The World of Lærnon - The Player's Guide

Copyright Randy Campbell 1999

The Physical World

Attributes of the World of Lærnon

World Rules

Magic

All forms of magic exist on Lærnon, but they do not exist equally or in all areas. Arcane magic is generally older and stronger than the three realms, in the both power and relative danger that it provides to the user. It is seen as a dangerous magic that is passe in most areas – the extra power not being worth the risk. For that reason, the majority of those attracted to Arcane magic today are not considered generally 'good'.

The three 'standard' realms of magic are quite common, and many people know a single first level spell and have a half dozen power points. Races generally emphasis one of the realms, except for pure humans who are equally adept at all of the realms. For this reason, many areas seem to concentrate in a single realm when outside of human influence. Racial strengths account for this trend.

Linked casting is available only in the world of Lærnon. Multiple spell casters who know the same spell list may join hands to cast a more powerful and/or difficult spell. The effect of linked casters is as follows:

The weaker casters add power to the primary caster (the most powerful). The amount added to the primary caster is 1/5th the ranks the weaker caster has in the list, rounded up. The cost to the weaker caster is 2 Power Points and Hit Points for every level of power added to the primary caster. The primary caster is considered a level higher within the list for each unit of power. The extra levels will impact all level oriented aspects of the spell cast, allow the caster to cast spells higher level than himself more safely (the spell must still be known), and make the spell harder to resist. This is on both the BAR as well as the level vs. level resistance chart.

See the following sections on Permanence and Pooling to fully understand Lærnon magic.

Permanence

The permanence of magic is a very rare thing in Lærnon – only those of 50th level can hope to make a permanently magical item. Permanence is magic is done through risky rituals that include skill rolls and accurate sacrifices. For this reason, most magic is in the form of temporary items such as potions, scrolls, and rechargeable rods. Bladerunes are known by many, and can be purchased in most human cities to 5th level.

Spell storage devices (Daily items in normal Rolemaster) have a set level limit that will hold a spell or spells such as two 3rd level spells. Once expended, any spell may be stored within the item by casting it into the item a number of times equal to its level. Casting spells into storage devices can be done no more than once per hour. (For example, a fifth level spell would have to be cast 5 times to recharge, in a minimum time of 5 hours.) As well, an item that holds a 5th level spell can have a 2nd level shield placed into it by casting it two times. Should a fourth level person cast Shield into it four times, then the spell would be forth level for duration. The level of all stored spells is always the lesser of the number of times it was cast and the level of the lowest caster.

Tattoos are another way to hold a little extra magic for emergencies. They tend to be expensive to get (only the ones that can hold magic, not the others) but can be recharged over and over once acquired. Criticals to the part of the body with a tattoo can destroy a tattoo's ability to hold spells. They are activated by both taking a full action and touching them with an empty hand OR a taking a 10% action and making a successful Attunement roll. For full rules on tattoos, see the spell lists and relevant rules section.

Pooling

Magical power tends to pool in Lærnon. Most often, it is in the form of temporary pools that can create additional power for spell casters with the correct skills. Sometimes long-term pools are created, and they often attract the powerful and unscrupulous. Many intelligent beings that would normally run when outnumbered or wounded will fight to the death to keep a magical pool.

Pools also influence creatures and plants when they live within the boundaries. Births especially seem to be impacted by occurring within a magical pool. Changes can be permanent mutations in magical ability, elemental affinity, and even physical changes. The most extreme seem to occur to human children whose mothers existed within a magical pool for the majority of their time that they were pregnant.

Magical pools can come in several types. The first aspect is whether the magic is arcane, essence, channeling, mentalism, elemental, spiritual or generic. The second aspect is whether the pool is inherently good, neutral or evil. Pools can always be used for certain powers and abilities, but they are limited if the user does not match the aspects of the pool and moderate if they only match one.

Spells within Rolemaster that effect Earthnodes will effect Magical Pools, but not necessarily exactly as described in the spell description. See the GM if you should acquire these abilities for more details.

Metals

Metals are the same as most fantasy worlds, with the following exceptions.

The usefulness of silver in combating strange and dangerous creatures has increased its value to ten times that of gold. Silver or silver alloys are able to hit almost all creatures that need magic to hit. Silver has a negative effect on several creatures that are immune to normal attacks, and additional defense is sometimes supplies by certain silvered armors.

