven's Savior is a weapon of immense power. The greatsword has been in the possession of Valis for many generations and was given to Fahn, when he was a knight, to defeat the Demon King. The power of Heaven's Savior proved capable of deflecting blows from the equally powerful demon sword Soul Crusher. These weapons did not cross again until Fahn and Beld faced off in the War of Heroes. The sword is said to have been "touched by the breath of Falis", though when this occurred is not known.
King Fahn was the wielder of Heaven's Savior for over thirty years. When Beld killed him, the sword was placed under heavy guard in Castle Roid, protected by an elite group of knights called the Knights of the Holy Sword. The sword awaits the chance to be wielded again. Dragonslayer Lances of Myrii
So goes the legend of the Dragonslayer: ?hree lances were forged and blessed by Myrii, the God of War, to seal the evilness of the dragon. The Lances of Myrii are beautiful silver-steel polearms enchanted with potent magic that can bring down the greatest of dragons, even an ancient dragon. The original Lance of Myrii was created by Myrii himself, and used to slay the terrible dragons of darkness during the War of the Gods. This lance has been lost, but the priests of Myrii have the skills and spells to forge a lance endowed with at least some of the original's powers. It takes three priests a day and a night to forge a Dragonslayer Lance. Such priests of Myrii must have the skill Weaponsmith and must give praise and offerings to Myrii during the course of the weapon's creation.
When used against any dragon, a Lance of Myrii can have devastating effects. It can pierce the thickest dragon hide. If a lance should strike the dragon's weak spots (the eye or upper neck), the dragon will be killed instantly. Ancient dragons seem to be able to take many hits from such a lance. Used against a normal target, a Lance of Myrii will work as a normal polearm. Magic Items
These are more typical magic items. Though still exceedingly rare, these magic items can be created by sorcerers and wizards. Some can be purchased from a Mages' Guild, others require that you hire a wizard to create it for you. Cloak of Invisibility
Cost: 100 RP
The cloak of invisibility looks like an ordinary dull gray cloak, and when worn, it will continue to act just like an ordinary dull gray cloak. That is, until the special word of invocation is spoken. At that instant, the cloak, the wearer, and anything he is carrying becomes invisible. However, the duration is only five minutes. The cloak draws on the user's own natural mana. Crystal of Power
Cost: 225 RP
The Crystal of Power is an elemental or spiritual talisman cast upon a stone, gem or crystal. This Crystal has bound to it a lesser spirit familiar and draws up it's mana pool. The spirit will maintain it's own mana pool, recharging itself as it depletes. A spell can be stored within this pool, or the mage may draw upon the energy directly to use in his invocations. The crystal is often used in place of manastones, as it is more economical and will recharge itself without the wizard's intervention. Fire Wand
Cost: 430 RP
Similar in appearance to a typical magician's wand (though usually red in color) the fire wand is a weapon of potent capabilities. When the invocation word is issued a fireball will be cast from the tip of the wand and hurried toward whomever it is pointed at. However, the wand has attached to it 4 6-miat manastones. This enables the fire wand to be used 4 times before running out of energy. After this, the manastones must be recharged before the wand can be used again. It can of course be powered by an external source, as always. Gauntlet of the Longhand
Cost: 60 RP
The Gauntlet of the Longhand is a gilded gold and silver gauntlet of fine craftsmanship, but has also enchanted upon it a spell of Telekinesis. When the words of invocation are spoken, the gauntlet will allow it's wearer to manipulate objects up to a range of 8 meters. The effect only lasts for a short while, however. Magic Wand
Cost: 150 RP
