Event Dates and Metatopia 2017

Good evening, Expeditionists!

We have two pieces of great news! First, our module for Metatopia 2017 has been scheduled. Thanks to the amazing people over at Double Exposure, Inc. we will be doing our final playtest on Saturday Nov 4 from 4p – 6p! We will be utilizing our full ruleset (not our convention rules) and asking players to roleplay with pre-generated characters of varying levels.  Our foremost goal is to get a feel of the viability and balance of varying level characters in roleplay and combat situations.  We will also still be watching out for skill interactions, power combos, enjoyment of play and so on. If you are interested in being a part of this, tickets are $20 and can be purchased here.

 

Secondly, we have more dates scheduled! Check out the main webpage here to see the (mostly full) schedule.  You can also view our event page to get more information about the different camps we have booked, such as the address and accommodations. We’re so excited to be so close to providing you a nearly full years worth of Steampunk-y, teamworking, magical fun!

Vand Nisse (Sea Elves)

It’s been some time since we’ve done a lore post, so today we have a bit more to whet your palate. Let’s get right into it and do some more talking about the Vand Nisse (Sea Elves).

 

 

The Vand Nisse tend to live near the coast or on islands, but are rarely found in areas further inland.  Their culture is so strongly tied to sea fairing that most outsiders think of the Vand Nisse as either the Forbund Af Nisse navy or a collection of pirates crews.  However, there is more to the sea than piracy and war.  The Vand Nisse control a great deal of merchant houses that run import and export businesses, fisheries, shipyards, and more.  The Forbund Af Nisse ports are all Vand Nisse controlled including those that have been recently founded on the northern coast of Antioch.

 

At sea, the Vand Nisse tend govern themselves politically in small groups that are beholden to larger groups, electing captains to lead the crew, who then elect an admiral to manage the fleet.  On land they elect officials to govern the local areas every 5 years.  These elected officials (whether the elder of a small coastal village or the governor of a major seaport) create counsels to assist them in governing. Though there is no rule that specifically mandates this, most elected officials on land, tend to be retired captains or rich ship owning merchants.  Captains serve until they lose the confidence of their crew, and the same goes for elected officials on land.  Should an official displease the masses, special elections to replace them may be organized by the community, which creates some of the more political savvy rulers in Sha’Uru. The Forbund Af Nisse’s position as a whole is that the slaying of corrupt officials is forbidden, however the sea is vast and accidents can happen.

The main source of Vand Nisse power comes from controlling five port cities: Sydlige Haven on the southern cape, Svardfisk to the south west, Mellemhavet to the west, Hvalfangstby to the north west, and Menneskehjem on the northern cape bordering the Human Republics.  Menneskehjem is the largest of the port cities.  Being near the Republics and the Forged Kingdom makes it the center of imports and exports by sea for the Forbund Af Nisse.  It also contains the largest presence of navy ships and dry docks to maintain them.  It is rumored that the best blockade-runners among the Vand Nisse are made in Menneskehjem as it is quite profitable to get past the prying eyes of the Republic naval blockades. Menneskehjem also quarters the embassies for the other Kingdoms making it one of the most culturally diverse cities in the Forbund Af Nisse.

 

The sea is a harsh mistress.  While other cultures might seek to overcome nature the Vand Nisse know better and scoff at such endeavors.  One must respect the sea and find ways to work with it to survive it’s onslaught.  The Vand Nisse are one of the few cultures that try to predict the weather and keep long records of weather patterns and changes.  There are rumors of Vand Nisse magics that can predict weather and even older stories of captains that could affect the weather to calm the seas.

Immersion, Occult and You!

Good Afternoon Gentlemen, Sentient Creatures and Ladies,

Today’s post is prompted by a recent question from someone in the community.  We were asked “Does Occult have to be witchcraft type stuff or could a player flavor his Occult rituals as, say, ancient prayers?”  This is a very good question as it plays into our intent with a lot of the crafting skills in the game.  So let’s start by saying that what we are interested in when it come to Occult (and to a lesser extent Science and Alchemy) is that players adhere to the casting time and components of rituals.  That’s it for what is mandatory for use of the Occult skill.  Theoretically one could just sit and whistle for 15 minutes over an Amber Stone and two Textile components to make a Warding charm.  

But is that fun for you and others?  Remember that immersion is not just about entertaining yourself, it is about a collective atmosphere that is created when players all engage each other in play. So if your character is an adherent of one of the two out of three in-game legal religions, and you wish to create a warding charm by praying for protection over an Amber Stone and two Textile components (or better yet, ask another player who is aligned with the same religion to join you in the blessing), then so be it.  There are a few caveats though that are a matter of policy.  We ask that you use as little reference to real world religions as possible, even if you yourself are an adherent to one of those religions.  We understand that not everyone is creative, and that re-wording real world prayers and religious rites is simple, but in those cases we would ask that you simply ask staff for a viable suggestion or use the recommended method of casting the ritual.  We also ask that you be mindful of other players and of the properties we rent for events.  Once upon a time there was a player who approached us as staff at a different  game and asked if he could slaughter a live animal at one of our events.  This may be a different game, but it’s the same answer, NO!!!

