Vertinari118
Deity
Signing up thread.
http://forums.civfanatics.com/showthread.php?t=280734
The worlds are changing. The Comos is shifting and the Darkness is gaining strength. Soon the cycle will continue and Untor will have to hand his rule over to Moriuntora or face war. But our wanderers know nothing of this and they have their own concerns.
The town of Larthorn is small but recently it has attracted quite a lot of attention. At the moment the town has come to no harm but today a band of sixty orcs were seen not ten miles from the town. At their head was a man who stuck fear into the scouts. The great Magi and warlord Enzor was seen, clearly he had violence on his mind. Will the gnome Magi of no name be able to stop Enzor if he were to attack? And what of the motley group of warriors, spellslingers and thieves will they be able to drive back the orcs with the milita? Or did the mysterious wanderers bring the orcs here and even now are preparing to bathe their weapons in the blood of the villagers? These are the Worlds of Altor.
Rules
Customisation
Something which I want to be at the for-front of this Nes but I have never written any rules for is the idea that it is the players story and they should have freedom to spread their creative wings in that story. As such players may design weapons, armour, spells, races, classes/professions, guilds, settlements, laws etc. Please note I will not give you total freedom but a lot of it. If you remain reasonable and logical and in character you will most likely not feel consticted. Please also note I reverse the right to kick out players who repeatedly try to be stupid or abuse my good faith. So here are my guidelines.
1. If you are stuck or need guidence or need help translating an idea to the Nes just ask. I am here to help not to hinder.
2. Please PM me your creation(s) or post in on the OOC, sign-up, Pre Nes thing, which is linked to at the top of this post. This will avoid clutter on this thread the game thread.
3. Don't feel limited by what seems realistic and don't worry about other Nessers opinions. If they think you have made something unrealistic in a world full of magic or they think your creation is unbalenced and they are attacking you don't give up. They should critise me anyway and I will try to point out my arguements for letting it into the game. This game will have a lot of additons over its course so if you don't like new things appearing half way through don't join.
4. Please keep your creations balenced and within reason. I may seem to repeat that a lot but I don't want to have to balence everything that is sent to me.
5. Players who have aready signed up. If you want you may create a new race or class for your character within the next 24 hours otherwise you are stuck. Unless you kill your character and make a new one.
Combat
Comabt will be modded by me using a ramdom number generator, your stats and equipment and my common sense. Combat itself is simple you write a description of your character attacking an enemy and then I will mod and write the outcome. This continues until combat ends. Armour is there to soak up damage instead of your character so don't complain if it is damaged or destoryed in combat. In combat it is wise to read replies from your mod (me) carefully as they will give you clues to how your character is doing. I will record things such as hitpoints but you will not see them (in theory).
Weapons
Swords
Swords are common weapons throughout most lands. They are deadly weapons made for one reason: to kill. All the swords listed here are non-magical, basic swords which can be used as part of your starting kit.
Daggers are small, easy to hide weapons. They posses a short blade and are not at all effective in combat when an opponent is aware of you and armed or armoured. But if you caught someone unawares or unarmed a dagger in the throat is very effective. These small weapons are easy to coat in poison. 10 Darai or 1,000 Sari
Short Swords are common off-hand or back up weapons. They are a lot larger than a dagger and as a result a lot harder to concel but they stand up in face to face combat quite well. A better armed opponent may eventually overpower you but short swords are good back up weapons none the less and very common as a civilian weapon. They need some skill to poison unlike a dagger. 20 Darai or 2,000 Sari
Longswords are the classic knights weapon though most soldiers are armed with them. They are loyal and steadfast aids in any battle and a stout, well made longsword will rarely, if ever, fail you. If you forsee battle and conflict in the future this weapon is the one for you. They are almost impossible to poison unless you are truely a master assassin, a Dark Elf or Urntor save us one of those Midnight Elves (Black Elves). 25 Darai or 2,500 Sari
Bastard Swords are harder to use but better in many ways than a longsword. They allow for some controlling fingers or part of the palm to be used as well as the main hand. The swords are good for cutting or thrusting. They also tend to be made to a higher quality and from better materials as only more specialist blacksmiths make them. They are impossible to poison. 50 Darai or 5,000 Sari
Greatswords are the largest type of sword and the one with the greatest cutting edge. They are hard to thrust with though and must be wielded in two hands limiting the ability to use a shield. They are mighty weapons which can cleave a man almost in two or seperate his legs from his body. 40 Darai or 4,000 Sari
The scimitar is a curved sword, a sabre really, that is used mainly for cutting. It can be used with great skill and accuracy, if the user is skilled in its use, or it can fail horriblely. These are beautiful weapons and are common in the desert south and great plains amongst the Zartral tribes. 30 Darai or 3,000 Sari
Blunt Weapons
Polearms
Ranged weapons
Bows
Armour
All prices will vary depending on various things.