The wand is one of the staple items of all mages. This particular wand is bound with an elemental or spirit familiar and may also have other enchantments as well. This magic wand draws upon the spirit's mana pool. This spirit will maintain it's own mana pool, recharging itself as it's depleted. As with a familiars and talisman, a spell can be stored within this pool, or the mage may draw upon it's energy directly to use his invocations. Ring of Healing
Cost: 190 RP
The Ring of Healing allows whoever is wearing it to invoke it's power at any time to heal himself or another. He need only hold his hand over the wound and speak the words of invocation. It has a single 8-miat manastone that supplies the ring with power, but it must be recharged to use again. Ring of Invisibility
Cost: 400 RP
One of the more legendary, though less common, of the magical rings, a ring of invisibility, can make it's wearer invisible to sight. The ring of invisibility looks like an ordinary golden ring, but when the activation word is spoken, the ring will activate and the wearer and anything he is carrying will instantly turn invisible, which will last for 1 minute. There is a small 5-miat manastone on the ring which supply enough mana to activate the spell. However, the manastone must be recharged to use again. Ring of Protection
Cost: 40 RP
The ring of protection can, for a short time, protect the wearer from harm. The user must wear the ring, and say the activation word to activate its power. When he does, he will be protected as if he were wearing armor. The ring has a 8-miat manastone that will allow the spell to last for five minutes. Ring of Quickness
Cost: 180 RP
This ring, when worn, accelerates the wearer's reaction speed and ability to preform tasks. When the activation word is spoken, the ring may have a chance of boosting the wearer's speed. The effect will; last for five minutes. There are also four small gems on the ring, which are actually 3-miat manastones. These manastones will supply enough mana to activate the spell. However, the manastones must be recharged again. Sword of Fire
Cost: 40RP (+ cost of sword)
The Sword of Fire is a special magic sword enchanted with the spell Magical Fire. The sword can be any ordinary sword, but it is a good idea to place any enchantments on a fine blade. When the words of invocation are spoken, and 8 MP are supplied, the sword will erupt into a blazing weapon of fire for no more than two minutes. Sword of Strife
Cost: 70RP (+ cost of sword)
The Sword of Strife is another enchanted magic sword. The Sword of Strife is enchanted with the spell Greater Magic Bolt. When the invocation words are spoken, the weapon is supplied with 14 MP of energy, and a terrific blast of energy will erupt from the blade. The concussive blast is strong enough to kill close enemies, and will stun enemies further out from the radius. The wielder will be unharmed. Torc of Strength
Cost: 50RP
The Torc of Strength (a torc is an armband) can grant it's wearer the strength of two men (including the strength of the wearer). When the invocation word is spoken, the torc will grant a bonus of +15 ST for five minutes. The user supplies 10 MP to activate. The Torc has no manastones, but they may be added to increase strength and duration of the spell. Wizard's Staff
Cost: 300 RP
Very similar to the magic wand, but more powerful. The wizard's staff can be made of any number of materials, but gnarled wood is the preference of many mages. This staff is bound with a spirit talisman, but manastones can be used as well. Other enchantments may be placed on the staff. The average wizard staff has an MP of 20, plus the wizard's own natural pool. A spirit talisman will maintain it's own mana pool, recharging itself as it depletes. Magic Tomes and Books
Magical tomes contain spells and rituals to invoke magical powers. Ages ago, in the Kingdom of Sorcery, there were vast libraries of thousands of tomes—the extent of magical knowledge was practically unlimited. In the wars that followed, these libraries were destroyed, and the knowledge they contained all but lost.
A few books survived, and from them, the techniques of modern sorcery have been devised. Original Kastuulian tomes are prized possessions of mages. The Mages' Guild tries to maintain strict control over these books, and the Guilds' library in Alan has the largest collection in Lodoss.
