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Economics of Monsters



     Analysis of monster listings was a hobby for a while, until the Eternal Lord hired me .  I was surprised to notice how many creatures have environmental and/or behavioral comments in their description.  The categories I found in the literature, are listed here with a few notes.    The only contribution I can make at this time is about the economics of some monsters. As the Eternal Lord has instructed I set down this crude overview for the training of new Dragon Keepers.

Humanoid Races:


Hired off the Job table, or gathered with New Followers

Intelligent Monsters:


IQ 6-24, May be wizards, and/or gathered with Monster Followers

Magical Creatures:


Earth, air, fire, water, apep, zombie, skeleton

Riding Animals:


"Going price" (STx10 + DX2 + Max3)x1 for IQ5, x5 for IQ6, or x10 for IQ7

Beasts:


May be trained. Dragonet egg $1,500.

Trained Animals:


"Going price" + $100, per week training by animal handler

Giant Insects:


And other crawlies, note that snakes appear here

Water Creatures:


I imagine some of these are trainable

Nuisance Creatures:


Two types, either weak or clumsy

     The first point of interest is that the only category that is actually called monsters is also the only category that is smart enough, besides Humanoids, to enchant magic items.  I wonder if there is any connection.  Of course all the humanoid races can own and operate a wizard's lab. But they all answer to the Guild.
     The second point of interest is that only humanoid races hold jobs, and by extension pay Guild dues.  As tempting as it may be, no one hires a Demon, or a Troll, as a police recruit, or a Dragon as a mercenary.  It could almost be said that by definition a monster is an intelligent creature that can't hold a job.
     The third and final point of interest are the beings that show up as material components.  A surprising number of items require dragon's dung.  This became such a difficult component to get, before I was hired, that one Handler started drugging sheep with reptile poison and leaving them for the dragon.  Not enough to kill the dragon outright, but enough to make it sleep the next day or two. This way he could collect dung unbreathed on.  Listed here are the potions and item that require dragons.



Gun powder:


Requires 20 grams dragon's dung.

Universal solvent:


Requires 50 grams dragon's dung.

Pyrotic ability:


Requires 100 grams dragon's dung.

Iron flesh:


Requires 1/20th 14-Hex dragon skin.

    The average produces 16 grams of dung a day, per point of ST the dragon has. So a 1-Hex dragon produces 192 grams a day, where a 14-hex dragon produces 1.6 kilograms a day. But this is just the average. Dragons are very irregular eaters. They will go long periods without, and then one week fly about eating all the livestock and fish (all dragons are amphibian.) A Dragon will go without eating for up to a week for each hex they have. So a 1-Hex dragon eats every other week, but a 14-Hex dragon can get by with eating only every 15th week. Here is a table.

1-Hex Dragon:

2nd week

2.688 kg dung

2-Hex Dragon:

3rd week

5.376 kg dung

4-Hex Dragon:

5th week

16.800 kg dung

7-Hex Dragon:

8th week

53.760 kg dung

14-Hex Dragon:

15th week

156.800 kg dung

    There is not such a great variety in the size of Dragon Fewments, being only 500g to 1kg per pile, from the smallest to largest. The infrequency of a dragon eating, and the requirement that their dung be relatively fresh (2-3 days old) makes collecting the ingredient in the wild problematic. Add to that the great intelligence of dragons and their hatred of guns and the task becomes nigh impossible. After 3 days the dung will be completely dried out and only weight 10% of it's original mass.

Some other facts about dragons.

Eggs incubate in the mother for 3 months.

2-10 eggs per clutch depending on breed. Some lay 4-10, others only 2-6, it varies a good deal.

Eggs will not hatch after being lain if they get cold.

Dragons do not tend their young.

Dragons grow 2 ST per year. For example it takes 3 years for a 1 hex dragon to reach 2 hexes.

Lifespan in captivity is 20-30 years with one exceptional record of 41 years. This is not nearly enough time to reach 14 hexes on average, and seems to indicate a maximum lifespan for captive dragons of no more than 7-Hexes.