Magic in combat
Magic is a powerful force (note you can invent new branchs if you want) and mgic users are powerful foes though they are defeatable. Magic is limited by the branchs you know, the strength of your Fiezar and your imagination. Magic can kill you if you use it too much, you will get warning, or if you do something that is beyond you, no warning. I would strongly sugest that you start off small and get bigger, if you are a Magi (2 slots left) you will be able to start off a bit grander but be careful. Your magical strength is based off your charisma and the charces of a spell back-firing are based off your intelligence, wisdom, charisma and magical strength.
That's about all I think you need to know for combat. If you think I have missed something or you need clarification just say on the OOC thread. There I will talk about it and try to fit it in if I think it is appropreate.
Civilian equipment and starting out
To start off with you make choose two weapons, two armour (one shield, one a suit), three civilian items and I will give give you enough supplies to last for twenty days. Each. I think this is generous enough to make your early days easy but not too easy. You may sacrifice any of the above slots for gold, you may not sacrifice your food. You will also start out with twenty dari and a set of civilian clothing. I will give you weapon prices on request until you become a bit more well off. When I post civilian supplies the price will vary depending on the ecomonic situation and the size of the place. Please when you describe your equipment be inventive and the clothes can take any form you wish within reason. Eg they cannot be covered in jewels and worth 10,000 Untors ( a currency made from diamonds as you can imagine few countries use it and it is the highest demonination of currency in any country that does use it) and have a beautiful fur trim of some of the rarest animals on Altor. So yeah please keep it realistic.
Listing
Adventuring equipment
A note on currency. A daras (GP)= 100 sari (SP), a untora (PP)= 50 dari, a emrala (EP)= 25 untora and 10 emrala= untor (DP)
Mission rules
Missions have two forms: quests and random encouters. Quests are simple enough at points in the game you will have opitions to take or leave quests. Quests also appear if you ask around for a job. They may come from kings, merchants, nobles, poor families etc. They may require you to put your morals to one side. The list goes on but they all have one thing in common depending on what you do and how you act the world will change around you.
Random encounters are different. These occur randomly and rarely lead to quests. They will normal start off with you being attacked, noticing something odd etc. then you will have to survive whatever happens and then you will get a reward. Example: The knight was riding through the forest when he heard a damsel in distress scream. He quickly rushed to the damsel and saw a large dragon about to eat her. The knight killed the dragon and was rewarded with a kiss. I know my example is a condensed fariy tale but you get the point. Also I hereby swear that I will never give you such an aweful random encounter. I promise you will get much better ones. These may or may not change the world around you.
