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The Pioneers - OOC / Signups

For all of your non-NationStates related roleplaying needs!

C~ use?

Allow C~ to be used to buy items and animals.
7
47%
Allow C~ to be used to influence game through events and to implement new game mechanics.
4
27%
Don't allow C~ to influence game mechanics.
4
27%
 
Total votes : 15

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

The Pioneers - OOC / Signups

Postby Harkback Union » Wed May 27, 2015 4:36 am

Prologue IC

Actual IC

The North Atlantic, 1622

Image

An old, battered ship treks across the ocean, carried forth by the winds and the waves. Aboard are a few dozen settlers, escaping the war-ravaged Europe in search of a new home where they can finally live in peace. Aboard the ship there is enough food and water remaining for a week, some kitchenware and some tools, but not much else. The settlers didn't have much time or money to prepare for the journey...


"LAND AHEAD! LAND AHEAD!" - Screams a sailor from the foremast. Everyone gathers at the front of the ship to take a look...

Image


From behind the mist, green trees and white mountains rise, a spectacular sight. Relief and joy is shared by the passengers aboard as they open the last bottle of wine aboard to celebrate. Suddenly, a large, black cliff reveals itself in the path of the ship.

Shouting and Swearing echoes across the decks. The captain spins the ship's wheels while the Sailors do everything in their power to bring the ship to a halt...
but its too late.

The Cliff tears a large hole in the hull, through which water floods into the cargo hold. The settlers now scramble to save their belonging and escape the ship on boats, but there is little time...


MECHANICS:

Time (CHANGES!)

1 RL days is 1 IC days by default. Every day consists of 24 hours that can be "spent" on various activities. At least 8 hours should be spent resting every day, otherwise penalties will apply. The time costs of some activities, for instance, the construction of a house can be split between multiple builders. Additionally, activities can be split up. You can start crafting a tool and finish it later. The Smallest unit of time is 30 minutes, unless Combat occurs, then things can get complicated.

If a town hall is present anywhere in the new world, settlers will have a total of 26 hours to spend every day.

Every settler should post on the IC in spoilers or telegram their time table for an entire day to the op BEFORE the day gets started. Secret activities always have to be telegrammed to the op, also before the day starts. It is not possible to change your time table after the day started unless:
- Combat occurs in your area
- Time tables conflict one way or another (2 people try to use the same smithy).
- ???

Every normal day will play out according to the time tables posted or tellied in advance. IC can be written in advance to a day playing out but keep in mind that your IC may have to be edited if stuff comes up.

Important!
While you are asleep, it is impossible to change your time table regardless of what's going on (exception: if you get attacked).


Space (Changes!)

The new world is divided into areas location. Every area has a set number of empty plots of land on which to build (50 by default) buildings. Additionally, some areas have plots of land occupied by something (Forests, rocks). If these are cleared/removed, new land becomes buildable. It costs 30 minutes to move from one area to another, neighboring area. Every building counts as a location, additionally, there are some other locations such as fishing grounds, ore veins and ruins. It costs no time to move between location in the same area.


Items and resources

Raw Materials:

Wood - Gained by chopping down trees with an axe

Clay - Gained by digging clay pits for clay.

Bricks - Gained by mining or by burning bricks from clay at a furnace

Iron - Gained through mining Iron.

Coal - Gained through mining Coal

Minerals - (Sulphur, salt, Nitrates...) Gained through mining Minerals.

Fiber - Gathered in the forest in small quantities, Harvested from sheep or wheat in larger quantities.

Leather - Gained from butchering animals.

Herbs - Gathered in the forest


Animals

Sheep - Needs 2 plots of land to live on. Should be protected by a pasture. Grows a fluffy fur every 7 days which can be harvested for fiber (Grown at 6AM every monday). Can be butchered for 5 meat.

Chicken - Needs 1 plot of land to live on. Should live in a pasture. IF it is fed by 1 Grain on a day, It will produce 1 Egg on the next day at 6 AM. If its fed no grain, it will remain alive but will not produce eggs. Can be Butchered for 2 meat.

Cow - Needs 5 Plots of land to live on. Should be put in a pasture. Produces 1 milk every day (Harvestable from 6 AM). Can be butchered for 10 meat, 2 Leather.

Falcon - Cannot be butchered. Needs no land to live on. Falcons can be sent to hunt once per day.
The falcon can be used as a ranged weapon with 2 HP damage.
The falcon has 4 HP and can be killed with ranged attacks only. It can't be stolen.
The Falcon has 3 Vitality and must be fed with 1 meat every day, or else it loses 1 vitality.


Foods

Meat - Gained from hunting and butchering sheep, chickens, cows, wild deer, wild bears and wild wolves. Spoils after 48 hours unless its salted with minerals. Has a Nutrition value of 1.

Fish - Gained from fishing. Spoils after 24 hours unless its salted with minerals. Has a Nutrition value of 1.

Preserved meat - Produced from fish, meat and minerals. Won't spoil. Has a Nutrition value of 1.

Cooked meat. - Produced from fish and meat. Will spoil 24 hours after production. Has a Nutrition value of 3.

Spiced cooked meat - Produced from preserved meat or from meat and minerals. Has a Nutrition value of 3 and increases faith by 1.

Milk - Harvested from cows. Spoils after 24 hours. Has a Nutrition value of 1.

Eggs - Harvested from chickens. Has a Nutrition value of 1. Reduces Faith by 1 if consumed raw.

Cooked eggs - Produced from Eggs. Has a nutrition value of 1. Spoils after 24 hours.

Potatoes - Harvested from farms / Gathered from forests. Has a Nutrition value of 1.

