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31  Santharian World Development / Miscellaneous / Re: Gold value on: 14 December 2006, 21:50:38
If you look at D&D there are plenty of posts on other forums where people want to relate a gold piece to real world money.
Take you pick :)

I think you guys were missing the question. He wants to know how much gold it would cost average Joe farmer to feed and clothe his family for 1 year, I think. To make things easy I set 1 year equal to 12 months, each month having 3 10 day weeks.

So based on 7 people, say they each get 1 new set of clothes a year, that would be 7 silver.

Then saying they raise most of thier own food but still need to buy other things an average cost of about 2 silver per day for the whole family. That would be 720 silver for the year.

Then say they have 1 horse/mule to help with the plowing and what not, feed for that horse is 5 copper per day, leading to a total of 180 silver for the year.

So between food, clothes and feed it would be about 91 gold for the year or 2 gold, 5 silver per week.

Anyhow, I mean to say that it comes down to Farmer John not having any gold, but not needing any, either. I twitch in pain when a small village offers the PC's 150 gp to rescue the priest's daughter, or whatever. Why the hell do these people have all this useless gold sitting around? Anyway, I'm sure you're familiar with that rant.

If you wanted to sit around and buy all your stuff, assuming no level of self-sufficience, it'd be...
15 sp/day for "common meals", or 547 gp and 5 sp/year
2 artisan's outfits/year for Farmer John is 2 gp/year
1 cold weather outfit/year (everyone has one, but figure one outfit lasts 5 years) is 8 gp/year (!!!)
10 peasant's outfits/year is 1 gp/year

That all comes out to 558 gp and 5 sp/year, or ~1 gp and 5 sp/day

I myself however do agree with some posters on that forum that say that the average commoner will never see a gp in his life.
Right, now for translating that to the Santharian dream: i would say that a commoner would get about 1 Silverbard a month. This would mean that he uses about 60 sans to buy food (2 sans for a bread) and clothes, leaving 40 sans for clothing etc. Which means he has to save a long time before he can get new tools. which sounds about right :)
32  Santharian World Development / The Santharian Bestiary / Re: The Rimmilch cow on: 14 December 2006, 17:36:39
(Stands still as he feels someone behind him)

Always a pleasure dear Judith. I'm sure an entry for your picture will come up soon. Maybe something for my Kreeswind entry?
I don't want to waste this one picture on something that already has a few :)

(hugs and watches her leave)
33  Santharian World Development / Races, Tribes and Clans / Re: Swamphags and Moorcrocks on: 13 December 2006, 21:53:28
Sorry, what you said did occur to me so i already edited my post and put in some questions. :(
34  Santharian World Development / Races, Tribes and Clans / Re: Swamphags and Moorcrocks on: 13 December 2006, 21:30:08
i think the in the first paragraph:
  ugly and possibly evil - known - creatures

and a question: How do they move to closed off pools?
35  Santharian World Development / Races, Tribes and Clans / Re: The Rivermaids on: 13 December 2006, 21:20:37
I can only say.. wow :) Although i have some questions / remarks:
- If their habitats are not hidden, are they not more easily found that way?
- Under mode of living you say that in winter they have to compete with other races, but you only mention humans. Other races don't eat fish as much?
- Why should they avoid the full sun?
- When an entire population dies, does the creek they inhabited get a new population? how?
- Is there no evidence of dialects between different populations' language?
- Have there been no attempts to dam a creek to catch / domesticate them?
- What happens in a storm, when a lot of extra water is added to the river / creek? Do they get washed away, or can they resist?

