Page 11 - Eberron -Rising from the Last War_Neat
P. 11

A MAGI A         L   W  O RLD                     COM M U N ICA I O N   A N D   S E C U R I T Y   SERVICES
                       C
                                                                         T
                                                              Service                        Cost
           The Five Nations were built on a magical foundation. To
           them, magic is a form of science, which can be studied   Arcane lock (House Kundarak)   20 gp
           and taught. Nevertheless, few people possess the skill   Courier service (House Orien)   1  sp per mile
           required to become a wizard or an artificer, and high­  Glyph of  warding (House Kundarak)   350 gp
           level magic remains rare. Resurrection and teleporta­  Illusory script (House Sivis)   15 gp
           tion aren't part of everyday life,. but citizens harness   Mail service (House Orien)   1  cp per mile
           lesser effects and use them for the common good.   Message station (House Sivis)   2 sp per word
             Artisans called magewrights provide much of this   Translation (House Sivis)    2 cp per word
           magic. Compared to a wizard or an artificer, a mage­
           wright's knowledge of magic is narrow: a locksmith   C  O  NV N  I E N  C E
                                                                    E
           might master the arcane lock and knock spells to
           supplement the use of physical tools; a magewright   In the cities of Khorvaire, magic provides a host of
           healer could cast lesser restoration and cure wounds in   minor conveniences. Everbright lanterns (described in
           addition to using healer's kits and the Medicine skill. A   chapter 5) light the streets. A chef heats a pot of stew
           magewright's casting is also slow and expensive: they   with a whispered incantation, while magic amplifies
           typically cast their spells as rituals. They are artisans,   a town crier's voice. The various effects produced by
           not adventurers, and the prosperity of the Five Nations   prestidigitation-heating, cooling, cleaning, and minor
           was built on their foundation.                    illusion-all enhance daily life in the cities.
             Game statistics are given for magewrights in chapter
                                                                      A
           6, including how much it costs them to cast a spell of 1st   ENTERT I N  M  E NT AND  FASHION
           level or higher. In chapter 2, prices are given for mage­  Theaters employ cantrips to amplify sound and focus
           wright services in the city of Sharn, but those prices can   lighting. Grander performances incorporate illusions,
           be used elsewhere in the world as well.           creating special effects to thrill audiences, and other
                                                             spells allow actors to perform amazing stunts. Dream
           D  R AGONMARKED DYNASTIE S
                                                             parlors focus on entirely illusory entertainment.
           Powerful dynastic guilds dominate and regulate the   Those with the inclination to display their wealth wear
           magical economy. The dragonmarked houses include   glamerweave, clothing imbued with illusion (presented
           barons of industry whose influence rivals that of mon­  in chapter 5). This can involve moving images, such as a
           archs. Their power derives from their dragonmarks:   cloak lined with glittering stars or a gown with a pattern
           magical sigils passed down through their bloodlines.   of flames; the wearer might even adjust the intensity of
           For example, HouseJorasco dominates the medical   these flames with a word. Expensive glamerweave can
           trade with its Mark of Healing, while only someone with   produce more elaborate effects, such as a gown that
           House Lyrandar's Mark of Storms can pilot an airship.   appears to be made of blooming flowers. Glamerweave
            Even independent businesses are typically licensed by   can also create abstract effects that slowly shift colors or
           a house and conform to the standards it sets. Not every   shimmer with a subtle glow.
           tavern is run by House Ghallanda, but the Ghallanda
           seal in the corner of an inn sign assures customers that   M  E D I C I N  E
           the establishment meets health and safety standards.   The dragonmarked HouseJorasco maintains houses of
            Chapter 1  contains more details about dragonmarks   healing across Khorvaire. The simplest service is the
           and the dragonmarked houses, along with rules for cre­  expert application of the Medicine skill. For those with
           ating dragonmarked characters.                   desperate need and gold to pay, mostJorasco outposts
           C  O  M  M  U  N  I C A TION                      can provide lesser restoration; the best healers can also
                                                            provide greater restoration. In the finestJorasco en­
           The Courier's Guild of House Orien operates a mail ser­  claves, it's even possible to raise the dead.
           vice, carrying messages and packages across Khorvaire   The Healing Services table summarizes typical prices
           by horse and the house's lightning rail. Sending a letter   for the services provided by HouseJorasco.
          by mail is inexpensive; sending a package or a message
          by way of a courier is more secure but more expensive.   H E A L I N G   SERVICES
            If security is particularly important, House Sivis can   Service     Cost
          protect written messages using magic, such as the illu­  M  i nor nonmagical care   3 sp per  use of the Medicine skill
          sory script spell, and House Kundarak can secure pack­
          ages with the glyph of warding spell.              Major nonmagical care   1 gp per day
            The gnomes of House Sivis also maintain a network   Cure wounds      25 gp per level of the spell
          of speaking stones (described in chapter 5) to facilitate   Lesser restoration   so gp
          instantaneous communication across long distances.   Remove curse      75 gp
          Short messages pass from one stone to another one   Greater restoration   1 5 0 gp
          within a network of message stations.              Raise dead          750 gp
            The Communication and Security Services table
          shows typical prices.



          WELC OME  TO  EB ERRON
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