Sage-


 
 
Sage Fields of Study and Special Knowledge Categories
Chance of Knowing Answer To A Question
Characteristics Of A Sage
Hiring A Sage
Location Of A Sage
Short-Term Employment Of A Sage
Long-Term Employment Of A Sage
Information Discovery Time and Costs
Rest And Recuperaton
Non-Human And Part Human Sages
Hirelings
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COST: special
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DMG
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-

Melshimber
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Sage: Sages are a very special case indeed, for they are the encyclopedias,
computers, expert opinions, and sort of demi-oracles of the milieu all rolled into one.
Even in a quasi-medieval fantasy world,
the sum of human knowledge will be so great and so diverse as to make it totally impossible for any one sage to know more than a smattering about many things, a fair understanding of their overall field, and a thorough knowledge of their particular specialty or specialties. The general fields of study for sages are shown hereafter, with special areas of expertise listed under each general category.
Dice Score Minor Fields Special Categories in Major Field
01-10 1 2
11-30 1 3
31-50 1 4
51-70 2 2
71-90 2 3
91-00 2 4

While any sage is capable of carrying on a discussion in any field of knowledge,
what he or she actually has expertise in is an entirely different matter.
Thus, any given sage will know the general field of his or her chosen study well,
with expertise in two or more special areas,
and in +addition+ he || she will be able to give reasonable advice in one or two other fields,
but have absolutely no expertise in any of the special categories of the other fields.
Note that expertise in a limited number of special categories does not imply that the sage is limited in talent,
only that he or she has devoted major effort into limited areas,
and his or her knowledge of these special categories will be exceptionally good.
When taking the persona of a sage,
it is therefore very important for the DM to assume not only the role but also the overview and personal dedication of the character.
The number of fields of study (major and minor) and the specialization categories are determined by use of the two tables given
hereafter.
Find the number of fields of study first:

Sage Fields Of Study And Special Knowledge Categories:
01-30 Humankind [spell use: clerical, usually]
31-50 Demi-Humankind [spell use: clerical, usually]
51-60 Humanoids & Giantkind [spell use: clerical, usually]
61-70 Physical Universe(s) [spell use: clerical]
71-80 Fauna [spell use: druidical]
81-90 Flora [spell use: druidical]
91-00 Supernatural & Unusual [spell use: magic-user or illusionist]

To use the above information on the following table, first roll for (or choose) one field of study to be the sage’s major field, then choose the proper number of special categories within that field. Finally, roll (or choose) the indicated number of minor fields.

<> Humankind Demi-Humankind Humanoids & Giantkind Physical Universes Fauna Flora Supernatural & Unusual
1 Art & Music * Art & Music * Biology Architecture & 
Engineering
Amphibians Bushes & Shrubs Astrology & Numerology
2 Biology Biology Demography Astronomy Arachnids Flowers Cryptography
3 Demography Demography History Chemistry Avians ** Fungi *** Divination
4 History History Languages Geography Cephalopods & Echinoderms Grasses & Grains Dweomercraeft
5 Languages Languages Legends & Folklore Geology & 
Mineralogy
Crustaceans & Mollusks Herbs Heraldry, 
Signs, 
& Sigils
6 Legends & Folklore * Legends & 
Folklore *
Law 
& Customs
Mathematics Ichthyoids Mosses & Ferns Medicine
7 Law & 
Customs
Law & 
Customs
Sociology Meteorology &
Climatology
Insects Trees Metaphyics
8 Philosophy &
Ethics
Philosophy &
Ethics
Theology &
Myth
Oceanography Mammals 


 

Weeds Planes (Astral, Elemental & Ethereal)
9 Politics & 
Genealogy
Politics & 
Genealogy
- Physics Marsupials - Planes (Outer)
10 Psychology Psychology - Topgraphy & Cartography Reptiles **** - -
11 Sociology Sociology - - - - -
12 Theology & 
Myth
Theology & 
Myth
- - - - -

[* spell use: clerical or magic-user]

** 25 Birds of the Open Spaces (terrain: grasslands, TPL42:7th) (REF3.69)
*** Fungi and Other Moldy Horrors (terrain: underground cavern, levels: TPL15-20:3rd) (REF4.76)
**** Dinosaurs are not reptiles (cf. Dimetrodon)

<
MOSSES & FERNS: Ferns (Pteridophyta, ddc576)
>

Chance of Knowing Answer To A Question:
Question Is General Specific Exacting
Out of Fields 31-50% [30 + d20] 11-20% [10 + d10] -
In Minor Field 46-65% [45 + d20] 31-40% [30 + d20] 11-20% [10 + d10]
In Major Field 61-80% [60 + d20] 57-60% [56 + d4] 26-35% [25 + d10]
In Special Category 81-00% [80 + d20] 76-96% [74 + ?] 61-80% [60 + d20]

To use the above table each time a particular question is asked,
[A] first roll (d10 or d20, as applicable) to determine the sage's base percentage chance (within the range shown) to know the answer.
[B] When that is determined, roll to see if the sage does know the answer.
Rolling the indicated base percentage or below indicates that the sage has the knowledge for that particular question.

