Common Culture In Adel: Food
Posted: November 24, 2010 Filed under: Campaigns, Fluff/Inspiration, RPG, Spirits Of Eden Leave a comment »The Standard Adelian Diet
Staples: The staple crops of the Adelian diet are wild rices, amaranth, quinoa, legumes and soy. Adelians boil the grains to eat plain or in soup-like dishes, or pound the grains into flour for flatbread dough.
Milk: Milk serves many purposes for Adelians. It is a staple drink and it is used to make butter and cheese. The milk-giving animal, usually what Adelians call a Big-Horn (a kind of Auroch), is adored by the villagers and all such animals are never killed. They are consumed only when they die of age as part of a funeral ceremony.
Protein: Villages with good hunting or fishing traditions have sources of meat, but for the majority of villages soy and insects are the chief source of those proteins. Meat and fish is eaten for celebrations or ceremonies, or eschewed at all if it would be too hard or taxing to gain in place of insect collection or soy farming. Most Adelian children hunt for insects in their village field as both a snack, a child-like diversion and to protect crops from them.
Vegetation: Adelians consume a variety of herbs, fruits, nuts, and other vegetables to add color and nutritional value, but they are usually small parts or accompaniments to meals. These will vary by region, but all villages have at least some source of citrus or fruit juice, however minor, to prevent diseases and keep their health up.
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Common Culture in Adel: Economy
Posted: November 22, 2010 Filed under: Campaigns, Fluff/Inspiration, RPG, Spirits Of Eden 1 Comment »The use of money has gained a lot of traction since the early period of Adel’s history. While rural villages still operate mostly on the exchange of services, hard goods and valuable proxy currency, everyone has some coin on them nonetheless. Particularly so for villages that are close to trade routes and important towns and cities, and so become routine stops for merchants, holiday travelers and explorers. Villagers from such areas are even more likely to be versed in the use of coin. In towns and cities the exchange of coin for goods and services is the primary economic mode.
Copper Coins! Monsters Preview
Posted: November 18, 2010 Filed under: Campaigns, Copper Coins!, Other Systems, RPG, Spirits Of Eden Leave a comment »Like all RPGs, Copper Coins! has monsters. All Monsters and NPCs use some of the same stuff PCs do, but they have some unique stuff as well that your PC can’t have. Unless your GM lets you be a giant wasp or something. Monsters, like PCs, have an abridged block of stats. Copper Coins! is a game system, not a setting, so it does not have any fluff or ecological info about the monsters. That’s your job to add it. It treats them solely as pieces of a game that it can sort on its own terms.
Copper Coins! Preview 2
Posted: November 15, 2010 Filed under: Copper Coins!, News, Other Systems, RPG 1 Comment »This time around we’ll be taking a look at Talents. Talents use much the same format as spells but have a few key differences. With talents, you must buy each level in each separate talent separately – with spells, instead, you buy higher levels of the Spellcasting perk and this “unlocks” new features of each spell you have and of future spells. This is balanced by the fact that magic skills are expensive, the spellcasting perk is expensive, and spells themselves can become expensive to use (all those components flying around). We’ll take a look at another spell for comparison at the end.
Copper Coins! Preview 1
Posted: November 8, 2010 Filed under: Copper Coins!, Homebrew, News, RPG 4 Comments »Copper Coins! progress is steady. I’ve done like 10 pages of spells so far, all for the first level of spells (there’s five). I haven’t taken much of a crack yet at the GM section, as I want to finish the spells first. I also did some tinkering with other stuff, as I said on twitter. I changed how components are carried – in this game every piece of Gear you carry occupies a certain amount of gear points (usually 10 base + 1 from backpack + 1 from a pouch belt). It used to be that components didn’t occupy gear points. But now they do, because now components aren’t sold separately, but in kits, just like how a rogue buys a toolkit and uses it. This prevents the spellcasters from carrying around more “gear” than anyone else. It may sound dumb, but this is a pretty important consideration to me – how much stuff you’re going to carry into secluded environments (if you can carry the whole store with you it becomes too easy) where you won’t be re-stocking is an important strategic element.
Threats To Eden VI: The High Elves
Posted: November 6, 2010 Filed under: Fluff/Inspiration, RPG, Spirits Of Eden Leave a comment »Before the tumult that began life in Adel, the Elves had a culture developed over untold thousands of years, and the knowledge and power commensurate to such a state. They had conquered all the deprivations that nature would force upon them in the wild. Along with the humans at their side, the elves prospered into an egalitarian and scholarly culture, leveraging high magic to serve all pragmatic need. But that world is far, far gone. The Elves could not have foreseen that the magic they used was not free, and that its cost far outweighed even all the good works they had done. The Cataclysm left but a decimal of their glorious population, and with none of the culture and power they possessed. They had nothing in a new land that they saw as being worth nothing.
But slowly, they came to discover, to grow again. Unfortunately, they grew not into the kind culture they once were. The elves grew contemptuous, arrogant, xenophobic, and forced themselves to stand alone against a world and its cultures, to “save” their own.







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