Baked Potatoes - Produced from potatoes. Has a Nutrition value of 2. Will spoil in 24 hours.

Veggies - Harvested from farms / Gathered from forests. Has a Nutrition value of 2.

Grains - Harvested from farms / Gathered from forests. Cannot be directly consumed by humans.

Flour - Produced from grains at mills. Cannot be directly consumed by humans.

Bread - Produced from Flour. Has a Nutrition Value of 2. Spoils after 72 hours.

Soup - Every unit of soup is made out of 1 Raw meat and 1 potato OR 1 potato and 1 veggies OR 1 Raw meat and 1 veggies. A Soup is worth 4 nutrition but spoils after 24 hours.


Items / Goods

Axe - Produced from wood and iron by blacksmiths. Used to cut trees.

Pickaxe - Produced from wood and iron. Used to mine ores.

Shovel - Produced from wood and iron. Used to dig clay and to farm.

Hammer - Produced from wood and iron. Used to build stuff

Sickle - Needed to efficiently harvest wheat.

Shears - Produced from iron. Used to harvest wool.

Kitchenware - Made from iron. Used to cook food.

Nets - Made from fiber by weavers. Boosts fishing.

Winter Clothing - Made from fiber or leather by weavers. Provides 2 warmth.

Medical Supplies - Made from herbs and fiber. Used to heal wounds.

Elegant clothing - Made from fiber by weavers. Provides 1 Warmth and restores 1 faith per day.

Machine Parts - Made from iron by smiths. Used to build advanced buildings.

The Bible - Cannot be made.

Skill books - Cannot be made. There is 1 type of skill book for every kind of skill. You can bring some of these with you to the new world.


Weapons / Armor:

NOTE! Axes, Pickaxes, Sickles, hammers, shears and medical supplies also count as weapons.

Bow - Made from wood. Used to hunt animals and other humans with arrows.

Arrows - Made from wood. Used to Hunt animals with bows.

Spears - Made from wood. Used to hunt and fight. Can also help a little when fishing without a net.

Sword - Made from Iron. Used to fight in close quarters.

Rifle - Made from Wood and Iron. Used hunt animals and other humans with munitions.

Munitions - Made from Gunpowder and Iron. Used to hunt animals with rifles.

Leather Armor - Made from leather by tailors / Wavers, Has an armor of 1 and provides 1 warmth.

Iron Armor - Made from Iron by smiths. Has an armor of 2.










CLASSIFIED

Yields in Temperate forest
Spring - Autumn. (Grain gets replaced with fiber in the autumn).
1: 1 Grain, 1 Veggies, +1Fiber, potato or herbs with botanics
2: 1 Grain, 1 Veggies, +1Fiber, potato or herbs with botanics
3. 1 Grain, +1Fiber, potato or herbs with botanics
4: nothing +1Fiber, potato or herbs with botanics
5: nothing

Winter.
2: 1 Grain + 1 Fiber or grain with botanics
3: 1 Grain + 1 Fiber or grain with botanics
4: nothing + 1 Fiber or grain with botanics
5: nothing


Fishing yields:
Spring to autumn.
0.5 Fish if without skill or tool, +1 with fishing with a net +0.5 if fishing with a spear. + 1 with fishing skills. +0.5 for combination of net and skills for a total of 3.
0.5 = weed. Dries after 24 hours. Worth 1 nutrition after.

winter
can only catch 1 fish with skills and net or 0.5 fish with skills only.

Base Fish capacity: 15 per source/year.
+3 hard to catch fish (caught at halved rate after base fish is depleted.)


Hunting.
Animals move around in flocks. Hunting skills reveal where they are if no game is present in the area.

Deer: 3 HP, 3 Damage. Cannot be "ambushed". Runs away in first turn unless REDACTED. 4 Meat, 3 leather from butchering. Always runs away from area if flock is attacked by hunters or if someone tries to hunt there without skills. 2 Flocks. Max 4 deer per flock. +1 Deer every year per flock If flock has at least 2 members.

Guinea - Pigs: 1HP, 0 damage. 1 flock of 4, Additionally, there are 2 of these in the first 3 forest region. Can be bred if caught but not really worth it until REDACTED.

Bear: 5 HP, 4 Damage. 1 Flock. 4 bears per Flock, which is spread out over several regions. Consumes fish from fishing grounds. Always attacks on first turn, runs away if badly wounded. 5 Meat and 3 leather (hide) if butchered.


Skills

Most activities require you to have skills. You can gain skills from books, with practice or from others. Most skills have a skill point cost. More expensive skills take more time to learn and cost more skill points at the start. It takes 16 hours of practice, 6 hours of study from a book and 4 hours of learning from another person to gain 1 skill point towards a skill. Once you have all the skill points needed for a skill, you gain the skill.

Nobody can have more then 12 skill points invested in skills at a time. You can unlearn old ones to learn new ones.

The list of skills available from the start:

TIER I. (Costs 2 skill points)

Wood Working - Can be practiced any time.

Mining - Requires a pickaxe to practice.

Growing - Can be practiced any time.

Hunting - Requires any weapons to practice.

Fishing - Can be practiced any time.

Masoning - Can be practiced any time.

Tailoring / Waving - Can be practiced any time.

Fighting - Requires a random weapon to practice.

Shooting - Requires a ranged weapon to practice. Every time you practice with a gun, you'll lose 1 munitions.

Exploring - Reduces the risk involved in exploration.

TIER 2. (Costs 3 skill points)

Smithing - Requires a Smithy to practice.

Preaching - Requires a Bible to practice.

Sneaking - Helps you perform hidden actions and break doors. Can be practiced freely. Can also be kept hidden from others.

