Chapter 8 - Realm Interactions
8.1 Citizens
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8.2 Affiliations |
8.3 Quests |8.4 Contracts |
8.5 Unarmed Combat Tournament |
8.6 Allies and Enemies
8.1 Citizens
Citizens are the various people you meet while adventuring. They are non-player
controlled realm characters sometimes referred to as IRCs (Independant Realm Characters).
Whenever you run across a citizen worth talking to, you will see a note in the encounter
log of your turn report.
By clicking on this link, you are brought to a page which shows a short description
of them and an introduction (some special ones also have a picture). A conversation
then ensues which allows you to find out information and communicate with the citizen.
Typically, a citizen has at least a couple of subjects they can converse with you.
Sometimes, citizens are more then information providers. They can send you on quests
(see below) and they can provide knowledge. Sometimes, they have certain requirements
before talking to you, or some conversations will be hidden. It is worth it to converse
with a citizen more then once to make sure nothing was missed.
In fact, after satisfying some criteria, citizens may have more quests or information
worth noting.
All you have to do to converse with a citizen is to enter the location where they
reside. They will always be available for conversation.
You may not see all available citizens right away, and some information that citizens
have may not be complete. As you continue your adventuring careers, citizens may
appear when none existed before (in fact, locations will appear when none existed
before). In addition, conversations may changed after you have adventured for awhile.
So, just because you have explored a location and found no citizens, it does not
mean that there will never be one.
For example, in a tavern, you may find one or two citizens at first, but another
takes no note of you, and offers no greeting. You get no record of him/her on your
report. However, at a later time, he/she may approach you (because you completed
a certain quest, or achived a certain reputation/fame, or you have acended to a
certain strength level, etc.).
NOTE! Information learned from citizens is
not stored in any information log (exceptions apply). Unlike items you research
or locations you explore, knowledge spread through conversation is not recorded
for you by the game. This was done for three reasons. First, the amount of knowledge
the citizens will impart to the player is so significant, that adding individual
entries to the database for each bit of knowledge would not only take up a lot of
space, but it may be too much information to provide a useful reference for the
players. Second, citizens conversations change over time, and information may change
as well. You are encouraged to revisit citizens to keep checking on this information.
Third, citizens information may not be reliable. Some citizens were created deliberately
to provide red herrings. You are encouraged to note citizen commentson your own
(in a notebook or text file) so that you can reference it later.
8.2 Affiliations
There are several guilds in the game, and they influence game play all of the time.
Through the course of your realm character's adventuring careers, other guilds will
start to notice you based on your actions. For example, some guilds are interested
when you clear a lair, while others take note when you burglarize a residence (though
some like this action and others despise it).
In any event, you may get recruited by a guild. When this happens, you are approached
by a guild representative and asked for your allegance.
8.3 Quests
Quests are either mini-adventures or tasks assigned by citizens. Quests are assigned
automatically, and they can be seen through your dominion home page. Some quests
are very limited in scope (such as a citizen requesting certain materials) while
others take place over several game turns (locate and explore the mines of death
- then slay the ghost that dwells at the bottommost level).
Quests provide information about the campaign world, but they also can be used for
further information. For example, after satisfying a quest from a citizen, that
citizen may provide you with valuable resources which were not available before.
Dominions can have multiple quests "active" at the same time, and other dominions
might also be pursuing the same quests. Also, any one of your RCs (if you have multiple)
can acquire or solve the quest.
Note that most quests have triggers associated with them. For example, if you earn
a quest to clear out a nearby lair, then you can see the lair when you cross it.
The lair may have been there for years already, but you never saw it, because you
did not yet earn this quest. In addition, some citizens which are specific to quests
may not appear or may not offer some information unless you are completed (or at
least started on) on a specific quest.
Quests listed in red lettering are known to have a
negative effect on your fame (meaning your fame/infamy rating will slide toward
infamous). Quests which have blue lettering affect
reputation twice as much as standard quests, and have a better chance of increasng
your fame.
8.4 Contracts
Some citizens need adventuring assitance from realm characters. Perhaps those citizens
are traveling merchants who need an escort to a foreign city. Or maybe they are
scholars who wish to get to the bottom of a dungeon to map the area. In any event,
they post proclamations on the city pages in order to enlist the assistance of realm
characters.
To assist them, you need to use the
CONTRACT action from the henchman drop down box, and supply the
realm character identifier (RCID) of the citizen who needs help. If you are the
first to contract with them, then they join your entourage (and their RCID changes
to match your dominion - just as permanent henchmen do). They do not count against
your henchmen limits, but you may only contract with one citizen at a time.
