Archive for the ‘fluff/inspiration’ Category

Haven comic book

Monday, March 4th, 2013

Have I shared this? This is a tiny comic book I scrawled a couple of years ago right after I awoke from a weird, cinematic, sci-fi dream. It’s as close to the dream as possible: all the images are straight from the dream, as is, I think, the Mayor’s awesome dialogue on page 2. The dream featured voice-over narration, which I paraphrased as best I could in the narration boxes. As I drew more and more of the comic, and my memory grew more and more hazy, the paraphrasing gets more and more loose. And I forgot all of the events of the dream after page 2! Maybe I was interrupted by a visitor from Porlock.

I’ve used some pieces of this dream in my D&D world. The spiked towers of Setine are based on the walls of Haven. The spikes have also appeared as artillery in my home campaign. I also like the idea of rooks: mobile towers that float over a hostile, Night Land-like continent.

Sorry about the scan – I never bothered to ink it.

Transcript:

PAGE 1

[A busy dock.] Ships have always plied the sea, even when the roads were closed.

[Two men clasp hands. One has a mustache and sideburns, and the other has a beard and a trucker hat.] Food comes from the sea, trade comes from the sea, and bargains are struck on the piers.

[A few stragglers trail a levitating tower, topped by a glowing spike.] Some caravans and rooks travel the roads, but not many.

[A wall and spike-capped tower in the foreground; an ocean dotted with ships in the background.] Many people stay within the great walled cities by the coast – closed to the land but open to the sea. And the greatest of these cities is:

[Overhead shot of a giant city, ringed by an absurdly tall wall with spike-topped towers. In the center of the city, a single great tower opens like a flower.] …HAVEN

PAGE 2 [This is where I started to lose my way.]

[A mug shot of a smiling, mustached mayor.] Page 2 of “Haven” centers on the mayor of Haven.

[The mayor shaking hands with the trucker-hat guy.] He was seen on page 1, shaking hands with that guy with the hat.

[The mayor wheeling a crate.] He is a great mayor and always does manual labor at the docks and has a cheery word for everyone.
MAYOR: Hey Jonas!

[The mayor wincing in pain.] But he also has a sensitive stomach, and is never happy with the food his wife cooks him.

[The mayor railing at a woman with a bowl.] MAYOR: You know I don’t like fatty foods, they give me a stomach ache!

[The mayor continues to rail at the woman.] MAYOR: You know I can’t eat sugars, they make me grumpy!

What adventures lie in store for the mayor?

we can all use the same d&d history

Monday, February 25th, 2013

If you have players who memorize every D&D supplement but won’t read your ten pages of campaign background, try this: organize your game world’s history around D&D editions.

I’ve mentioned that you can use the game year to denote what edition you’re running. Thus, if you’re playing 4e, your game is set in the Fourth Age, and the year is, say, 413. If you decide you’d like to try a first-edition campaign, you could play in the year 113, in the First Age of the same campaign world. Here’s a sample D&D history that would work in a lot of campaigns. You can weave your own campaign events around this chassis.

PRIMORDIAL AGES:
This is the realm of prehistory, before adventurers delved, and before humans were the dominant species on the earth. Here you can slot in millennia of rule by gods, demons, aboleth, god-emperors, chainmail-clad armies of giants, elves who ruled from Avalon Hill, and what have you.

During this time is the fabled Golden Age – a time of great wealth and civilization, when platinum coins were minted and when all those +1 swords were forged. The people of the Golden Age guarded their treasures with the technological mechanisms so often found in dungeons: gas traps, teleporters, elevator rooms, etc.

ORIGINAL AGES: Also called The Old Age or the Zeroeth Age. If you play OD&D, you’re adventuring in this time setting. In this era, swamps are filled with dinosaurs, and deserts are filled with Mars creatures like tharks. The Original Age can be further subdivided into ten epochs, based on the OD&D and Basic supplements: the Age of Origins, Age of Greyhawk, Blackmoor, Eldritch Wizardry, Demigods, Basics, Experts, Companions, Masters, and Immortals, each with its own historical events based on the new rules introduced in that supplement. For instance:

  • The Age of Men and Magic was the time of great heroes like Mordenkainen and Robilar. Adventurers first delved in dungeons, and few survived.