You must determine if any given question is of general, specific, or exacting nature according to the subject.
For example,

General: "Do giants live on that island?" is a general sort of a question;
Specific: "Do fire giants inhabit the volcanic region of that island?" is a specific question; and
Exacting: "Do the fire giants inhabiting the volcanic region of that island possess the Artifact of Alamonzaliz?" is exacting.

Any question asked must be within the scope of knowledge of the player character,
or his or her associates at the time,
and such inquiries must always be consistent with the learning of the milieu which you have designed.
Thus, if you have no gunpowder in the milieu,
no questions regarding the substance,
no matter how phrased,
would be possible,
as none of the inquiring parties could possibly have any inkling that such a thing exists anywhere in the multiverse.
Be certain to adhere to this rule strictly!

Knowledge of any sage character is not entirely contained within his or her brain.
As with any scholar,
sages will tend to collect materials which pertain to the fields of study he or she pursues.
Thus, the sage must have both living quarters as well as study and library and workroom --
a minimum of four rooms of at least 200 square feet each,
and if the sage is kept busy answering many questions,
then he ar she will need more space for the additional materials
(books, equipment, life forms, etc.) needed to fulfill the demands of the position.
(As DM,
make a point of asking for for more than is actually needed, as any dedicated scholar-scientist will desire acquisition of absolutely everything needed or imagined to possess a virtual university and museum.
A sage who specializes in flora, for example,
might request a root cellar, greenhouse, fungi beds, several acres for growing various plants
-- all in addition to a bed chamber, study, library, and workroom.)

Sage Characteristics: As with any hireling of importance, abilities, alignment, and even special skills will have to be determined.
STRENGTH: d8 +7;
INTELLIGENCE: d4 + 14;
WISDOM: d6 + 12;
DEXTERITY: standard 3d6;
CONSTITUTION: 2d6 +3;
CHARISMA: 2d6 +2;
ALIGNMENT: (see below)

01-05    CHAOTIC EVIL
06-10    CHAOTIC GOOD
11-20    CHAOTIC NEUTRAL
21-30    LAWFUL EVIL
31-40    LAWFUL GOOD
41-60    LAWFUL NEUTRAL
61-80    NEUTRAL
81-90    NEUTRAL EVIL
91-00    NEUTRAL GOOD

HIT POINTS: 8d4 + CON bonuses as applicable.

SPECIAL SKILLS: All sages will have some abilities with respect to spells, for their studies will have empowered them thus. Determine whether spell abilities will be magic-user, illusionist, cleric, or druid by studies.
    Flora and fauna indicate druidical talents, supernatural or unusual indicates either magic-user or illusionist ability
    (if magic-user talent is not obviously indicated, assume illusionist ability),
    studies of the physical universe indicate clerical talents
    (as do such studies as most categories of human, demi-human, and humanoid nature),
    and art & music and legends & folklore being either clerical or magic-user.
When some natural bent is discovered,
    find the maximum level of the spells known to the sage by rolling a d4 + 2 to find a level between 3 and 6, inclusive.
    This only indicates the ability to use spells of up to the level shown
    -- it does not mean that the sage is able to use any spell in particular.
Each sage will possess 1-4 spells of each level,
    but at any given time he or she will have no more than 1 of each level available for actual use,
    the rest being contained in various source books.
Find specific spells by random generation.
    Spells such as bless, chant, prayer, commune, raise dead, commune with nature, and contact other plane
    -- or their reverse, if applicable, are not within the capabilities of a sage.
Naturally, the sage will tend to keep his or her spell knowledge as highly secret,
and he or she will likewise have those spells which seem applicable for activities likely to be pursued during the course of the period the sage envisions.

