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Chapter 4 - Crafts and Trade 

4.1 Commerce | 4.2 Markets | 4.3 Armorer/Weaponsmith | 4.4 Engineering | 4.5 Constructing Ships | 4.6 Caravans | 4.7 Shops | 4.8 Burglary | 4.9 Performances


4.1 Commerce

It would be difficult indeed to be able to participate in the game if your realm characters never purchased anything. In order to get rations, equipment, armaments, and any number of other items, you will have to visit a shop and use the PURCHASE action to buy something. (Of course, through combat or burglary, you may find some of these items without having to buy them.)

To purchase most items, the realm character must use the PURCHASE action. When you issue this action, you will be prompted for the location you wish to purchase from. The default is "CURRENT", indicating your current location. Enter a location or accept the default by pressing <ENTER> or clicking {OK}. Note that you can purchase from any location within a city as long as you are also in that city somewhere (not necessarily in the same sub-location) and you have access to the location (some areas are closed to the general public). You will then need to enter the item you wish to purchase. Enter in the 5-6 digit code associated to that item in the prompt and press <ENTER>.

An example of how this action looks appears below...

[PURCHASE:C0001|X1000|1] (Purchase one normal Dagger from location C0001)

Of course the above example could simply be [PURCHASE:CURRENT|X1000|1] if your character is already in the location C0001. As noted above, it can be discarded if purchasing from your existing location.

The SELL action works in a similar way. You need not specify a location though, as it is assumed that you are selling for a standard price to whoever wants it. By doing this, you get the standard 60% of normal cost. So, if you issued the [PURCHASE:C0001|X1000|1] action as above, then you would have a dagger, but be out 10 gold royals. By selling it back using [SELL:X1000|1] you get 6 gold royals.

Another simple transaction you may perform is purchasing rations. By doing this, you never specify a location (as all rations come from the city), but you do specify how many day's worth of rations you wish to purchase. Remember, you may only carry 200 days of rations at any given time. The order could be phrased one of two ways, [PURCHASE:RATIONS|100] or [PURCHASE:T0002|100] or even [PURCHASE:FOOD|100]. These are all allowed because the game engine is smart enough to accept all of those values.

4.2 Markets

Every city has a market which trades in a multitude of trade goods. Trade goods are all denoted with a "T" preceding the ID. These goods can be purchased at one city, and then delivered to another for profit. Of course, the laws of supply and demand are always in effect, and some city's prices are affected accordingly.

For example, City A has a surplus of Wood[T1200], a product which City B imports heavily. If you were to purchase several units of wood from City A (using the PURCHASE action) and delivered them to City B to sell (using the SELL order), you stand to make a tidy profit. Of course, you must face the dangers of the wilderness to deliver your goods.

Note that each city only has a limited quantity for each good, even ones where there are a surplus. A limit on each PURCHASE order is also used, so that one RC cannot purchase the entire quantity available in one order (although you can issue the PURCHASE order several times). Remember though, a realm character cannot carry very many units of any trade item (you are limited to carrying only 10 x Physical Strength total).

Also note that market goods are used for constructing items as well. For example, you will need a lot of Wood[T1200] when constructing a ship, a lot of Stone[T1100] when building a stonework stronghold, and you'll need Iron[T1000] to build a suit of plate mail.

Whenever a trade item is acquired, your realm character's "Net Trade" value is recomputed. You gain credit for buying/acquiring goods at a low cost and selling them for a high cost. Using the GATHER order or collecting trade goods through combat/treasure is at a low cost.

Note that there are some goods and locations which have controlled markets, so you may not be able to transact with those places/items without permission.

4.3 Armoror/Weaponsmith

For those Realm Characters who apply Knowledge to a Merchant skill, you have the choice of selecting a craft which allows you to create armaments. There are actually two skills which allow you to craft armaments, Armorer and Weaponsmith.