All the tomes listed here are for sorcery, demonic, or clerical spells. There are no tomes for shamanism. Ralkas's Book of Natural Magic
Guild's Price: 50GP
This is a basic book of magic. It is quite common and can be found in non-Guild libraries. The Book of Natural Magic was written by the great mage Ralkas and covers the foundations of thaumaturgy, a beginner's intro to the workings of magic, and all the common magic spells. All beginning mages are advised to start with this book and work their way up to more advanced tomes and grimoires. Principles of Magic
Guild's Price: 5RP
An intermediate level book of magic, the Principles of Magic can further any sorcerer's skill in thaumaturgy. This book, authored by Ralkas, contains the most simple sorcery spells, with a few of the more higher level spells. It does not contain any enchantment spells. These are discussed in his third book, Principles of Enchantment. Principles of Enchantment
Guild's Price: 15RP
The last book in Ralkas's canonical set of basic magic, the Principles of Enchantment outline many methods and procedures for magical enchantments. Contained within are advanced thaumaturlogical theory and most enchantment spells. Ralkas does not discuss curse spells and rituals for creating pentagrams is certainly not to be found within this text! Tome of Forgotten Knowledge
Guild's Price: 30RP
This popular Guild book is a compendium of the few scattered spells recovered from the burned and decaying books of the kingdom of Kastuul. The pages are direct copies from the recovered books, untranslated. The book is about a hundred pages long, hand copied from the remains of twenty to thirty Kastuulian tomes. Some of the spells are incomplete, and therefore useless, but were included to preserve the knowledge in the hopes of future recovery. Contained within each are ten to fifteen complete spells. Slayn's Pocket Grimoire
Guild's Price: 10RP
The famous sorcerer Slayn has compiled his own little book of useful spells and incantations. The original was written in Slayn's own hand (and was somewhat hard to read) and is still in Slayn's possession. However, he allowed the Guild to sell and distribute copies to Guild members. The Pocket Grimoire contains about twelve spells of average power. Grand Tome of Wort
Guild's Price: 20RP
Wort, like Slayn, has made his personal grimoire available for sale through the Guild. Wort's Grand Tome contains a great deal of thaumaturlogical theory, and he rambles at times. The text can be difficult (even painful) to read. The Grand Tome has about fifteen sample spells. Bound Scrolls of Arthyn
Guild's Price: 30RP
The sorcerer Arthyn has complied his own grimoire of spells. Unlike others, however, Arthyn put his book together from lost Kastuulian scrolls and parchments he found on his many quests in search of forgotten knowledge. The Guild has made copies of Arthyn's loosely bound tome of scrolls. Copies of the Bound Scrolls are sold in book form (and only to Guild members) and contain about fifteen spells of varying level and power. Lost Book of Kastuul
Guild's Price: 80RP
The Lost Book of Kastuul is one of the few complete Kastuulian magic texts ever found. It seems to be a casual magical reference book, yet the spells it contains are quite powerful by modern standards. The Lost Book of Kastuul has over twenty spells, a mix from creation to destruction, knowledge and movement. Most of the spells are moderately powerful, but there are a few which are very powerful. Ten Cantos of Daylin
Guild's Price: 50RP
The Ten Cantos of Daylin is a tome of ten powerful magical spells. Most of the book is dedicated to advanced thaumaturlogical theories and interesting ways to use the spells contained within. Book of Damnations
The Book of Damnations is renowned to be the chief text of demonic magic. The book is outlawed in Lodoss, but most dark cults have at least one copy. The book discusses ways to summon demons, how to deal with them, and especially how to banish them if things turn ugly. The Book of Damnations also has an in-depth chapter of curses and how to use them, and many powerful spells of the black arts. Tome of Unholy Works
The Tome of Unholy Works is another book of demonic magic. However, unlike other such books, this was actually written by demons and given to dark mages. Only a few original copies are thought to be left and they are all immensely powerful. Such tomes are large, and bound in human skin. Contained within are spells for summoning demons (but there is no information on how to banish them), in depth necromancy, darkness, and destruction spells. Religious Books Holy Book of Falis
This is the holy book for all priests and followers of Falis and the ways of Light and Truth (this book is even used by priests of other gods of light). The book was dictated by the Great Holy Prophet Mazlis who was filled by the Spirit of Falis four hundred years ago. The book contains the teachings of Mazlis and many holy spells that invoke and call upon the enlightened hand of Falis. The Holy Book of Falis is also an unprecedented medical reference with an entire chapter dedicated to healing and herbology. Holy Book of Marfa
