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Dnd forgotten realms selling products11/28/2023 There may exist shops in the largest city with a selection of common and uncommon magic items for sale like there will be shops where you can buy jewelry. There will be specialized agents who arrange for buyers and sellers to meet along with the occasional auctions to a select group of buyers who are known to be wealthy. It will be done as a luxury trade similar to other high end items were sold throughout history. I disagree that character will not be able to buy and sell magic items. This makes it plausible for organization like the Red Wizards of Thay to engage in the creation of magic items for power and profit. Each character canĬontribute 25 gp worth of effort for each day spent Participates in the entire crafting process. Each character canĬontribute spells, spell and components, as long as everyone If each of them meets the level prerequisite. Multiple characters can combine their efforts to create a magic item On page 129 we have this rule for crafting magic items. That for organizations it definitely within their means to produce magic item. I concur with Joshua in that for an individual making magic items is more expensive in terms of time and resource than previous editions. A small group of adventurers is probably far below their notice as possible customers unless they can generate interest with something to offer Thay that can rival what the Lords Alliance or Zhentarim might. Thayvian society is basically an oppressive mageocracy and the Thayvians themselves should be looking to trade rare magic items for large sums of money, rare luxuries, treaties, land, and most of all influence. Treat the Red Wizards as a necessary evil that the factions allow to a degree because they desire the power and utility of the objects they can provide PCs may be rewarded or loaned these items when they rise in the ranks of the factions and/or be able to try to sell these to factions. Naturally the five factions (and antagonistic NPC factions like the Cult of the Dragon) want these powerful objects to help further their goals. As a result of the events of this adventure the Thay have essentially been displaced from their lands an while they still have enclaves around the world, their powerbase has been severely diminished.ĥe's reduced magic item economy makes magic items out of the reach of individuals (usually), but they remain in the reach of organizationsĪs you state (and as I have interpreted from everything WOTC has said so far) you can't just buy and sell magic items in a shop, but they are still usable, desirable items. In it, there were a fair bit of magic items, but everything hinged around a location of immense power, the doom vault which also served as sort of a magical creature menagerie and no wider look at teh Thay was given. Ghosts of Dragonspear Castle kicked off the Sundering event which is a reboot of the Forgotten Realms lore and the Red Wizards were the antagonists in the Dead in Thay adventure which operated on the Playtest rules and not the official rules released later. Two sundering related adventures happened between 4e's official end of publication and the release of the PHB. Officially the only events in 5e's storyline with the Thay have involved some necromantic debacles.
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