Botanics - Needed to gather herbs. Can be practiced freely.

Investigating - Improves results from searching.

TIER 3. (Costs 3 skill points)

Doctoring - Needed for healing other settlers. Requires Botanics to practice.

Machining - Needed for building advanced buildings and operating machines. Requires woodworking or smithing skill to practice.

Additionally, new skills may be "Discovered" as the game progresses.


The Weather, Health points, Vitality and Faith (Important)

The Weather

Every day, There will be some kind of weather condition which will influence the daily life and the well-being of the settlers. Every kind of weather comes with a Temperature rating from 0 to -3 or from 0 cold to 3 cold. Cold can be countered by warmth, which can be gained by resting in homes and wearing winter clothing. If a settler rests in cold, he/she will lose Vitality and faith.

Health

Health points represent a settler's physical condition. Low HP means injuries, open wounds, bleeding. By default, All settlers have 10 max HP and start out with 10 HP. If a settler has less then 3 HP, he/she will lose 1 Vitality every hour. If he/she has 0 to -5 HP, he/she will lose 1 vitality for ever HP he/she is missing every 30 minutes and cannot fight or perform any action. If a settler has less then -5 HP, He/she will die instantly.

Vitality

Vitality represents health of the internal organs and the immune system. Starvation, Lack of sleep, The cold and disease decreases vitality. Eating well and care by doctors can increase vitality. By default, All settlers have 10 max Vitality and start out with 10 Vitality. If a settler runs out of vitality, he/she will begin to lose 3 faith for every vitality he/she loses. If both faith and Vitality runs out, the settler will die.

Faith.

Faith represents health of the mind. Lack of sleep, being in the cold, death of other settlers, starvation and witnessing horrors decrease faith. Listening to Preachers, Alcohol and relaxing can increase Faith. By default, All settlers have 10 starting faith and start out with 10 Faith. If someone loses all their faith but still has Health and vitality, He / she will be driven insane.

There is a special kind of injury, Grave injuries. They can be easily gained during combat. Grave injuries can only be fixed by surgery. Every kind of grave injury has some special effects.


Activities!: (Important)

The list of activities:

GENERAL

Practice - Learn through experimentation. It takes 16 hours and 2 faith to earn a skill point this way. Practicing Some skills have other preconditions. (Practice won't yield you anything useful)

Read Skill book - Learn skill points from a skillbook. 6 hours invested = 1 skill point gained towards the skill the book is about.

Learn from others - If someone is willing to teach you, you can gain 1 skill point in 4 hours.

Teach skills - Allows 1 other settler to learn skill points from you. Takes 4 hours.

Explore - Venture into the unknown to find out what's there. Requires you to move into an undiscovered area, Takes up 6 hours of time. Will reveal the area to you and everyone you talk to. Is Risky. You have been warned.

Preach - Takes 1 hour (for both the preacher and his listeners), Requires a bible and preaching skills. Can be performed once per day. Increases faith by 1 of the preacher and everyone who listens in. Triple faith gain in a chapel.

Rest - Takes 10 - 0 hours. You MUST rest once per day (but you can rest for 0 hours). You can only rest between 6 PM and 8 AM. If you rest 10 hours, you regain 1 HP. If you rest 8 hours, nothing happens. If you rest 7 or 6 hours, you lose 1 faith. If you rest 5 or 4 hours, you lose 1 vitality and 1 faith, If you rest less then that, you lose an additional 1 faith and 1 vitality for every 2 hours you skip. If you rest in the open or a cramped house, you lose 1 faith. Additionally, you lose 1 vitality if for every point of Cold that your settler cannot counter with warmth while sleeping..

Fight - Takes 30 minutes per 10 combat turns. Every time you engage in combat, you must invest 30 minutes. If you ran away from a battle, you will end in another area at the end of the fight free of charge.

Eat - Takes 30 minutes per unit of food consumed. At the end of every day, every settler's vitality and faith changes depending on how much food he/she consumed.
0 Nutrition: -3 Vitality, -3 Faith.
1 Nutrition: -2 Vitality, -2 Faith
2 Nutrition: -1 Vitality IF vitality is above 2, no vitality change if you have 0, 2 or 1 vitality. -1 Faith.
3 Nutrition: No change
4 Nutrition: +1 Vitality.
5 Nutrition: +1 Vitality, +1 Faith.
6 Nutrition: +1 Vitality, +1 Faith, +1 HP.

Drink - Takes 30 minutes per drink drunk. Consume 1 Alcohol to restore 2 faith. You restore 1 additional faith if you drink at a town hall.

Travel - Takes 30 minutes, move from one area to a neighboring area. Note: Travel to buildings/locations in the area where you currently are takes no time!

Trade/take/drop items and resources in your area - Takes 0 minutes.

Sneak - Takes ? minutes. Perform an activity in secret. Any consequence of the activity that does not directly influence other settlers will remain hidden from everyone. Other consequences will be revealed. For instance, if you steal a sword from someone, they will know that their sword is missing, however, nobody will know that you have the sword unless you get searched. Any secret activity you perform will take time from resting. Any penalties or bonuses from secret actions will not be known to other settlers. For instance, If you steal a bread and eat it and at the end of the day you have 5 nutrition with the bread eaten but 3 without, officially, you won't receive the vitality and faith bonus. In reality however, your character will have extra faith and vitality that will only be revealed to others when your extra faith and vitality has something to do mechanics-wise (For instance, when you are dying). Secret actions may leave behind clues for other settlers to find. Sneaking skills decrease the number of clues left behind!

