Important Connections | Heroes of Fantasy

Important Connections

society

“Other lands, other customs.”

This proverb becomes reality the moment your party travels to another land, or even just to a foreign town. Although they have much in common, every land is different - it has its customs, law, system of rule, personalities, national dishes and drinks and much more.

The basic feature of a land is its social system and form of government. The social system tells what the classes of the population are and what rights they have. The form of government (political system) determines who rules, and who chooses the ruler and how.

at the beginning of these rules and the Character Rules you will find examples of social systems and a glimpse into the lives of the people who live there.

Trade and Prices

The prices given in the tables at the end of the rules are only approximate. They vary greatly between lands, and even between towns of the same land. With transport, the price rises even several times over (merchants must arrange protection and permits, pay for the risk) and they have large expenses (letters of passage, bribes).

Characters Buying

Purchases involve haggling. No one has a fixed price list; everything is a matter of agreement. In one shop the characters may strike a “good deal” for 2 gold pieces, and one street over buy the same goods for 2 silver.

In general, everyone knows the prices of ordinary goods (food, lodging, common tools); on the other hand, no one knows the prices of special and rare goods (but every merchant in the trade knows them very well).

Merchants and Bargaining

Count on every merchant making a living by trade, and his main skills are Negotiation (when haggling over goods at least 10, often 20 or even 30); Counting is a matter of course, Reading is common, and Scholarship in general. They are definitely not fools or simpletons.

Characters Selling

In general, characters can sell things for a quarter to a tenth of the price. Especially if they bring a load of weapons or a large volume, they must:

— find the right buyer

— pay fees for passing through the town gate (toll)

— often have a letter of passage (a licence from a guild or ruler)

The merchant must have:

— enough money to pay for the load (few have more than 50 gp in cash)

— an interest in buying the goods (a smith makes weapons himself, merchants have arrangements with local craftsmen)

— a market - think about what the merchant will do with the goods (weapons, jewellery and other above-standard things are usually made to order)

Black Market

A character who knows the underworld (has “Street Knowledge”) can sell under the counter (without a permit, stolen goods, forbidden goods). On the black market it gets at most 10% of the price, often much less.

On the other hand, on the black market it can obtain things unavailable elsewhere - if it has enough time and contacts.

Letters of Passage and Permits

For crafts, trade and other activities, the person concerned must have a permit or a letter of passage. It is issued by the reeve, a councillor, a guild or the local administrator.

Moreover, monopoly is a common custom - one activity may be carried on by only one person, so that they do not compete with each other.

Taxes

Merchants pay taxes when bringing goods into a town or to market. Craftsmen pay a flat trade tax, which comes to 50% of their turnover (not profit) - usually 5 to 10 gold pieces a year.

Enforced Trade

In lands such as Kiredon or Marmion, the buying and selling of important goods must take place exclusively in a town and in the presence of several witnesses (mainly horses, sheep, cattle, grain). This regulation helps reduce the chance that stolen goods will be sold, and also ensures that the king gets his share of the taxes. It is precisely thanks to this edict that towns form the basis of all trade.

Contacts

If a character has a contact, it can use the contact when buying - it gets a better price, can obtain unavailable goods and the like.

Availability

Goods are available differently in different lands or regions. What can be bought at every market in one land may be completely unknown a little further on. There is also a big difference between town and village - you will hardly buy a sword from a village smith.

The availability of goods is also related to their legality - see Law and Order.

Magic and Alchemy

(if magic is restricted)

The sale of spells (for example on a scroll) and alchemy is very restricted, because it can seriously threaten the security of the land. Great demands are placed on sellers, such as reliability (has lived in the land for a long time, is a member of a guild); they tend to be checked (an agent provocateur tries to buy poison from an alchemist), and of course duly taxed (they may pay even over 90% of turnover). Except for exceptional regions and lands, it is therefore not easy to acquire alchemical items or magic scrolls.

Law and Order

Criminals are opposed by the forces of the law. Whether a town or village is administered by a sheriff, a steward or a mayor, he has at hand guards who pursue crime. In large cities we also find an intelligence service that fights organised crime and hunts for enemies of the state.

