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Inventory, Equipment, Currency, & Pets


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#1 Maverick-Werewolf

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Posted 09 May 2017 - 03:16 PM

Depending upon your character's background, you may pick your inventory from different, somewhat customizeable starting packages.

 

Be sure to mention which starting package you used on your character sheet (you may edit it out of your character sheet in the future, but when making a new character, always mention your starting package after the "Inventory:" section, but before your inventory list itself).

 

NOTE FOR RETURNING CHARACTERS: If you're bringing back a character you played as in Errant before the 4.0 update, you may keep your inventory the same (just be sure to list it in an orderly manner and keep track of it from here on). Only NEW characters have to choose/use a starting package.

 

Please note that carrying, and wearing, more gear will weigh you down.

 

ALL characters are entitled up to 3 additional items of their choice (as long as they are non-magical) outside of their chosen pack, such as a family heirloom or another very personal item, or simply something you thought your pack was missing.

 

Note that those three items can include armor and weapons (a suit of armor will count as only one of those items, for simplification, but each weapon counts individually, of course). If you feel it does not suit your character to have leather armor as listed in some starting packages, for instance, you may start with something else instead, within reason, but it will take the place of one of your 3 additional items.

 

If you have any questions regarding starting items, please do not hesitate to ask in the Errant Q&A thread.

 

Fortune Hunter Pack

This pack is for your typical fortune hunter - no faction, and spends all his/her coin on trying to get better gear for their journeys. This pack includes:

  • 1 full set of leather armor
  • 1 full set of simple clothing
  • 1 brown traveling cloak
  • 1 iron weapon of your choice (base your choice upon your preferred type of combat)
  • IF YOUR WEAPON IS A BOW, you also begin with 20 standard, iron-headed arrows (the same applies if you choose a crossbow; you receive bolts)
  • 1 torch
  • 1 small knife (hunting/skinning knife, not a proper dagger)
  • 1 map of your native region
  • 1 clean bandage
  • Flint and tinder
  • Water and rations

Farmer Pack

This pack is for your average farmer. No faction, just an ordinary peasant - or possibly an intrepid farmboy just leaving home in search of greatness. This pack includes:

  • 1 full set of simple clothing
  • 1 iron farm implement of your choice
  • 1 small knife
  • 1 clean bandage
  • Ale and rations
  • Cooking supplies
  • Animal feed
  • Herbs
  • Fresh bread

 

Merchant Pack

This pack is for the aspiring merchant. No faction, just a simple merchant. If you choose this package, you will start out with a little more currency than other commoners. This pack includes:

  • 1 full set of nice clothing
  • 1 brown traveling cloak
  • 1 iron dagger
  • 1 map of your native region
  • Measuring scales
  • Ale and rations
  • A small supply of your chosen stock for selling

 

Nobleman Pack

This pack is for the typical nobleman - probably a knight. This package is only available to characters of noble birth. This pack includes:

  • 1 chain shirt
  • 1 set of leather armor
  • 1 tabard of your house colors
  • 1 steel sword
  • 1 steel weapon of your choice (base your choice upon your preferred type of combat)
  • IF YOUR WEAPON IS A BOW, you also begin with 20 standard, iron-headed arrows
  • 1 steel dagger
  • Water and rations

 

Specialized Packages

These packages are based upon your character being part of a faction; they come with higher quality gear, and more gear, than ordinary packages.

 

Venator Pack

This pack is for the typical Venator. Only a member of the Venatori can choose this pack. This pack includes:

  • 1 deepsilver chain shirt
  • 1 set of leather armor
  • 1 set of simple clothing
  • 1 steel weapon of your choice (base your choice upon your preferred type of melee combat)
  • 1 bow or crossbow (based on preference)
  • 20 iron-headed arrows or crossbow bolts (based on choice of ranged weapon)
  • 5 silver-headed arrows or crossbow bolts (based on your choice of ranged weapon)
  • 1 silver dagger
  • 1 blue cloak
  • 1 silver Venator brooch
  • Flint and tinder
  • Potion supplies
  • 3 clean bandages
  • 2 healing ointment
  • 2 sense-enhancing potions
  • 1 strength-enhancing potion
  • 1 anti-lycanthropy potion
  • Water and rations

 

Inquisitor Pack

This pack is for the typical Inquisitor. Only a member of the Inquisition can choose this pack. This pack includes:

  • 1 full set of void iron Inquisition plate and chain armor (this is replaced with 1 suit of Channeler black clothing, if you are a channeler)
  • 1 set of black clothing
  • 1 black Inquisitor cloak
  • 1 void iron weapon of your choice
  • 1 torch
  • 1 ranged weapon of your choice, with 20 iron-headed arrows or bolts, and 5 void iron-headed arrows or bolts (if desired)
  • 1 void iron shield (if desired)
  • 1 void iron dagger
  • Water and rations