Abilities will change due to aging or special circumstances only.
Sages will not increase in hit points, and their special abilities will not increase, either
-- although if they aquire magic items which are usable by characters of the same profession as that of their special spell ability, they will likely be able to use such items.
Spell use is at a level equal to the minimum level at which such a spell could be employed if the sage were of that class,
i.e. a sage with third level spell use in magic casts spells at 5th level of ability
(the minimum level for a magic-user to cast a third level spell).
All sages are middle-aged ta venerable in age.

Hiring A Sage: Only fighters, paladins, rangers, thieves, and assassins are able to hire a sage.
(Other classes of characters can consult them, however, as explained hereafter.)
Any character hiring a sage on a permanent basis must have a stronghold with ample space for the sage, as noted above.
A sage will accept service only on a permanent, lifetime basis.

Location Of A Sage: Sages will be found only in large towns and cities.
They are typically in or near colleges, schools, universities, libraries, museums, forums, and public speaking places.
Sages belong to a Brotherhood, but as a general rule,
this association is informal and not likely to have a headquarters at which a sage could be located.
(However, the employment of a sage will become common knowledge to all sages within the area.)

Short-Term Employment Of A Sage: Upon locating a sage,
any class of character can ask him or her to answer one or more questions.
Such short-term employment cannot last beyond one week's time,
and the sage will thereafter not be available for at least one game month
-- as there are more important and constructive things to be done than answering foolish questions, anyway!
Remembering the restriction regarding time,
use the information found under the Information Discovery section hereafter.
Costs for short-term employment are 100 gold pieces per day
    plus the variable amount shown under Information Discovery for question difficulty
    (reflecting costs of obtaining research materials or the information proper through fees, bribes, donations, etc.).

Long Term Employment Of A Sage: If initial reaction of the sage is favorable to the player character attempting to hire him or her, the sage will then entertain any offers of employment on o permanent basis which the character chooses to proffer.
As a sage will bring nothing save thinking ability and knowledge, an offer of employment must consider the following:

SUPPORT & SALARY PER MONTH    200 to 1,200 g.p.
RESEARCH GRANTS PER MONTH 200 to 1,200 g.p.
INITIAL MATERIAL EXPENDITURE 20,000 g.p. minimum

Determine salary and grant expectations by random dice rolling of 2d6 for each.

Initial material expenditure is a far more important matter, for even if the sage is otherwise satisfied,
[IF] this is not met and exceeded
[THEN] the abiliity to asnwer specific and exacting quesitons will be sharply curtaild due to lack of reference works,
experimental equipment, and so on.
A 20,000 g.p. expenditure will alow the sage to operate at 50% of normal efficiency,
    and for each additional 1,000 g.p thereafter, the sage will add 1% to efficiency
    until 90% is reached (upon expenditure of 60,000 g.p.).
    After 90%,
        to achieve 100% efficiency the cost per 1% is 4,000 g.p.
        (for the obviously erudite and rare tomes, special supplies and equipment, etc. -- assuming such are available, of course.)
All told, expenditures must be 100,000 g.p. for 100% sage efficiency in specific and exacting question areas.

Note: Additional expenditure on materials will increase sage question answering ability in the general and specific areas as follows:
For each 5,000 g.p. and 1 month of uninterrupted study time,
the sage can increase hir or her knowledge outside his or her fields of study by 1% to a maximym of 5%.
At 10,000 g.p. cost and 1 month's time, sage ability in minor fields of study can be brought up by 1% subject likewise to a 5% maximum gain.
Addition of another minor field, three maximuum, requires 100,000 g.p. expenditure and two years of time.
Addition of a major field of study requires 2000, 000 g.p. and two years' time.
Payment must be made in advance. No questions can be asked of the sag during the stated period of time, or all is lost.

Information Discovery:

It will take only a relatively short period of time, and no costs to speak of, to discover information of a general nature, but as questions become more difficult, the time and cost to give an answer becomes a factor.
This is shown on the following table:

Information Discovery Time And Cost Table:
 
Question Is General Specific Exacting G.P. Costs
Out Of Fields 1-6 r. 2-24 d. - 100/d.
In Minor Field 1-4 r. 2-20 d. 5-40 d. 1,000/d.
In Major Field 1-3 r. 1-12 d. 3-30 d. 500/d.
In Special Category 1-2 r. 1-10 h. 2-12 d. 200/d.

Note: All times assume that the sage will be in a position to conduct reserach and obtain necessary equipment within a day or two of the discovery of the need,
and the costs shown assume these activities.
If a town or city is not nearby, double times and costs
(or compute the sojourn expenditure necessary to arrive at a locale where the needed materials are to be had,
and determine other expenses also).
However, if the percentile dice score rolled for knowing the answer to the question is in the lower 20% of the spread,
then there will be no costs incurred,
as the material is on hand.

