Difference between revisions of "Starting Package"

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===Equipment===
 
===Equipment===
  
* 1 Set of Clothing (Cloak or Coat and footwear included)
+
* Up to 6 Sets of Clothing befitting your [[Price_List#Class|Class]].
 
* 1 Waterskin
 
* 1 Waterskin
 
* 1 Backpack which contains:
 
* 1 Backpack which contains:
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* Flint & Steel
 
* Flint & Steel
  
The clothing included in the general starting package is that which would be appropriate for the character’s starting location unless the player chooses otherwise.  
+
The clothing included in the general starting package is that which would be appropriate for the character’s starting location unless the player chooses otherwise.
  
 
===Money===
 
===Money===
  
The dranari farthing (df) is the currency in Ransera. They are small coins made of a marble-like material that are a greyish-jade in color. Generally speaking, most people in Ransera do not carry large sums of dranari coins on their person. There are formal banking institutions in Ransera and the majority of people deposit their earnings in these banks. The common person carries a combination of the coins and certified bank notes in order to conduct most transactions and business dealings. For more information on banking and currency in Ransera refer to [[Currency]].
+
The dranari farthing (df) is the currency in Atharen. They are small coins made of a marble-like material that are a greyish-jade in color. Generally speaking, most people in Atharen do not carry large sums of dranari coins on their person. There are formal banking institutions in Atharen and the majority of people deposit their earnings in these banks. The common person carries a combination of the coins and certified bank notes in order to conduct most transactions and business dealings. For more information on banking and currency in Atharen refer to [[Currency]].
  
* 25,000 df
+
* 1,000 df
  
 
===Housing===
 
===Housing===
  
Each player starts out with a basic form of shelter. This takes the form of a simple cottage or equivalent in the starting location of their choice. In the case of the migrant, they are able to swap out a stationary home for additional equipment and funds. Please take note that the term cottage is applied loosely. Living arrangement vary city by city and the starting equivalent could be an apartment, a large cave in the side of a mountain, or even a suite of rooms in a much larger compound.  
+
Each player starts out with a basic form of shelter. This takes the form of a simple cottage or equivalent in the starting location of their choice. In the case of the migrant, they are able to swap out a stationary home for additional equipment. Please take note that the term cottage is applied loosely. Living arrangement vary city by city and the starting equivalent could be an apartment, a large cave in the side of a mountain, or even a suite of rooms in a much larger compound.  
  
* 1 basic 20x20 single room cottage (400 sq. ft.) complete with a hearth (or heat source equivalent), bunk, chest, chair, small table and rug.  
+
* 1 basic 20x30 single room cottage (600 sq. ft.) complete with a hearth (or heat source equivalent), bed, chest, chair, small table and rug.
  
 
===Migrant Variation===
 
===Migrant Variation===
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* 1 full set of tack
 
* 1 full set of tack
 
* A set of large saddlebags
 
* A set of large saddlebags
 +
 +
'''Alternatively, if you do not wish to start with a horse:'''
 +
* 1 Large Backpack
 +
* 50 ft. of hempen rope
 +
* 1 lantern (complete with oil)
 +
* 10 torches
 +
* 1 Bedroll
 +
* 1 Blanket
 +
* 1 tier 1 or 2 [[Fauna|NPC companion animal]] of your choosing
 +
* 1 Small Tent (2 people)
 +
 +
'''And exclusively available if you are starting in the Badlands of Daravin:'''
 +
* 1 Large Tarp
 +
* 1 Large Tent (4 people)
 +
* 50 ft. of hempen rope
 +
* 1 lantern (complete with oil)
 +
* 10 torches
 +
* 1 Bedroll
 +
* 1 Blanket
 +
* 1 Chariot (with 5 gallons of Wurmblood)
  
 
=Combatant Starting Package=
 
=Combatant Starting Package=
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* 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)  
 
* 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)  
 
* Flint & Steel  
 
* Flint & Steel  
* 1 Set of Armor
+
* 1 Set of Armor (Light or Medium)
 
* Players can select a complete set of basic leather or chainmail armor.  
 
* Players can select a complete set of basic leather or chainmail armor.  
  