The Holy Book of Marfa is very similar in respect to the Holy Book of Falis. However, the Book of Marfa was written over the course of several hundred years by many priestesses and prophets of Marfa. It contains great wisdom and parables, and lays down in detail how to best avoid the Seven Sins of Darkness and follow the Seven Virtues of Light. Holy Book of Rada
This has been called the ultimate book of holy wisdom. The Holy Book of Rada is a religious text of philosophy, poetry and and natural science. It contains the teachings of the great thinkers and philosophers of the ages, as well as those of the greater priests and prophets of Rada. Grand Grimoire of Falaris
This is a large black book used by priests of Falaris in their rituals and worship of the darkest of the gods. It is unknown precisely what is contained within these books, but no doubt there are rituals and rites used to praise Falaris and invoke his evil power. Many of the spells used by priests of Falaris may also be found within this grimoire of darkness. Ten Forgotten Books of Kardis
Over the centuries, the devoted priests of Kardis have compiled a great collection of magical knowledge for invoking the powers of Kardis. The Ten Books of Kardis contain all spells used by priests of Kardis, as well as the rites and rituals used to praise her.
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Posted: Mon Dec 08, 2008 4:53 am
Trade and Equipment: Horses & Mounts
To get around Lodoss, you might want a better means of transportation than your own two feet. The most common mode of transportation is the horse, though there are a few other beasts of burden to be chosen from. For any mount your character has, you will need to write up some information on it. Horses and Other Equines Horses and Ponies
Horses have long been companions of humans, serving as mounts, beasts of burden, and friends. They have been selectively breed for thousands of years, creating a broad variety of breeds, colors, sizes, and uses.
The height of horses is measured by hands from the hoof to withers (shoulder). A hand equals 4 inches (about 10cm), the average width of a man's hand. The height of the average palfrey is about 15 hands high (5 feet or 152cm). Ponies are small horses that measure under 14.2hh.
There is no information on what breeds exist in Lodoss, so players are free to make up their own breeds. Do not use the names of breeds that exist in our world, however. Make up new names. We also use basic types, such as farm horses, palfreys, saddle horses, and the like. See below for information on these breeds.
Breeds
* Krisoon: Resemble our Arab horses. They are a small, hardy and beautiful breed bred in the deserts of Flaim. Krisoons are spirited and intelligent. They are also fast runners with great endurance. Between 14 and 15hh. (Created by Z.) * Jaeger: Similar to Anglo-Arab or Thoroughbred. These horses are a special breed from Flaim crossed from tall saddle horses and small Krisoons. They are exclusively owned by Flaim nobles. 15 to 17hh. (Created by Aiyanna Starwind.) * War Horse: A heavy riding horse bred for strength and stamina, since they often need to wear armor and carry armored knights. They are generally even-tempered and proud animals. Most war horses are very large, but not as big as a draft horse. 16 or 17hh. * Draft Horse: These are work horses. They are often very muscular and tall. They are mostly placid animals and used for mostly farm work or pulling wagons. These are similar to our Clydesdales, Shires, and other heavy "cold blooded" breeds. 16 to 18hh. * Feral: Feral horses are wild horses that have domestic ancestors. Mustangs of our world are feral horses. Herds of feral horses can be found in many open regions of Lodoss, such as the milder regions of the Storm and Fire Desert, Wildlands grasslands, and Alania and Kanon grasslands and pastures. The feral horses of Kanon and Alania are mostly horses who lost their masters during the war, or escaped from farms. Most feral horses have a light build and are quite fast, though their other traits and colors can be a mixed bag. After several generations of living in the wild, they become more spirited than their domestic forebearers. * Saddle Horse: Most nobles, especially ladies, ride these horses. They are tall and usually delicate in appearance. They are sometimes flighty creatures, but they have their charms. For sport, saddle horses are used for fox hunting or jumping. There are several different types of saddle horse, some bred for distinct purposes. 