In a town, of course, laws apply. Besides the most obvious things (theft, murder, debtors), punishments may be imposed for all kinds of acts: defaming a town official, using sorcery and magic, illegal trade (without a permit, often from a guild), vagrancy, sleeping in the street, attempting to enter the town at night, not paying tolls and the like.

Legality

Every society has its rules that determine what is allowed, what is forbidden and what is tolerated. What is in one land common and required may in another be immoral or punishable.

At the start of the game, acquaint the characters with what is allowed / forbidden in their surroundings and the like. If they travel to a new region or land, acquaint them with the local rules.

Legality concerns, for example, these areas:

Weapons

What weapons may be carried and whether at all (are bows / crossbows allowed, who may carry a sword and whether at all, may one have at least a knife).

Poisons and Drugs

What is society's attitude to these phenomena? Is it possible to buy / sell or at least own poisons and drugs? Or is it punishable even to talk about them? In some lands drug use may be part of the culture, and poisoning enemies an honourable weapon.

Magic

Is the use of magic legal? What is the attitude of the inhabitants to wizards and other users of magic? What about alchemy and magic items? Some lands persecute users of magic or even burn them, elsewhere they are untouchable. In some lands they are respected as artists, elsewhere they are on the same level as other inhabitants.

Priests

Which deities are worshipped in the land? What is the status of priests? Are there disputes and different branches within one faith? What happens to a priest of another faith?

Availability

Legality is also related to availability. Illegal products tend to be scarce and, of course, expensive. They cannot be bought normally in a shop or at a market, but only through acquaintances and the black market.

Security

The number of guards, soldiers and judges and the effort devoted to fighting crime is one of the indicators of how safe the land is. On the other hand, security depends on the contentment and wealth of the inhabitants - a poor land with high taxes and frequent wars will be steeped in crime, however harsh the punishments and however active the guardians of the law.

The characters will surely soon learn first-hand how safe (or rather unsafe) the region is.

Thoroughness in Fighting Crime

The thoroughness with which the law pursues criminals depends mainly on the stability and development of the land. In times of anarchy or political instability, murders will be an everyday occurrence and no one will deal with them. In a stable land, on the other hand, the authorities will search for a murderer even for several months.

Force Used and Severity of Punishments

The size of the force deployed to catch a criminal corresponds to how dangerous he is. The following procedures apply to a generic land with a feudal system and fairly just laws. Especially in more backward lands the punishments will be far crueller and often the criminal will not even be tried, but punished outright.

Petty Theft (up to 5 sp)

The theft will be dealt with by the local judge or mayor. Depending on the circumstances, the thief will be sentenced either to compensation for the damage and a fine, or in worse cases to several weeks in prison.

The thief will be pursued by a group of at most five soldiers. If it is a repeated crime, the number of soldiers will gradually increase.

Theft up to 10 gp

In a village, an official of the nobleman to whom the village belongs, or a town judge, will be called in to deal with this theft. For this crime the captured offender will be sentenced to anything from several months to several years in prison; in harsher lands he may have a hand cut off or even serve several years in the galleys.

A more experienced squad of guards numbering around ten or more soldiers, often equipped with crossbows, will be sent after the criminal.

Grand Theft, Arson, Murder

An experienced investigator, most often the chief judge of the town, will be entrusted with solving a larger-scale theft. The sentence for this crime will range from 10 years in prison, often in the galleys, up to life imprisonment or execution.

A group of up to fifty soldiers or professional criminal hunters (often a party of NPCs) will be called up to catch the criminal.

Murders, Highway Robbery, Organised Crime

These crimes will be dealt with by the ruler of the region himself or a high official. A convicted criminal will be lucky if he gets away with many years of forced labour; more often he ends up on the scaffold.

The forces deployed will range from twenty to several hundred soldiers, often hired hunters.

Modifiers for Special Abilities

Another wizard or priest may be called in to catch renegade wizards, priests and other characters with magical talent, or the whole case will be entrusted to a wizards' guild or a temple.

Modifiers for Social Differences

In many lands subjects are considered inferior, and if the criminal in such a case is a nobleman, he is not punished nearly as harshly, and often not at all.