Iron is particularly effective against certain fairies. As a weapon, more damage can be expected while as armor one can be more resistant to their spells.

Lastly, most smiths can turn quality steel into +5 well-made bonus and superior smiths can create +10 bonuses.

Commerce

The financial system across the more civilized parts of the world is as follows:

1 Kordar Blessing = 2 laen coins (500 gold)
1 læn coin = 25 silver coins (250 gold)
1 silver coin = 10 gold coins
1 gold coin = 20 bronze coins
1 bronze coin = 10 copper coins
1 copper coin = 10 tin coins

Note: it usually takes two ounces of a metal to equal in value one minted coin (half-ounce). Coins from realms no longer in existence are purchased by current governments at roughly 2 to 1; or 3 to 1 by anyone else.

The less civilized cultures use barter more than coins, but silver is a universally valued metal. The silvered dagger is the closest thing to money in these parts of the world.

Weather

All meteorological occurrences that happen in the real world can happen in Lærnon. There is a mixture of rain, windstorms and bright sunny days.

The seasonal weather is a bit different than our world in that there is less of an axial tilt – meaning that the weather changes between seasons is less substantial than Earth. As well, certain magical beasts and spells can temporarily control or modify the weather for a small area. Lastly, there have been a few occurrences of tornadoes hitting Pools of Magic. The results have been strange and unpredictable such as the near destruction of the village of Cantor by a rain of Triceratops, a beast that is extinct locally.

Creatures

The creatures of Lærnon are a mixture of Earth's beasts, well-know fantastical creatures, and original monsters only found within this world. New creatures are still discovered every year. Some scholars believe that this is only a matter of the expansion of civilization while others believe that entire races are created by accident from the Magical Pools that form and disappear across the planet.

The most unusual feature of Lærnon is the unusually strong line between mammals and reptiles. This line occurs in both the sentient and non-sentient creatures of the planet. There are several theories for the hostility, and whether it is natural or not. Included in the term reptiles are the dinosaurs that roam several areas, though there were once many more.

A few beasts have been domesticated and are now a daily part of humans and other sentient's lives. This includes the entire selection of Lizzards, a variety of related giant lizards who are used as horses and beasts of burden. Other beings are fully sentient and challenge man for supremacy at the top of the food chain. This includes orcs, elves, kobolds, hobbits, dragonians, zard and the dwim-dwom.

The Continents

Detailed within this section are the most significant physical bodies in the oceans of Lærnon. Land comprises almost 30% of the surface area if one ignores the ice at the poles.

Muhan

Size: Larger Continent

Location: Northern latitudes, top third sparsely populated.

Unusual Physical Features: The Chain Lakes (linked by rivers for miles), Red Cliffs and associated Great Falls (400' drop to ocean), the Winter Wall (northern mountain range running east-west), Plains of Eternity (large flat grasslands in Faya), and the Olde Forest (very old and magical).

Primary Sentient Races: Humans scattered in most places except the Olde Forest.
Hobbits in the Wall and larger human settlements.
Wood Elves in the Olde Forest and a few other locations.
The Tribe in the northern tundra with a few mercenaries in the south.
The White under the southeastern mountains (albino humans).
Kobolds in all Mountains.
Trolls scattered in primarily small family groups (exception: SmashTown).

Primary Creatures: Horses, deer, Buffalo, Giant Boars, bears, werewolves, Living Dead, Ice Dragons, Lizzards, Wyverns, lemmings.

Major Vegetation Types: Wheat, all trees with birch on the coasts, potatoes, herbs, beets, cabbage, apples, grapes, cotton in the south.

Points of Interest and Renown

Muhan is regularly trading with S'Skeesla and they are mutually influencing each other. The Kingdom of Seng is especially involved with S'Skeesla and the Zard.

Magical Tattoos

Tattoos can be both normal and magical, but it must be chosen at the time of creation. A non-magical tattoo is always a non-magical tattoo. Tattoos only impart magical enhancements to living creatures they are in contact with, not hides, leather or inorganics.

Areas and Sizes for Tattoos

Tattoo Size and Visibility Notes

Tattoos are of various sizes and can hold various magics. A body area can hold several tattoos whose total size does not exceed that of the area, or a single tattoo that can be in excess of the area by one. In addition, linking areas also increases the available size by one.