15 to 17hh. * Palfrey: This is the average horse that anyone from commoner to noble might have. They are light of build, but their features and temperament vary greatly. The one significant characteristic is that a palfrey has a smooth gait instead of a trot. The smooth gait is achieved by walking with a 4 step rhythm: left hind, left front, right hind, right front. In this sequence there is a moment when the horse has only 1 foot on the ground. Such a gait can be maintained for long distances and at considerable speed. 14 to 16hh. * Warmblood: A warmblood is a cross between a light breed horse, often called hot bloods, and a heavy breed, called cold bloods. Because they are crosses, there is little to be said in the appearance and temperament, often they are somewhere in between their parent breeds. 16 or 17hh. * Ponies: Small equines often used for work or for children to ride. Under 14.2hh. * Crossbreed: A cross between other breeds, usually of the same type. Crossbreeds are not as desired as pedigreed horses, but they are usually better tempered with less health defects since they aren't inbred like many pure blooded breeds. A crossbreed with good features might actually be the start of an entirely new breed. 14-17hh, depending on parent breeds.
Colors
Horses have been bred in a broad spectrum of coloration. See below for a listing of these color types. Aside from their over all coloring, horses also have markings on their faces and feet. The face may display a white spot (called a star), or stripe (called a blaze). On their legs, they can be marked with a number of white socks. The term sock is used for a short marking that doesn't pass much higher than the fetlock (ankle). Stockings are socks that reach to or above the knee and hock. A cornet is a small white ring above the hoof. Hooves with a sock above them are often pink. Horses usually have brown eyes, but for the game we'll allow odd colors such as gold or red. Blue or green eyes generally only occur when there is a white mark over the eye.
* Albino: As a rule, there is no such thing as a white horse. White usually falls under the realm of gray, except in the case of albinos. Albinos lack pigmentation, and are very rare. They are pure white with pale pink skin and blue eyes. However, their light skin makes them susceptible to the elements, namely the sun. * Bay: A horse that is a shade of brown with black marks on it's legs and a black mane and tail. * Black: Black usually falls under gray. Black horses aren't especially common, though many grays are born black. Most grays fade as they grow older, but some horses stay black their entire lives. True blacks are prized by breeders and nobles. Many warhorses are pure black, breed specifically for their color. * Brown: A horse is considered brown when they are a shade of brown and their mane and tail either matches or is darker than their coat. * Buckskin: Technically a shade of bay, buckskin is a very light shade of brown (resembling tanned deer skin) with black points. * Chestnut: Chestnut generally refers to a horse that is a shade of brown with a lighter colored mane or tail. Palominos technically fall into the chestnut category. * Dun: Duns are a grayish-brown shade. What distinguishes duns from buckskins is that dun horses always have a dark stripe down the middle of their back, which may continue into the tail and mane, and may have darker faces and legs. * Gray: As stated above, there is technically no such thing as a white horse. Most horses that end up white were born black and faded to gray and eventually white with age. A gray horse will likely turn white when it gets older, but some might not. Grays often vary in coloration from year to year, getting lighter and lighter as time goes on. This often leads to an attractive coloration in their mane and tail when they have new, pale hair growing leaving older, dark hair at the end. Many of these grays are dappled. Dapples are a sort of spot, usually a dark ring of color with a lighter center—dappling also happens with palominos. * Paint: A horse marked with white and brown or black and white splotches. Piebald is black and white; skewbald is usually brown, but can be any color except black, and white; and oddbald is a mix of brown, black and white (often resembling bay with brown marks and black points). * Palomino: A horse with a golden, orange, or yellow colored body and a white or flaxen mane and tail. * Roan: Roan is a mix of white hairs and another base coat color. There are many color combinations, include strawberry and blue roans. Some have black points. * Sorrel: A horse of a reddish/copper color. Their manes and tails match or are darker than their bodies, but if it's white or flaxen, they can be considered palominos. Technically, sorrels fall under brown or chestnut. * Spotted: Spotted horses are white with usually brown spots across their body. (Appaloosa coloration. I don't want to use the term Appaloosa because it's a Native American term, also assume they are less varied in coloration than our appaloosas).