    In my campaign: In the Age of Eldritch Wizardry, elven experimentation with psionics triggered a disaster that turned their home into a ruin-covered desert. Many elves still live in the ruins, where they fight a constant battle with ghouls (thus, elven immunity to ghoul paralysis and secret-door abilities).

  • In the Age of Greyhawk, the first thieves guilds flourished, and many new magic items came to light. High-level spells were first researched.
  • In the Age of Blackmoor, the forces of good fought the Egg of Coot. The first monasteries and assassins guilds appeared.
  • In the Age of Eldritch Wizardry, psionics were discovered, and many artifacts were created.
  • So it goes, through OD&D and BECMI, until the Age of Immortals, when lich-kings ascended to godhood, leaving a ruined world in their wake.

    FIRST AGE: You adventure in this age if you’re playing 1e AD&D.
    In the First Age, orc tribes established their own lands, and half-orcs became more common. Bardic colleges were established. Gnomes immigrated, bringing illusion magic with them. Humans first explored the underdark and met the drow, planar travel was perfected, and the Tomb of Horrors was built.

    SECOND AGE: The epoch of second-edition rules.
    City-states became great empires. New lands were discovered and carved up into nations. By the end of the age, many of the empires had become decadent, and were plagued with financial problems.

    In the Age of the Masters, badass dudes flew dragons!

    THIRD AGE: 3e, and, midway through the age, 3.5.
    In the third age, wizards took control of the crumbling empires. Prestigious warrior, religious, and wizard organizations became more important than nations. There was a proliferation of martial skill training traditions. Magic item shops were first established. In this age, the first warlock pacts were made.

    FOURTH AGE: 4e and Pathfinder.
    The great nations of the Second Age finally fell. Nothing was left but small communities, points of light against the darkness. Many ancient traditions were lost, including the old ways of magic first taught by Vecna. New traditions arose. Magical paths were discovered to the Feywild and the Shadowfell. In the chaos, there were many emigrations: tieflings and dragonborn arrived from faraway islands and deserts, and many civilized folk, seeking to preserve their old traditions, set sail on ships to a new continent. They called themselves the Pathfinder Society.

    FIFTH AGE: It’s currently the beginning of the fifth age and we don’t know how it will turn out. So far, it seems to be a time where democracies flourish: for the first time, city-states are beginning to determine their laws by vote. Like all ages, it will probably be a time that mixes great advances with tragic errors.

    And that’s as far as you can play, unless you get these RPGs:

    DRAGON AGE: Some future century will be called Dragon Age, and, according to the game’s subtitle, it will be a time of Dark Fantasy.

    THIRTEENTH AGE: Prophecy has it that the last age before the end of the world will be the Thirteenth Age. In that time, the Thirteen Icons will wage a final war for the fate of the world. (I hope that official D&D won’t get to 13th Edition for quite some time, so I’ll give this one to Tweet, Heinsoo, and company.)

  • why you don’t want to learn 10th level spells

    Monday, February 11th, 2013

    One of the coolest spells implemented in a video game was Armageddon, in Ultima 6. The description: “Once it is cast, it destroys all life on the world, with exception of the spellcaster, leaving only a barren wasteland behind, devoid of any life.” If you cast it, every creature in the world would, indeed, die. You could wander around and pick up all the treasure you wanted. Obviously, at this point, the game was unwinnable and, indeed, pointless.*

    I suspect that the spell was in there as a sort of nuclear-holocaust cautionary fable. But such fables have a place in post-apocalyptic games like D&D. Something happened to all those dungeon-building civilizations. Maybe they cast Armageddon.