Tattoos of exceptional power may only physically take up a small space, but magically take up a "Size 4" area. For example, Bobkor has a small 1" diameter tattoo on his arm. It is an ancient pattern of extreme power and is effectively size 3 in magical size. Bobkor could not have another tattoo that is magical placed upon that arm. A tattoo is always considered to be the greater of its physical size and its magical size.

You can activate your own by either taking a full round and touching them with an empty hand OR taking a 10% action and making a successful Attunement roll. Tattoos must be visible to be functional. They are not reliable if hidden from view. Tattoos that are partially covered have a 10% chance of failing. Fully covered tattoos fail 40% of the time.

Activating someone else's is a 75% action to touch and an attunement roll.

Types of Tattoos

There are many types of tattoos. The most common are detailed below

Defense

Class

Magical Size

Effects
(1/day unless noted).

Aura

1

2

20 DB, 1 minute.

Toughness I

2

3

Crit: I, 1 blow.

Dodge

2

varies

+40 DB vs. 1 attack per size per day (declare)

Resistance

2

varies

+20 RRs for 10 minutes per size.

Warmth Toughness

2

3

Crit: II vs. Cold attacks (3/day), +20 Survival: Arctic

Cool Toughness

2

3

Crit: II vs. Heat attacks (3/day), +20 Survival Jungle

Blessed Be

2

varies

+5 DB/RRs vs Undead per size. 1 minute. "Hard" Religious roll will double DB each round.

Alter Toughness

3

varies

+10 DB vs. 1 attack per 2 sizes per day (after).

Parry

3

varies

Increase parry amount by 25 for 1 minute per size.
2 uses /day.

Mimic

3

4+

Creates a duplicate that disappears after 2 blows and/or 1 minute per size.

Armour I

4

varies

Adds +4 or +1 AT per size to wearers skin for 10 min.

Toughness II

4

4

Crit: II, 2 blows.

Toughness III

5

varies

Crit: L, 3 blows.

Armour II

5

varies

Wearers skin is AT 12 for 5 min per size. 1/day

Note: Toughness Tattoos that alter crits can be activated ahead of time and will sit "ready" until the event occurs or 10 minutes pass; where it powers down, still charged.


Offense

Class

Magical Size

Effects
(1/day unless noted).

Attack I

1

varies

+10 OB for 2 rounds/size.

Boost

1

varies

+15 OB next round. Size = times/day.

Battle I

2

2

+10 OB/DB for 1 minute.

Deathgiver I

2

3

Extra "A" version of any wpn crit given. Dur: 1 min.

Snake Strike I

2

varies

+3 Initiative, 2 rounds/size.

Attack II

2

varies

+20 OB for 2 rounds/size.

Giant Killer

3

varies

All L crits rolled on "mithril", 2 rounds/size.

Gift of God

3

2

All L and SL crits are Holy if make Hard Religion roll/blow. 1 minute.

Battle II

3

4

+20 OB/DB for 2 minutes.

Deathgiver II

4

5

2% ambush in combat, 1 minute.

Snake Strike II

4

varies

+6 Initiative, -10 in snap, 2 rounds/size.

Dragon Killer

5

varies

All L and SL crits rolled on "mithril", 2 rounds/size.

Cleaver

5

varies

All AT = AT1, 1 round/size. Worn armors only.

Reaver

5

varies

Ignore parry DB, crits = Slaying, 1 rnd/2 sizes.


Movement

Class

Magical Size

Effects
(1/day unless noted)

Sure Foot

1

varies

Sprinting maneuvers are –1 table for 10 min/size.

Minnow

1

2

+25 Swimming skill for 10 minutes.

Grasshopper

1

1

Can Leap next round as a 10% action for 60'.

Runner

2

varies

Can use run without exhaustion for 10 minutes/size.

Pop

2

varies

Can Long Door next rnd as a 25% action for 25'/size.

Griffin

2

3

Can fly at a pace of 70' for 10 minutes, fly maneuvers are at -1 table.

Sprint

3

varies

Can use sprint without exhaustion for 10 minutes/size.

Fish

3

3

Can swim underwater with air, 5 minutes, at 50'.

Monkey Foot

3

varies

Can run in trees without maneuvers for 5 min/size.

Eagle

3

varies

Can fly at a pace of 120' for 5 minutes/size, fly maneuvers are normal.

Shark

4

4

Can swim underwater with air, 5 minutes, 100'.

Spider Foot

4

varies

Can run on any solid material for 1 min/size.
(Includes ceilings, walls, ice.)