Horses usually live around 20-25 years, but a particularly healthy or well-kept horse can live up to their thirties. The oldest horse in recorded history (real world) lived to be 62. Regarding a horse's gender, they are called by specific terms depending on their age.
* Foal: General term for young horse in it's first year. * Colt: Male horse under the age of 4. * Filly: Female horse under the age of 4. * Yearling: Term used once horse has reached it's first year. A horse "teenager", if you will. * Stallion: Male horse over the age of 5. * Mare: Female horse over the age of 5. * Gelding: Male horse that has been neutered to give it better temperament. Gelding has been around for centuries, so it can be assumed that it is practiced in Lodoss.
Donkeys or Asses
Donkeys, also known as asses, are often used as beasts of burden, as opposed to riding animals. These short, stout equines are gray and shaggy with long ears. The average donkey is about 10-12 hands high (3-4 feet at the shoulder, or 101-122cm), though there is variation due to breeding. Donkeys are most commonly used as pack animals by humans and dwarves. Dwarves use donkeys and ponies to help run their mining machinery, but occasionally will ride them when necessary. Mules
Mules are a cross between a horse and donkey. More specifically, a male donkey and female horse. The offspring of a female donkey and male horse is called a hinny, but is much rarer as male horses show less interest in female donkeys than male donkeys show in female horses. Mules and hinnies are usually sterile, but there are rare cases in which they are fertile. They are preferred to donkeys and horses as work animals as they have the best traits of both: the sobriety, patience, endurance and sure-footedness of the donkey, and the vigor, strength and courage of the horse. They are also usually the same size of a horse, giving an advantage of size over their donkey parent. Pegasus (Plural: Pegasi)
Pegasi are a chimera, created by Kastuulian sorcerers by placing bird wings on the backs of horses. There are no tame pegasus being bred; if one wants one, they must capture and train it themselves. Pegasi have a strong will and treasure their freedom, making taming them a hard task. Many captured pegasi die in captivity when they aren't allowed the freedom they crave. Most pegasi are gray or white with large white wings that are strong enough to carry them in flight. They have the build of a light palfrey, standing at about 14.5-15hh. They range through the Wildlands, grazing in the vast grasslands, and avoiding humans at all costs. Other Mounts Camels
In the deep deserts of Flaim, horses are not as reliable as desert dwelling camels. Camels can be bought or rented in Flaim, but are rarely found elsewhere. Their use is basically limited to travel within the desert, but outside the desert, they are slower than horses. Camels can be traded for horses (aside from expensive horse breeds). Oxen
Though not suited for riding, oxen can be used to tow wagons in place of horses. They are stronger, but not as intelligent as horses. A pair of oxen are also less expensive than a pair of work horses. Wyverns
Wyverns are, for the most part, exclusively owned by knights and high nobility of Moss. They are not sold to commoners or even the richest merchants. Wyverns are far more intelligent than horses, and expensive to keep. Their food consists of whole animals, often sheep or cattle, and they can eat at least once a week. When Mossian knights reach the third rank, they may opt to tame a wyvern and become a Dragon Rider. Only the highest nobles are allowed to keep dragons, if they are not knights. The average lord or lady is not allowed a wyvern, but royalty and dukes are. Wild wyverns are far harder to tame that the domestic flocks kept in Moss, but it could be acceptable for a dark elf of Blue Dragon Island to have a wyvern native to the island.