Spy - Takes ? minutes. Requires sneaking skills. Can only be performed in secret. While you are spying, you cannot be seen by anyone except for those that are awake and have investigating skills. Spying counts as an activitiy and no other activities can be performed while spying. Spying lets you be at a location and find out what's going on in there without being noticed by non-investig

Searching/Investigating - 1 hours. Search a specific building or location for clues or hidden items OR 30 Minutes if you search a person (Note: Cannot be performed without the consent of the person you search! He will also lose 30 minutes as a result of the search). OR 2 hours if you search an area in general. Only those with investigating skills can find clues but anyone can find hidden items that resulted from secret actions.

Pick Locks - 2 hours without, 30 minutes with sneaking. Break into a locked building.

Guard - ? hours - Keep an eye on a building and its contents. If anyone tries to break in, you will immediately enter combat with them (except for those spying, though if they stop spying and try to do something else, they will be noticed by you).



RESOURCE GATHERING

Gather - Search for edible plants in forests. If you have the botanics skill, you may also find Herbs. You cannot Gather in the winter. Takes 6 hours. The more often settlers gather in the same area, the less the food yield.

Hunt - Takes 6 hours. Search the forests for wild animals and hunt them down in combat. Hunting will yield wild animals that will then have to be butchered within 24 hours, otherwise they will begin to rot.

Chop Wood - Takes 16 hours - 12 hours if you have an axe (In other words 4 hours if you have an axe), also requires a forest with trees. Gain 2 Wood as a result if you don't have wood working skills, 3 If you do.

Mine Ores - Takes 16 hours - 4 If you have a hammer OR - 8 hours if you have a pickaxe. Requires a discovered source of minerals. Its dangerous to mine ores without mining skills. Gain 2 Iron, Mineral, Brick or coal, depending on where you are mining.

Dig Clay - Takes 16 hours - 12 Hours if you have a shovel. Gain 4 Clay as a result.

Burn Brick - Takes 1 Hours, consumes 4 wood and 4 clay, Gain 4 bricks.

Fishing - Takes 8 Hours. Isn't guaranteed to yield fish. A Good fishing location, Fishing skills and nets greatly improve fishing yields.



CONSTRUCTION

Place Campfire - takes 30 minutes, 1 free plot of land and costs 2 wood. Place a campfire that lasts 12 hours. Up to 3 settlers can rest by a campfire. Campfires provide +1 Warmth.

Dig hole - takes 4 hours without a shovel, 30 minutes with a shovel, 1 plot. You can store up to 5 items in a hole.

Remove hole - Takes 4 hours without a shovel, 30 minutes with a shovel. Remove a hole.

Place Trap - 2 hours, 1 Fiber, 1 Wood, an empty hole, Wood working or hunting skills. A trap useful for catching animals. A Trap is "destroyed" each time it catches an animal.

Build with Wood - Takes 16 Hours -6 hours if you have a hammer - 6 hours if you have wood working skills. Consumes 2 Wood, Produces 1 Wood Build points (WBP).

Build with Clay - Takes 16 hours - 8 hours if you have a shovel. Consumes 2 Clay, Produces 1 Clay build points (CBP).

Build with Bricks - Requires a hammer and Masonry skill. Takes 4 hours, consumes 2 Bricks to produce 1 Brick Build points (BBP).

Build with Iron - Requires a hammer an Smithing skills. Takes 4 hours. Consumes 2 Irons and produces 1 Iron Build points (IBP).

Build with Machine parts - Requires a hammer and Machining skill. Takes 6 hours, consumes 2 Machine parts and 1 iron to create 1 Machine Build points (MBP)



FOOD

Cook Food - 1 hour, Requires kitchenware and consumes 1 wood. Turns 2 meat or fish into cooked meat (or spiced cooked meat if you add 1 minerals or use preserved meat), bake 2 potatoes, make 2 soup... and so on. Bread is an exception. It requires a bakery but there you can make 2 breads out of 2 flour and 1 wood in 1 hours.

Preserve Meat - 1 Hours, Turns 1 meat/fish and 1 minerals into 1 preserved meat.

Butcher animal - 1 Hours. Butcher a dead wild animal and get meat/leather/fiber based on what animal you killed.
(Guinea) Pig: 2 Meat, 1 Leather


AGRICULTURE

Plant Seeds - Takes 16 hours, -6 hours if you have a shovel -6 if you have growing skills. Plant Either 1 Grain, 1 Potato or 1 Vegetable on 2 plot of land, hoping that it will grow one day.

Nurture crops - Takes 8 hours - 6 hours if you have growing skills. Sometimes, your crops may require some assistance in growing.

Harvest Potatoes - 4 hours without a shovel, 1 hours with a shovel. Dig up 4 potatoes from a grown potato plant.

Harvest Veggies - 6 hours without a shovel, 2 hours with a shovel. Dig up 3 Veggies from a grown Vegetable plant.

Harvest Wheat - 10 hours without a sickle or shears, 6 hours with shears, 1 hours with a sickle. Gain 2 Fiber and 8 grains from a grown plot of wheat.



SMITHING/CRAFTING

Craft Tools - 8 hours - 4 hours with a hammer, consumes 2 wood and 1 iron, requires smithing skills and a free smithy. Produce an axe, a hammer, a sickle, a showel, shears or a pickaxe as a result.

Smelt Kitchenware - 12 hours - 4 hours with a hammer. Consumes 3 wood and 2 iron. Requires smithing skills and a free smithy. Produce kitchenware as a result.

Craft Machine parts - 6 hours, consumes 3 wood and 2 Iron, Requires a hammer, smithing skills and a smithy.