    D&D’s 9 spell levels have always called out to be rounded up to an even 10. The problem is, with wish a 9th-level spell, what is there left to wish for? Let’s slot Armageddon, and other big, dangerous, world-altering spells in here: spells that fuse the Prime Material with another plane of your choice, spells that sink continents, spells of apotheosis, spells that scry on Cthulhu, scrolls of genocide.

    Extrapolating from the wizard spell chart, you’d get access to 10th level spells at level 19 (pretty close to the level cap in some editions). In D&D campaign worlds, there are no existing 10th level spells to learn: they’ve been expunged from every ancient library. (If any hints of their existence exist, they are in incomplete and obscure form, like the scientific learning in A Canticle for Leibowitz.) Generally, a civilization can’t research such powerful spells until they have a greater academic understanding of magic than exists in standard D&D campaigns. Peaceful golden ages lead to such academic advancements. Academic advancements lead to 10th level spells. 10th level spells lead to Armageddon.

    Given that this cycle has probably happened multiple times in the campaign world’s history, there’s probably a conservative, anti-intellectual secret cult that seeks to save the world by spreading chaos, toppling golden ages, and assassinating saints and sages, and they’re right about everything.

    * Ultima 6 also has a big in-game library, in the Lycaeum. If someone develops an eyeglasses mod, we can re-create episode 8 of the Twilight Zone.

    A year between levels

    Monday, February 4th, 2013

    Last week I suggested that in-game time match real time. If your D&D campaign lasts a real year, your characters grow one year older. You could also try the opposite approach: Leveling up always takes a year.

    This is good for the type of game where earning a level is a real achievement. As part of the leveling-up process, the players describe how they spent their year. Have them describe exactly how they got their level-up perks: where did they learn their feats and spells? Did the PCs travel the world, or work as guards? The Pendragon RPG incorporates this idea into its “winter phase”, and you could certainly use some Pendragon-inspired charts to find out what happened to your family, friends and lands over the course of the year. This would also be a good time to roll on the investments and business charts from Lamentations of the Flame Princess or the ACKS domain charts. In general, the intersession can be a celebration of the role of logistics in D&D.

    The DM can advance the gameworld’s story between levels. At this pace, this type of campaign is much more likely to experience wars, royal succession, and other big events. Furthermore, characters can build castles, found guilds, start families, and otherwise impose their wills upon the world. In a high-speed game, where you go from level 1 to 20 in a month, you don’t have time for such things.

    In such a game, your character actually ages significantly. Over the course of 20 levels, a 20-year old youth becomes a 40-year-old veteran. Racial age categories are not meaningless fluff. If you decide to start the game as an aged human wizard, magical aging and elixirs of youth might actually be relevant for once.

    Last minute Christmas gift: the Random Dungeons kickstarter book!

    Tuesday, December 11th, 2012

    If you’d like the real-book version of every printable reward from my Random Dungeon kickstarter, you can get Random Dungeons, a 180-page book containing every reward made for every backing level, for $19.95. Until December 14, you can use the coupon code FELICITAS to get 20% off the price (for a price of around $16) and it should arrive before Christmas if you order, like, today.

    It contains

  • the art from the Random Dungeon and Random Monster posters
  • the sticker art by Rich Burlew and other artists
  • the final Dungeon Robber rules
  • Paul’s DM Notebook, a 64-page book on its own
  • the All-Star DM notebook, containing new adventures and game tools by Mike Mornard, Mike Shea, Tavis Allison, James Maliszewski, Jared von Hindman, and myself.

    My adventure is none other than the dungeon crawl that we’re doing in the Mearls sidebar. Watch out for spoilers!

    Buy it here!

  • just try to do business with the elves

    Thursday, December 6th, 2012

    If you don’t have any D&D-themed winter-holiday cards yet, time is running out! Get Laura’s card set, which includes these elven-holiday-celebrating elves.

    On the subject of elven holidays, here’s a chart you can roll on when you need to get the elves to trade with you, or join your fellowship, or honor their promise to send you troops.