Moss's wyverns come in a variety of colors, having been selectively bred, while wild wyverns are mostly gray or white. Gray, white, black, sand gold, blue-gray, green-gray, and red wyverns have been bred in Moss. Queen Shiris rides a rare red wyvern.
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Posted: Mon Dec 08, 2008 11:02 pm
Guilds Throughout Lodoss are many groups and organizations, the most powerful of which are the Guilds who exert their influence across the land with a might invisible hand. Some guilds, such as the Mages' Guild and the Merchants' Guild have a strong organizational structure, while others, such as the Thieves' Guild, are loosely organized by virtue of necessity.
At character creation, the character may be given membership in any guild, so long as it fits their class and the character's life. In the game, they may also join guilds if the situation permits, but they must also pay initial membership fees and go through any initiations and paperwork necessary. A character may later increase rank in the guilds by buying more membership, or gaining more experience, but this will rarely happen in the game. Many guilds will simply promote certain members after a number of years, or when their socio-economic status changes.
Guilds
Organizations There are countless organizations in Lodoss, ranging from secret cults, to mighty mercantiles, to knightly orders. You must be a member of the organization to be involved, just as with the guilds, but these organizations are often structured far differently from the guilds. Few organizations charge membership fees, as members are expected to work for the organization as employees (with the exception of Knighthood, which is in fact, a title). The Shadow Guild, though classified as a guild, could probably be classified as an underworld organization as well.
Orders of Knighthood Orders of Knighthood are many in Lodoss. Each nation has their own collection of orders, though some are shared with other nations. For the most part, knighthoods are recognized universally, so an Alanian knight's title bears the same legal and noble weight in Valis. A knight of the sixth Order (or level), is legally equivalent to a Lord. An eighth level is equivalent to a Marquis, and a tenth level is equal to a Baron.
There is only one eleventh level Knighthood Order, Knight of Lodoss. There can only be one Knight of Lodoss, appointed jointly by the rulers of the Lodoss nations. The hero Parn currently holds this title.
Orders of Knighthood
Dragon Riders of Moss The Dragon Riders of Moss are a knightly order, highly prestigious and renown throughout Lodoss for the fact that they ride wyverns instead of horses. The Dragon Riders are the chief protectors and guardians of the Kingdom of Moss. King Jester of Moss holds the knightly title of Knight of the Grand Order of the Dragon, the highest attainable order in Moss.
A Mossian knight can become a member of the Dragon Riders only if he is accepted, and often only after performing some vital quest. He must be of the Order of the Wyvern or higher. Once he is in the Order, he must tame and train his own wyvern to ride, a task that could take years.
Scouts of Raiden The Scouts of Raiden are a special mercenary organization dedicated to the protection and garrison of Raiden and the surrounding lands. Though Raiden is technically in anarchy, free of government and political structure, the merchants and populous still demand protection from thieves, criminals, and warlords. The Scouts of Raiden were established a hundred years after the fall of Kastuul by a small company of mercenaries. They were hired by merchants to guard caravans moving between Alania and Raiden from bandits, monsters, and other threats. Over the centuries, the Scouts have grown in number to nearly six hundred mercenaries, rangers, and mages. Guilds, merchants, mercantiles, and individuals can contract one or more Scouts for guard duty, scouting, or other tasks. Fees can range from one to five Raidens a day depending on the Scout's reputation and membership level. The Maritime Mercantile employs a contingent of about thirty Scouts as permanent guards to keep order in the city, but primarily in places where the Maritime has interests at stake.
Mercantiles Maritime Mercantile The Maritime Mercantile is the largest trade guild in Lodoss. They employ over eight thousand people in Raiden alone—including ship crews—and have branches in every major city, each which employ hundreds more. Though they are primarily a sea trade company, they have many caravans for transporting goods to inland cities. Maritime has a fleet of sixty trading vessels. Contrary to belief, they do not own or use warships, instead relying on the protection of the navies of Flaim, Valis, and Alania, which are charted to protect all merchant ships. When sailing outside of the national waterways of these nations, Maritime will employ privateer ships.
