Today, we move into the section of the book that covers equipment; the last part of durect concern to players, as having the right gear on your character can be the difference between success and failure. Due to the chapter itself being fairly short and my schedule strangled thanks to the day job, today’s post is a bit short.
We start off with a mention of currency, with a note that while default RPG conventions apply, with copper, silver, and gold coins forming the basis of the economy, different places and cultures will produce different coins. As a GM, you can use this to tremendous advantage at times; coins from a country or city at war with the one the PCs have entered may not be accepted at all, accepted at half-value, or be considered reason to accuse the party of treason. The book also gives generic names for the different coin types, as well as a standard 1:10 conversion rate; copper coins are pennies, silver are moons, and gold are stars.
Next up in the most significant portion of the equipment chapter, a list and description of the strange and rare materials of the Afterworld. The first is Aetherstone, a material that occasionally phases out of the Afterworld into the Aether. Sounds like a great way for a new pantheon to build a way for their prophets to come visit the new Heavens, right? Or, alternately, a way to condemn the condemned to a kind of Hell.
For the mages who want armor or the warriors who want to have stylish and flowing garments, there’s spellweave cloth. The term is a catch-all for multiple materials, each produced by a different method, but they’re all a lot tougher than ordinary fabric and can double as armor.
The adamantine/mithral of the Afterworld come in the form of Cavazel Steel, ‘green steel’ items crafted before the Fall in the lands wrecked by the falls of the heavens. Not only are they essentially priceless, since no more can be made, they’re also phenomenally effective at whatever they were made for. A God of the Forge could probably claim rediscovering the secret of making this stuff as their third or sixth tier Obligation.
Ah, here we go. Cavazel Steel is defnitely the adamantine analogue of the Afterworld, because Serpent Gold is the mithral silver; it’s a lightweight yellowish metal as strong as steel, once common but no longer crafted. I imagine the Sleen like to claim items of this as proof of their previous world-spanning empire.
Last, if you murder some seraphs and reforge them properly you can get Seraphic Iron, which can bypass Armor and carve directly into creatures. Just the sort of present to get your aspiring war-gods and deities of assassination, right? While none of these have any apparent drawbacks other than rarity and expense, I’m sure a good GM can find ways to make them all more exciting. Seraphic Iron in particular seems like it begs to draw the notice of every raver for miles.
This certainly isn’t all of the rare materials listed, but gives you a good taste of what you can expect. I won’t really go over the list of actual equipment, as it’s largely what you’d expect of an Eastern-influenced medieval fantasy setting. There are a few interesting bits – riding elephants and a few drugs of interest – but by and large you could look in any System Resource Document for a D20 game and have a far more exhaustive list of equipment options. The items listed here mainly serve as a guide for pricing other things you add.
And that’s it for Equipment! Next time, we’ll be delving into the bestiary portion of the GM’s Toolbox, so be sure to check back for that.