- i think f.e. should be i.e. when you want to give an example

- i think in the myth/lore section you could put some bad stories you said humans tell about them

But this is just nitpicking :)
36  Santharian World Development / The Santharian Bestiary / Re: The Rimmilch cow on: 13 December 2006, 16:33:41
I've read the different entries and i see what you mean, but i'm having a hard time writing that down :)
37  Organization and General Discussions / Newbie Information, Joining Requests and Recruitment / Re: Picking up the Brush on: 12 December 2006, 17:02:39
Which reminds me, Artimidor, want to put some more stuff in the workshop area? :) Your maps is what led me to this site in the first place :)
38  Santharian World Development / The Santharian Bestiary / Re: The Rimmilch cow on: 12 December 2006, 16:56:25
Is this more to your liking? :) Still work in progress, but i would like to know if i'm headed in the right direction
39  Santharian World Development / Races, Tribes and Clans / Re: Lifting the ban? on: 12 December 2006, 16:09:20
Might i suggest everyone take a breather? :)
I've seen some valid points, but people are getting hotheaded. And when people get hotheaded they stop reading and start reacting. And that's bad :)

Personally i believe that a big project such as this needs structure. If you don't have structure here then the world won't make sense anymore.
That structure means that there are experts and apprentices. It's logical: The more you do for this world, the more you learn. And the more you know, the more you can help other people and the bigger your entries can be, because you have a better understanding of what it will have impact on. You can't expect to be vice president when you're fresh out of school (poor analogy, but you get the point).
In this respect i believe that the experienced have earned the privilege to post world changing entries. Not just because they are here longer, but because they know this world better.
As a newcomer this brings a steep learning curve. Most people don't want to do animals and plants, they want to do big things: bring in their own trolls and tribles  :)
And then there is the part of deciding if you're good enough...Which is also done by the same experts. Why? because they can see if you can write entries that fit in this world. Maybe even call it their world. Why? Because they gave it form. Not only them, mind you. But since they are here longest they've had the biggest impact. And if i stay long enough I'll have an impact as well (although i think my cow is impact enough :p )
That's what you get when you join a big project already running at full steam: Go with the flow, don't expect too much at once and when you've proven yourself you'll get your chance to make a real difference.

You will get criticism. And not everyone has a way with words so sometimes it may sound harsh. You can tell people that. In a normal way. Lets not get into a shouting match but talk about what's bothering us. Maybe just pm the person you have a problem with and handle it in private :)

Just my 2 cents.

Disclaimer: This post is in no way meant to hurt anyone's feelings, nor am i pointing fingers at anyone in particular. These views are mine alone.
So have a few drinks on me. cheers.
40  Organization and General Discussions / Newbie Information, Joining Requests and Recruitment / Re: Introduction on: 11 December 2006, 15:56:21
( Bard Judith: Dare i ask what you had wanted to do to him had you been there? :p )

What a waste, that was a fine robe

Looking up at the bard he smiles Too bad you weren't here, you..missed some excitement

He takes a robe and puts it on. After taking some of the snacks and beverages he sits on the edge of the table and looks around at the commotion
41  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: What planet are you from? on: 08 December 2006, 21:55:04
You Are From Pluto

You are a dark, mysterious soul, full of magic and the secrets of the universe.
You can get the scoop on anything, but you keep your own secrets locked in your heart.
You love change and you use it to your advantage, whether by choice or chance.
You don't like to compromise, to the point of being self-destructive with your stubborness.
Live life with love, and your deep powers will open the world to you.
42  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: Anyone know more about this? on: 08 December 2006, 17:43:57
and why can't it be a bit magical that this sword can bend so much (or that this whip is so sharp) :)
43  Santharian World Development / Places and Map Design / Re: Kreeswind on: 08 December 2006, 16:36:22
Right, i'm updating it now. The Kreeswind curse is a legend that i will also do in a while, as well as a tale of the cult that had houses here before. i uppped the population a bit to 300, but i do think that a guideline on city sizes should be done soon :) And i did see the Auturian trail, but it didn't seem like much of a route to me :) But you're right, everyone from Ravenport would use this trail.
Maybe i'll do a little story on that as well, put in some bandits in the mix :)
44  Santharian World Development / Places and Map Design / Kreeswind on: 07 December 2006, 21:24:25

First revision, Done

This small hamlet is situated in the western part of the Santharian province Manthria on the continent of Sarvonia. Looking out over the Gulf of Maraya and with the Auturian Woods behind it, it’s easily overlooked.
What makes Kreeswind special is the boats that are produced here: Some of the finest fishing boats on this side of the continent for shallow waters are crafted in Kreeswind . About 300 200 souls have their home built here.