Espionage and the Secret Service

Besides the ordinary forces of order, rulers have further means at their disposal - a secret service (spies, police) and also informers. A secret organisation can be a counterweight to thieves' guilds and foreign powers; it can be just or an instrument of tyranny.

In any society there are always individuals who, voluntarily or under compulsion, inform on their neighbours and those close to them. Especially in lands ruled with an iron hand, this practice is common and everyone is very careful about what they say or do.

Thirst, Hunger, Fatigue

Thirst

If a character does not drink for half a day, it gets one level of fatigue. Resting does not reduce its fatigue, nor does it heal.

After a day without water it gets another level of fatigue. If it does not drink, every further 8 hours it starts getting alternately a level of fatigue and a level of real wounding. In just under 4 days it thus dies of thirst (and faints from exhaustion after about 2).

The times described apply to Constitution 0. Tougher individuals last somewhat longer (add Constitution to the time before the first level appears), weaker ones less (subtract half of Constitution).

In warm or even hot conditions, the times are halved or even quartered.

Hunger

After water, food is an important thing the players must not forget. If they set out into the wilderness without taking enough supplies, they may die miserably of hunger and exhaustion.

After a day without food, a character gets a level of fatigue. It gets a second level after another day. If it still does not eat, add a level of fatigue (and later wounding) every two following days. It thus lasts about 18 days before it dies of hunger.

As with thirst, the given values apply to Constitution 0. For tougher individuals extend the time by twice their Constitution, for weaker ones shorten it by their Constitution.

Lack of Sleep

Sleep and rest reduce characters' fatigue (see Character Rules - Fatigue). If a character does not sleep, add a level of fatigue each day (and none of it goes away).

The times described apply to Constitution 0. Tougher characters last somewhat longer (add Constitution to the time before they get the first level), weaker ones less (subtract half of Constitution).

Damage

Every wound above level 1 can have very unfortunate consequences. Besides the penalties (which rather express the overall condition), depending on the situation a body part may be damaged or side effects may occur (often even permanent ones).

The following paragraphs show examples of everything that can happen besides a mere worsening of condition (see also targeted attacks in the Character Rules).

Bleeding

An untreated wound bleeds and the character loses 1 HP every 1 hour / 10 minutes / 1 minute / 10 rounds for damage of 1/2/3/4 levels. So an untreated character who suffered a level 3 wound will lose 1 HP every minute.

Even a treated wound can start bleeding again if the character does not stay at rest.

Fracture

A limb wound above level 1 is very likely a fracture.

Concussion

If a character falls unconscious after a hit to the head, it almost certainly means a concussion. The injured one then suffers memory loss and for several days has a -5 penalty to all rolls that require thinking or coordinated movement.

Internal injury

A torso wound of more than level 3 means a serious internal injury, such as a punctured lung, damaged intestines and the like. Treat it as a serious disease (it will have further complications); above all, any movement is out of the question, otherwise the character loses 1 HP per round.

Blindness or deafness

A hit to the head can result in blindness or deafness. For damage above level 2 there is a 1d6 / 6 chance of such permanent harm.

Loss of a limb, an eye, etc.

For damage above level 3 there is a 1d6 / 5 chance that the wound caused permanent harm (a severed arm, leg, etc.).

Illness

Not only enemies and monsters lie in wait for adventurers. On the road, but also in town, the characters may be struck by a nasty disease.

Permanent fatigue

With diseases we often work with the term “permanent fatigue”. The character has one or more levels of fatigue that do not go away with rest and give the corresponding penalty. The character therefore tires sooner and can take damage to health.

Permanent fatigue does not appear at once, but accumulates over the course of the disease (one level per day).

Once the disease is gone, permanent fatigue heals as long as a wound would (taking into account whether the character was treated or not).

Impaired healing and rest

A sick character heals much more slowly: 2× longer with a light disease, 3× with a moderate one, and practically not at all with severe ones. The same applies to recovering from fatigue. Some diseases have an even worse course, which is then given in their description.

