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
- 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 500 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.