Falcon

4

varies

Can fly at a pace of 200' for 5 minutes/size, fly maneuvers are at +1 table.

Pass

>

4

5

Can teleport next round as a 25% action to 100'.

Traveler

5

varies

Can teleport to an outdoor location up to 2 miles/size squared next round as a 25% action.

Maggot

5

4

Can "burrow" into organic (wood) to a 3' depth and stay for up to 10 min. Only sense is hearing, at –30.


Health

Class

Magical Size

Effects
(1/day unless noted).

Local

1

1

Numbs area the tattoo is on. Any injuries are reduced to –10 for 10 minutes.

Heal I

1

2

Heals d10 hits at end of round.

Basic Muscle Repair

2

2

Repairs up to a –25% penalty at end of round.

Basic Bone Repair

2

2

Repairs up to a –25% penalty at end of round.

Basic Nerve Repair

2

2

Repairs up to a –25% penalty at end of round.

Basic Cut Repair

2

2

Repairs up to 3/round bleeder at end of round.

Heal III

2

3

Heals 3d10 hits at end of round.

Constitution

3

3

All poison and disease RRs are rolled twice, 10 min.

LifeKeeper

3

3

Changes rnds to days for death.

Adv Muscle Repair

3

4

Repairs up to a –75% penalty at end of round.

Adv Bone Repair

3

4

Repairs up to a –75% penalty at end of round.

Adv Nerve Repair

3

4

Repairs up to a –75% penalty at end of round.

Adv Cut Repair

3

4

Repairs up to 8/round in bleeders at end of round.

Healer

4

varies

Heal 2d10/size at end of round.

LifeKeeper

4

4

Holds in the soul for 10 days.

Muscle Repair True

4

5

Repairs any one muscle.

Bone Repair True

4

5

Repairs any one bone.

Nerve Repair True

4

5

Repairs any one nerve.

Cut Repair True

4

5

Repairs any one bleeder.

Medic

5

2

Heals any penalty of –20% or less.

Doctor

5

4

Heals any penalty of –50% or less.

Regenerate

5

5

Regenerate 2 hits/round for 10 minutes.

Transferal

6

6

Take any one injury and attempt to pass to another within 10'. They save vs. your level and arcane.


Senses

Class

Magical Size

Effects
(1/day unless noted).

Alert

1

1

+10 to Alertness/SAA for 10 minutes.

Ear I

2

2

+15 Observation for hearing.

Eye I

2

2

+15 Observation for seeing.

Touch I

2

2

+15 Observation for touch. (locks, traps, etc.)

Mystic Eye

3

varies

+20 Power Per for 5 minutes/size.

Danger Sense

3

3

+20 Detect Traps, SAA, Poison Per for 10 minutes.

Wariness

3

varies

+5 ranks SAA for 5 minutes/size.

Knowing Tongue

3

3

Observation on tasted items gives more information.

Eye of Falcon

3

varies

+10 + 5 OB/size with missile weapons for 1 minute.

Ear II

3

4

+30 Observation for hearing.

Eye II

3

4

+30 Observation for seeing.

Touch II

3

4

+30 Observation for touch. (locks, traps, etc.)

Friendly Ear: Mammal

3

5

Understand all sentient mammalian tongues to Rank 6 for 10 minutes.

Friendly Ear: Reptile

3

5

Understand all sentient reptilian tongues to Rank 6 for 10 minutes.

Paranoid

4

3

+15 to Alertness/SAA for 10 minutes.

Empath

4

4

Understand the basic thoughts of all animals within 50' for 10 minutes.

Eye of Bat

4

varies

See with SLA to 20' radius/size.

Golden Tongue

5

varies

Speak all languages you understand to rank 8.

Golden Eyes

5

varies

Read all languages you speak to the same rank.


Warrior

Class

Magical Size

Effects
(1/day unless noted).

Intercepting Way

1

1

Crit I vs. any melee parried, 3 rnds.

Heavy Hand

1

1

All blows do +2 hits, 2 minutes.

Lizard Squire

1

3

Tattoo comes alive to fight for 2 minutes. AT3(40) Hits:40 Lvl:2 +40 SBite, void crits, +6 Init, Move:50.

All-Out I

2

varies

Free +35 SBash (headbut), 1 round/size.

Spear Chucker

2

2

Throw any weapon to 50' at melee bonus –10. 3 rnds.

