Crafting, Gathering, and Coin

Money makes the world go around.  Even if the world actually goes around on the backs of twelve elephants pacing the shell of an unimaginably epic space-turtle, it is likely the turtle just wants a fair wage.  So too do adventurers, mercenaries, merchants, and even villains all seem to desire wealth.  This can be measured in many ways, from power, prestige, and title, to more material things.  It is with those material things - and the ways to obtain them - that this Chapter concerns itself.  

 In order to create most things in Hollow Dawn, a character with the appropriate skill must first Gather one of the six Resources (Bloom, Night Prizes, Harvest, Hide, Ingots, Rare Minerals) using one of the Gathering Skills and an appropriate Gathering Implement (Sickle for Bloom and Night Prizes, Skinning Knife for Hide and Harvest, Pick for Ingots and Rare Minerals), and then someone with the appropriate Crafting Skills (Tinker, Enchanter, Alchemist, Runeforger) will turn those Resources into specific things, using Plans.  This Crafting happens at a Crafting Station appropriate to the skill (Alchemists use an Alchemical Workshop, Tinkers use a Tinker’s Forge, Enchanters use a Planar Weir, and Runeforgers use a Runeforge).  Almost all Plans are open and known to anyone with the appropriate skills, although there may be some that are secret or lost (much of that will be Setting-dependent).  Enchanters also use and can gather Foundation Resources (Ruin, Energy, Thought, etc) which may be ingredients for more advanced Recipes.

Resources:  There are six main crafting Resources that players can obtain. Each of these make up the building blocks of most crafting that characters will do.

Bloom (A small bundle of herbs tied with yellow twine or ribbon): Usually found around settlements, these are basic herbs, fairly easily found if one knows where to look.  Obtained most often through the Gather skill using a Sickle.

Night Prizes (Small mushrooms, moss patches tied with blue yarn or ribbon): Growing in dark places such as the undersides of decaying trees, in small caves and crypts, or in the catacombs beneath old ruins, these collections of fungus and moss have been used for years for a variety of crafting projects.  Obtained most often through the Gather skill using a Sickle.  Night Prizes may occasionally have a card attached that can grant additional Night Prizes, or nasty surprises.

Harvest (Fangs, Teeth, Bones): Collected from only the strangest of beasts, these gruesome and often magical anatomical parts are often required for recipes. Obtained most often by Skinning monsters and other, darker creatures, using a Skinning Knife.  Gathering Harvest can sometimes have negative effects, such as disease, poisoning, and more.

Hide (A small scrap of cloth, or leather/faux fur about the size of a small pelt): Hide can be carved with skill off of an animal caught in a trap, or hunted from around the wilderness. Usually the byproduct of normal animals and beasts, Hide is obtained most often through the Skin skill while using a Skinning Knife.

Ingots (A rough metallic nugget): Most metal is scrounged from old ruins, panned from rivers, or perhaps chipped out of the living rock inside small pit mines.  Colloquially, all these sources are simply referred to as ‘Mines’ and are generally known to characters, since they do not move about.  Ingots are most often Gathered through the Prospect skill and use of a Pick.  Mines can have a number of dangers associated with them, but can also be very profitable.

Rare Minerals (Small bags of salts, powdered dyes, crystals): Collected from deposits around the countryside, skilled collectors can extract Rare Minerals from different areas such as sulfur springs, caverns, or other deposits. They can be obtained most often through the Prospect skill and use of a Pick.  Rare Minerals are often associated with more significant danger than other Resources.

Named Resources: The Resources above are not the only items that can be required for crafting.  Certain recipes may call for a “named” resource.  This might be something like “blood of a gorgon” or “fangs of a fledgling vampire” or even “the Staff of the Divine”.  Often, Named Resources will require investigation, danger, and a quest or task to obtain.

Coin: A simple slug of metal.  Although Coin is called different things in different settings (a drab, a bit, a penny, a copper, etc.) it is the default currency of the land and is generally accepted for most transactions.  A single Coin is enough to buy one meal, one good ale or one healing poultice.  Often there will be multiple denominations of Coin, including 5- or 10-Coin pieces.