Dragons in the wild on the other hand seem to be immortal.

At 2-hexes in size the Dragon mother becomes fertile. For each egg lain roll 3D vs. IQ to see if placement was wise and the egg will hatch. After reaching 4-hexes in size the successful placement of eggs is almost certain. A failed roll of 16 or higher means predators or vermin got the egg instead.

A wild male dragon will not mate with a captive female, being more likely to kill it instead.

Any captive dragon will not accept its captivity and continually try to escape or kill it's Handler.

The only dragons that ever cooperate with each other are a breeding pair in the wild, so if any captive dragon ever escapes it will not ''free'' the other dragons but just leave as quickly as possible.

If any captive dragon manages to kill a Handler, on the other hand, the others will start to do what the killer tells them too. It is strongly recommended that if a Handler is ever killed by a dragon that all the captive dragons must be put down. There is a famous incident where a competitor kidnapped a rivals head Handler, and then released him a week later after all 116 dragons had been slain. Now it is common practice for a missing Handler to be verified by using a trance spell before putting down the entire stock. Fine Plate with fireproofing is standard gear for Handlers, which also assures that at least the armor will be found.



    -    The following magic items need the potions listed above as components.




Total

Shock shield


1 dose gunpowder a week for 6 weeks.

6

Fireball


1 dose pyrotic a week for 4 weeks.

4

Amulet vs. Disease


1 dose pyrotic a week for 5 weeks.

5

Hammertouch


1 dose gunpowder a week for 6 weeks

6

Cleansing


1 dose pyrotic a week for 10 weeks.

10

Flaming weapon


2 doses pyrotic a week for 5 weeks.

10

Fireball


1 dose pyrotic a week for 4 weeks.

4

Fireball rod


2 doses pyrotic a week for 1 week.

2

    -   The second most commonly used ingredient is the Gargoyle gallbladder. Of the three potions below that use gallbladders notice that fireproofing is included. So before someone can safely start collecting dragon dung they may need quite a few gargoyles to die for the cause.  Poor gargoyles.  No wonder they are suspicious of strangers intentions.

Increase St


2 gargoyle gallbladders.

Flight


1 gargoyle gallbladder.

Fireproofing


1 gargoyle gallbladder.

   To sum up: one suit of fireproofing takes five weeks to make and uses one dose of fireproofing potion a week. This means 5 gargoyles have to give their gall, and thusly their lives, for each suit. And then only if the wizard doesn't fail any DX rolls, otherwise more gargoyles must die. In the process of setting up for a regular supply of dragon's dung one may very well find they are at war with the mountains around their area. It is a necessary first step. It is unfortunate that the gargoyle's do not seem to forget and will periodically fly over the town raining stones, but by building you labs underground your work can continue uninterrupted.

   One last note. For some strange reason the Eternal Lord insists that the heart of each and every slain dragon be brought to his personal alchemist with the utmost haste. I am not sure what is being done with these hearts but the Eternal Lord can become quite wrathful about the issue. I do not think I will look into it any further.



Addendum

    -    the other creatures used as components are...

Ambush leaves

2kg $80

Ambush twigs

½ kg $40

Basilisk brain & eyes, fresh

$150 each

Bat

$10 each

Bear heart

$40 each

Blood-tree, Heart of

$30 each

Brain of any large feline beast

$40 each

Centaur hooves

$100 each

Dragonet, Pickled

$100 each

Elves toenails

1kg $32

Octopus eye

$50 each

Giant hair

2kg $40

Hawk eyes

$20 pair

Human brain, fresh

$200 each

Human eyes, fresh

$100 pair

Hymenopteran, More or less complete

$150 each

Prootwadle hair

1 kg $5

Sabertooth tusk

$20 each

Slime, Living red

$100 each

Slime, Living silver

$150 each

Snakes' backbone


Snake, Living poisonous

$50 each

Uncle teeth, Teeth from

$5 each

Wasp, Giant

$10 each

Well rotted zombie eye

$30 each

Wolf brain

$40 each



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