Craft Bows - 8 hours, Requires wood working skills, consumes 1 wood and 1 fiber. Produce 1 bow as a result.

Craft Arrows - 2 hours, requires wood working skills, consumes 1 wood, produce 3 arrows as a result.

Craft Spear - 8 hours, -4 hours with wood working skills, consumes 1 wood, produce a spear as a result.

Forge Swords - 6 hours, a hammer, smithing skills and a free smithy, consumes 3 wood and 1 iron. Produce a sword as a result.

Smith Guns - 12 hours -5 hours if you have machining skills, requires a hammer, smithing skills and a smithy, consumes 4 wood and 1 iron.

Create Armor - 12 hours, Requires a hammer, smithing skills and a smithy. Consumes 6 wood and 4 Iron, Produces an Iron Armor as a result.

Pack Munitions - 2 hours, Requires a smithy, consumes 1 gunpowder and 1 iron, produces 5 munitions as a result.



TAILORING

Craft Medical Supplies. - 4 Hours, Requires Shears and Either Waving skills or Doctoring skills. Turn 1 fiber and 1 Herbs into 2 Medical supplies.

Tailor Winter Clothing - 8 hours, Requires Shears, Waving skills and a Tailor's workshop. Produce 1 winter clothing from 2 Fiber or 2 Leather.

Wave Elegant clothing - 8 hours, Requires Shears, Waving skills and a Tailor's workshop. Produce 1 Elegant clothing from 2 Fiber.

Fix Tattered Clothes - 4 hours, Requires Shears, Waving skills and a Tailor's workshop. Restore a Cloth's functionality with 1 fiber.

Make Fishing Net - 8 hours, Requires Shears and Waving skills. Produce 1 Fishing net from 3 fiber.



DOCTORING

Heal Wounds - Takes up 1 hours (for both the doctor and his/her patient) and 1 medical supplies. Restores 5 HP on a chosen settler if performed by a doctor, Restores 2 Health but reduces faith by 2 if not performed by a doctor (the pain).

Cure Disease - Takes up 2 hours and uses up 1 Herbs. Weakens the disease the settler is suffering. Doctors and Botanists do a better job.

Perform Surgery - Takes up 3 hours and uses up 1 medical supplies. Requires doctoring skill and a doctor's office. Removes an grave injury from a fellow settler.


Buildings:

Every time a building is finished, Everyone who took part in the construction receives a key. Keys can be freely copied and given to other settlers, even in secret.

HOUSING

Clay house - 3 CBP, 1 WBP, 1 Plot of land. Houses up to 1 person comfortably. Stores up to 10 items. Has no keys. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.

Wooden lodge - 3 WBP, 1 plot of land. Houses up to 1 people comfortably. Stores up to 20 items. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.

Cottage - 1 CBP, 2 WBP, 2 BBP, 2 plots of land. Houses up to 2 people comfortably. Stores up to 35 items. +1 Warmth. Allows you to burn 1 wood per day to increase warmth by 1 for a day.

Manor - 3 WBP, 6 BBP, 1 IBP 3 plots of land. Houses up to 5 people comfortably. Stores up to 100 items. +1 Warmth, Allows you to burn 2 wood per day to increase warmth by 2 for a day. If a Manor isn't overcrowded, settlers living here gain 1 Faith every time they rest here. If 2 or less settlers live here, they restore 2 faith every time they rest.

Townhouse - 5 BBP, 2 WBP, 1 IBP, 1 Plots of land. Counts as 3 separate houses, each with 25 Item storage, comfortable housing for 1 person, +1 Warmth and all 3 houses can be made an additional 2 point warmer by burning 2 wood for 1 day. If you build a townhouse next to an existing townhouse, the BBP cost is reduced by 2. Whenever you are in a townhouse, your neighbors (Including those living in nearby townhouses) can immediately come to your assistance if you get attacked. Finally, Every townhouse can be outfitted with a Smithy, Tailor's workshop, Brick burner, Doctor's office, or bakery. Outfitting costs the default price of the building - 1 Plot of land and 1 WBP. If a settler lives in a non-overcrowded townhouse, he/she restores 1 faith every day.


INDUSTRY/AGRICULTURE

Smithy - 1 WBP, 2 BBP, 1 IBP, 2 Plots of land. Allows tools, iron armor, swords, guns and machine parts to be crafted. Only 1 smith can work in a smithy at a time. 10 inventory space.

Tailor's workshop - 3 WBP OR 1 BBP and 1 WBP, 1 plots of land. Allows Tailors/weavers to use leather and Fiber to make cloths. (Only 1 can work at a time). 10 inventory space.

Brick burner - 1 CBP, 1 WBP, 1 IBP 2 plots of land, 10 inventory space.

Pasture - 2 WBP. Safeguards 20 plots of land from wild animals... more or less. Animals inside are less likely to die.

Small Pasture - 1 WBP. Same as pasture but only protects 8 plots of land.

Bakery - 1 BBP, 1 CBP, 1 WBP, 1 IBP, 1 plots of land. Lets you cook up to 2 flour and 1 wood into 2 Bread in 1 hours.

Wind/Watermill - 3 WBP, 1 BBP, 1 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 1 hours to turn 4 grains into 4 flour or 2 Wood into 4 planks (Planks can be used to replace wood anywhere and everywhere.)

Distillery - 1 WBP, 2 BBP, 2 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 4 hours to turn 2 grains and 2 wood into 3 Whiskey/Beer/whatever you name it.

Mine - 2 WBP, 1 plots of land. Can only be built in a "Mountains" area. Opens up a new source of ore.