Maritime is owned by men from Alecrast, and may be an extension of an even greater Alecrastian mercantile. Maritime is enormously powerful and holds the strongest influence over the economy of Lodoss. It is Maritime, in fact, who mints the Raiden coin—the most widely accepted currency for trade and commerce. This began when the Maritime first began using "Raiden Notes" to pay it's workers, which could be exchanged for actual goods Maritime imported. Soon, the Raiden Note began to be used by non-workers, usually other merchants who had accepted the note as valid tender, to buy goods from Maritime. Over many decades, the note became a coin and was universally accepted by merchants who know that, if no one else, Maritime would honor the coin in exchange for goods. One Raiden is equal to 100 gold (even though it is only 12% electrum alloy and the rest tin), because the Maritime Bank will give one Raiden in exchange for 100 gold coins.
Membership in the Maritime Mercantile dictates one's position in the company. Level 1 is a hard laborer, dockhand, or seaman. Levels 2 and 3 are are basic workers, such as foremen, supervisors, teamsters, or lower officers. Levels 4 and 5 are constitute managers, bookkeepers, caravan leads, and higher officers. Levels 6 and 7 are made up of higher managers, coordinators, and ship captains. Levels 8 and above are for the very upper echelons of the company.
Eastern Sea Mercantile The only real rival to the Maritime Mercantile is the Eastern Sea Mercantile. Whereas Maritime's trade route goes from Raiden far north to Alecrast, the Eastern Sea Mercantile trade routes brings it around the eastern side of Lodoss, from Alania, north to Flaim, south to Kanon, then to Valis. Apparently, the Eastern Sea Mercantile also trades with the island chain of Azarn, far to the northeast. The Eastern Sea Mercantile owns about thirty merchant ships and employs nearly five thousand people. They are headquartered in Alania.
Membership in the Eastern Sea Mercantile dictates one's position in the company. This follows closely to that of the Maritime Mercantile.
Capital Ironworks Mercantile Capital Ironworks was the largest Mercantile in Kanon, headquartered in Shinning Hill. However, after the invasion of the Marmo, Capital Ironworks suffered a tremendous blow. Their assets were divided between the headquarters in Valis and Blade, but with the lost of their largest steel mill in Kanon, the company was in dire straits. They tried selling off the remaining stock of iron and metalwork, and opened a few branch mills in Flaim. They were collecting funds to construct a new, large steel mill in Valis to breathe life back into their dying company.
Luckily, once the occupation ended, Capital Ironworks returned to Kanon. Their former headquarters were in ruins, but with help from the Lodoss governments during the rebuilding, they were able to reopen their mill and began production again. Capital Ironworks is nearly restored to it's former glory. Meanwhile, they are able to continue to fund their operations started in Valis and Flaim during the occupation.
Membership in the Capital Ironworks Mercantile dictates one's position in the company. This follows closely to that of the Maritime Mercantile.
Mossian Spice Mercantile The Mossian Spice Mercantile dominates the trade routes out of the Kingdom of Moss. Moss, as it is well know, is a land of many rich spices and exotic foods, and the Spice Mercantile is more than ready to share them with the rest of Lodoss, at a tremendous profit. The Spice Mercantile not only trades in spices, but also other rich and luxurious goods, such as silks, exotic fruits and foods, wines, and other intoxicants such as opium. Spice Mercantile caravans are a prime target for bandits, especially those that cross through the Wildlands to Raiden or the Storm and Fire Desert to Flaim. For this reason, they employ many mercenary escorts, and pay well too.
Membership in the Mossian Spice Mercantile dictates one's position in the company. This follows closely to that of the Maritime Mercantile.
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