    Roll d4:
    1-2: The elves are celebrating an important elven holiday today. Come back tomorrow.
    3: The elves are preparing for an important elven holiday tomorrow. Come back the day after tomorrow.
    4: The elves are so ready for business right now. What’s this about? Let’s do this!

    a history of 50 years of misrule

    Friday, November 2nd, 2012


    My principal authority for the history of Costaguana is, of course, my venerated friend, the late Don Jose Avellanos, Minister to the Courts of England and Spain, etc., etc., in his impartial and eloquent “History of Fifty Years of Misrule.” That work was never published–the reader will discover why–and I am in fact the only person in the world possessed of its contents. I have mastered them in not a few hours of earnest meditation, and I hope that my accuracy will be trusted.
    –Nostromo, by Joseph Conrad

    Joseph Conrad’s fictional book “History of Fifty Years of Misrule” is an example of one of the best quest Macguffins ever.

    People sometimes underrate the Macguffin (a quest object that the fiction or RPG characters care about more than the viewers or players). A good macguffin does more than act as bait for heroes: it can also generate adversaries.

    For instance, a James-Bond-type Macguffin, like the code to a satellite-mounted laser, suggests the types of people who would want it: various governments and terrorist groups. A fantasy macguffin that confers mystic power, like the One Ring, suggests various evil overlords who would like to wield it, misguided people who would like to use it for good, and stalwart folk who wish to destroy it.

    Consider the idea of a book called “History of Fifty Years of Misrule”, a memoir written by an honorable, disillusioned politician during a period of petty wars and tragically wasted opportunities. It might contain

    stories of political outrage; friends, relatives, ruined, imprisoned, killed in the battles of senseless civil wars, barbarously executed in ferocious proscriptions, as though the government of the country had been a struggle of lust between bands of absurd devils let loose upon the land with sabres and uniforms and grandiloquent phrases.

    It’s part of the fruitful “scandalous memoir Macguffin” tradition which I often associate with P. G. Wodehouse (although this one is a lot darker). Like any good Macguffin, this one suggests its own adversaries: throw the manuscript in the PCs’ lap, and they’ll inevitably clash with members of the following groups:

    its targets, the greedy, treasonous, or stupid people who don’t want its secrets revealed;

    its targets’ enemies, who want them punished. Some are motivated by justice, and some by ambition.

    scoundrels who want the document, to use as blackmail, or to publish in the name of widespread chaos.

    the author’s friends and relatives, who want it suppressed: if it’s published, the author and his family will accumulate many enemies.

    If the PCs end up with such a book, they’ll be the targets of a lot of schemes. The easiest thing they can do is to destroy it right away. Don’t make that an easy decision, though. The book might be worth a lot of money to a crime boss. The book might clear the name of a banished paladin whose daughter is asking the PCs for help. Furthermore, the book may hint that the Sword that Defends the Kingdom might not have been destroyed after all, but might be hidden in the treasure vaults of one of a cabal of corrupt nobles.

    The strength of the memoir as a plot device, I think, is that it allows the PCs to predict who’s going to come after them. You don’t need to take pains to introduce the above factions. The PCs can ask questions: “Whose reputation would be damaged by the book? Who would pay for this information?” It allows the PCs a lot of freedom in writing their own plot in a sort of political sandbox adventure. Are the PCs going to right wrongs and punish evildoers? Play villains against each other and milk them all for cash? If the PCs are proactive, the plot is up to them. On the other hand, if they lag, there’s plenty of people chasing them to keep things moving.

    Here’s a fun trick: if PCs read the book, describe its contents based on the alignment of the PC. To a lawful good character, it is a depressing work describing the kingdom’s squandered chances. To a lawful evil character, describe it as a fascinating collection of blackmail fodder. To a chaotic neutral character, say it’s a hilarious political farce, especially funny because it’s all true.

    “History of Fifty Years of Misrule” didn’t get the star treatment in Nostromo, because that novel already had another Macguffin: a shipment of silver from a contested mine. That’s also a good plot-driver: I might post about that one later.

    tenth-level cleric spells from The Faerie Queene

    Friday, September 21st, 2012

    I’ve already plugged Spenser’s amazing 16th-century D&D poem The Faerie Queene.