Kreeswind has quite a reputation in this region. Unfortunately, it's not a good one. Built on a burnt down site of a strange cult and burdened by a curse, the village doesn't appeal to travellers. Staying here overnight is something only few people decide on, while most just want to keep moving. Half empty warehouses and ghostly white houses give this village a bit of a ghost town appearance. This area also has quite a few hermits and - so it is said - madmen.

The village is actually split in two by a stream. The north side is the “original” Kreeswind and contains a few wharves and some houses where the boating families live.
Originally a fishing village, the wharf’s purpose has changed. Instead of offloading fish it is now used to dock boats that are being built. Next to the wharves are the houses: White, relatively small and made of wood. The boat building is a family business so one house contains a whole family.
When the first five families came here, they found old worn down houses. They used that wood, complimented with what they bought in Ravenport.

There is a reason why Kreeswind switched from fishing to boat building: There are no more fish. Now this might seem odd. It is. In the month Jeystar in 1526 a.S. Over the course of two days all the fish left. It is part of the Kreeswind curse, where an elven female cursed the village. This event almost meant the end for the village. The Elves of Quetin felt obligated and helped the village by supplying some wood. This wood was then used to build a few ships.

The south side was added later when there was a need for trade goods storage. Warehouses nowadays stand neatly in line, with a row of stores and merchant houses a little ways off. It is obvious that this part was built with a purpose.
First there was trade with Ravenport and Saloh to sell the boats. Then the monastery of Malise islets and later an agreement was made with the Elves of Quetin.
The monastery supplies high quality Y'rom honey and the alchemical monks there are a source of knowledge about this region and guardians of a small shrine of Baveras, attracting a few clerics and monks.
One small merchant set up trade in Kies flower retrieved from the woods.
Since the Kies flower only grows in the forests surrounding the Gulf or maraya it's very expensive and is used for its vitamin rich fruits.
The occasional merchant coming from Ravenport and Saloh brought in more trade opportunities.

For merchants and travellers that had business in the area, there is a small inn called “The Lost Mate”. The innkeeper used to be a fisherman and on one of his voyages his ship got into a storm. In that storm he lost one of his shipmates. He vowed never to set foot on a ship again and started the inn. Containing only three rooms it has a real family type feel to it.

Although Kreeswind is one village on the map, there really isn’t much that binds the two parts together. There is very little contact between the two groups: Boaters and traders.
The boaters get lumber and necessary supplies from the traders and give them boats in return. That is the only real contact. The traders sell these boats, along with y’rom honey from the monastery, Kies flower and overseas supplies. It is suspected (but investigating that is discouraged) that some of the merchants deal in other things as well. Scows arriving at odd hours in the night and loads being carried into the warehouses under torchlight…and the next morning the goods are no longer there.

Kreeswind lies on the west coast of the Santharian province Manthria on the continent of Sarvonia.
It is located at the coast of the Gulf of Maraya, near the Malise Islets and has the Auturian Woods behind it. To the south you will find Ravenport and to the north is Rhenos castle, part of the legend of The Four Brothers.
There are rumours that Kreeswind is built upon an old town that was destroyed long ago. Apparently being the site of some sort of horrible cult, people didn’t want to come here.

Since not many people wander into this region without specific business, the people of Kreeswind are pretty much to themselves. Only the merchants are a bit more outgoing, but only enough to sell their goods.
There are many travellers using the Auturian trail of course, that’s good for business, but as soon as people hear about the curse however, they are in a hurry all of a sudden.

The 300 people living here can be split into a few groups. The majority of the people build boats or are employed in related industries like making ropes and sails and cutting trees.
Then there are the merchants selling goods traded with Quetin and the monastery of the Malise Islets.

