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