 

Templar Pack

This pack is for the typical Templar. Only a member of the Templar can choose this pack. This pack includes:

  • 1 full set of deepgold and deepsilver plate and/or chain armor (based on preferences)
  • 1 set of fine clothing
  • 1 holy symbol of Astra Aeterna
  • 1 deepsilver weapon of choice
  • 1 holy torch
  • 1 ranged weapon of choice (you also receive 20 steel arrows or bolts, based on your choice), if desired
  • 1 red traveling cloak
  • 1 deepgold and deepsilver shield (if desired)
  • 1 deepsilver dagger
  • 2 vials of holy water
  • 1 book of prayers
  • Water and rations

 

Legionary Pack

This pack is for the typical Legionary. Only a member of the Imperial Legion can choose this pack. This pack includes:

  • 1 full set of Legionary armor (lorica segmentata; includes helmet and sandals)
  • 1 set of simple clothing
  • 1 steel pilum spear
  • 1 steel gladius sword
  • 1 scutum shield
  • 1 wooden stake (very large wooden stakes; for building a palisade wall)
  • 1 set of eating utensils and a small bowl
  • 1 set of personal hygiene utensils
  • Water and military rations

 

Silent Messenger Pack

This pack is for the typical Silent Messenger. Only a member of the Silent Messengers can choose this pack. This pack includes:

  • 1 set of leather armor
  • 1 set of simple clothing
  • 1 black cloak
  • 1 dark red cloak (for ceremonial purposes, not to wear in public)
  • 1 steel weapon of choice
  • 1 ranged weapon of choice (along with 20 iron-headed arrows or bolts)
  • 1 set of steel throwing knives
  • 2 steel daggers
  • 1 ceremonial ebony dagger
  • 2 vials of poison
  • Water and rations

 

Iron Gauntlet Pack

This pack is for the typical Iron Gauntlet member. Only a member of the Iron Gauntlet can choose this pack. This pack includes:

  • 1 full set of deepgold, deepsilver, or void iron armor (based on preference)
  • 1 set of nice clothing
  • 1 deepsilver or void iron weapon (based on preference)
  • 1 deepgold/deepsilver or void iron shield (if desired)
  • 1 grey traveling cloak
  • 1 map of Northrim and the Achaean Empire
  • Water and rations

 

Longstrider Pack

This pack is for the typical Longstrider. Only a member of the Longstriders can choose this pack. This pack includes:

  • 1 set of Elven leather armor
  • 1 set of nice clothing
  • 1 Elven weapon of choice
  • 1 Elven bow
  • 20 steel-headed Elven arrows
  • 1 Elven dagger
  • 1 green traveling cloak
  • 1 map of Northrim
  • Flint and tinder
  • 2 clean bandages
  • 1 healing ointment
  • Water and rations

 

 

Packages for Special Permission Characters

These packages are for characters who require special permission to be played. Open the spoiler tags to explore the different packs.

 

Spoiler

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#2 Maverick-Werewolf

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Posted 10 May 2017 - 03:03 PM

Magic/Enchanted Items & Equipment

 

In the world of Wulfgard, magically enchanted items are extremely rare and incredibly valuable - and dangerous. Although they may be a little bit more common in Errant than in proper Wulfgard canon, enchanted items are nonetheless incredibly rare. Therefore...

 

YOUR CHARACTER MAY NOT START OUT WITH ANY POWERFULLY ENCHANTED ITEMS*.

 

If you want to make up an enchanted item, however, feel free to do so in the Custom Content thread, but that item should be earned somehow by the character (even if that means making it the goal and center of an entire campaign that you DM yourself), in-game.

 

If you feel that your character absolutely must start out with some kind of enchanted item, you can make a case for it in the Special Permissions thread, but again, enchanted items are not something easily acquired. Please do not ask for some kind of major enchantment, like a flaming sword - that's a very special kind of magic item that must be earned in-game.

 

Magic items are very powerful, unique treasures found within the in-game world. They are achieved only by characters who explore and participate in multiple campaigns. Sometimes, a character may receive a quest to find a magical item, or otherwise be led to the location of one. There are many types of magic items - enchanted amulets, rings, cloaks, weapons, armor, and more - out there waiting to be discovered.

 

 

*: An exception to this rule is an item enchanted to be an anchor for your familiar, which you are permitted to start out with (if you acquire Special Permission to have a summoned familiar). However, that item cannot be enchanted in any way except to summon and unsummon your familiar spirit. For more details on familiars, see the Pets post later in this thread.


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#3 Maverick-Werewolf

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Posted 10 May 2017 - 03:17 PM

Currency

 

Although Wulfgard contains a wide variety of currencies for different regions and the economics of it all are vastly different, Errant does not run on that complicated system, for simplicity reasons.

