SECTION 1: CORE CONCEPTS
In The High Fantasy, cannabis isn’t just a vibe—it’s the foundation of civilization, trade, magic, class systems, and even warfare. Section One breaks down the fundamental pillars that shape your world: the Cannabis Economy, Strain Types and Effects, and the Alignment System that binds strains to magic, class perks, and societal standing.
1.1. The Cannabis Economy
The cannabis economy is the universal trade system. Unlike traditional gold or coin-based economies, everything in the Budlands revolves around strains, products, and growtech. Understanding this economy allows DMs to build cities, drive conflicts, reward players, and seed campaigns.
Currencies of the Realm
- Flower (Bud Nuggets):
- Common currency.
- Measured in nugs, eighths, quarters, and ounces.
- Used for bartering, spell components, healing, and bribes.
- Every nug has a strain type (Sativa, Indica, Hybrid, Ruderalis).
- Weight-to-coin conversion (DM adjustable):
- 1 Nug = 1 base unit
- 3.5 Nugs = 1 Eighth
- 14 Nugs = 1 Half
- 28 Nugs = 1 Ounce = Major purchase tier
- Concentrates (Shatter, Wax, Live Resin):
- High-value currency and spell-enhancers.
- Comes in grams or dabs.
- Stored in crystals, orbs, or dabloons.
- Often required for high-level magic rituals or enchantments.
- Edibles:
- Dual-use items: food and potion.
- Grant temporary buffs, visions, or altered states.
- Examples:
- Baked Brownie of Defense – +2 AC for 1 hour
- Spacecake of Seeing – See invisible creatures for 10 min
- Karma Krispies – Random effect from the Wild High Table
- Seeds/Clones:
- Rare collectibles.
- Some are magical artifacts.
- May grow into intelligent plants, defensive homesteads, or strain spirits.
- Legendary seeds often drive entire story arcs.
The Trade System
- Cannabanks: Where players store their stash. Protected by Puffdragons or vapor wardens.
- Strain Exchanges: Stock markets of rare seeds and tradeable strains. Influenced by supply, demand, and smuggling outcomes.
- Growhouses & GrowOps: Where cultivation takes place. Can be upgraded for faster growth, rare genetics, or magical enhancements.
Cannabis-Based Professions (NPC or PC side jobs)
- Trimmers: Quick hands, often trained rogues or rangers.
- Hashsmiths: Alchemists specializing in concentrate conversion.
- Clone Brokers: Deal in rare or designer genetics.
- Glassforgers: Craft magical pipes, bongs, and bubblers.
- Delivery Druids: High-speed, stealth couriers for transporting products across borders.
1.2. Strain Types & Magical Properties
Strains affect everything—game mechanics, spellcasting, character interactions, and combat. Each type introduces specific properties that influence the world around it.
Core Strain Types:
Indica – “The Dreamer’s Root”
- Traits: Relaxation, healing, body magic, defense.
- In Combat: Boosts resistance, slows enemies, soothes pain.
- Spell Effects:
- Sleep-inducing auras
- Regeneration fields
- Dreamwalk portals
- Associated Realms: Moonshade Glades, Restwood, Temple of Terps
Sativa – “The Mind’s Flame”
- Traits: Energy, speed, creativity, mental focus.
- In Combat: Increases initiative, reduces fog/confusion, enhances perception.
- Spell Effects:
- Haste effects
- Idea sparks (temporary intelligence boosts)
- Reveal illusions and hidden glyphs
- Associated Realms: Sparkspire City, College of Clarity, Haze Hills
Hybrid – “The Balanced Bloom”
- Traits: Versatile effects based on source genetics.
- In Combat: Boosts adaptability; may gain random benefit each turn.
- Spell Effects:
- Roll 1d4 to determine effect (e.g., HP regen, speed boost, shield, or damage buff)
- Associated Realms: Greenlight Valley, Market of Many Genes
Ruderalis – “The Wild Spark” (rare, unpredictable)
- Traits: Auto-blooming, chaos magic, wild growth.
- In Combat: Can either help or hinder. Adds “High Risk / High Reward” mechanics.
- Spell Effects:
- Roll on the Wild High Table (DM-created chaos table)
- Can mutate the environment, teleport at random, or summon hallucinations
- Associated Realms: Forbidden Groves, Junkleaf Jungles, The Mycel Den
1.3. Strain Alignment System (SAS)
Beyond character alignment (Lawful/Neutral/Chaotic), the SAS defines how a character’s preferred strain influences their abilities, behavior, and magical nature.
Strain Affinity Score
- Each character chooses a Primary Strain Alignment.
- Gain affinity bonuses over time.
- Some items, weapons, or skills can only be activated by characters aligned with certain strain types.
Strain | Starting Bonus | Mastery Perk (After Level 10) |
Indica | +1 Constitution | Auto-heal 1HP/turn when resting |
Sativa | +1 Intelligence | Bonus action on Initiative 20 |
Hybrid | +1 Charisma | Reroll one failed check per day |
Ruderalis | +1 Dexterity | Immune to confusion/mind effects |
Players can attempt to cross-align by consuming large amounts of opposing strains, but at the risk of Strain Clash—a mechanic where temporary penalties, hallucinations, or reality warps occur (DM discretion).
1.4. Spiritual & Mythical Connections
Cannabis is believed to have originated from the Heartseed, a mythic plant that fell from the heavens. Legends say its root tapped into all planes, binding together magic, nature, and mind.
The Great Blunt:
A spiritual symbol worshipped by monks, druids, and some growcerers. Said to burn eternally, creating the Smoke Plane, a dimension of elevated thought and endless chill.
Smoke Plane Mechanics (Optional)
- Players may enter via heavy consumption or rituals.
- Encounter ethereal beings, ancient strain spirits, or psychic quests.
DM can roll a “Vision Table” to present strange, prophetic, or hilarious side effects.