Disease Healing

The method and duration of healing are given for each case separately. Hardier characters heal faster, weaker ones slower. In general, a week of healing a disease is shortened (or lengthened) by half of the Constitution.

Common cold (light)

In bad weather on the road (in rain or snow) the character may catch a cold:

Con + 2d6 / 8

- 2 several adverse conditions

(wet, no fire, wind)

- 5 utterly adverse conditions

- 2 more than a day

- 5 more than a week

The difficulty of the roll depends on the conditions. In strong wind, rain, cold and when camping without a fire it can reach as much as 10. Likewise, the difficulty rises with the time the bad weather lasts.

Effect of a cold

During the disease the character will have one permanent level of fatigue.

Healing

A cold is best healed by rest in a warm, dry place (about a week).

Sunstroke (light)

A long stay in harsh sun can fell an unaccustomed character just like a disease. The effects and the danger vary with the degree of overheating and the time spent in the sun.

Con + 2d6 /

8 subtropics

12 tropics, desert

Effect of sunstroke

The character gets a -2 penalty to all rolls. On a fatal failure the character faints (as with shock).

Healing

Enough fluids and rest in the shade remove the symptoms of sunstroke.

Diarrhea (light)

Bowel troubles follow eating spoiled food or drinking polluted water, but also come as a side effect of other diseases or as a disease of their own. The sick one suffers from fever, grows weak and spends a lot of time in the privy.

The chance of infection varies; it is usually given by the following formula for cases where the character is exposed to infection, for example by drinking spoiled water or by longer contact with an infected person.

Con + 2d6 / 13

Effect of diarrhea

The character has one permanent level of fatigue in a milder course, or two in a more severe one. Besides that, they are very weak (penalty -2 to physical activities), practically cannot eat and need a lot of water.

Healing

Rest, plenty of fluids, only light food and, if possible, herbs that stop the diarrhea. After healing, the penalty to Strength disappears very quickly (within a day or two).

Cholera (moderate)

Cholera has similar causes and symptoms as diarrhea, but is much stronger and more dangerous.

The chance of infection varies; it is usually given by the following formula for cases where the character is exposed to infection, for example by drinking spoiled water or by longer contact with an infected person.

Con + 2d6 / 13

Effect of cholera

Within a short time the character gets 3 permanent levels of fatigue. They lose a huge amount of water and minerals. Each day they take 1d6-4 fatigue points (as this is a moderate disease, they heal 2× slower than usual).

Healing

Without enough fluids the character does not heal at all and their fatigue does not decrease. On the other hand, by drinking boiled water and replenishing salt they recover within a week.

Hot sickness (moderate)

A character with a cold who is not treated in time may get the hot sickness (when and how is up to your judgment). The modifiers for conditions are then similar to the common cold.

Con + 2d6 / 13

In general, the hot sickness comes when a cold is walked off without rest, or through contact with another infected person.

Effect of the hot sickness

The sick character will have burning skin. They will be constantly thirsty and considerably weakened (2 levels of permanent fatigue) and have a -2 penalty to physical activities.

If not treated (not lying in bed), they lose 1d6 fatigue points per day.

Healing

The hot sickness is cured by longer rest in a warm, dry place. After a week it turns into a common cold.

It is good to support the healing with decoctions of medicinal herbs.

Black cough (moderate)

This dangerous illness spreads mainly through close contact with the sick. As the name suggests, they have fits of heavy retching cough followed by a wheezing intake of breath resembling a rooster's crow.

On contact with a sick person there is a considerable chance that the character catches it:

Con + 2d6 /

8 brief contact

12 long contact

Effect of the black cough

A fit of retching cough prevents the character from doing anything. Besides that, they are very weak and have 2 levels of permanent fatigue. Each day they take 1d6 - 2 fatigue points.

Any more strenuous activity weakens the character and causes fatigue of 1d6 fatigue points.

Healing

Each week the character has a 2d6 / 10 chance to recover (it turns into a light disease like a cold). Following a healing regimen and above all taking herbs or medicines can shorten the treatment considerably.

