Money - rambling thoughts

Discussion in 'Debates & Discussions' started by Dragon, Sep 10, 2020.

  1. Dragon

    Dragon Level 16 (Paladin) Exiles Beta Reader Citizen

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    Just to say, my point with the rowhouses was serious :)


    Those 32 are filled to capacity with 30 people living in each of them. I'd guess they are at least 200 m^2 considering 90 people could live in them. Uncomfortably yes, but they must at least have had sufficient space for people to lay down and sleep, as well as keep a few posessions around.

    Meanwhile a goodsized peasant home for a family with children in the middle ages was around 40 m^2. As a starter home a quarter or a fifth of a longhouse isn't bad at all.
     
  2. Dragon

    Dragon Level 16 (Paladin) Exiles Beta Reader Citizen

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    My logic tells me most people won't risk their lives in the Dungeon. Many of the villagers have a family to think of, children that need care or husbands/wives that don't want to live in fear that "Insert name" wont return because they lost a battle with a pack of wolves that might have earned the family a silver.

    Others will be quite satisfied living life safely, producing food or goods for consumption by those who do risk their lives in the Dungeon.

    Edit: I'd hazard a guess at 10-15% at the moment, though its likely to drop over time. Total number of adventurers should increase.
     
  3. Waterhobit

    Waterhobit Level 10 (Filcher) Citizen

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    Under normal circumstances, yes I think most villagers might never decide to enter the dungeon. Richter however chose the Adventure Specialization for his village.

    The Path of the Adventurer!
    Your people will follow your example and be driven to take chances and push their limits. The call of Adventure is not safe, but those who survive walking it will be the strongest version of themselves! Watch well, for though your people will surely change over the years to come, the shift may also occur in the blink of an eye!

    This specialization has now reached level 5, and will probably reach level 6 soon. I would venture a guess that 50-75% of the Mist Villagers will feel the "Call of Adventure"
     
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  4. Andrew Lynas

    Andrew Lynas Level 16 (Paladin) Exiles Beta Reader Citizen

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    Of nothing else this would likely increase the Villagers Combat Levels, certainly make it higher then other comparable sized Villages.
     
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  5. ShoughtLoud

    ShoughtLoud Level 15 (Guardian) Exiles Beta Reader Citizen

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    He also has massive pop growth bonuses.
     
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  6. Dragon

    Dragon Level 16 (Paladin) Exiles Beta Reader Citizen

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    I account for "Call of Adventure" when I say 10-15% will wander the adventurers path fulltime (no way a city like Law has 10-15% of its citizens risking their lives).

    I did forget a few things
    1)
    The military will use the Dungeon for training occasionally, so that's another 200 (i'm unsure of that number, could be completely off) people with the adventurer's mark, but they won't be using it as often. They have plenty of duties taking them elsewhere and skill/ expertise training is at least as important. Not to mention they need to learn to operate as warparties of 30-40 men (to start with), not independent squads of 5.

    Its also an open question whether they have the right to spoils of war/ dungeon loot, or it belongs to the state.

    2)
    The militia will likely include a number of adventurers. It might even be a legal requirement for active adventurers to serve in the militia during war. I'm not sure how much training or organisation the militia has.

    3)
    Sprites could be much more willing to enter the Dungeon. So far the sprites have been survivors and fighters, especially the forest sprites that live independently of each other and without settlements. They are also going through a passage of rapid change becoming a new race. As Sion has chosen to become an adventurer, they and their pixies are likely to follow.
     
  7. Captain BlackJack

    Captain BlackJack Level 14 (Defender) Exiles Citizen

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    1. 300 and growing he has one Pixie for every Sprite. He also has around another 100 troops of a mixed make up. All militaries are based on squads that integrate into larger units. I’m not sure what squads of Five have to do with this now. The dungeon is now unlimited in the amount of adventurers it can have. No doubt as they are working and being paid by Ricther everything else will go to the state. That’s not saying that they won’t be granted bonuses or shares of the spoils.

    2. With such a small state trying to survive everyone in it should be part of the Militia.

    3. I would think the Dwarves desire for anything that lusters would be a huge driving force for their entire race. Dwarves are also known not be fearful of a fight.
     
  8. Waterhobit

    Waterhobit Level 10 (Filcher) Citizen

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    I suppose if we are talking about full-time adventurers 10-15% is probably realistic.

    My 50-60% guess is regarding part-time adventurers, and by that I mean anyone who enters the dungeon at least once a week on average. I would think Randy and Mama will find a way to organize the village labor force that would allow any villager to schedule at least one day a week for dungeon diving regardless of their other commitments. Such a policy would result in a greater number of professionals, and a stronger, wealthier, and happier population.