    It’s a pretty decent campaign setting. It already includes most of the D&D races: humans, of course; elves (the main character of book 1 is an elf knight); and dwarves (the dwarves are of the “let the dwarf mount the battlement and give signal on his trumpet!” variety, but you can fudge it). No halflings, sadly.

    It also features the four big character classes: fighters and knights and paladins of all kind; a “guilefull great Enchaunter” with “magick bookes and artes”; “a stout and sturdy thiefe”; and clerics.

    Here’s a description of Fidelia, the highest-level cleric in the setting:

    And that her sacred Booke, with blood ywrit,
    That none could read, except she did them teach,
    She unto him disclosed every whit,
    And heavenly documents thereout did preach,
    That weaker wit of man could never reach,
    Of God, of grace, of justice, of free will,
    That wonder was to heare her goodly speach:
    For she was able with her words to kill,
    And raise againe to life the hart that she did thrill.

    And when she list poure out her larger spright,
    She would commaund the hastie Sunne to stay,
    Or backward turne his course from heavens hight;
    Sometimes great hostes of men she could dismay;
    Dry-shod to passe she parts the flouds in tway;
    And eke huge mountaines from their native seat
    She would commaund, themselves to beare away,
    And throw in raging sea with roaring threat.
    Almightie God her gave such powre, and puissaunce great.

    So what do we have here?

    First of all, clerics use spellbooks in this setting, and although Fidelia is Good, her spellbook is written in blood. Bad Ass.

    “She was able with her words to kill / And raise againe to life”. She can case Raise Dead, and its reverse Finger of Death.

    “Dry-shod to passe she parts the flouds in tway”: This spell is called Control Water, according to the third-edition d20srd.org.

    “Sometimes great hostes of men she could dismay;” Fear? Cause Fear? Some sort of epic-level version, like Mass Cause Fear? Note the “sometimes”; clearly the spell has a saving throw.

    “She would commaund the hastie Sunne to stay, Or backward turne his course from heavens hight;” Now we’re talking. Either she can stop and even reverse time, or she can command the sun itself. Either way, that sounds more powerful than the most powerful 9th-level spell (Time Stop only lasts 1d4+1 rounds, not long enough to notice an effect on the sun). We’ll call this a 10th level spell.

    “And eke huge mountaines from their native seat She would commaund, themselves to beare away, And throw in raging sea with roaring threat.” This is a super-epic version of the 6th level spell Move Earth (which is much weaker: it has a maximum area of 750 feet on a side, and notes that “in no event can rock formations be collapsed or moved”). Since this spell can throw huge mountains around, it is clearly also a 10th-level spell.

    There’s a slight possibility that Spenser meant this section as a religious allegory (“faith can move mountains”, etc) and not specifically as D&D spell list for an epic cleric. In my opinion, though, it’s both!

    5 Metal Scenes From The Faerie Queene

    Friday, September 14th, 2012

    A while ago, my wife’s English PhD friends decided to run a D&D game based on Spencer’s The Faerie Queene, an Elizabethan epic poem that I’d never read.

    I’m game for any D&D going, so I agreed to play. I didn’t want to be behind everyone else on understanding the setting, so I read the first book.

    I’d heard that The Faerie Queene is long: it’s one of the longest poems ever. And it was written in the 1500s, AND Spenser was being deliberately archaic, so it’s sometimes hard to read.

    Those are some of the reasons I never read it. Now here are some reasons you should read it: It’s super metal. You could use it to illustrate an entire 1980’s worth of heavy metal album covers. And it’s super D&D. It reads a little like Spenser was putting the adventures of his 1590’s D&D game into pentameter and dedicating it to Queen Elizabeth.

    Here are 5 metal scenes you could steal for your D&D game. I’ve only pillaged Book 1.