Refinery - Later

SERVICE/INFRASTRUCTURE

Doctor's office - 4 WBP OR 2 BBP and 1 WBP, 1 plots of land. Healing injuries and treating diseases, If performed here have halved time cost. Required for surgeries.

Warehouse - 4 WBP OR 2BBP and 1 WBP, 2 plots of land. Stores up to 300 items.

Pier - 4WBP or 4 BBP, 1 plots of land. Allows ships to dock and serves as a fishing ground. Comes with 50 storage space and resists storms if built out of bricks.

Chapel - 5 WBP or 4 BBP and 1 WBP, 2 plots of land. If its built out of wood and Preaching is performed here, It doubles its efficiency. If its made with bricks and wood, it triples in efficiency, meaning that everyone involved will gain 3 faith per preaching.

Park - 2 WBP, 1 CBP, 1 BBP, 5 plots of land. Allows settlers to relax. Relaxing takes 2 hours and restores 1 Faith or 1 Vitality. Can only be performed once per day per settler.

Town hall - 2 WBP, 3 BBP, 1 MBP, 2 plots of land. Gives settlers a place where they can discuss politics. Also comes with a clock tower that allows every settler to spend an extra 2 hours every day.

Graveyard - 2 BBP, 3 plots of land. Provides 10 dead settlers a final resting place. Allows funerals to take place. A funeral has to be led by a preacher. It takes 30 minutes and restores 1 faith to everyone attending, including the preacher. During a funeral, a dead person is buried.

.


Combat:

To attack someone, move to the area where he/she is and declare that you attack him. If you have sneaking skills and you are attacking, you can choose to bypass the ranged turn. Combat ends either when all but 1 combatants are DEAD or when everyone involved agree to end combat.

Combat is divided into turns. Every turn, everyone involved in the combat can perform one action. In the first turn of combat, only ranged weapons can be used in fighting action. After that, any weapon can be made use of. For every 10 turns of combat that took place (always rounded up), 30 minutes is deducted from the time of the settlers involved.

Available actions:
Fight: Deal 2 HP damage if bare-handed, 3 HP with spears, tools and arrows, 4 HP with a sword or a gun. If you have fighting skills, Your Bare-handed, tool and sword damage is increased by 1. If you have shooting skills, Archery and rifle damage is increased by 1.
Reload: Reload a Rifle.
Evade: Reduce incoming damage by 2 HP.
Taunt: Taunt your opponent. Gives your next attack 1 HP extra damage.
Encourage: Requires preaching skills. Gives another settler's next attack an extra 2 HP damage. A settler can only be ecnouraged once every 30 minutes.
Heal: Only doctors can heal. Restore 1 HP he lost during this battle to a fellow settler. You can only heal 3 times every 10 turns of combat. Does not work on dead settlers.
Run: Escape the combat and move to another, neighboring area.

Every unit of Armor reduces the damage you receive FROM EVERY ATTACK by 1.
Additional Actions will become known later on.


Secrets

The consequences of secret actions that do not directly influence other settlers will remain hidden to everyone. You can perform any acticity in secret and it can be disguised as resting or practicing in your time-table or just simply hidden as (Secret activity). You should always Telegram the OP (me) your secret actions.
Secrets activities will be always revealed to those that are present in your location (Not area, location!) but are not asleep (or not resting). The any items you steal/obtain during secret actions will only be revealed to other players if they search the location where its stored or the person who carries them. Animals however are revealed to anyone who visits the AREA where they are kept.



Future skills, buildings and items (SPOILERS INSIDE!)
This part contains extreme spoilers.
I would not recommend reading it unless curiosity is killing you!

Skills:

Tier 3:

Alchemy.

Buildings:

Alchemy laboratory - 2 BBP, 1 WBP, 1 IBP. Allows an alchemist to perform the following actions:
Produce Gunpowder: Takes 4 hours, consumes 1 coal and 1 minerals, produces 1 gunpowder.
Brew health Potion: Takes 6 hours, consumes 1 wood, 1 herbs and 1 minerals, produces 1 health potion.
Craft explosives: Takes 4 hours, consumes 1 gunpowder, 1 coal and 1 fiber. Produces 1 explosives as a result.
Mix Fufluns Elixir: Takes 8 hours, consumes 1 herbs, 1 fiber, 1 coal and 1 minerals. Produces 2 Fulfuns Elixirs as a result. These can be poured onto growing plants in 30 minutes to DOUBLE the amount of food/fiber they yield.



Application (While the rules are still written, you can already apply):


Code: Select all
Settler's Name:
The way he/she looks:
His/Her life so far:
His/Her skills (You have 3 skill points to spend!):
What He/She saved from the ship (Choose 4 items/food/resources OR 1 animal and 1 item. Swords, Guns and munitions are not available):
His/Her Trait:

Important! Your settler can carry 6 items/weapons/resources at any time and wear 1 additional item.

Lost of traits:

Tough: +2 starting and max HP
Healthy: +2 Starting and max Vitality
Faithful: +2 Starting and max Faith.
Learned: + 2 Starting skill points.
Wealthy: +1 Starting items.
Resourceful: +2 Inventory capacity.
Old: -1 Max HP, Faith and Vitality. +3 starting skill points.
Last edited by Harkback Union on Sun Jun 07, 2015 3:36 pm, edited 48 times in total.

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The Flame Dawn
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Postby The Flame Dawn » Wed May 27, 2015 5:21 am

Tag!
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

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Harkback Union
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Postby Harkback Union » Wed May 27, 2015 5:43 am

Apps now open. Rules should be finished in 24 hours.

