Starting Package
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.
Contents
General Starting Package
This is a very basic starting package that contains cornerstone necessities for the average player.
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
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 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.
- 25,000 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 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.
- 1 basic 20x20 single room cottage (400 sq. ft.) complete with a hearth (or heat source equivalent), bunk, 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.
- 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
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
- Players can select a complete set of basic leather or chainmail armor.
Melee Combatant
- 1 Shield (Optional)
- 2 Small Melee Weapons
...or…
- 1 Medium Melee Weapon
Ranged Combatant
- 2 Tiny Ranged Weapons
...or…
- 1 Crossbow, Hand
- 20 Crossbow Bolts (Hand)
...or…
- 1 Medium Ranged Weapon
- Crossbow includes (20) crossbow bolts
- Bow includes (20) arrows
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.
- 15,000 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 Set of Fine Clothing (As opposed to basic clothing)
- 1 Signet Ring (Bears the sigil of Noble House)
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 400 sq. ft. in family’s estate.
...or…
- 1 cottage or equivalent no larger than 400 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.
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 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.
- Title of Shop/Business - Name of your Business
- 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.
- Sales Bonus- Business owners receive an additional 20% to their wages simply for being a business owner.
- 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.)
- Creativity Bonus- Businesses that display exceptional levels of creativity or ingenuity may be awarded a bonus of up to a 5% increase to wage earnings. (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.
For a general overview of some nobility rules refer to Nobility Rules.
Skills
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.
- 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.
- 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.
- 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
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.