    The youthfull knight could not for ought be staide,
    But forth unto the darksome hole he went,
    And looked in: his glistring armor made
    A litle glooming light, much like a shade,
    By which he saw the ugly monster plaine,
    Halfe like a serpent horribly displaide,
    But th’other halfe did womans shape retaine,
    Most lothsom, filthie, foule, and full of vile disdaine.
    And as she lay upon the durtie ground,
    Her huge long taile her den all overspred,
    Yet was in knots and many boughtes upwound,
    Pointed with mortall sting. Of her there bred
    A thousand yong ones, which she dayly fed,
    Sucking upon her poisnous dugs, each one
    Of sundry shapes, yet all ill favored:
    Soone as that uncouth light upon them shone,
    Into her mouth they crept, and suddain all were gone.

    This is maybe too metal for D&D! Not every group is ready for all the horrible little monsters drinking poison from the snake-woman’s breasts, and then the monsters scuttle into her mouth.

    And next to him malicious Envie rode,
    Upon a ravenous wolfe, and still did chaw
    Betweene his cankred teeth a venemous tode,
    That all the poison ran about his chaw;

    All in a kirtle of discolourd say
    He clothed was, ypainted full of eyes;
    And in his bosome secretly there lay
    An hatefull Snake, the which his taile uptyes
    In many folds, and mortall sting implyes.
    Still as he rode, he gnasht his teeth, to see
    Those heapes of gold with griple Covetyse;
    And grudged at the great felicitie
    Of proud Lucifera, and his owne companie.

    Each of the seven deadly sins are warlords in the army of Spencer’s Big Bad Evil Guy. My favorite is Envy. He rides a wolf, and chews a poison toad! Like most of the poem, it’s all transparent allegory, but if it’s read literally, it’s awesome.

    The most metal detail? The BBEG that the seven evil warlords serve is named Lucifera.

    Then tooke that Squire an horne of bugle small.
    Which hong adowne his side in twisted gold
    And tassels gay. Wyde wonders over all
    Of that same hornes great vertues weren told,
    Which had approved bene in uses manifold.
    Was never wight that heard that shrilling sownd,
    But trembling feare did feel in every vaine;
    Three miles it might be easie heard around,
    And Ecchoes three answerd it selfe againe:
    No false enchauntment, nor deceiptfull traine,
    Might once abide the terror of that blast,
    But presently was voide and wholly vaine:
    No gate so strong, no locke so firme and fast,
    But with that percing noise flew open quite, or brast.

    This is a pretty good magic item! When it’s blown, this horn has the following effects:
    1) Cause Fear
    2) Dispel Magic
    3) Knock

    Plus it has a range of three miles!

    But ere he could his armour on him dight,
    Or get his shield, his monstrous enimy
    With sturdie steps came stalking in his sight,
    An hideous Geant, horrible and hye,
    That with his tallnesse seemd to threat the skye,
    The ground eke groned under him for dreed;
    His living like saw never living eye,
    Ne durst behold: his stature did exceed
    The hight of three the tallest sonnes of mortall seed.

    …his stalking steps are stayde
    Upon a snaggy Oke, which he had torne
    Out of his mothers bowelles, and it made
    His mortall mace, wherewith his foeman he dismayde.

    …The Geaunt strooke so maynly mercilesse,
    That could have overthrowne a stony towre,
    And were not heavenly grace, that did him blesse,
    He had beene pouldred all, as thin as flowre:
    But he was wary of that deadly stowre,
    And lightly lept from underneath the blow:
    Yet so exceeding was the villeins powre,
    That with the wind it did him overthrow,
    And all his sences stound, that still he lay full low.

    I love this fight against a giant. The giant is, like, 18 feet tall. That’s a serious giant: the same size as a cloud giant, according to the SRD. I like that he tore up an oak to be “his mortall mace”.

    The giant strikes hard enough that, if he’d hit, he would have beat his opponent as thin as flour. That matches my group’s gory descriptions of critical overkills, which frequently turn goblins into thin red pastes or red mists, and makes me think that Spenser would fit in at my game table.

    Finally: The giant’s attack knocks ther hero prone, and stuns him, ON A MISS? Killer DM!