Starting Resources/Coin: Often settings will have a number of ways to start a character with Resources or Coin.  These may include:

Gathering Skills: There are three Gathering Skills, described below.  These are ways that players can obtain different Resources from the world.  Each one functions a little differently and gives access to different Resources.  Please see the Skills Chapter for more information on purchasing these Skills and how each one works.

Gather Skill: Gather gives you the ability to collect bloom and night prizes from the wilderness.

Skin Skill: The Skin skill allows you to harvest animals and monsters for hide, body parts and blood.

Prospect: This skill allows a character to visit mines and rare mineral deposits and collect resources from each location, once per long rest.

Gathering Implements: In order to use any of the Gathering Skills, the character must have a corresponding Gathering Implement.  This character must have a prop to represent the Implement but it need not be combat legal (just safe to carry around). Characters can obtain these Implements either through starting with a Gathering Skill, or having a Tinker make one for them. The Gathering Implements are a Sickle for Gather, a Skinning Knife for Skin, and a Pick for Prospecting. Most implements can be used a certain number of times before they need to be resharpened (usually at a Tinker’s Forge).

Crafting Skills: Crafting in Hollow Dawn is a combination of four different crafting skills.  Each Craft has three skill ranks that can be trained, with the first rank making one an Apprentice, the second a Journeyman, and the last a Master craftsman.  Each Rank of crafting skill opens up new Plans that the crafter can make.  Some Plans may require multiple crafting skills working in conjunction. These can be from the same crafter or two crafters working together. Other Plans might take multiple characters of the same crafting skill to accomplish.

Alchemy: Alchemy is the art of taking natural resources (herbs, monster parts, etc) and combining them in certain ways to create elixirs and other consumables.  Health potions, mana potions, and alcohol are some of the most popular Alchemical Recipes.

Tinkering: Tinkers are engineers who work in the realm of the real and physical.  They are smiths and metalworkers, jewelers and armorers.  Armor patching kits, weapons, and locks are the Tinker’s bread and butter using different Tinker Schematics to do each task.

Enchanting: Enchanters reach through the ooze of the Primal Weir and draw out Foundation Resources, the building blocks of the multiverse. They can then imbue these Foundation Resources on items using different Enchanting Forumulae to create wondrous effects.

Runeforging:  Using the Primal Alphabet, the rune-alphabet which was supposedly used to describe the multiverse into existence, the Runeforgers can scribe magical scrolls or capture the power of the Foundation Resources to be burned onto equipment, tattoos, or even souls. Runeforgers keep libraries of various Runic Matrices which are the instructions that must be followed for their craft.

Crafting Stations: In order to use a crafting skill to make an item, the character will need to go to a relevant crafting station. Alchemists use a Hermatic Workshop, Tinkers use a Tinker’s Forge, Enchanters a Planar Weir, and Runeforgers a Runeforge.  At each crafting station, characters will find an in-game set of the public crafting plans that are common knowledge. In addition, each station will have the tools necessary to do the appropriate crafting.  This includes hammers, pestles, etc.  There will also be a box, called the Ash Box,  to deposit any spent resources that the players expend while crafting.  The box will be marked with the Black Key Sigil, meaning that it cannot be gotten into by players, and the Resources in there are not considered usable.

Crafting Information Cards:There are item identification cards provided at each crafting station where crafters may notate what they create and the properties of that item. It is entirely up to the crafter whether they wish to use the cards, but without an appropriate card, the item will only be usable by the crafter herself and cannot be handed off to others, including other crafters of the same type.

Crafting Books: For each crafting Skill, there is an in-game book of all known Plans. Characters are encouraged to carry around their own book as well.  In addition to the public Plans, it is possible to discover rare and hidden Plans.

Crafting an Item: In order to craft an item, the crafter should first look over the Plan. It will list all the important information: what Resources are needed, how many uses the Plans makes per batch, the expiration of the item (how long it lasts before it is no longer usable), the application of the item (how it is used), the crafting process, and a description of what is being made.

The crafter should then roleplay following the Plan using the items and methods described in the Plan. It is up to the crafter to follow the directions as clearly as they are able.

Crafting an Item: In order to craft an item, the crafter should first look over the Plan. It will list all the important information: what Resources are needed, how many uses the Plans makes per batch, the expiration of the item (how long it lasts before it is no longer usable), the application of the item (how it is used), the crafting process, and a description of what is being made.