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G-Tech Corporation
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Postby G-Tech Corporation » Wed May 27, 2015 5:57 am

Whelp, I'm in hardcore. Question: will NPC settlers be available to 'hire'?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Wed May 27, 2015 6:06 am

G-Tech Corporation wrote:Whelp, I'm in hardcore. Question: will NPC settlers be available to 'hire'?


Nope. There will be however... other NPC's who might be "hired" to do your bidding!

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G-Tech Corporation
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Postby G-Tech Corporation » Wed May 27, 2015 6:09 am

Harkback Union wrote:
G-Tech Corporation wrote:Whelp, I'm in hardcore. Question: will NPC settlers be available to 'hire'?


Nope. There will be however... other NPC's who might be "hired" to do your bidding!


Cool. I'm assuming that will be in the future though, not when we've first landed.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Wed May 27, 2015 6:28 am

G-Tech Corporation wrote:
Harkback Union wrote:
Nope. There will be however... other NPC's who might be "hired" to do your bidding!


Cool. I'm assuming that will be in the future though, not when we've first landed.


Right, It will be further down the line.

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G-Tech Corporation
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Postby G-Tech Corporation » Wed May 27, 2015 6:49 am

Settler's Name: Petyor Illyich Yashnev
The way he/she looks: A tall dark-haired giant of a man, Petyor wears his beard close-cropped, but full, and wears rugged leathers from his time as a Caucasus frontiersman.
His/Her life so far: An outdoorsman since birth, he lived in the mountains of the Caucasus for many years until on a trip to sell furs he heard of the new World. Saving his money, he purchased passage on a coastal barque to London, where he set sail for the new horizons.
His/Her skills (You have 4 skill points to spend!): Woodworking, Mining
What He/She saved from the ship (Choose 2 Items and 2 resources OR 1 animal and 1 item. Swords, Guns and munitions are not available): Hammer, Axe, Warm Clothing, Iron Armor, Skill Book: Smithing, Skill Book: Growing
Trait: Wealthy
Last edited by G-Tech Corporation on Fri May 29, 2015 12:02 pm, edited 12 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Wed May 27, 2015 7:17 am

G-Tech Corporation wrote:Settler's Name: Petyor Illyich Yashnev
The way he/she looks: A tall dark-haired giant of a man, Petyor wears his beard close-cropped, but full, and wears rugged leathers from his time as a Caucasus frontiersman.
His/Her life so far: An outdoorsman since birth, he lived in the mountains of the Caucasus for many years until on a trip to sell furs he heard of the new World. Saving his money, he purchased passage on a coastal barque to London, where he set sail for the new horizons.
His/Her skills (You have 4 skill points to spend!): Woodcutting, Mining
What He/She saved from the ship (Choose 2 Items and 2 resources OR 1 animal and 1 item. Swords, Guns and munitions are not available): Pickaxe, Skill Book: Smithing, 2 Barrels of Spiced Salted Beef


Ah, I see you have figured out how skill books work without me explaining in detail. Indeed, there is 1 for every skill.
Also, I think I'll make it 4 starting items/foods/raw materials to make things less confusing.

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G-Tech Corporation
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Postby G-Tech Corporation » Wed May 27, 2015 7:24 am

Harkback Union wrote:
G-Tech Corporation wrote:Settler's Name: Petyor Illyich Yashnev
The way he/she looks: A tall dark-haired giant of a man, Petyor wears his beard close-cropped, but full, and wears rugged leathers from his time as a Caucasus frontiersman.
His/Her life so far: An outdoorsman since birth, he lived in the mountains of the Caucasus for many years until on a trip to sell furs he heard of the new World. Saving his money, he purchased passage on a coastal barque to London, where he set sail for the new horizons.
His/Her skills (You have 4 skill points to spend!): Woodcutting, Mining
What He/She saved from the ship (Choose 2 Items and 2 resources OR 1 animal and 1 item. Swords, Guns and munitions are not available): Pickaxe, Skill Book: Smithing, 2 Barrels of Spiced Salted Beef


Ah, I see you have figured out how skill books work without me explaining in detail. Indeed, there is 1 for every skill.
Also, I think I'll make it 4 starting items/foods/raw materials to make things less confusing.


Fantastique. And you can sacrifice 2 items for one Animal?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Wed May 27, 2015 7:29 am

G-Tech Corporation wrote:
Harkback Union wrote:
Ah, I see you have figured out how skill books work without me explaining in detail. Indeed, there is 1 for every skill.
Also, I think I'll make it 4 starting items/foods/raw materials to make things less confusing.


Fantastique. And you can sacrifice 2 items for one Animal?


3 Items.
Animals are of high value, though other settlers can easily kill them.

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The Flame Dawn
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Postby The Flame Dawn » Wed May 27, 2015 7:56 am

Settler's Name: Ryder Emike
The way he/she looks: Ryder Emike is somewhat short and has moderately kept black hair. Ryder is of slender build but still has a fair amount of strength.
His/Her life so far: Ryder's life was nothing to notable but he was a wandering traveler who had been all over England. For the most part he wandered around doing odd jobs and helping with harvests. Eventually he managed to build up enough wealth to join an expedition. When Ryder went out to get a breath of fresh air, he saw the ship strike the cliff face.
His/Her skills: Fishing, Growing, 1 point in Wood Working
What He/She saved from the ship: 1 Nets, 1 Preserved Meat, 1 Herb, 1 Shovel
His Trait: Learned
Last edited by The Flame Dawn on Thu May 28, 2015 6:31 am, edited 3 times in total.
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

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G-Tech Corporation
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Posts: 63959
Founded: Feb 03, 2010
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Postby G-Tech Corporation » Wed May 27, 2015 7:58 am

Harkback Union wrote:
G-Tech Corporation wrote:
Fantastique. And you can sacrifice 2 items for one Animal?