Reward systerm
As I have said on the Pre Nes this is not a conventinal RP game were you have experence points to spend. Your character becomes better by doing an action as your character does thinks I will make notes on how well he does and then take that into consideration in the future. As I have also said your characters can be rewarded with land and titles. When, if, this happens you can become a ruler of a small nation and your character will become king/queen. Your character can continue to advanture if you wish but it is probably best if he stays put, at least in the early years, to help your fledgeling nation get to its feet. Your character is then also your first hero and his desendents can be heros. Via your exploits as a nation you may attract heros or you may hire them but more on that when nations are formed. Please note you do not have to form a nation.
http://forums.civfanatics.com/showthread.php?t=280734
The worlds are changing. The Comos is shifting and the Darkness is gaining strength. Soon the cycle will continue and Untor will have to hand his rule over to Moriuntora or face war. But our wanderers know nothing of this and they have their own concerns.
The town of Larthorn is small but recently it has attracted quite a lot of attention. At the moment the town has come to no harm but today a band of sixty orcs were seen not ten miles from the town. At their head was a man who stuck fear into the scouts. The great Magi and warlord Enzor was seen, clearly he had violence on his mind. Will the gnome Magi of no name be able to stop Enzor if he were to attack? And what of the motley group of warriors, spellslingers and thieves will they be able to drive back the orcs with the milita? Or did the mysterious wanderers bring the orcs here and even now are preparing to bathe their weapons in the blood of the villagers? These are the Worlds of Altor.
Rules
Customisation
Something which I want to be at the for-front of this Nes but I have never written any rules for is the idea that it is the players story and they should have freedom to spread their creative wings in that story. As such players may design weapons, armour, spells, races, classes/professions, guilds, settlements, laws etc. Please note I will not give you total freedom but a lot of it. If you remain reasonable and logical and in character you will most likely not feel consticted. Please also note I reverse the right to kick out players who repeatedly try to be stupid or abuse my good faith. So here are my guidelines.
1. If you are stuck or need guidence or need help translating an idea to the Nes just ask. I am here to help not to hinder.
2. Please PM me your creation(s) or post in on the OOC, sign-up, Pre Nes thing, which is linked to at the top of this post. This will avoid clutter on this thread the game thread.
3. Don't feel limited by what seems realistic and don't worry about other Nessers opinions. If they think you have made something unrealistic in a world full of magic or they think your creation is unbalenced and they are attacking you don't give up. They should critise me anyway and I will try to point out my arguements for letting it into the game. This game will have a lot of additons over its course so if you don't like new things appearing half way through don't join.
4. Please keep your creations balenced and within reason. I may seem to repeat that a lot but I don't want to have to balence everything that is sent to me.
5. Players who have aready signed up. If you want you may create a new race or class for your character within the next 24 hours otherwise you are stuck. Unless you kill your character and make a new one.
Combat
Comabt will be modded by me using a ramdom number generator, your stats and equipment and my common sense. Combat itself is simple you write a description of your character attacking an enemy and then I will mod and write the outcome. This continues until combat ends. Armour is there to soak up damage instead of your character so don't complain if it is damaged or destoryed in combat. In combat it is wise to read replies from your mod (me) carefully as they will give you clues to how your character is doing. I will record things such as hitpoints but you will not see them (in theory).
Weapons
Swords
Spoiler :
Swords are common weapons throughout most lands. They are deadly weapons made for one reason: to kill. All the swords listed here are non-magical, basic swords which can be used as part of your starting kit.