While the contract is active, they are treated as a henchmen of your for the duration
(although as noted aboive, they do not count against your henchmen limit). This
means that in a fight, they will assist if they are able to - though most are very
weak, so their combat assistance may not be much.
Once the contract is fulfilled, they unjoin automatically and pay the contract price
(which is stated up front in the proclamation). If you wish to abandon a contract,
simply use the DISCHARGE
action to release the citizen. By doing so, you will negatively affect your reputation
and fame. In addition, failing to fulfill the contract because the citizen dies
while under your protection also has negative ramifications.
Some contracts are posted in guild halls as well, which means only guild members
may accept those contracts. Contracts posted which have red
lettering are known to have a negative effect on your fame (meaning your
fame/infamy rating will slide toward infamous), so be mindful of those contracts
when offered. Contracts which have blue lettering affect
reputation twice as much as standard contracts, and have a better chance of increasng
your fame.
8.5 Unarmed Combat Tournament
Once per calendar year (Storm World game calendar that is), a tournament takes place
in one city on the main continent of Scandiaca. This tournament allows up to 256
realm characters in a single elimination tournament. The tournament lasts for four
days (1/2 of one week) and 8 rounds of combat occurs. It costs 100g to enter the
tournament, and you get prize money depending upon how many rounds you advance.
At the end of the tournament, all wounds are healed, and a champion is crowned.
The combat is without weapons and without armor. The only combat statistics that
are factored in are your Intellectual Strength, your Physical Strength, your Combat
skill level and your Status. The tournament consists of three "falls" from your
opponent. Within a 4 meter (12 foot) ring (the ring is on the floor, there are no
ropes around the perimeter) the two opponents attempt to either throw the opponent
down or push them out of the ring. Either one results in one "fall". The first to
three claims victory and advances to the next round. The loser is out (single elimination).
After the tournament, the games move to another random city for the next year. To
participate in the game, you must be in the city during the fifth month of the year
(turns 15, 25, 35, etc.). Issue the TOURNAMENT action (which takes four days to
complete) at any point prior to day 38 (the action must be initiated and completed
in the month). You must have 100g to enter a RC (although you may enter as many
as you wish). Henchmen cannot participate.
The TOURNAMENT action only appears during the month the tournament is being held.
It does not matter at what point you initiate the action in your action queue. The
game is flexible enough to allow the players to schedule their own arrival. Although
others may submit the action at different times, the game assumes that the tournament
happens only for a specific four days.
If less then 256 RCs enter the tournament, then a random selection of other non-player
RCs will fill up the tournament. Each will be based on the maximum strength of the
RCs who enter, to allow any RC a chance of winning. As with other actions, this
will increase your reputation. If set to aggressive while you participate, then
you fight dirty (although it does not really affect your results) and gain infamy
as opposed to fame for each victory.
8.6 Allies and Enemies
Your dominion can designate relations with other player dominions if you wish. Unless
specified as an ally or enemy, you are, by default, neutral toward all other dominions.
This has several effects.
First, allies can always enter your boats and your strongholds when access is set
to "Open" or "Restricted" ("Open" allows all to enter regardless of relationship).
Second, allies are always allowed to purchase goods and services from dominions
which post in the open market, even if the items being sold are listed as "Restricted".
Third, you will never initiate combat with a dominion you have flagged as an ally,
and you will attack members of dominions whom you've marked as enemies (assuming
you and your enemy allow PvP combat, and your RC is set to something other then
Passive).
You may also make a general setting regarding Player vs. Player (PvP) combat. There
are three choices.
First, by default, your dominion is set to avoid all PvP combat. If this is your
choice, then you can avoid combat with other players all of the time regardless
of any other factors.
Second, your dominion can choose to only combat dominions on your enemies list.
You can initiate combat with them (and vice versa), but to all other dominions,
you are assumed to wish to avoid all PvP combat.
Third, you can elect to open yourself up to combat among all other players. Even
if this is selected, the other RCs you come in contact with must allow for you to
attack them. Your dominion will attempt to attack other RCs if set to Aggressive,
or if another dominion is set as an enemy, and you are non-Passive.
If you initiate an attack upon another dominion, then you are open for retaliation
for a minimum of 10 turns afterwards, regardless of how you have your PvP set. This
allows a player to retaliate against an attack on a dominion who might otherwisde
immediately set themselves to no PvP combat.
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