PreSLNES I: Masters of Ethereal

1) Awesome update!

2) What are the basic trade goods of this world? Do villages produce everything or to they trade between each other? How is trade organized (Are there traveling tradesmen or do villages have trade pacts between themselves)? What would be valuable resources, do some races value something more than other races. For an Example:
Goblins like gold and other valuable metals while they produce crafts, like cloth.
Gnolls like meat and fish, while they produce leather
Humans produce fish and alcohol and want weapons and clothing.
Dwarves produce metals, but value food and alcohol highly.


3) I'll probably not be able to send orders before Sunday.

1.) Thanks! :)

2.) This is too complicated of an answer to lay out. It doesn't really depend on race as much as region. Races don't just want single items because of their race. Different major settlements (Cities and Castles) want different things. Like the feudal middle ages, many manors or castles are largely self-sufficient. By this I mean that either they or the surrounding villages produce everything they need and use, including food and ore. However, now that the Wizards are basically entering Ethereal into a new "Renaissance" of sorts, new products and services might be marketable to these once-closed-off regions.

Long-range trade routes going between different regions are virtually non-existent at this time - though of course there are traveling merchants who bring certain materials from long distances... though these are few and far between at this time period. Small regional trade pacts or trade collectives/guilds do exist, though. These can be simple ones such as the trading of fish for wood, or something more complicated such as a castle providing defense in exchange for a village's farm output.

More exotic trading goods, such as cultural items (baskets, clothes, ornate objects, artifacts, artwork, statuettes, and other crafts) are not being traded at all, really. Trade right now is more a necessity than something for luxury. Alcohol does exist - I was thinking different regions are producing their own variant of spirits or perhaps even beer.

But again, I can't label each race as wanting a specific good. Some Goblins are basket-weavers - as I believe LDi's Wizard discovered. Some humans will eat horse meat as a luxury. Other humans revere the horse as a sacred animal (such as the Horse Archers of the Eastern Isthmus). In my update, I mention briefly some regions and what they trade or produce. If I don't, you can infer from what I do say about those regions something reasonable - if you wish to write about it in between updates.

Weapons are not really traded, by the way - it is more that a city or castle provides defense for the villages or towns surrounding. Not all the time, but sometimes.

In my update, I mention what region each player is in. So if each player wishes to give me some goods that region produces and goods that region might desire, that might be helpful. I can't guarantee I will accept what you propose. And make sure to read the update about your region so that you know what I already wrote about in terms of what they might produce. And how about I allow one unique trade item from each region (so something that will definitely not be produced anywhere else).

Anyone can post that here. Just throw some ideas out and I'll gradually compile them. Then in a day or two I'll post a list under each region in Part III of the update.

Here are some ideas:

- Grow/Sea: fish, clam, crab, rice, corn, wheat, vegetables, fruits (fertile lowlands, though some farming could be re-tooled to work in high elevations)
- Meat: cow, pig, chicken, horse, deer, sheep, other (theoretically found anywhere, but would be prevalent in the steppes)
- Metals: gold and silver (precious metals), copper, iron, steel, brass, bronze, etc. (obviously found in mountainous regions)
- Rocks: marble, stone
- Practical: cloth, wood (timber)...
- Luxury: spirits/beer/wine (alcohol), dyes, furs, gems, incense, ivory (exotic bones), silk, spices, sugar, luxury woods, natural oils
- Culture: artwork, statuettes, artifacts, books, poetry, maps, other crafts, and so on.
- Magical: wands, potions, salves, magical jewelry such as rings, necklaces, pendants, and so on - all of this can fit in with Culture, too (but please, nothing that actually has a significant game effect... this is just for trading purposes).

Think fantasy, but also medieval.

I am more interested in hearing what you all have to create in terms of Cultural or Luxury items, since the others are rather self-explanatory. After you all post some different propositions for what your region would both produce and desire, I will make my verdict and compile a list.

Keep in mind what you are already trading and who you are already trading with! Make sure to read my update and include whatever I have already mentioned. I like unique names and descriptions. So maybe your region grows corn and has plentiful deer. But then on the coast, you have a special crab called a Malix Crab, which when cooked properly is said to provide the consumer with a more youthful appearance. If not cooked for long enough and eaten raw, it is poisonous. Come up with interesting goods, if you can.

3.) No problem.
 
Great stories in the thread.

With no word at all from Omega124 (not so much as a notice or anything), I am booting him. The Burning Tower will be crumbling and the Orcs fleeing into the mountains.

This also means we have room for 1 more player, if there is anyone who thinks they can handle a somewhat late entry. I'd prefer someone who actually wants to be involved in the NES.
 
In my experience its best to give a player the benefit of the doubt and wait for at least a second update before you replace them. Just keep stagnating him. Or send him a PM.
 
In my experience its best to give a player the benefit of the doubt and wait for at least a second update before you replace them. Just keep stagnating him. Or send him a PM.

That is my experience as well
 
I have PMed, left visitor messages, and so on. He hasn't even posted anything in the thread since it was first posted. But it doesn't matter. He can stay. But if someone comes in wanting to play, it's going to be a lot harder to convince me to let him continue.
 