Daggers are small, easy to hide weapons. They posses a short blade and are not at all effective in combat when an opponent is aware of you and armed or armoured. But if you caught someone unawares or unarmed a dagger in the throat is very effective. These small weapons are easy to coat in poison. 10 Darai or 1,000 Sari
Short Swords are common off-hand or back up weapons. They are a lot larger than a dagger and as a result a lot harder to concel but they stand up in face to face combat quite well. A better armed opponent may eventually overpower you but short swords are good back up weapons none the less and very common as a civilian weapon. They need some skill to poison unlike a dagger. 20 Darai or 2,000 Sari
Longswords are the classic knights weapon though most soldiers are armed with them. They are loyal and steadfast aids in any battle and a stout, well made longsword will rarely, if ever, fail you. If you forsee battle and conflict in the future this weapon is the one for you. They are almost impossible to poison unless you are truely a master assassin, a Dark Elf or Urntor save us one of those Midnight Elves (Black Elves). 25 Darai or 2,500 Sari
Bastard Swords are harder to use but better in many ways than a longsword. They allow for some controlling fingers or part of the palm to be used as well as the main hand. The swords are good for cutting or thrusting. They also tend to be made to a higher quality and from better materials as only more specialist blacksmiths make them. They are impossible to poison. 50 Darai or 5,000 Sari
Greatswords are the largest type of sword and the one with the greatest cutting edge. They are hard to thrust with though and must be wielded in two hands limiting the ability to use a shield. They are mighty weapons which can cleave a man almost in two or seperate his legs from his body. 40 Darai or 4,000 Sari
The scimitar is a curved sword, a sabre really, that is used mainly for cutting. It can be used with great skill and accuracy, if the user is skilled in its use, or it can fail horriblely. These are beautiful weapons and are common in the desert south and great plains amongst the Zartral tribes. 30 Darai or 3,000 Sari
Blunt Weapons
Spoiler :
Maces are metal weapons that have improved on the club. They are good weapons but less versatile and not as quick as a sword. They are excellent against heavy armours such as plate and half plate. 20 Darai or 2,000 Sari
Flails are a spiked or flanged ball attached to a chain which is then attached to a wooden or metal handle. The weapon is swung and can inflict a lot of damage to armour and the person in it. A flail is a good weapon for mounted combat as the force of the blow cannot be felt by the rider unlike with a rigid weapon reducing the chance of the rider unbalancing. It is hard to control but hard to block as it can go over shields. A skilled user would be a serious threat to any challenger. 22 Darai or 2,200 Sari
Morning star is a variation on a mace with a spiked head instead of a flanged head. 20 Darai or 2,000 Sari
Hammers have various uses in combat and vary in size. They are powerful weapons favoured by dwarves. The force of the impact is the main weapon and when swung by a strong man (or dwarf) most armour can be penertrated. 30 Darai or 3,000 Sari
Flails are a spiked or flanged ball attached to a chain which is then attached to a wooden or metal handle. The weapon is swung and can inflict a lot of damage to armour and the person in it. A flail is a good weapon for mounted combat as the force of the blow cannot be felt by the rider unlike with a rigid weapon reducing the chance of the rider unbalancing. It is hard to control but hard to block as it can go over shields. A skilled user would be a serious threat to any challenger. 22 Darai or 2,200 Sari
Morning star is a variation on a mace with a spiked head instead of a flanged head. 20 Darai or 2,000 Sari
Hammers have various uses in combat and vary in size. They are powerful weapons favoured by dwarves. The force of the impact is the main weapon and when swung by a strong man (or dwarf) most armour can be penertrated. 30 Darai or 3,000 Sari
Polearms
Spoiler :
Spears are a common weapon and simple. They have a wooden or metal shaft and a leaf-shaped blade at the top. Spears vary in length to mighty pikes or small throwing darts. 10 Darai or 1,000 Sari
Glaives have a long shaft and a blade on the end instead of a point. 15 Darai or 1,500 Sari
Halberds have a long shaft with an axe head and hook as the head of the weapon. Some also have a spike to be used against charging opponents. These weapons are useful against mounted opponents. 20 Darai or 2,000 Sari