    Don't forget that a regular group of five could enter the dungeon and clear a single room or area in just an hour or two.

    Don't forget the biomancers and aeromancers, and the soon-to-be-created aquamancers and dark-magi that will be highly desirable in dungeon parties, and will be trying to level to eventually earn their profession. Then there are miners and herbalists who will want to search the dungeon for resources.


    This is unrelated to the discussion of a percentage, but I think we can expect that there will soon be a fairly large number of Sprite adventurers taking up a semi-permanent residence in the MV. There will also almost-certainly be a decent number of adventurers who enter the Barrow of the Chaos Serpent through the Labyrinth, and decide to either join the MV or setup temporary residence there.
     
  9. Captain BlackJack

    Captain BlackJack Level 14 (Defender) Exiles Citizen

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    There is NO doubt that Sprites will continue to flow into the MV. Some will come in a great haste looking for their Pixie. Others will follow just to see if Pixies really do exist in the Land once again. Eventually Sprites will come in waves to see the Celestial Pixies and their Celestial tree. The MV should become their Meca in time. They would all want to see the, tree leveling, giving fruit, Pixie Queens bond, and the birth of more Celestial Pixies.

    Honestly, I don’t see the Sprites or Pixies having near the adventurers drive as any of the other races. In my eyes the Kinder, Dwarves, and humans would be way more likely to become adventurers due to their natures.
     
  10. Waterhobit

    Waterhobit Level 10 (Filcher) Citizen

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    I'm not going to disagree with this, but these races already have access to other dungeons. The Sprites of the HT do not. Even if they don't directly feel the call, given the HM's reaction, I can see her requesting volunteers to come pillage the dungeon in the name of the HT.
     
  11. Captain BlackJack

    Captain BlackJack Level 14 (Defender) Exiles Citizen

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    Don’t get me wrong. I meant only those locally that are affected by the MV bonuses.

    Everyone in the entire Land felt the call of the dungeon. Some would have even seen the light from it. I do agree that the Hearth Mother was very eager for her people to get access. She understands how obtaining the mark of the adventurer will help them become stronger. I think that the HM would offer all of those who serve in the defenses of the Hearth Tree a dungeon quest to earn more experience. She might even offer the weapons Ricther plans to provide her as a motive for them to take the dive.
     
  12. Dragon

    Dragon Level 16 (Paladin) Exiles Beta Reader Citizen

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    True. Combat levels are important. Skills and expertise are more important, with the exception of level 10/ 20 when professions are unlocked. Though to do so you need skillevel 45 so back to skills being really important.

    1) Five is an important number, because its the general size limit for a Dungeon party. There is a Dungeon mark evolution that allows it to be increased, which is highly coveted, but also rare. This means adventurers as a general rule will get really good at operating in small groups, instead of learning to operate as an army or a warparty would. They will likely also gain all sorts of bad habits that won't mesh well with military life.

    2) Some people - a lot of people actually - should never be allowed near a weapon. That's as true on earth as it is in the land. Its not necesarily a question of courage, some people are just naturally inept with weapons.

    In the land that would show as affinities so low that the skills cannot be learned. Gennerally you should at least have the skills to fight and the training/ discipline/ courage to hold in the face of an enemy assault. Otherwise, you would be a liability for your comrades rather than an asset.

    That said, every mentally and physically fit adult should be involved in the militia or the magical support units (healers, ?, ??). Older members and children could instead support the war effort indirectly.

    3) Dwarven greed changes with setting. In this universe they do not seem that greedy, not more than humans at least. They probably have the standard dwarven drive to progress their holds/ grow wealthy and the dwarven loyalty to each other that usually carries their incredibly unlucky race through disaster after disaster.

    Dwarves gennerally don't break in combat either even when they suffer high loses, which makes them very different from humans and most other races.

    Krom will be headed into the Dungeon. Some of the dwarves will follow, but I don't think there are really that many dwarves in the village.
     
  13. Dragon

    Dragon Level 16 (Paladin) Exiles Beta Reader Citizen

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    Very true. I could see HM being another driving force trying to create more sprite adventurers, not just for the HT but for the more general cause of sprites. They are deeply fragmented race, and so far it seems that the HT is a very organised and powerful faction by sprite standards. Other sprites live in small groups, tribes or on their own.

    I imagine they were slowly going the way of the pixies, dwindling a little with each generation.

    Which would be an even bigger reason to push for change. Wealth might not have much meaning to them, but power to stop the encroachments of humans, goblins, orcs, drows and other invaders would definitely entice them. They also have a great love of nature, that seems to be true for every sprite subrace.
     




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