Pox (moderate / severe)

Pox is a highly contagious and dangerous disease that has two forms (the mild pox and the black pox). Typical for pox are painful blisters which leave the cured person with lifelong scars (especially in the black variant).

The chance that the victim catches it is

Con + 2d6 /

8 fleeting contact

12 frequent contact

- 5 black pox

Effect of pox

The disease comes with high fever, malaise and headaches, which in the first days can be mistaken for the hot sickness. The sick one has 2 (3 with black pox) levels of permanent fatigue. If not treated and they scratch the sores open, the disease may get worse or another one may break out in them. With black pox they take 1d6 - 2 fatigue points each day.

Healing

Each day the sick character rolls 2d6 / 10 (12 for black pox) to see whether their condition improves. Black pox changes its symptoms into the mild pox, and the mild pox turns into something like a common cold.

Blood poisoning (severe)

A character wounded by a rusty weapon, a beast of prey, rats or some other creatures may fall ill with blood poisoning.

Con + 2d6 / 10

Check it especially in cases where poisoning can occur (a serious wound, infected animals, repeated wounds, a weakened character).

Effect of blood poisoning

The sick character grows very weak (permanent fatigue of 3 levels) and does not heal. A high fever consumes them and they sweat heavily. Each day they take 1d6 fatigue points until they die.

Healing

Blood poisoning can be healed only with herbs or magic. No common medicines or remedies will cure the character.

Each day the character has a 2d6 / 12 chance that the disease slows down and their fatigue stops increasing.

If they succeed a second time as well, it turns into a condition similar to the hot sickness.

Corpse rot (severe)

This disease, harmless at first, can have devastating consequences. It is caused by contact with the bodies of the dead (or undead), especially through a bleeding wound.

Con + 2d6 / 10

The chance of infection rises with multiple or deeper wounds; on the other hand, with a small wound or brief contact it is practically zero.

Effect of corpse rot

The infection starts to show only after a week. At first the character feels weak and has a slight headache. They have one level of permanent fatigue. This phase can often be mistaken for a cold or another light disease.

The next week they start fainting (once a day they roll for passing out).

The third week their condition improves and they have no penalties.

The fourth week the disease breaks out in full. The sick one has fevers, is bedridden and can barely move. They have 3 levels of permanent fatigue. Each day they take 1d6 fatigue points, do not heal and their fatigue does not decrease.

Healing

Each week the character has a 2d6 / 10 chance that their condition starts to improve and the disease moves into a phase similar to the hot sickness.

If this does not happen and the disease reaches the fourth phase, they will almost certainly die.

Plague (severe)

The plague is one of the diseases that can depopulate whole regions. It spreads fast; a healthy character can be infected by mere fleeting contact with the afflicted. There are many kinds of plague, some stronger, some weaker.

Whether a character resists the plague after contact with an infected person is checked with a roll:

Con + 2d6 / 15

+5 only fleeting contact

- 2 more frequent contact

- 5 constant contact

Effect of the plague

An infected character cannot walk and weakens quickly (3 to 4 permanent levels of fatigue). The effects of some plagues are not visible, with others the character's body becomes covered with painful blisters.

Each day they take 1d6 - 1 fatigue points, recover none by sleeping and do not heal.

Healing

Unless they get an effective medicine in time or are healed by a spell, they die.

Each day the character has a 2d6 / 10 chance to start recovering, and the plague turns into something like the hot sickness.

Black plague (very severe)

The black plague is a strong variant of the common plague. In a land where an epidemic breaks out, only one person in a hundred survives.

Infection with the black plague is checked with a roll:

Con + 2d6 / 20

+5 only fleeting contact

- 2 more frequent contact

- 5 constant contact

Effect of the black plague

The sick character gets up to 4 levels of permanent fatigue. Each day they gain 1d6 fatigue points, do not heal and their fatigue does not decrease. Their skin turns black and gradually falls off. They cannot move and have a -10 penalty to all rolls (and are treated as permanently deathly tired).

Healing

The black plague is one of the very severe diseases. Healing it is exceedingly difficult; most herbs only delay the end. Only magic is reliable.

The character alone has a 2d6 / 12 chance each day that the disease passes into a milder state, the common plague.



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