 
'''Melee Combatant'''
 
'''Melee Combatant'''
 
* 1 Shield (Optional)
 
* 1 Shield (Optional)
* 2 Small Melee Weapons
+
* 1 Melee Weapon (Iron)
...or…
 
* 1 Medium Melee Weapon
 
  
 
'''Ranged Combatant'''
 
'''Ranged Combatant'''
* 2 Tiny Ranged Weapons
 
...or…
 
 
* 1 Crossbow, Hand
 
* 1 Crossbow, Hand
* 20 Crossbow Bolts (Hand)
 
 
...or…
 
...or…
* 1 Medium Ranged Weapon
+
* 1 Bow, Recurve
* Crossbow includes (20) crossbow bolts
+
 
* Bow includes (20) arrows
+
You do not need to worry about tracking ammunition in your ledger. Assume you begin with a sufficient amount.
  
 
===Money===
 
===Money===
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Due to the fact that combatant players are being afforded the change to start with more varied equipment, they do not start with the same amount of coin as a general starting package.
 
Due to the fact that combatant players are being afforded the change to start with more varied equipment, they do not start with the same amount of coin as a general starting package.
  
* 15,000 df
+
* 250 df
  
 
===Housing===
 
===Housing===
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===Equipment===
 
===Equipment===
* 1 Set of Fine Clothing (As opposed to basic clothing)
 
 
* 1 Signet Ring (Bears the sigil of Noble House)
 
* 1 Signet Ring (Bears the sigil of Noble House)
 +
* Whatever is allowed within the Noble Class of the [[Price List]]
  
 
===Housing===
 
===Housing===
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Nobles can be rather complex in terms of their housing. We recognize that every character who might desire to play as one of the nobility will need to be carefully considered. Is the character residing in the larger estate of their family? Are they on their own? Regardless the following guidelines should be kept in mind with regard to starting out as a noble.
 
Nobles can be rather complex in terms of their housing. We recognize that every character who might desire to play as one of the nobility will need to be carefully considered. Is the character residing in the larger estate of their family? Are they on their own? Regardless the following guidelines should be kept in mind with regard to starting out as a noble.
  
* 1 Suite of rooms no greater than 400 sq. ft. in family’s estate.  
+
* 1 Suite of rooms no greater than 600 sq. ft. in family’s estate.  
 
...or…
 
...or…
* 1 cottage or equivalent no larger than 400 sq. ft. complete with finer quality furnishings and decorations.
+
* 1 cottage or equivalent no larger than 600 sq. ft. complete with finer quality furnishings and decorations.
  
 
Players are strongly encouraged to communicate with their local moderation team. Work with the moderators over the location you have chosen to start in and see what works best.
 
Players are strongly encouraged to communicate with their local moderation team. Work with the moderators over the location you have chosen to start in and see what works best.
  
===Business Ownership===
+
===Daravinic Entente Package===
 +
In order to be a Noble member of the Daravinic Entente, a PC must fulfill a few requirements. To begin with, they must seek approval from the moderator(s) of the Daravinic Empire, currently: Tyranny. In addition, they must possess at least one Raw Magic at 25, and are recommended to begin with one additional magic as well, whether Raw or World. All Entente PCs will begin as 'Veir', Daravinic Lesser Nobility. They will be members of their own family, a PC-created House that does not need a write-up or additional members, though these things are recommended so as to enrich the PC's experience in the Candor.
  
Players approved to play as higher than a generic Lord of Lady must abide by the following rules. In order to contribute to and sustain their lavish lifestyle, a noble must be able to generate a sizeable income. To that end, every player wishing to begin as a noble must take up a business. The following is the business plan format that should be submitted to the Business Forum. The business plan can be approved by any moderator. However, the lead moderator for the location wherein the player wishes to start must sign off on the business as feasible within the domain.  
+
Daravinic Entente are almost always either [[Human]] or [[Sil'Norai]], or a cross-breed of the two. Generally, new PCs within the Entente are strongly recommended to be humans or half-Sil'Norai as the descendants of an older family, as full-blooded Sil'Norai typically only achieve a high position through exceptional skill, and virtually always must forge their own House. Exceptions, however, can be made if they make sense within the framework of the nation.  
  
* Title of Shop/Business - Name of your Business
+
Daravinic Entente have the same beginning items allowed to other Nobles. In addition, all Daravinic Entente are allowed to begin with the following Non-Skill lores:
* Business Type - Goods, Services, Goods and Services
 
* Items Sold - This is your business price list. Prices for general items come from the Price List.
 
* Base Income - This is the basic starting income value in dranari farthings per day that comes from the Profession section of the Price List.
 
* Skill Bonus - This is the modifier applied to the base income and is related to skill level.
 
* Sales Bonus - This is a modifier applied to the base income and is related to business ownership and other factors that affect business ownership.
 
* Ingenuity/Creativity Bonus - This is a modifier applied to the base income and is related to creativity in business foundation and operation. What do you do to make your business stand out?
 