Players who come up with really unique and immersive experience for their rituals may find that they are rewarded for their effort and entertainment of other players, not just in the memories and experiences that they share in the community, but also in the attention that the plot staff will provide to those that prove they want to create a more fun game for other players.

These blog posts have a comment section, please feel free to leave a comment with questions or suggestions for occult rituals in Aurum.

The Confederacy of Allied Republics: Kuanas

Good Afternoon Sentient Creatures, Ladies and Gentlemen,

 

Today we continue our series on the Confederacy of Allied Republics with the far Western Republic of Kuanas.

Republic Name: Kaunas

Capital City: Skuodas

Cities of Note: Venta, Salantai

Major Commerce: Produce (Spices and Herbs), Banking

Minor Commerce: Fishing, Tourism

 

Description: Far to the North West lies Kuanas, home to The Golden Temple, the headquarters of the faith of the Holy One.  The Golden Temple was designed by Nisse Architects, built by Dur Masons, and maintained by Blackthorn Empire for thousands of years.  It is not uncommon for those of the faith to visit the Temple in the Kuanas capital of Skuodas on pilgrimage.  

The Kuanas harbor is home the the most pristine waters in all the north, and the wealthy and powerful within the Republics are known to vacation here.  The city of Venta in the center of the Kuanas Republic is also home to the Rose Bank, the head branch to the most powerful and influentian financial institution in the Republic.  

The common folk of Kuanas are typically employed as servants within the resorts, fishermen or in the spice fields of Venta, growing black pepper, basil and dill. Renowned botanist, Mika Olsow, operates the largest research greenhouse in all of Sha’Uru on the border of Kuanas and the Western Barlethan Wildlands.  They are a graduate of the Rose Citadel in Occitane and have published several papers on the efficacy of plants.

23 Days Left!!!

Good Afternoon Ladies, Gentlemen, and Sentient Creature,

Who is excited about their GoFundMe rewards?  With a little over three weeks left in the campaign we are $790 away from our first stretch goal.  If you were considering upgrading to a higher reward tier or you know someone who would love to donate to the project, we encourage you to chip in or share this and get the word out.  We’ve just gotten our first shipment of customized growlers and we couldn’t be more satisfied.  We think you folks will feel the same.

We continue to work and tweak the rulebook for release this weekend.  You’ll find there have been several quality of life changes made to the Beta Rulebook, as well as things to help clarify certain things.  For example, Races have been renamed to Species and the Halfling Species has been renamed to Goblinite to distinguish when we are referring to the Species group as a whole instead of the specific Halfling Species.  So Halflings, Kobolds, Gnomes and Homonculi are Goblinites.

A reminder that our next playtest will be on September 23rd, please let us know if you wish to attend so that we can get a proper headcount.  We’ll see you all soon!!!

Economy Talk

Good Afternoon Ladies, Gentlemen and Sentient Creatures,

 

Welcome to the new home of our weekly posts, the Aurum Larp Blog.  (Don’t worry, we’ll still be linking these on Facebook for easy reference). With the next playtest coming ever closer, we’ve decided to release our initial list of purchase price for in game items.  These projects are subject to in-game availability,  but this is the markup price for items that can be purchased from the Quartermaster should they be in stock.  Let us know how you feel about it.

Component Cost:

Named Component: $1 per rank (at lowest rank available.  For example Bar Stock may be found in many recipes for Physics, but the lowest rank it is available is 1, therefore it costs $1 each).

General Components: $1 for 5 (May only be purchased in multiples of 5)

SCIENCE

Natural Science -Theory I

First Aid Kit: $2

Field Surgery Kit: $2

 

Natural Science -Theory II

Splint: $3

 

Natural Science -Theory III

Transfusion Kit: $5

Medical Trauma Kit: $5

 

Natural Science -Theory IV

Full Surgery Tool Kit: $12

 

Physics – Theory I

Bullets: $5 each

Thrown, Simple and 1 Handed Weapon: $3

Great Weapons : $4

Other Ranged Weapons: $5

Caltrops: $2

Shackle Trap: $2

 

Physics – Theory II

Pistol: $5

Revolver: $7

Musket: $6

Rifle: $8

Shield: $4

Light Armor: $4 per piece

Medium Armor: $5 per piece

Heavy Armor: $6 per piece

Springboard Trap: $3

Needle Trap: $3

Net Trap: $3

Pit Trap: $3

 