The Armorer can craft Armor, Shields, Bracers, Leggings and Helms. A Weaponsmith can create any melee or missile weapon (with the exception of smokepowder weapons). However, the process for all of these items is the same. To create an armament, you must have three things: (1) the appropriate craft (see above); (2) proper materials; (3) a minimum level of craft skill; and (4) time.

Note the Appendix for the following information about armaments. Each armament has a material listed which a Manufactured material necessary to construct it. For example, a Long Sword[X1150] requires Steel while a War Club[X1850] requires Wood and Leather Armor[X5200] requires Leather. Note that with some armaments, special materials may be used. However, or some will work, and you may have a requirement for skill or knowledge to work with the material. The amount of the material needed is equal to the Bulk of the armament plus 1. So, a Dagger[X1000] has a bulk of 0, so it requires (0 + 1 =) 1 unit of Steel (or equivalent) to construct. A Great Sword[X1200] requires (7 + 1 =) 8 units of Steel.

There are two exceptions. Armor (not leggings, helms, bracers or shields) and Firearms require twice the amount of material. So, a suit of Cloth[X5000] armor requires ((0 + 1) x 2 = ) 2 units of Cloth, while a suit of Plate Mail requires ((9 + 1) x 2 = ) 20 units of Steel.

Note that each item also requires a minimum craft level to construct. A Dagger[X1000] requires only a Craft skill level of 1, while a Great Sword[X1200] requires a craft skill of 5. Craft skill is simply the number of Knowledge levels placed in the Merchant skill group, not specifically towards Armorer or Weaponsmith. For example, if you placed 1 Knowledge point in to Merchant and acquired Armorer, then your craft skill is 1. If at a later point you added another Knowledge point toward Merchant and acquired Locksmithing, then you craft skill for Armorer is now a 2. If you then add a third Knowledge point toward Merchant and acquired Weaponsmith, then you have a craft skill level of 3 in both Armorer and Weaponsmith (and Locksmith, but we'll discuss that later on).

The last thing you need to construct an armament is time. The time required is equal to the Craft skill level requirement in weeks. So, a Dagger[X1000] (craft skill level 1) requires only a week to construct, while a Long Sword[X1150] requires 4 weeks. Again, Armor and Firearms require twice the time. Note that each CRAFT action you perform is only 1 week of work on the item. So, to complete an item that requires 4 weeks of work will require 4 CRAFT actions. These actions can be carried forward to following months if you do not wish to perform all of the work in succession

4.4 Engineering

Engineering has more to do with stronghold and manor construction, so this information will be available in Chapter 11.

4.5 Constructing Ships

Eventually, all realm characters will want to roam the seas. This can be accomplished in one of several ways. First, you can purchase a ride on a ferry or other commercial ship. Second, you could hitch a ride on another dominion's boat. Third, you can purchase your own boats at most docks in the various settlements in Storm World. Lastly, you can build the boat yourself.

Constructing a ship is not a trivial pursuit. One must be skilled in several skills to take advantage of this endeavor. First, you need to have a knowledge point allocated toward your Merchant skill. This being done, the specialized skill you should select is Craft, Shipbuilding. Without that specialized skill, you cannot build a boat. Depending upon the type of ship you wish to build, your Merchant knowledge must be higher. See the Appendix for specifics on ships you intend to build.

When you have the necessary skill and materials, you must be in a location which will allow shipbuilding to occur. All towns allow RCs to construct at their docks, but if no docks are present, no ship can be built. For this reason, you may wish to found your Keep (when you have the means) on a coastline to allow for shipbuilding.

Issue the SHIPBUILDING action to actually perform the work. You must have the materials required for the vessel at the initial time you submit this action. Materials are taken at that time. Every SHIPBUILDING action performs one week's worth of work (8 days), so you will need to submit several such actions over the course of perhaps more then one turn to finish the vessel. Once you begin construction of a ship, it will remain at the location you started construction until you finish it and then move it away. So, if you begin construction of a ship, then leave it unfinished, the boat will remain in an u finished state at that dock until you complete the necessary work, or decommision the vessel.