* Total Income - This is the final, modified income after all bonuses or penalties have been applied.
 
* Assets - This is a list of all structures and items that are either sold or used in the foundation/operation of the business including their costs. Employee cost is also included here.
 
* Debts - This is a list of how much one owes to a creditor for financing their business.
 
* Negative Modifier- Areas saturated with a particular business model or profession may incur a negative penalty. Additionally, specializing in a manner of business that is extremely niche with a very select audience may also incur a penalty. (This is assigned by a moderator if applicable.)
 
  
For more information concerning Nobility, it is best to consult with the local moderation team of your starting area. Each sovereign state may or may not abide by different guidelines on how nobility operates in that particular area.
+
*Daravin: A Militaristic Magocracy
 +
*Daravin: Merit-Based Inheritance
 +
*Daravin: Magic is Ulen's Divine Providence
 +
*Daravin: Ulendreaism
 +
*Daravin: The Omen
 +
*Daravin: The Royals
 +
*Daravin: The Four Trenorant
 +
*Daravin: The Nine Montien
 +
*Daravin: The Veir
 +
*Daravin: The Valran
 +
*Daravin: The Halamire
 +
*Daravin: Magical Institute of Nardothis
 +
*Daravin: The Candor
 +
*Daravin: Daravin Taboos
  
For a general overview of some nobility rules refer to [https://ransera.com/viewtopic.php?f=65&t=112 Nobility Rules].
+
=World Mage: Addendum=
 +
Any new character on Atharen may choose to add a 'World Mage Addendum' to their chosen Starting Package. This allows them to start with either the Artificer's Kit, Sunderer's Kit or the Necromancer's Kit - usually 2,500 df on the [[Price List]] - in their inventory at the beginning of play. However, they will need to remit either 600 df for six seasons, or 1,000 df for three seasons in order to pay this off, per the character's choice. These seasons must be any season in which the character receives wages, and cannot be deferred if the character earns wages that season.
  
=Skills=
+
=Business Ownership=
  
All players begin with a pool of 100 XP points to distribute across various skills. Please abide by the following stipulations with regard to starting skills.
+
Players approved to play as higher than a generic Lord of Lady must abide by the following rules. In order to contribute to and sustain their lavish lifestyle, a noble must be able to generate a sizeable income. To that end, every player wishing to begin as a noble is strongly encouraged to take up a business. The business plan format is found at the top of the [https://atharen.com/viewforum.php?f=70 Business Sheets Forum] (located in the Support Forum). The business plan can be approved by any moderator. However, the lead moderator for the location wherein the player wishes to start must sign off on the business as feasible within the domain.  
  
* Please annotate on your character sheet which skills are part of your starting package. This can be done by placing (SP) next to the skill on the roster.
+
[[Businesses]] must follow the rules outlined in their individual wiki page.
* Starting skills cannot begin with less than 5 XP.
 
* No skill may be placed above 25 XP at start.
 
* The Lore requirements are waived for Starting Skills. This means you can begin with [one] Apprentice skill from your starting skills, without it requiring 10 lores.
 
* If you begin play with a Personal Magic or a World Magic, you must explain in your history how your character came to study or be initiated into the magic.
 
* A player can take up to three magics to begin with, though we would recommend less. It is not mandatory to take less than three, but we recommend focusing on a character’s chosen magic as opposed to spread loading in order to gain a clear understanding of how magic works in Ransera. Please note that you can only learn up to three magics from NPCs after this, and with permission from a local moderator for each. After that, you'll need Support Forum approval with a valid line of threads associated, with more scrutinous moderated approvals. Or, you can learn from a PC.
 
  
=Lore=
+
For more information concerning Nobility, it is best to consult with the local moderation team of your starting area. Each sovereign state may or may not abide by different guidelines on how nobility operates in that particular area.
 
 
Lore is the record of knowledge that has been accumulated by the player across their roleplay. Lore is specific to certain techniques, facts, traditions, beliefs, cultural norms etc. for that which they are awarded. An example might be of a character who is a baker. They grew up around baking and have helped in their family’s business. As a result they know the specific techniques and knowledges required to run a successful bakery. A lore for them might look like this “Baking: How to Infuse Rolls with Honey” or “Baking: How to Fry Donuts”.  From a management standpoint they might also possess a lore that looks like this “Business Management: Accounting For Supplies and Equipment”.
 
 
 
Social lores tend to lend insight into something specific and unique about the character or social situation wherein the lore was learned. There is an endless amount of customization possible for lore. Players are encouraged to be creative but should remember that a Lore is unchanging. It is a specific piece of knowledge learned from a specific set of circumstances.
 
