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Quest Alliance Manual

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S

Settlement Overview - Production

A settlements production can vary from cycle to cycle, meaning the Officials cannot accurately predict how much they have to allocate to each of the P ..
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Settlement Overview - Trade

A settlement can produce lots of different items to trade with. The trade goods can be anything like food, artwork, ornaments, etc. Trade goods are us ..
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Settlement Population - Merchant Class

This social class covers the different types of citizens like shop owners, highly skilled craftsmen and service providers. The citizens that are consi ..
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Settlement Population - Noble Class (officials)

The noble social class is just about always the smallest class in a settlement. The main factor in determining who is a member of the noble class is h ..
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Settlement Population - On-call

An important factor of each settlement's military capability is the number of troops that are On-call. The On-call category exists due to the cost of ..
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Settlement Population - Peasant Class

The peasant social class covers all sorts of jobs that can mostly be easily recruited for, although it does also include skilled professions. The foll ..
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Settlement Population - Professional Troop Class

Due to the expense of maintaining a standing army of professional troops most settlements generally only have about five percent of its population ser ..
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Settlement Population - Religious Class

This social class covers all the different Priests, from those that work with a specific temple to those that follow an independent path by paying hom ..
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Settlements - Trade Deals

The Bankers & Merchants Guild acts on behalf of the other Organisations to initiate, debate and conclude trade deals. Sometimes the other Organisa ..
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Special Items - 'powers' - Spells / Miracles / Rituals

Deep within the secure sanctums of the Magic Cyrcle or the protected rooms of the various Temples and Guilds, many powerful spells, miracles or ritual ..
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Special Items - Magical Items - Destroying Magical Items

Basic Magic Items (Non-moderation items): The ease of destroying a magically empowered item can vary greatly. For example a +3 sword or +5 Chain, and ..
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Special Items - Magical Items - Re-powering Magical Items

Items can be re-powered by the following methods. The Re-Power Enchant Normally available as a Power Scroll, can be used along with other Powers to ..
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Special Items - Magical Items - Special Spells/miracles

More spells and miracles will become available via the Temples or Magic Cyrcle Special Quests. Since these special spells/miracles are guarded and dif ..
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Special Items - Magical Items 1

NOTE: When a PS: Enchant, Remove Enchantment, Suspend Enchantment is appropriately being used no SA is required as powers are always FA; specifically ..
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Special Items - Magical Items 2

Miracle By far the easiest and cheapest is the Fleyshur Miracle 404, however this only improves weapon and armour bonuses. The item is also not a mode ..
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Special Items - Special Items & Appraisals

When an item with the special tag in with the item number (?) is found, using the standard order Investigate Item, for example 'I 100232', may not bri ..
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Special Items - Taking Moderated Items

It is possible that a moderated item is booby-trapped, cursed or in some way harmful to a party, it is also possible that the results of the action ca ..
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Special Quest Progress Form

The following form is to help players keep track of their SQ. Players should feel free to use whatever system they want, but it is highly recommended ..
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Special Quests

A Special Quest (SQ) is a Quest that is moderated by the GM. There are numerous different Special Quests. Here are some examples: * Being a courie ..
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Special Quests - Alliance Parties Carrying Out Independent Special Quests

An Alliance party can carry out an Independent Special Quest. The party does not receive any SA so the party has to use the Alliance SA. The Alliance ..
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