    There all within full rich arrayd he found,
    With royall arras and resplendent gold.
    And did with store of every thing abound,
    That greatest Princes presence might behold.
    But all the floore (too filthy to be told)
    With bloud of guiltlesse babes, and innocents trew,
    Which there were slaine, as sheepe out of the fold,
    Defiled was, that dreadfull was to vew,
    And sacred ashes over it was strowed new.

    This is a great description of an evil castle. It’s a super civilized palace, all decorated with gold and art and beautiful tapestries, but the floors are just swimming with blood and gore, all the time. This is a really creepy location.

    Buy Paul’s DM Notebook. Here are some free pages!

    Friday, September 7th, 2012

    For my kickstarter, I put together a 64-page, edition-neutral book of adventures, rules, idea germs, settings, races, and high-level options from my home campaign. I’ve turned it into a lulu book, which you can buy for $9.95.

    I’ve featured a couple of pages from this book before. Here’s a page from the book:
    Rules for picaresque games

    And here’s another excerpt I haven’t shown before:

    THE FAIRY LAND’S DECAYING TREASURES

    The feywild is a land of hyper-adventure, and you should be able to describe fairy-tale treasures, like trees that grow rubies as fruit, a beach covered with emeralds, or a coach carved from a single diamond. Problem is, for some crazy reason, DMs never want the PCs to get their hands on so much cash all at once.
    Forget that impulse. You can’t be stingy in the realms of wonder. ALWAYS GIVE OUT TEN TIMES THE USUAL TREASURE IN THE FEYWILD.

    Feywild gems and jewels are different from natural-world treasure. When you return home with your basket of fey riches, you may find that your pearls have turned to eggs, sapphires to cupfuls of water, diamonds to ice, rubies to rose petals, and emeralds to leaves. If you’re lucky, you may find a scattering of real gems in the bottom of your basket.

    When any piece of Feywild riches is first exposed to the natural world’s sun, or touched to iron, roll a d10. On a 10, the treasure keeps its form. Otherwise, it turns to some natural, worthless object. Roll individually for each major object; for collections, assume 10% of the items survived. Once a fey treasure has survived once, it is forever a permanent, real treasure.

    Magic items are immune to this effect. But you could consider giving fairie-made weapons and armor a higher enhancement bonus that’s only active in the Feywild. Once exposed to natural-world sunlight, +2 fey weapons become +1 sunrusted weapons.

    In fairyland, there is no way to distinguish the “real” from the “false” treasure. The fey realm is made up of so much fantasy and glamor that the distinction is considered meaningless. Many fey treasures are enchanted by fairy craftsmen who think that flowers and leaves are as good origins for beautiful gems as dirty dwarven mines. Therefore, raw materials, like gold and gems, are more common and less valuable in the Feywild. Treasures are valued for the skill and beauty with which they are carved or engraved. Coins are rare: jewelry and luxury items are more often exchanged.

    The nature of a precious item’s creator can often be determined by the ingredients used to make it: a good fey creature might create gold coins from dandelions, and an evil one might use living poisonous beetles.
    Because the feywild is so rich, its rare money transactions are conducted at prices inflated by 10x. The most common forms of fairy currency, though, are favors and promises.

    For Fourth Edition players, here’s a ritual that lets the PCs create fabulous fey treasures:

    RITUAL: FEY CREATION
    Level 5.
    The caster makes an arcana check: a result of 15 means that the caster can create nonmagical gems, jewelry, or precious metal objects of up to 10 GP in value. For every 5 points by which the caster’s check exceeds the DC, multiply the maximum GP value by 10. Thus, an arcana check of 35 means that the
    caster can create up to 100,000 GP in value.

    The ingredients for the ritual include natural objects to represent each item to be created (a bushel of pebbles to become silver pieces, a giant fey buttercup to become a golden goblet).

    Special materials, like mithral, cannot be created with this spell. Items created with this spell cannot be turned into magic items. The casting cost for the ritual is arcane ingredients worth 1/10 of the value of the items to be created. This ritual may only be cast in the feywild.