Sure Grip

2

2

Reduce all weapon fumble rates by 1, to a minimum of 1 for 10 minutes.

Heavy Arm

2

3

All blows do +50% hits, 2 minutes.

Silver Aura

3

4

You hit as silvered (skin, not weapons), 1 minute.

Snake Squire

3

4

Tattoo comes alive to fight for 2 minutes. AT3(50) Hits:60 Lvl:4 +60 SBite, void crits, +9 Init, Move:50.

Mana Weapon

3

varies

Held melee weapon is enveloped in Mana. Does Mana crits instead of regular crits, has a +25 bonus, burns away Bladerunes and lasts size squared, in rounds.

All-Out II

3

varies

Free +50 R2 Sweeps, 1 round/size.

Heavy Hitter

4

4

All blows do X2 hits, 2 minutes.

Dragonette Squire

4

5

Tattoo comes alive to fight for 2 minutes. AT3(60) Hits:65 Lvl:5 +65 SBite, void crits, +10 Init, Fly:50, Breath +50 Voidbolt 1/minute.

All-Out III

5

varies

Free +40 SCrush (headbut) and +70 R2 Sweeps on same opponent, 1 round/size.

Rage

6

6

All melee/thrown attacks X3 damage, +20 OB. Can leap 20' as a 10% action, must advance towards enemy each rnd, no parry, crit:I, penalties at Ό, no stun.
Not cumulative with Frenzy.


Thief

Class

Magical Size

Effects
(1/day unless noted).

Sneaky Thoughts

1

1

+5 Stalk/Hide for 5 minutes.

Locksmith

1

2

+20 to Locklore for 1 minute.

Changes

2

1

Visual illusion of one of: hair/eye color, hair length, ear shape, +/- 3" of height.

Assassin's Knife

2

2

+1 Rank Ambush for 1 minute.

Kobold's Plea

2

2

+15 to Begging for 5 minutes.

Safety Guard

2

2

+5 Alertness (only for noticing living beings) and +10 to Detect Traps for 10 minutes.

Trusting Face

2

3

+20 to Duping, -20 to Lie Per against, 10 minutes.

Mechanical Mentor

3

3

+10 to Subterfuge: Mechanical for 5 minutes.

Two Faced

3

3

Caster's face becomes last person touched, 10 min.

Cold Blooded Fools

3

3

+25 Stalk/Hide and +1 Rank ambush against all cold-blooded creatures, 10 Min.

Nimble Hands

3

varies

+20 Trickery/Pick Pockets for size squared, in min.

Muffled Sound

4

3

+10 to Stalk, +20 to Silent Kill for 10 minutes.

Trap Master

4

4

+20 to Set Trap/Build Trap for 10 minutes.

Pass Key

4

varies

+5/size to Pick Locks/Disarm Traps/Attunement for size squared, in minutes.

Shadow Merge

5

6

Merge with any shadow presently touched, able to see only but well in dark, move with shadow, reappear up to 10 minutes later.


Mage

Class

Magical Size

Effects
(1/day unless noted).

Library

1

varies

+5/size of General Lore, 1 minute.

Wand

1

1

+5 OB with Directed Spells, 1 minute.

Tome

2

varies

+5/size to Spell Lore, 2 minutes.

Power Saver

2

2

All spells cost Ύ PPs, round up, 5 minutes.

Energy Tap

2

2

Next spell in one minute costs no power points.

Pool Tap

2

varies

Recover d5 PPs from a magical pool of the matching type. Useable size times/day.

Rod

2

3

+2 to BARs, 2 minutes.

Technical Implant

3

varies

+1 Rank/size of any specified Trade/Technical skill, 30 minutes.

Power Miser

3

4

All spells cost ½ PPs, round up, 5 minutes.

Spell Master

3

5

+20 all Spell Mastery rolls, 5 minutes.

Power Flood

4

varies

All spells for (size X2) rounds cost no power.

Power Lord

4

6

All spells cost Ό PPs, round up, 5 minutes.

Staff

5

5

+1 Ranks to all Spell Lists (BARs, spells), 10 min.

This moves all open from 0 to 1.

Pool Drain

6

6

Recover all PPs from a magical pool of the matching type.


Enhance

Class

Magical Size

Effects
(1/day unless noted).

Rechargeable I

+0

+1

The tattoo will recharge itself 7 days after use.

Rechargeable II

+1

+1

The tattoo will recharge itself 48 hours after use.

