Lights so you don’t need candles. heating stones so you don’t need wood. A box to create wood daily so you don’t need to cut wood. Everything I’m thinking of is ignem…
A plow to till fields instantly
A scraper to scrap sheep skin for parchment instantly
A trowel to repair or shape stone
Are any of these way off base?
Any other good ideas I’m missing?
In my current game, we use two standard items from Covennants (The Enchanted Porter and Stone-Cutting Knife), as well as two other items:
the “Obelisk of Knowledge” that is placed in the library and helps prevent book rot, and
a ring of “The Merchant’s Appraisal”, which reads the mind of a merchant to see what he considers to be a fair price, to aid in mercantile negotiations and producrement
We do NOT ues Covenant’s suggestion to have such items change the Income Source level; rather, we use them as cost-saving measures, i.e. they lower the Expenses of the covenant by -1 Mythic Pound per magnitude.
One use material is the key. Cooking oil and heating wood. Great thing is, in the morning the ash is gone. No need to clean the fire places. A decent creo expert can divide by 5 spont these.
Serve bland food, and use Muto Imaginem to make it taste good.
Some Rego with a Perdo requisite to clean clothes, de lice bedding, etc would be an option.
Unless there are external factors, covenants should never have to care too much about mundane costs.
If you have any questions about any of the items in the thread, just shoot me a PM or ask here. I can directly pull up my notes and provide more details than the narrow blurps which were carefully trimmed to fit into the collection thread.
I’ve seen hot-plates for cooking, an incredibly complex spice-cabinet, a staff that created floating lanterns, charcoal and wood creations for fuel, an anvil that keeps items perfectly at different temperatures based on where they are placed on it, hatchets that turn trees into different sized logs with a single thing, portage sleds, automated brooms and cleaning devices, magical outhouses…
I’m very fond of items that HELP existing covenfolk work better instead of completely replace them - an idea that has only gotten stronger as AI causes layoffs in numerous fields in our current society. In a more game-practical standpoint, assisting a crafter instead of replacing them means you can benefit from that crafter when you decide you need a high-quality item created.
Items that help rather than replace also have the advantage of not being Craft Magic. That means they use the craftsman’s skill and after being shown how they work pretty much any craftsman can use it, compared to requiring a Finesse skill with a higher difficulty. So in this area we are in complete agreement.