The majority of Kreeswind  is human, and there is not much room for any other races. Since everyone is very much to himself, an outsider will not be greeted warmly.
Not that the people here are rude; just not interested.

In the area surrounding the village there is also a high concentration of hermits, with varying degrees of sanity.

The people of Kreeswind pretty much keep to themselves. They watch Lorehaven with great interest, seeing as it has a boating industry of its own. But then again, Kreeswind boats are made for a special purpose: Shallow water fishing.

Coat of Arms
Having only 300 people it doesn’t really have its own coat of arms. However, the most influential man in town does have one and slowly but surely this is starting to be adopted as the town’s own. It consists of a dark blue background depicting the sea, and a scow with reefed sails. Obviously this belongs to a merchant.

The summers are cooled from the breezes from the Gulf of Maraya, but are still reasonably warm. The winters are short and mild. Rain is very common here, since it rains more than half of the year. 

There is not real mythical reason why this village was founded here, since it is so young, but more a geological one: The stream provides fresh water, the sea provided fish, the forest provides trees and the countryside provides some other goods like Kies flower.

The flora here is very diverse.  On the one hand is the flora from the Auturian woods that, on the other hand the coastal flora, like y’rom.

The fauna here is mostly insects and any stray animals that come from the Auturian woods.

Trees from the forest, used for the boats
The Kies flower for trade
Y’rom honey from the monastery

When the first families arrived at the location where Kreeswind is founded, they found remnants of some old houses. It is said that a strange cult housed here, but where they went no one knows.
And then there is the curse. A young man and an Elven female fell in love. Neither Humans nor Elves approved. The young man was punished by his family. He died.
The Elven female cursed the town for taking away her loved one. From that day on there would be no more fishes near Kreeswind. It is said that the soul of the young man still wanders the village and every time he passes through a wall he makes it a bit whiter.

1501 a.S. : Founding by five fishing families
1516 a.S. : Ten families now live here, boat building is starting, since the old boats no longer suffice.
1524 a.S. : A merchant from Ravenport buys a boat. When he came to Kreeswind and saw the magnificent boats at the wharves he knew there would be a market for them. Especially for the shallow waters found around islands on the west coast like Malise and Songgrass.
1526 a.S. : The Kreeswind curse
1527 a.S. : The main focus of Kreeswind shifts from fishing to building boats
1531 a.S. : A small group of merchants settles here to take up trade with the monastery of Malise Islets
1550 a.S. : Trade with Quetin starts
1551 a.S. : 200 people now live in Kreeswind

45  Santharian World Development / The Santharian Bestiary / The Rimmilch cow (Domesticated) on: 07 December 2006, 19:14:47
The Rimmilch Cow (Domesticated)

I'm going to do 2 entries on this cow: One (this one) is about the domesticated variant, while the other will be the wild variant.

First revision (Done)

Basic Overview
The Rimmilch Cow is , together with i.e. the Baneg, a common sight in the United Kingdom of Santharia. Where the Baneg cow is known mostly for its meat and hide, the Rimmilch cow is primarily known for its milk (and the cheese produced with that). As the name already implies, the Rimmilch Cow dominates the areas around the Rimmerins ring, but also can be found as far as Tandalas up north, thus providing dairy products for large parts of Santharia. It is also especially liked for the excellent milch cheese.

The Rimmilch cow has a light brown fur that is very shortly trimmed. It feels very rough and you have to be careful when touching it, since rubbing it the wrong way will feel like your skin is peeled off. It has a slender body and the eyes are very dark, usually black. There have been reports of cows with brown eye colours, but that has not been confirmed.
The female is slightly bigger than the male, but the male has more muscles. The female stands at about 2 ped at the shoulder, while the male only reaches 1 1/2 ped. They both measure up to 3 ped long.

The head of the male cow contains small horns.

Special Abilities
The domesticated Rimmilch cow has evolved quite a bit from the wild Rimmilch cow; The domesticated cow has a bigger udder, therefor producing more milk.