Axes, as I need to put them somewhere, are weapons with a haft and a axe head on the end. An axe has a sharp cutting edge thus heavy armour can stop them but axes are good weapons. Common amongst dwaves and the people of Alvalon. They can be wielded with one or two hands. 10 Darai or 1,000 Sari
Glaives have a long shaft and a blade on the end instead of a point. 15 Darai or 1,500 Sari
Halberds have a long shaft with an axe head and hook as the head of the weapon. Some also have a spike to be used against charging opponents. These weapons are useful against mounted opponents. 20 Darai or 2,000 Sari
Axes, as I need to put them somewhere, are weapons with a haft and a axe head on the end. An axe has a sharp cutting edge thus heavy armour can stop them but axes are good weapons. Common amongst dwaves and the people of Alvalon. They can be wielded with one or two hands. 10 Darai or 1,000 Sari
Ranged weapons
Bows
Spoiler :
The shortbow is a small bow. It is not as powerful as its cousin the longbow but it can be used when mounted. Also it is cheaper and therefore a common weapon for hunting peasents. Composite shortbows do exist but more information on them will come when our players encounter one. 10 Darai or 1,000 Sari
The longbow is the mainstay of most armies' archers. It takes a long time to become a skilled user but a skilled longbowman is somehing to fear indead. Longbows at a height of almost two meters, for some, are too big to be used on houseback. These are devestating weapons and they have the best draw of any bow. Composite versions are possible but rare. 30 Darai or 3,000 Sari
The crossbow is a newish invention. It was invented about fourty years ago and its stopping power is increadible. But it comes at a price and that price is rate of fire and range. It is an easy weapon to use so larger armies, which have access to them, will try to use crossbows as often as possible. 50 Dari or 5,000 Sari
The longbow is the mainstay of most armies' archers. It takes a long time to become a skilled user but a skilled longbowman is somehing to fear indead. Longbows at a height of almost two meters, for some, are too big to be used on houseback. These are devestating weapons and they have the best draw of any bow. Composite versions are possible but rare. 30 Darai or 3,000 Sari
The crossbow is a newish invention. It was invented about fourty years ago and its stopping power is increadible. But it comes at a price and that price is rate of fire and range. It is an easy weapon to use so larger armies, which have access to them, will try to use crossbows as often as possible. 50 Dari or 5,000 Sari
Armour
Spoiler :
Banded mail is made of over lapping strips of metal sewn onto a leather backing and chainmail. The strips cover vulnerble areas, while the chainmail and leather protect joints and less vulnerble areas. Providing freedom of movement. 50 Darai or 5,000 Sari
A breastplate covers your back and front. It comes with a helmet, greaves for the lower legs and a light suit of studded or normal leather is worn to protect the arms and upper legs without restricing movement much. 30 Darai or 3,000 Sari
A buckler is a small metal shield worn strapped to your forearm. A buckler does not interfere with movement too much so you may hold a weapon your shield hand or use a bow whilst wearing one. 20 Darai or 2,000 Sari
Chainmail is made from interlocking metal rings with quilted fabric underneath to cushion the impact of blows and to prevent chaffing. More layers of chainmail may be worn over vital areas or you may just wear a chain shirt no extra frills. 40 Darai or 4,000 Sari
Full plate consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. The suit includes gauntlets, heavy leather boots, a visored helmet and thick padding worn under the armour. Full plate armour is fitted to a person and has very good weight distribution for armour of its strength and weight so it does not hamper movement as much as you might think. 60 Darai or 6,000 Sari
Half plate is similar to full plate except it incorporates chainmail as well. So your vital areas are protected by plate metal but joints and areas which move a lot use chainmail instead. 50 Darai or 5,000 Sari
Leather armour is made from stiffened leather, which is made by boiling the leather in oil. That is for the breast piece and shoulder protectors the rest is made from softer, more fexible leather. Leather armour can be made from the fexible leather with close set metak rivets to reinforce the armour. 20 Darai or 2,000 Sari
Scale mail armour of a coat and leggings of leather covered with metal scales much like a fishes. 45 Darai or 4,500 Sari
Shields are, well, shields. They vary in size and tend to be made from wood or metal but can be made from other materials. Wooded shields will weigh less then metal shields of the same size. Varies a lot depending on the type of shield.