Physics – Theory III

Basic Clockwork Limb: $5

Steam Powered Battering Ram: $5

Spring Loaded Boots: $6

Reinforced Armor Plating: $5

 

Physics – Theory IV

Steam Powered Personal Magnetic Field Generator: $11

Hyper Collapsible Parachute: $7

Energy Displacement Kit: $7

Basic Clockwork Messenger: $12

 

Chemistry – Theory I

Iodine: $2

Ferric Chloride: $2

Smelling Salts: : $2 per batch

 

Chemistry – Theory II

Temporary Adhesive: $3

Anesthetic Ointment: $3

Gunpowder: $3 per batch

Minor Explosive: $3

 

Chemistry – Theory III

Lesser Acid: $5

Erigeron Heterophyllum: $5

Explosive: $5

 

Chemistry – Theory IV

Acid: $6

Bartholomew’s Efficacious Elixir: $7

Major Explosive: $10

 

Aetheric – Theory I

Aether Goggles: $3

Aetheric Attraction Crystal I: $2

 

Aetheric – Theory II

Aetheric Stabilizer: $3

Aetheric Disruptor: $4

 

Aetheric – Theory III

Aetheric Attraction Crystal II: $5

Aetheric Cage Trap: $5

 

Aetheric – Theory IV

Aetheric Neuralizer: $10

Aetheric Rift Generator: $12

 

OTHER

Occult I

Warding charm: $4

Beguiling Trinket: $3

Arcane Ink: $2

 

Occult II

Spirit Fetish: $3

Sever Lesser Bond: $3

Lesser Weapon Enchantment: $3

 

Occult III

Lesser Arcane Seal: $6

Sever Bond: $5

Weapon Enchantment: $6

 

Occult IV

Arcane Seal: $8

Sever Greater Bond: $7

Greater Weapon Enchantment: $8

 

Poisons II

(Note: Poisons are considered their appropriate ranks in terms of cost, but 1 rank lower for effect.  So Expedient Death is a Rank III poison effect but a Rank IV for cost)

Sandman’s Tears: $4

Creeping Death: $5

 

Poisons III

Hallucinogen Poison: $6

Black Lily’s Curse: $7

 

Poisons IV

Paralysis Poison : $10

Expedient Death: $15

 

Alchemy I

Lesser Antidote: $2

Lesser Healing Draught: $3

Lesser Firebomb: $4

Lesser Potion of Sunset and Sunrise: $2

 

Alchemy II

Antidote: $3

Pure Breath Potion: $3

Firebomb: $5

 

Alchemy III

Greater Antidote: $5

Healing Draught: $5

Potion of Clarity: $7

Potion of Sunset and Sunrise: $5

 

Alchemy IV

Juggernaut Potion: $8

Draught of Life: $10

Greater Firebomb: $8

Rules: Math Changes

Good Afternoon Gentlemen, Ladies and Sentient Creatures,

It has been quite some time since we’ve posted any rules things on the site, but that doesn’t mean we haven’t been tweaking our rules where it needed. Thanks to player feedback from all the playtests we’ve been making additions to our Beta rulebook which should go live in November. In the meantime here is a preview of some skills that we’ve added to Mathematics in the Science section. These skills are in addition to those that already exist. We’ve also changed Exponential Application in rank 4 Practice. Take a look:

Math – Theory III

Mathematical Micromanagement – When crafting or assisting in the crafting of a recipe that is using salvage to replace generic components, the character may convert the salvage at a ratio of 3 for 2 instead of 2 for 1.

Math – Theory IV

Game Theory – the mathematician gains tactical insight into predicting the moves of his opponents. The character may defend against attacks as if they possessed the Dodge skill. Game Theory requires two action points to activate.

Math – Practice I

Mathematical Reclamation – Spend 15 seconds of roleplay to attempt to scrap a destroyed scientific device and gain a single salvage component. This skill may only be used on objects that are beyond repair and may only be used once ever per object. Scientific devices are any objects that are specifically crafted using scientific schematics.

Math – Practice II

Cryptography – This skill may be used to either decode or encode a message with a cypher by spending 30 seconds of roleplay per complete sentence that is encoded or decoded.

Math – Practice III

Mathematical Reclamation II – Spend 15 seconds of roleplay to attempt to scrap a destroyed scientific device and gain two salvage components. This skill may only be used on objects that are beyond repair and may only be used once ever per object. Scientific devices are any objects that are specifically crafted using scientific schematics

Math – Practice IV

Exponential Application – When crafting, triple the generic components and increase the Crafting time by one interval of any rank 3 or lower Scientific recipe to double the yield of the recipe. The character may use this skill to assist others in doubling their crafting yield, so long as both players roleplay collaborating in the crafting. This skill may not be used with Poisons, Alchemy or Occult.

