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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
IO