A breastplate covers your back and front. It comes with a helmet, greaves for the lower legs and a light suit of studded or normal leather is worn to protect the arms and upper legs without restricing movement much. 30 Darai or 3,000 Sari
A buckler is a small metal shield worn strapped to your forearm. A buckler does not interfere with movement too much so you may hold a weapon your shield hand or use a bow whilst wearing one. 20 Darai or 2,000 Sari
Chainmail is made from interlocking metal rings with quilted fabric underneath to cushion the impact of blows and to prevent chaffing. More layers of chainmail may be worn over vital areas or you may just wear a chain shirt no extra frills. 40 Darai or 4,000 Sari
Full plate consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. The suit includes gauntlets, heavy leather boots, a visored helmet and thick padding worn under the armour. Full plate armour is fitted to a person and has very good weight distribution for armour of its strength and weight so it does not hamper movement as much as you might think. 60 Darai or 6,000 Sari
Half plate is similar to full plate except it incorporates chainmail as well. So your vital areas are protected by plate metal but joints and areas which move a lot use chainmail instead. 50 Darai or 5,000 Sari
Leather armour is made from stiffened leather, which is made by boiling the leather in oil. That is for the breast piece and shoulder protectors the rest is made from softer, more fexible leather. Leather armour can be made from the fexible leather with close set metak rivets to reinforce the armour. 20 Darai or 2,000 Sari
Scale mail armour of a coat and leggings of leather covered with metal scales much like a fishes. 45 Darai or 4,500 Sari
Shields are, well, shields. They vary in size and tend to be made from wood or metal but can be made from other materials. Wooded shields will weigh less then metal shields of the same size. Varies a lot depending on the type of shield.
All prices will vary depending on various things.
Magic in combat
Magic is a powerful force (note you can invent new branchs if you want) and mgic users are powerful foes though they are defeatable. Magic is limited by the branchs you know, the strength of your Fiezar and your imagination. Magic can kill you if you use it too much, you will get warning, or if you do something that is beyond you, no warning. I would strongly sugest that you start off small and get bigger, if you are a Magi (2 slots left) you will be able to start off a bit grander but be careful. Your magical strength is based off your charisma and the charces of a spell back-firing are based off your intelligence, wisdom, charisma and magical strength.
That's about all I think you need to know for combat. If you think I have missed something or you need clarification just say on the OOC thread. There I will talk about it and try to fit it in if I think it is appropreate.
Civilian equipment and starting out
To start off with you make choose two weapons, two armour (one shield, one a suit), three civilian items and I will give give you enough supplies to last for twenty days. Each. I think this is generous enough to make your early days easy but not too easy. You may sacrifice any of the above slots for gold, you may not sacrifice your food. You will also start out with twenty dari and a set of civilian clothing. I will give you weapon prices on request until you become a bit more well off. When I post civilian supplies the price will vary depending on the ecomonic situation and the size of the place. Please when you describe your equipment be inventive and the clothes can take any form you wish within reason. Eg they cannot be covered in jewels and worth 10,000 Untors ( a currency made from diamonds as you can imagine few countries use it and it is the highest demonination of currency in any country that does use it) and have a beautiful fur trim of some of the rarest animals on Altor. So yeah please keep it realistic.