On the contrary to the wild cow, the domesticated cow eats all year round, since it's used to the farmer providing the food.

By giving the cows different food, their milk changes in taste. This particular feat is used to produce different flavors of cheese.

It originates from the Rimmerins ring, but nowadays you will find it just about anywhere where you find humans. The cow shuns forested areas and only lives on wide plains where it can graze all day long.
Rimmilch cows live in herds and do nothing more than graze or lay in the sun. For every 10 females there is one male. This is the same proportion in which female and male calves born. There is no fighting over dominance, since each male gets his own females.
While the wild female cow only allows a bull she likes, the domesticated variant allows any bull that comes close.

Sometimes the male is used as a beast of burden, but other cows are much better at that.

A few researchers have observed herds in the wild, and the males did not fight there either. Its odour alone determines which females wanted to mate with it.
Every now and then you can find a herd of wild Rimmilch cows, but that herd will not contain more than 15 cows.

This cow can eat just about any kind of grass you give it. It has several stomachs that can digest even the toughest of grasses. Alth'ho grass is their favourite, but milk production does not increase noticeably.
In times of need it may also eat bushes. The Brisulivan bush is their favoured kind.
The cows have multiple stomachs, although we don't know why. We also don't know why you can see a cow chewing when it is not grazing

Mating season is early spring.
The gestation period is nine months. A newborn calf weighs approximately 7-8 hebs. They can live up to 25 years.

It's in their first two years that they will drink the milk of the mother. After that it doesn't need the milk anymore. In the wild the calfs only get fed in their first year.

During its lifetime it will try to stay with the herd it is in. All the cows of the same herd are like family. Males and females alike will help defend in times of danger.
There are no distinguishable families within a herd and every cow will help in feeding every calf, as every male will help defend every cow.
Since mating only occurs using scent (in the wild), there is no fighting between the males. For domesticated cows it seems the bulls just don't have the spirit. This means that all males are equal. There is an Alpha male, but his dominance is minimal.
It seems that cows know how many calves they can get. A herd will never grow beyond more than 15 cows per bull. For this reason sometimes more bulls are brought in or cows are eaten, so new calves will be born.

In a few old books it appears that some tribes thought of this cow as being dirty. They were therefor left alone.
The stories all are similar: The cow was eating the same grass it had first left its faeces on. This shocked the tribesmen so deeply that at first they kill the cow as being a beast of Coůr . (it must be said here that those tribes were particularly clean and washed themselves every day) After a while the tribesmen started studying the animal and found it was not evil, just very dirty.
In a different story it is even told that tribesmen from one particular tribe killed a man who was milking a cow. The tribesmen stormed towards the man when they saw him milking the cow. Touching the "dirty" animal was already offensive, but touching it there was also considered indecent behaviour. It is unknown what tribe that was or what happened to them.

Since the fur is very shortly trimmed there is no real use for it. The meat is eaten sometimes, but thatís not what the Rimmilch cow is known for. The milk is very good and itís used to produce some of the finest cheese in Santharia.

The milk of a cow that feeds a calf produces some of the finest Ung cheese, while cows that don't have a calf feeding off them provide the ingredient for Moden cheese.
The milk produced for a young calf (till their first year) tastes and looks a bit different than milk for an older calf (one to two years). This gives some nice variations in cheese flavor.
The "young" milk tastes sweeter and is a bit thinner, while the "older" milk is thicker and fatter.

Based on the food the cows get the taste also differs somewhat. Letting them graze  Rosemint makes a strangely tasting cheese, which nonetheless is well sought after.
It's also possible to add extra herbs to the milk itself. This tends to give a stronger taste compared to if the herb is eaten by the cow.
Even combinations are possible where the milk's flavor is changed in a subtle way by feeding the cows one herb, while mixing another with the milk.
Every few years a new flavor comes out where one of the base cheeses (which are delicious by themselves) is mixed with some herb or another.
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