Rechargeable III

+1

+2

The tattoo will recharge itself 24 hours after use.

Rechargeable IV

+2

+2

The tattoo will recharge itself next midnight after use.

Contain Power I

-1

+0

The tattoo is magically smaller, minimum size 1.

Contain Power II

-2

+0

The tattoo is magically smaller, minimum size 1.

Again

+0

+1

Allows any daily effect to be used +1 time.
(This can be purchased more than once).

Miniature I

+0

-1

The tattoo is physically smaller, minimum size 1.

Miniature II

+0

-2

The tattoo is physically smaller, minimum size 1.

Endure I

+1

+1

Effect lasts X2 duration.

Endure II

+1

+2

Effect lasts X3 duration.

Braille

+1

+1

Touching tattoo is a 60% action, not 100%.

Instant

+0

+2

Attunement roll at +10, 0% action.

Powered

+1

+1

Chance for failure due to being 'covered' is halved.

Simplify

+1

+1

Tattoo is cheaper (-30% cost) and easier to create
(+2 levels for overcasting).

Cartoon

+2

+2

Tattoo is cheaper (-50% cost) and easier to create
(+4 levels for overcasting).

Silver, Weapons and Armour

Silver is the item of choice to battle unnatural creatures. It also has some unusual magical effects when properly employed. Details of the types of silver and most commonly used items made of silver are given below:

Types of Silver:

Silvered items: these items have a content of roughly 10% silver. They are usually slightly weaker than the original item, but look good and are effective.

Silver-Iron: these items are not that common as their only use is against unnatural creatures. Usually 20% silver.

Low Silver-Steel: these expensive items are a mix of steel and 20% silver. Weapons and armour are as strong as iron and unnatural creatures fear these blades.

High Silver-Steel: these expensive items are a mix of steel and 40% pure silver.

Low Silver-High Steel: these very expensive items are a mix of quality steel and 20% silver. Weapons and armour are as strong as iron and unnatural creatures fear these blades.

High Silver-High Steel: these very expensive items are a mix of the highest quality steel and 40% pure silver.

Pure Silver: these items are of huge cost and are variable in their effectiveness. The item must be 95% silver to qualify, or bonuses are reduced.

Silver Wood: An enchanted wood from the Silver Tree. Most of these trees are hoarded, with the largest collection in the Olde Forest. Recent years have seen some of these trees become sterile.

Silver Oak: Silver wood bathed in a pool of silver by an Arcane user in a Magical Pool of the appropriate type. Many of these weapons exist, though very few are made today.

GM's Prices

Special Weapon Materials and Design

Name

Weapon Multiplier

Silver Content*

Quality (Str)

Special

Silvered items

X2

10%

+0 (-5)

Can hit special creatures (SC).

Silver-Iron

X4

20%

-5 (-10)

Extra "A" heat vs. SC (if crit)

Low Silver-Steel

X8

20%

0 (-5)

+50% damage, "B" heat vs. SC

High Silver-Steel

X9

40%

-5 (-15)

X2 damage, "C" heat vs. SC

Low Silver-High Steel

X20

20%

+5(0)

+50% damage, "B" heat vs. SC

High Silver-High Steel

X22

40%

+0(-10)

X2 damage, "C" heat vs. SC

Pure Silver

X5

95%

-20(-45)

X3 damage, "E" heat vs. SC

Silver Wood

X3

20%

+0

+50% damage, "A" Impact vs. SC

Silver Oak

X15

120%

+5

X3 damage, "E" Impact vs. SC

         

Superior Make

-

+4 gp/day

+5(+5)

 

Superior Design

-

+3 gp/day

+0(+5)

+1 Init. (melee)

Superior Flight

-

+5 gp/day

+0

+10% range (missile)

Repair metal

Ό original

Ό original

(-1)

Slight decrease in strength

         

Steel

X6

+2 gp/day

+5(+5)

 

High Steel

X15

+3 gp/day

+10(+10)

 

True Oak

X5

+2 gp/day

+5(+10)

 

Elf Wood

X10

+5 gp/day

+10(+15)

**

* Take impacted weight and multiply by shown number. Number of ounces divided by two is the number of additional silver coins one needs.

** Add to cost 1 gp per ounce for wood rarity, increasing by 1bp per ounce per 100 miles away from the Olde Forest. "Mithril" vs. Large and Super-Large Demons.