I'm really sorry I failed to get orders in. I've had lots of work to do. It won't happen again. I haven't read the update yet, other than a brief skim, but it looks very nice indeed.
 
Here are some general regional goods. This list does not include unique luxury items, cultural items, or magical items. That is for you all to fill in. So don't worry - this is mostly fluff. If you find your region doesn't have anything another region wants, you can always make up a cultural item. I would like you to tell me about it, though, so then I can write about it in the update. Perhaps each settlement has a special cultural item, while some have magical items. I repeat: this is just fluff, though I think it is fun fluff. And it will make it so you aren't just generally "trading" with people, but are actually trading something specific.

I am gradually going to compile a whole trade section that lists regional goods, and then more specifically the goods of settlements. Eventually you will find it under the Ethereal section of the rules.

Cultural items can be created by looking at this list, though. For example, an area at gems might be fine craftsmen at making jewelry with certain types of gems.

Spoiler :
Silvercrane Coast: The western coast where Inavi is located, west of the Goldtier Mountains (fish, crab, wheat, antelope)

North Goldtier Mountains: The northern part of a western mountain range. Location of the Clan-union Rage. (iron, bronze, copper, stone, furs)

South Goldtier Mountains: The southern part of a western mountain range. Location of Lord Arthurdin's Dwarven realm. (silver, iron, stone, gems)

Bluebane River: The river running through the Pordos Valley, where Wendell the "Tall" has established his thriving kingdom. (fish, wheat, vegetables, fruits, chicken, cloth)

Fallen Serpent Forest: The small forest located south of Marburg Fords. (timber, deer, dyes)

Maldia Plain: Plain of the southwest Beastmen tribes, and site of bloody barbarian raids from Jolang and Lakestone. (fish and crab on the coastline, leather, inland is most domesticated animals, ivory from hunting certain creatures, wheat in the northern region, corn in the southern region)

Kerador's Cape: Southernmost known cape of Ethereal, where John Faraday's kingdom sits. (fish, clam, crab, corn, sugar, some domesticated animals)

Olivia Gulf: The beautiful sea area that borders Gwydion's realm. (fish, crab, fine salt)

Aadora's Bay: The bay adjacent to Palinan and south of Akhoowoo. (fish, crab, fine salt)

Woodmind Forest: The forest that surrounds Haru Gom and Juukkeshi's Dark Elves. Also location of the Woodmind Cult, a mysterious cult responsible for Lydai's recent political change. (timber, deer, dyes, incense)

Lake Deathaven: The lake closest to Haru Gom. (fish)

Raimore Range: The mountains that harbor the Drakefang Stonekeep and the Goblins of Thuggee. (iron, salt, charcoal, timber)

Soulstar Woods: The forest surrounding Ceros. (timber, deer, natural oils, dyes, leather)

Central Forests: A general term of the forests encompassing Ceros and Lan'Elatair. (timber, deer, spices, dyes, leather)

North Sul Mountains: The northern part of the Sul Mountains and home to the mountain minotaurs. (iron, bronze, copper, marble, stone, furs)

South Sul Mountains: The southern part of the Sul Mountains and the area in which the Burning Tower is located. (iron, bronze, copper, stone, gems)

Norclove Steppes: A vast, productive plain mixed with scattered prairies and filled with a variety of farming villages, encampments, tribes - a general hodgepodge of cultures. The southernmost part of the Norclove Steppes is the coastal region in which Gwynedd is located. The northernmost part of the Norclove Steppes is where the Gnolls of Akhoowoo reside. (spices, silk, ivory, leather, several different types of domesticated animals)

Doanine Grasslands: The location of Tarunia and the grassy, fertile region south of the Sul Mountains. (fish, corn, wheat, vegetables, fruits)

Eastern Isthmus: The isthmus connecting the main continent with a presently unknown region. This isthmus was revealed to the Wizards by the protectors of the region, the Kingdom of Quentora. (fish, crab, leather)

Hawkmire Steppes: The steppes north of the Raimore Range. (leather, dyes, several different domesticated animals, wheat in the fertile regions)
 
The Industries of the Realm of Hadhodrond

The Hadhodrond Citadel Region:
The Dwarves toiling in the Area of the Citadel produce the traditional stereotypical Dwarven goods, wrought from the Silver, Stone, Iron, and Gems extracted from within the Hearts of the Goldtier Mountains themselves, and Wool shorn from Mountain goats and sheep.
While some income is produced from the export of these raw materials, It is with finished goods that the Dwarves of Hadhodrond have made their mark on the trade networks of the region.
These Include:
Finished and Cut Gems. (Mounted or Not)
Statues (Stone or Silver)
Silver Cloth (Wool and Silver)
Toys (any and all resources) – Note: these have a reputation, likely because of the ambient mana, of being very realistic and lifelike automaton.
Weapons (Iron, Gems, Silver, dependent on Quality)


The Erebor Regions
The City of Erebor is Situated in prime Agricultural land, and so many of the trade goods are produced from agricultural products.
The Industries include:
Some Wheat (Imported from the Halfling Lands) – Bread, Straw, Wheat Beer
Apple Orchards in the Hills – Cider, Apples
Grape Vines in the Hills – Wine, Grapes
Cattle – Meat, Leather, Milk, Cheese
Honey – Honey, Mead (and Variants thereof: Cyser, Melomel, etc) Wax
Various Berries – Berry Liquors.