Listing
Adventuring equipment
Spoiler :
A backpack= 1 sari
Barrel= 25 sari
Basket= 1 sark
Bell= 12 sari
Blanket= 1 sark
Block and tackle= 40 sari
Bucket= 10 sari
Caltrops= 25 sari
Candle= 80 sari
Canvas (m2)= 20 sari
Map case= 5 sari
Chain (5m)= 50 sari
Chalk, 1 piece= 1 sark
Chest= 40 dari
Crowbar= 10 dari
Firewood (per day)= 2 sari
Fishook= 1 sark
Fishing net, 10sq metres= 5 sari
Flask= 5 sari
Flint and steel= 1 sark
Hammer= 10 sari
Ink (25mls)= 70 sari
Inkpen= 10 sari
Jug, clay= 5 sari
Lamp= 10 sari
Lantern= 10 sari
Match (for one)= 50 sari
Mirror= 1 daras
Mug= 5 sari
Oil (1 litre flask)= 20 sari
paper= 20 sari
parchment= 10 sari
Pick, miner's= 5 dari
Pitcher, clay= 5 sari
Piton= 1 daras
Pole, 5m= 6 sari
Pot, iron= 10 dari
Pouch, belt= 5 sari
Rations, trail (per day)= 1 sark
Rope, hempen= 1 sark
Sack= 1 sark
Sealing wax= 70 sari
Sewing kit= 7 sari
Signal whistle= 20 sari
Signet ring= 1 daras
Sledge hammer= 15 dari
Soap bar= 15 sari
Spade= 60 sari
Tent= 40 sari
Torch= 15 sari
Vial= 10 sari
Waterskin= 15 sari
Whetstone= 10 sari
Barrel= 25 sari
Basket= 1 sark
Bell= 12 sari
Blanket= 1 sark
Block and tackle= 40 sari
Bucket= 10 sari
Caltrops= 25 sari
Candle= 80 sari
Canvas (m2)= 20 sari
Map case= 5 sari
Chain (5m)= 50 sari
Chalk, 1 piece= 1 sark
Chest= 40 dari
Crowbar= 10 dari
Firewood (per day)= 2 sari
Fishook= 1 sark
Fishing net, 10sq metres= 5 sari
Flask= 5 sari
Flint and steel= 1 sark
Hammer= 10 sari
Ink (25mls)= 70 sari
Inkpen= 10 sari
Jug, clay= 5 sari
Lamp= 10 sari
Lantern= 10 sari
Match (for one)= 50 sari
Mirror= 1 daras
Mug= 5 sari
Oil (1 litre flask)= 20 sari
paper= 20 sari
parchment= 10 sari
Pick, miner's= 5 dari
Pitcher, clay= 5 sari
Piton= 1 daras
Pole, 5m= 6 sari
Pot, iron= 10 dari
Pouch, belt= 5 sari
Rations, trail (per day)= 1 sark
Rope, hempen= 1 sark
Sack= 1 sark
Sealing wax= 70 sari
Sewing kit= 7 sari
Signal whistle= 20 sari
Signet ring= 1 daras
Sledge hammer= 15 dari
Soap bar= 15 sari
Spade= 60 sari
Tent= 40 sari
Torch= 15 sari
Vial= 10 sari
Waterskin= 15 sari
Whetstone= 10 sari
A note on currency. A daras (GP)= 100 sari (SP), a untora (PP)= 50 dari, a emrala (EP)= 25 untora and 10 emrala= untor (DP)
Mission rules
Missions have two forms: quests and random encouters. Quests are simple enough at points in the game you will have opitions to take or leave quests. Quests also appear if you ask around for a job. They may come from kings, merchants, nobles, poor families etc. They may require you to put your morals to one side. The list goes on but they all have one thing in common depending on what you do and how you act the world will change around you.
Random encounters are different. These occur randomly and rarely lead to quests. They will normal start off with you being attacked, noticing something odd etc. then you will have to survive whatever happens and then you will get a reward. Example: The knight was riding through the forest when he heard a damsel in distress scream. He quickly rushed to the damsel and saw a large dragon about to eat her. The knight killed the dragon and was rewarded with a kiss. I know my example is a condensed fariy tale but you get the point. Also I hereby swear that I will never give you such an aweful random encounter. I promise you will get much better ones. These may or may not change the world around you.
Reward systerm
As I have said on the Pre Nes this is not a conventinal RP game were you have experence points to spend. Your character becomes better by doing an action as your character does thinks I will make notes on how well he does and then take that into consideration in the future. As I have also said your characters can be rewarded with land and titles. When, if, this happens you can become a ruler of a small nation and your character will become king/queen. Your character can continue to advanture if you wish but it is probably best if he stays put, at least in the early years, to help your fledgeling nation get to its feet. Your character is then also your first hero and his desendents can be heros. Via your exploits as a nation you may attract heros or you may hire them but more on that when nations are formed. Please note you do not have to form a nation.