Example: Thus, if a sage has a 31% to 40% chance of knowing an question,
and the dice indicate a 32% chance of knowing it,
a following roll of 32% or less indicates knowledge,
but a roll of 06% or less indicates that the sage has the information about the question available,
and there wil be no additional expense.
Furthermore, in the special catgory of study, and spread within the lower 80% has no cost,
as this area is where the sage will have accumulated most of his or her materials.

As DM you must also use judgment as to related questions,
so that if a closely related query is made following one for which an expenditure was necessary,
you must determine whether or not the further question or questions would be answerable from the some materials
source which was formerly obtained.
Naturally, all costs are NOT for materials, some accruing as payments, fees, and bribes.

You may likewise extend the time necessary to answer specific or exacting questions which you believe that the sage would have great difficulty answering due to lack of information available or the particular nature of the question.
For example, a query as to how the henchman of the player character could construct an artifact would never be able to be answered positively, but the sage might feel obligated to continue a fruitless search for the knowledge.

Unknown information will always require from 51% to 100% of the maximum time shown to determine that the knowledge is beyond the ability of the sage.
All costs will accrue at only half of the stated amount, however.
Thus, suppose a sage is asked a question out of any of his or her fields of knowledge.
If the question is of general nature,
the sage will hedge and talk around the point, or just possibly sit and look wise for 4-6 rounds before answering that the question is beyond his or her learning,
and there is no cost involved,
as a day was not spent researching.
Were the question specific,
he or she would require 13-24 days to discover that it was unanswerable and relate this to his or her employer/master.
The cost would be 50 g.p. per day, or from 650 g.p. to 1,200 g.p.
(in this case probably paid out to others as fees, stipends, and the like trying to find someone with the answer).

REST And Recuperation: After spending more than 1 day of time answering a question,
a sage will need at least 1 day to rest and relax for every 3 he or she spent in research.
During this time, he or she will not be able to answer any further queries of anything other than general nature,
and if the player-character bothers the sage often during this "time off',
the sage will demand from 1-2 additional days of time for "special research",
and until such time is granted,
the sage will expend the maximum amounts of time and expense in answering questions.

Non-Human Or Part Human Sages:

Most sages will be human,
but if your campaign milieu seems right for sages of dwarven, elven, or any other such race, feel free to use them.
However, old and venerable category non-human sages will not be likely to be interested in employment with humans,
just as human sages will tend to favor employment with humans, unless their specialization dictates differently.
 

Question: Why can’t demi-humans be Sages?
Also, enclosed is a check for an order.
Answer: Demi-humans can be Sages.
However, they are not as readily available as humans.
Demi-humans are especially not interested in answering adventurers’ questions.
As for the check for the order: DO NOT SEND ME ANY ORDERS OR MONEY.
I may work for TSR Hobbies, but I don’t handle any money.
If you have an order for The Dragon, send it to TD at POB 110, Lake Geneva VJI 53147.
If it is an order for The Dungeon Hobby Shop, send it to 772 Main Street, Lake Geneva WI 53147.
(Update: These addresses are no longer valid. Sadly, TSR Hobbies is no more).
<(Update: TSR is back. Send your gaming materials to Prespos. No money please. No gaming materials, no answers.)>

Q. Is it possible for a PC to
become a sage?
A. Not really. In the AD&D Game, sages
are a formalised sub-variety of that
useful creature, the Little Old Man
(or the Little Old Lady), which gives DMs
the opportunity to pass on information
to the PCs without
speaking as the DM.  In other words,
sages can give out information about
the Game world which varies from
the entirely true (eg 'This sword you
have shown me is OrcNibbler, a
longsword +1, rumored to slay orcs
with a single blow and to have the
power of flight') to the completely
spurious ('Beware of skeletons with blue
noses'). They can also be the objects
of interesting quests, as the PCs
may need to track down a
really esoteric specialist at times.
    There is nothing to stop PCs
setting themselves up as
sages, but as they do not (indeed,
should not) have access to the DM's
campaign notes or any rule books,
how can they give out anything more
than the sketchiest information?
Sages spend most of their time
researching in dusty libraries and
thinking -- hardly the stuff of exciting
adventures.....
(Imagine #27)
 
 
 

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Now as to numerology, better put it that I like numbers as tools and as evocotive additions to descriptive text.
The connotations being more important than the actual denotations.

Sapphire Sage
 
 








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