 
 
* Characters begin play with 8 Lores. These can be divided as the player sees fit.
 
* Characters are NOT permitted to begin play with Lores that would be considered secret knowledge.
 
 
 
=Languages=
 
 
 
Players all begin play with fluency in the Common language. Additionally, they may choose one other language to be fluent in, so long as it makes sense within their backstory that they would know this language.
 
 
 
=Bonus Experience and Lore=
 
  
Upon having their Character Sheet reviewed by a moderator, players can be awarded Experience Points and Lore beyond the initial starting amount. This is at the discretion of the moderator reviewing the character sheet. This bonus XP and Lore will be awarded for displaying in-depth creativity and is a reward for characters that go above and beyond the bare minimum of what is required to play.
+
For a general overview of some nobility rules refer to [https://atharen.com/viewtopic.php?f=65&t=112 Nobility Rules].
  
 
[[Category:Rules]]
 
[[Category:Rules]]

Latest revision as of 14:00, 31 August 2022

Here one will be able to find the various starting packages available to players at character creation. The point of these packages is to provide for players a quick method of compiling essential equipment, items, money and housing in order to expedite being able to play.

General Starting Package

This is a very basic starting package that contains cornerstone necessities for the average player.

Equipment

  • Up to 6 Sets of Clothing befitting your Class.
  • 1 Waterskin
  • 1 Backpack which contains:
  • 1 Set of Toiletries
  • 10 days of rations
  • 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
  • Flint & Steel

The clothing included in the general starting package is that which would be appropriate for the character’s starting location unless the player chooses otherwise.

Money

The dranari farthing (df) is the currency in Atharen. They are small coins made of a marble-like material that are a greyish-jade in color. Generally speaking, most people in Atharen do not carry large sums of dranari coins on their person. There are formal banking institutions in Atharen and the majority of people deposit their earnings in these banks. The common person carries a combination of the coins and certified bank notes in order to conduct most transactions and business dealings. For more information on banking and currency in Atharen refer to Currency.

  • 1,000 df

Housing

Each player starts out with a basic form of shelter. This takes the form of a simple cottage or equivalent in the starting location of their choice. In the case of the migrant, they are able to swap out a stationary home for additional equipment. Please take note that the term cottage is applied loosely. Living arrangement vary city by city and the starting equivalent could be an apartment, a large cave in the side of a mountain, or even a suite of rooms in a much larger compound.

  • 1 basic 20x30 single room cottage (600 sq. ft.) complete with a hearth (or heat source equivalent), bed, chest, chair, small table and rug.

Migrant Variation

Sometimes players choose not to settle down in one place. The following is an option available to players who decide to adopt the migrant variant for shelter. They receive the same amount of money as others receiving the General package.

  • 1 Large Tent (4 people)
  • 1 Large Tarp
  • 50 ft. of hempen rope
  • 1 lantern (complete with oil)
  • 10 torches
  • 1 Bedroll
  • 1 Blanket
  • 1 Horse
  • 1 full set of tack
  • A set of large saddlebags

Alternatively, if you do not wish to start with a horse:

  • 1 Large Backpack
  • 50 ft. of hempen rope
  • 1 lantern (complete with oil)
  • 10 torches
  • 1 Bedroll
  • 1 Blanket
  • 1 tier 1 or 2 NPC companion animal of your choosing
  • 1 Small Tent (2 people)

And exclusively available if you are starting in the Badlands of Daravin:

  • 1 Large Tarp
  • 1 Large Tent (4 people)
  • 50 ft. of hempen rope
  • 1 lantern (complete with oil)
  • 10 torches
  • 1 Bedroll
  • 1 Blanket
  • 1 Chariot (with 5 gallons of Wurmblood)

Combatant Starting Package

We recognize that there are some characters who are made with the idea in mind that they are knights, mercenaries, rangers and the like. In order to accommodate this facet of role-play the following starting package has been compiled for these types of characters.

Equipment

  • 1 Set of Clothing (Cloak or Coat and footwear included)
  • 1 Waterskin
  • 1 Backpack which contains:
  • 1 Set of Toiletries
  • 10 days of rations
  • 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
  • Flint & Steel
  • 1 Set of Armor (Light or Medium)
  • Players can select a complete set of basic leather or chainmail armor.

Melee Combatant

  • 1 Shield (Optional)
  • 1 Melee Weapon (Iron)

Ranged Combatant

  • 1 Crossbow, Hand

...or…

  • 1 Bow, Recurve

You do not need to worry about tracking ammunition in your ledger. Assume you begin with a sufficient amount.