Note that your dominion can only control a maximum of 9 ships, and that includes all which were purchased, built, or even still in construction. You also can only have one ship type under construction in any one location at a time. For example, you can only have one Caravel under construction in the city of Three Rivers. However, you could have a second Caravel under construction in a different location, or even another type of ship (say a Skiff for example) at Three Rivers. This is because the parameter for the SHIPBUILDING action is the ship type you intend to work on, and you must be in a location which has docks (although you may be in a sublocation).

Note that manors cannot have docks. If you are in a Manor (which is always within a city) and you begin construction of a boat, then the boat will appear in the city which "houses" the Manor, not the Manor itself. Keeps may have their own docks, however.

4.6 Caravans

Coming soon.

4.7 Shops

Coming soon.

4.8 Burglarizing

Although not an ethical practice, burglary is a nonetheless common occurrence in Storm World. Many adventurers do so for fame and reputation, though most do it simply to gain money and treasure. Any city location can be targeted for burglary.

The BURGLARIZE action always takes half a week (4 days) to perform. This time is being used for plotting out the plan, scoping out the target location, and noting activity of the occupants. This is a necessary process for a successful burglary. When submitting this action, you are prompted for a location identifier of the place you intend to burglarize (the default is "CURRENT", meaning you will attempt to burglarize the current location) and a level of difficulty. If you burglarize a non-specific location or the city itself (non-specific means you target the city and no explicit sub-location within the city), you will scope out someone's house. Depending upon the level of difficulty you specify, you might burglarize a poor shanty or a rich person's mansion (though each is given a unique, specific name for reference).

If you elect to burglarize a specific sub-location, the level of difficulty is modified by the location given. Some sub-locations are easy targets, while others are always difficult (banks or jewelers are examples of difficult targets).

Regardless of the level you specify, the take from the burglary is limited to your level of knowledge at Stealth. This means that if you attempt to burglarize a difficulty level 5 (the hardest level), but your knowledge in Stealth is very low (1 or even 0), then your take is reduced as a result. This assumes that your inexperience does not help you know where the valuables are most likely stored. Conversely, a higher level of Stealth knowledge will help increase the take even from lower difficulty levels.

If successful, you will get a selection of items. There will be a link from your turn page to the burglary page where you will see the list of items available. You may then click on those items to "grab" them and pull them into inventory.

If unsuccessful, you risk several detriments. First, you may be attacked by other thieves. Second, you may be caught by the city guards and either attacked or thrown in jail (depending on what your Intent was set to at the time). The typical jail sentence is 1 week (8 days), though multiple infractions may extend this. Third, you risk being labeled as an outlaw by local merchants who may raise prices when you arrive in their shop, or perhaps deny you any business.

4.9 Performances

There are many people who make a living traveling from town to town, bar to bar performing for the people. These minstrels (or whatever art they perform) are much appreciated entertainment. Although the bulk of the realm character's life revolves around adventure, one can still pursue a performing career.

It all begins when you allocate a knowledge point toward the Merchant group, then select Craft, Entertainment from the skill list. From then on, you have the ability to perform in public places for money. Every tavern in Storm World offers money for performances, although the money offered may change from month to month, and may vary depending upon the venue.

Any location which does offer live performances will limit the realm character from performing more then once per month. Although there may be several venues within a city, each may only have one performance per realm character per month.

To offer your services, find a tavern which requests performers (look at their market reports) and issue the CONTRACT action using the location ID for the target. If you have the skill and are in the city where that location exists, you will be paid a standard fee (noted in the proclamation) plus you will earn money based on your skill (called your Performance Multiplier - see below). Each CONTRACT lasts for four days, during which time you can perform no other actions.

Your Performance Modifier will be shown in your skill list on your turn page. It applies to the gold offered by the location. For example, if you have a Performance Modifier of 3.2, and a location offers entertainment at 10g per day, then you will actually earn 32g per day for four days. This is quite a good way to earn extra money, and it has a positive effect on your reputation as well.

Appendix | Online Manual | FAQ | Open Market