3 Items.
Animals are of high value, though other settlers can easily kill them.


Hmm, alright, edited. If anyone wants to team up on a brace of cattle, do tell.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Flame Dawn
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Founded: Oct 01, 2014
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Postby The Flame Dawn » Wed May 27, 2015 8:00 am

G-Tech Corporation wrote:
Harkback Union wrote:
3 Items.
Animals are of high value, though other settlers can easily kill them.


Hmm, alright, edited. If anyone wants to team up on a brace of cattle, do tell.


I think we could get along.
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed May 27, 2015 8:05 am

The Flame Dawn wrote:
G-Tech Corporation wrote:
Hmm, alright, edited. If anyone wants to team up on a brace of cattle, do tell.


I think we could get along.


I'm debating whether they're worth starting with, or simply saving up to purchase. The breeding cycle will necessarily be slow, but at least they will give steady milk.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Flame Dawn
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Founded: Oct 01, 2014
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Postby The Flame Dawn » Wed May 27, 2015 8:40 am

G-Tech Corporation wrote:
The Flame Dawn wrote:
I think we could get along.


I'm debating whether they're worth starting with, or simply saving up to purchase. The breeding cycle will necessarily be slow, but at least they will give steady milk.


Well I'm a fisherman/grower s oI could also help keep a steady food income.
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed May 27, 2015 8:47 am

The Flame Dawn wrote:
G-Tech Corporation wrote:
I'm debating whether they're worth starting with, or simply saving up to purchase. The breeding cycle will necessarily be slow, but at least they will give steady milk.


Well I'm a fisherman/grower s oI could also help keep a steady food income.


Yes, I think we'll do a lot of business together. I've position Petyor to produce wood and ores and then smelt them into useful tools- at the same time though, gathering from the forest would be less than optimal for his time usage, so I'd certainly be interested in trading for supplies from you.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Flame Dawn
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Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Postby The Flame Dawn » Wed May 27, 2015 8:49 am

G-Tech Corporation wrote:
The Flame Dawn wrote:
Well I'm a fisherman/grower s oI could also help keep a steady food income.


Yes, I think we'll do a lot of business together. I've position Petyor to produce wood and ores and then smelt them into useful tools- at the same time though, gathering from the forest would be less than optimal for his time usage, so I'd certainly be interested in trading for supplies from you.


I'd say we're total opposites in terms of focus.

I specialize in food production and you specialize in material production.
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

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Shyluz
Negotiator
 
Posts: 6954
Founded: Mar 13, 2015
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Postby Shyluz » Wed May 27, 2015 8:55 am

Ze App is up!

Settler's Name: Alvis Cross
The way she looks: Link to A Picture
Her life so far: Alvis was born to a family of prestigious smiths. She herself was taught much in the ways of business, and smithing. However, when her father had a marriage arranged, she refused, and was excommunicated by her family. She left them, becoming a freelance smith, working to get by and living job to job. She, however was eventually wanted by her father again, and he actually sent men after her. So, she fled. She fled on-board a specific ship. And now she's wherever she is.
Her skills (You have 4 skill points to spend!): Smithing and 1 Spare Point
What She Saved from the Ship : Axe, Hammer, Kitchenware, Flour
Last edited by Shyluz on Wed May 27, 2015 10:18 am, edited 3 times in total.
Otherwise known as Nornsmark for official, region-ey things.

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G-Tech Corporation
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Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed May 27, 2015 9:14 am

Hmm, for some reason I thought Smithing would be a 3 Skill Point skill, being complicated and such. Silly me.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Wed May 27, 2015 9:43 am

Shyluz wrote:Ze App is up!

Settler's Name: Alvis Cross
The way she looks: Link to A Picture
Her life so far: Alvis was born to a family of prestigious smiths. She herself was taught much in the ways of business, and smithing. However, when her father had a marriage arranged, she refused, and was excommunicated by her family. She left them, becoming a freelance smith, working to get by and living job to job. She, however was eventually wanted by her father again, and he actually sent men after her. So, she fled. She fled on-board a specific ship. And now she's wherever she is.
Her skills (You have 4 skill points to spend!): Smithing and Fishing
What She Saved from the Ship : Net, Hammer, Kitchenware, Flour


I just realized I forgot to put age and traits. No matter, Age is not all that important and traits can wait.

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Harkback Union
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Postby Harkback Union » Wed May 27, 2015 9:43 am

G-Tech Corporation wrote:Hmm, for some reason I thought Smithing would be a 3 Skill Point skill, being complicated and such. Silly me.


I guess... right. I'm going to rearrange skills.

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Harkback Union
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Postby Harkback Union » Wed May 27, 2015 9:55 am

Re-balancing done. I would advise against editing your app yet as I'm probably going to do another re-balancing or 2.

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Shyluz
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Founded: Mar 13, 2015
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Postby Shyluz » Wed May 27, 2015 10:19 am

Up to date.
Otherwise known as Nornsmark for official, region-ey things.

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Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Wed May 27, 2015 11:59 am

Settler's Name: John Bython
The way he/she looks: John Bython is a short but strong young man with un-kept long brown hair, he has a small brown beard.
His/Her life so far: John has lived in the woods of north England since a young boy He build up enough wealth to join an expedition by finding and selling truffles.
His/Her skills: Hunting - Fishing
What He/She saved from the ship: Winter Clothing, Axe, Spiced cooked meat, Skill Book
Last edited by Pac Kindom on Wed May 27, 2015 12:00 pm, edited 1 time in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

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