(Yes, agricultural products are heavily weighted towards various alcohols, but that IS intentional: Alcohol is much safer to drink than anything else in an age before water purification plants.)

Starlife, are these good, and can I post it in the other thread?
 
A question regarding trade: I suppose that trade benefits between cities of a same empire would be similar to those between independant cities?
Namely, if I annex a city I trade with, do I still get the benefits of trade?
 
A question regarding trade: I suppose that trade benefits between cities of a same empire would be similar to those between independant cities?
Namely, if I annex a city I trade with, do I still get the benefits of trade?

Yes, definitely. Though all of the bonuses I gave out this Update are not going to be per-Update bonuses. They are bonuses more for initiating trade. You will still get bonuses for trade with Palinan, for example, but it might not be a steady 50 gold per turn.
 
@Thomas: I really like those. Go ahead and post it. And I will archive it for a trade/goods section that will come in the next update.

Re: The importance of alcohol. Let's not forget the stereotype of Dwarves and their booze. ;)
 
So I spend from my Coffers? Like in ImmacuNES? Also, working on some other stories as well.

Can the Mages cast "Water Walk" or the equivalent? How much?
 
So I spend from my Coffers? Like in ImmacuNES? Also, working on some other stories as well.

Can the Mages cast "Water Walk" or the equivalent? How much?

Define what you mean by "water walk"? They can't do anything that will effect your troops or anything. They are their own independent unit. Water spells and the like for them or their enemies.

Yes, I have already added your gold income to your coffers. So you spend from your coffers.

For mana, you have crystalized and then mana you currently are generating for this turn.
 
I was thinking the same - can I use my wizard to enchance weapons or trade goods or to impress by summoning something, or do these things require a new spell?
 
I want them to use it on, say, a small squad who would then cross a deep river/lake (adventurers?)

Yes, I mean, that seems like something that would take about half a day within a whole season. It is more of a tactical decision. I think it is quite acceptable.

I was thinking the same - can I use my wizard to enchance weapons or trade goods or to impress by summoning something, or do these things require a new spell?

Your Wizard can do all kinds of things, but anything that effects your troops or a battle must be done through spells. So enhancing weapons is out of the question. If you want to add fluff that your Wizard is doing something, go right ahead (example: The Wizard Triton has enchanted the blades of his famous Plains Walker Infantry. These blades glow with the mana of his inner thoughts, blah blah blah - that is interesting, but altogether it is the stats in your unit's build that will effect its performance). So if those troops get into a battle, it won't factor in how well they fight.

Impressing and trade is similar. I can't make game mechanics for all of this nitty gritty detail stuff. That'd be pointless because every situation is different. If the way you rule is clever, your intentions clear, and your explanation interesting, proceed to define your realm how you wish to without asking me about this stuff. Just remember that power-gaming is a big no-no. We aren't little kids here. Once you start saying your Wizard is making all of your weapons stronger, well then, we'll get into a bit of a tiff. While this is a game, it is also world-building. Don't simply try to think of how you can have the upper hand or the advantage over everyone else. Think mostly about how your realm is developing and how your culture is flourishing. As I said in the update, becoming a Master of Ethereal is not becoming the master of a fantasy Risk board.

Just remember everything happens or is explained in the Updates. So you can write to me in your orders you are impressing this person and that person for this reason and that reason, but if you're clearly half-assing the whole thing, it isn't going to be successful in the end (that's why I am pushing you all to think beyond just creating "trade" generically with NPCs or treating them like they are napkins... they are actual realms!). You can write in your orders you are moving a mountain up into the sky. In the update, I'll post a wonderful article about how that mountain landed right on top of your city and killed everyone. At the first sign of power-gaming or manipulating my free-form GM style, you will be punished. Severely.

I thought for a time about coming up with different uses for mana, but mana is extremely important already even if it doesn't seem like it. 500 mana will get you a new spell, and remember once you accrue a certain amount of mana per turn, you advance in Wizardry levels altogether - thus can design a whole new unit, and learn more spells.
 
So as to not fill the other thread with OOC stuff:

AH, ok... Then my contingency plan will likely go into action. do you want an updated orderset with the mana costs?
 
So as to not fill the other thread with OOC stuff:

AH, ok... Then my contingency plan will likely go into action. do you want an updated orderset with the mana costs?

Yes please. I don't really prefer having vague orders that don't tell me exactly how much you are spending. That should really be your responsibility.
 
Well... It was only a contingency plan. Therefor I didn't think it was necessary to write it in.

Edit: but Since I'm going to have to scare them a bit, It is a real part of my orders now.
 
Back
Top Bottom