Calculating Aim – The character may spend 3 AP to automatically hit a target with a Firearm or Ranged weapon within 30 feet.

Occitane Republic

Good Afternoon Sentient Creatures, Ladies and Gentlemen,

Today we will take a look at the home of the Occitane Gazzette!

Republic Name: Occitane
Capital City: Herault
Cities of Note: Montpellier, Bordeaux
Major Commerce: Distillery (Wine, Spirits, and Alchemical Components), Publishing
Minor Commerce: Fishing, Mills (Wheat and Paper)


Description: If Chester is the Jewel of the Confederacy of Allied Republics, Occitanie is the jeweler that gives that gem form. Where as Chester is the leader in Science and Technology, Occitane is the leader of Arts and Philosophy. It began with the invention of the printing press by a commoner, Jacques Germain during the height of Silverthorn Empire in the year 1440. Jacques changed the written word from his small shop in what is now downtown Herault, and since then Occitane has been the center of art and learning for the written word. The greatest journalists and poets of human history hail from Montpellier and Herault. Occitane is also the home to many liberal arts colleges and universities, the greatest of which is the Rose Citadel in Bordeaux. Occitane would likely be the strongest and most powerful Republic if not for it’s long standing uneasy relations with Blackwater. Occitane, along with the republic of Kuanas are separated from the rest of the Republics by wild land and the Blackwater Sea. The Republic of Blackwater has taken advantage of this by levying heavy taxes and tolls on goods coming from and going to the west. Occitane, in turn, has done its part to smear Blackwater in print, though sometimes unfairly. Since the unification of the Empire into the Republics it has often been these two Republics that find themselves butting heads in Parliament. Though the wine in Occitane is not as delectable as that of Segobriga, Occitane whiskey and brandy is second to none.

Segobriga

Good Afternoon Sentient Creatures, Ladies and Gentlemen,

Today we continue to provide more lore content for the Confederacy of Allied Republics. So let’s talk Segobriga:

Republic Name: Segobriga
Capital City:Leon
Cities of Note:Malaga, Bilbao
Major Commerce: Produce, Distillery (Wine, Oil, and Alchemical Components)
Minor Commerce: Oil, Textile


Description: The people of the Republic of Segobriga are renowned for their love of wine, dance and sport. Segobrigans are as likely to join into a melee as they are to break into song. This free-wheeling attitude could be attributed to being one of the few Republics that can flout the stranglehold that the Republic Blackwater has on the western strait, as they have easy access to the northern ocean and the Blackwater sea. Fruits from Segobrigan orchards are shipped all over the known world, with Segobrigan Oranges and Olives regarded as the best in the world.

Life for the Segobrigan peasantry is hard, as most commoners spend their days laboring for the Dons, Segobrigan landlords and nobles who profit from the labor of their servants. The DePaloma family, owners of the largest number of Olive orchards in Segobriga, is also the most politically connected. The patriarch of the family, Don Alberto-Jose DePaloma represents Segobriga in the Republic Parliament and is widely regarded as a devout follower of the Herald of the Sun. His son, Don Adrian-Carlos DePaloma is governor of Segobriga and has a reputation as a hedonist. The ancient practice of honor duels is still legal in Segobriga, and it is not uncommon for Segobrigans to challenge others to a fist fight or a sword fight to protect their honor against any perceived slight.

Askersund

Ladies, Gentlemen and Sentient Creatures,

Today we continue with our 13 part series into the Republics of the Human lands.

Republic Name: Askersund
Capital City: Rogaland
Cities of Note: Telemark, Alesund
Major Commerce: Oil, Fishing
Minor Commerce: Textiles, Mining (Minerals)

Description: To the far north of continent of Lerna is Askersund. The rough mountains and cold climate have bread a hearty and hard drinking people in this republic. They do a brisk trade in fishing, especially in whaling, as the blubber of whales has a great many uses. The mountains of Askersund are home to a great many creature, and some of the finest furs in the Sha’uru come out of the tanneries of Alesund. The northern most port city of Rogaland also serves as the capital to this republic. Askersund is Governed by Lord Igor-Nikolay Kuznetsov, though rumor has it that his husband, Lord Matvei-Konstantine Kuznetsov, may be the true ruler of Askersund. Matvei-Konstantine owns the largest fish cannery interest in all of Sha’uru and controls a good deal of the ports from Rogaland in the north west to Telemark in the north east. Kuznetstov canned tuna and salmon is traded as far south as the Vand Nisse lands in the southern continent of Calydon. Crude Oil is the second largest export of Askersund, and it is the main trade of the city of Telemark.