Money

Due to the fact that combatant players are being afforded the change to start with more varied equipment, they do not start with the same amount of coin as a general starting package.

  • 250 df

Housing

Housing for the Combatant follows the same guidelines as the General Starting Package as normal.

Nobility Starting Package

Being able to play as the elite members of society can be a fun and important facet of roleplay. We understand that it is appealing to players across the spectrum and have compiled a general guideline for starting packages for nobles. Players should bear in mind that playing as a noble comes with both privilege and expectations. The character will be expected to maintain a profession across the duration of their play. They will have to maintain a level of income that allows for their grand lifestyle. Failure to meet this requirement will result in the player going destitute. Conversely, being a burden upon one’s family may result in them being disowned and cast out of their family’s holdings. Upon ascending to the rank of Baron (or equivalent) the player will be required to establish themselves as a Business Owner.

Equipment for Nobles can follow the General or Combatant guidelines with the following additions.

Equipment

  • 1 Signet Ring (Bears the sigil of Noble House)
  • Whatever is allowed within the Noble Class of the Price List

Housing

Nobles can be rather complex in terms of their housing. We recognize that every character who might desire to play as one of the nobility will need to be carefully considered. Is the character residing in the larger estate of their family? Are they on their own? Regardless the following guidelines should be kept in mind with regard to starting out as a noble.

  • 1 Suite of rooms no greater than 600 sq. ft. in family’s estate.

...or…

  • 1 cottage or equivalent no larger than 600 sq. ft. complete with finer quality furnishings and decorations.

Players are strongly encouraged to communicate with their local moderation team. Work with the moderators over the location you have chosen to start in and see what works best.

Daravinic Entente Package

In order to be a Noble member of the Daravinic Entente, a PC must fulfill a few requirements. To begin with, they must seek approval from the moderator(s) of the Daravinic Empire, currently: Tyranny. In addition, they must possess at least one Raw Magic at 25, and are recommended to begin with one additional magic as well, whether Raw or World. All Entente PCs will begin as 'Veir', Daravinic Lesser Nobility. They will be members of their own family, a PC-created House that does not need a write-up or additional members, though these things are recommended so as to enrich the PC's experience in the Candor.

Daravinic Entente are almost always either Human or Sil'Norai, or a cross-breed of the two. Generally, new PCs within the Entente are strongly recommended to be humans or half-Sil'Norai as the descendants of an older family, as full-blooded Sil'Norai typically only achieve a high position through exceptional skill, and virtually always must forge their own House. Exceptions, however, can be made if they make sense within the framework of the nation.

Daravinic Entente have the same beginning items allowed to other Nobles. In addition, all Daravinic Entente are allowed to begin with the following Non-Skill lores:

  • Daravin: A Militaristic Magocracy
  • Daravin: Merit-Based Inheritance
  • Daravin: Magic is Ulen's Divine Providence
  • Daravin: Ulendreaism
  • Daravin: The Omen
  • Daravin: The Royals
  • Daravin: The Four Trenorant
  • Daravin: The Nine Montien
  • Daravin: The Veir
  • Daravin: The Valran
  • Daravin: The Halamire
  • Daravin: Magical Institute of Nardothis
  • Daravin: The Candor
  • Daravin: Daravin Taboos

World Mage: Addendum

Any new character on Atharen may choose to add a 'World Mage Addendum' to their chosen Starting Package. This allows them to start with either the Artificer's Kit, Sunderer's Kit or the Necromancer's Kit - usually 2,500 df on the Price List - in their inventory at the beginning of play. However, they will need to remit either 600 df for six seasons, or 1,000 df for three seasons in order to pay this off, per the character's choice. These seasons must be any season in which the character receives wages, and cannot be deferred if the character earns wages that season.

Business Ownership

Players approved to play as higher than a generic Lord of Lady must abide by the following rules. In order to contribute to and sustain their lavish lifestyle, a noble must be able to generate a sizeable income. To that end, every player wishing to begin as a noble is strongly encouraged to take up a business. The business plan format is found at the top of the Business Sheets Forum (located in the Support Forum). The business plan can be approved by any moderator. However, the lead moderator for the location wherein the player wishes to start must sign off on the business as feasible within the domain.

Businesses must follow the rules outlined in their individual wiki page.

For more information concerning Nobility, it is best to consult with the local moderation team of your starting area. Each sovereign state may or may not abide by different guidelines on how nobility operates in that particular area.

For a general overview of some nobility rules refer to Nobility Rules.