 

Therefore, Errant has only a few types of currency, and they are simplified considerably - essentially, when one is not bartering, they are making use of Imperial coinage. The following is a list of the primary currency found in the game, which is what all players will start out with.

  • Gold aurei (singular aureus) are an Imperial/Achaean currency that is accepted in most all regions. They are gold coins.
  • Silver denarii (singular denarius) are an Imperial/Achaean currency that is accepted in most all regions. They are silver coins.
  • Copper asses are an Imperial/Achaean currency that is accepted in most all regions. They are copper coins.
  • If a region does not accept any of these types of currency, then it is probably a region based almost solely on bartering, in which case your items will be your form of currency.

The conversion rate is as follows:

  • 1 gold aureus = 25 silver denarii
  • 1 silver denarius = 10 copper asses

 

There may be stranger types of currency to be encountered in more obscure locations in the world - but no one has discovered these yet! Or, at least, no players have.

 

For the Currency section of your character sheet, please leave it blank until I tell you how much currency your character will start out with. This will vary based upon different factors.

 

Here are a few, but not all, examples of what will affect your starting currency:

  • Bio - where you were born, what class (i.e., nobility or commoner) you were born into, etc.
  • Talents - having a trade skill (crafting) will increase your starting coin slightly
  • Faction - certain factions start with more gold than others (but some actually start with a little less!)
  • Pets - starting out with an expensive pet (especially a horse) will lower your starting coin

 

YOU MUST KEEP TRACK OF HOW MUCH CURRENCY YOUR CHARACTER HAS. Update it on your character sheet yourself.


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#4 Maverick-Werewolf

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Posted 10 May 2017 - 03:39 PM

Pets

 

A character may want to have a pet - a personal animal companion of some type.

 

You are allowed to start with one pet (please see each type of pet for further details), under your control, although your pet will also sometimes be controlled by the DM for certain reactions (if your horse is frightened by a monster, you may not control your horse and have him return - the DM's word is final).

 

This does not mean that every single character should have a pet. Most pets are to be earned and/or bought in-game. Again, please see the details regarding each type of pet to see which kind of pet your character may be able to possess.

 

If you have a pet, you must list them in a separate section below your inventory, on your character sheet. Be sure to specify the pet's name and what kind of pet he/she is, and describe your pet (coloration, breed, etc)!

 

Mounts

Mounts are the most common, and the most logical, type of pet to have. However, mounts are very expensive, and are usually something earned and/or bought in-game.

 

Horse

Obviously, the most desirable type of mount is a good horse. Unfortunately, horses are very expensive and are often considered a sign of prestige.

 

Characters that may start with a horse:

  • Any member of a knightly order (Knights Templar, for instance)
  • Any human/elf/dwarf bearing noble blood and/or knighted (regardless of their subrace)
  • Any member of an Imperial order (Inquisition, Venatori, Imperial Legion)
  • Any member of the Iron Gauntlet or the Longstriders

If you do not fall into any of these categories, you may not start your character with a horse.

 

Mule

Mules are a hardy kind of mount, though not considered prestigious or seen as particularly beautiful. But they are strong, if a bit stubborn, though they are not as fast as horses.

 

Characters that may start with a mule:

  • Any member of a knightly order (Knights Templar, for instance)
  • Any human/elf/dwarf bearing noble blood and/or knighted (regardless of their subrace)
  • Any member of an Imperial order (Inquisition, Venatori, Imperial Legion)
  • Any member of the Iron Gauntlet or the Longstriders
  • Any farmer character

 

Donkey

Donkeys are hardy but very stubborn, and some consider them embarrassing as mounts, or even to pull carts - despite how good they are at it. Much like mules, they are often seen as an animal for peasants. They are not as fast as mules or horses.

 

Characters that may start with a donkey:

  • Any member of a knightly order (Knights Templar, for instance)
  • Anyone bearing noble blood and/or knighted
  • Any member of an Imperial order (Inquisition, Venatori, Imperial Legion)
  • Any member of the Iron Gauntlet or the Longstriders
  • Any farmer character
  • Any Hill Dwarf character

 

Camel

Camels are not suited for riding anywhere but the deserts of the South, where they excel as mounts for long treks through the desert (though they do have attitudes, and aren't the most pleasant animals to ride). A camel will not do well at all in the northern regions of Achaea, or anywhere in Northrim.

 

Characters that may start with a camel:

  • Any member of a knightly order (Knights Templar, for instance) stationed in the southern regions of the Empire
  • Any human bearing noble blood and/or knighted (regardless of their subrace) stationed in the southern regions of the Empire
  • Any member of an Imperial order (Inquisition, Venatori, Imperial Legion) stationed in the southern regions of the Empire
  • Any member of the Iron Gauntlet or the Longstriders stationed in the southern regions of the Empire
  • Any Southron merchant character
  • Any Southron characters of noble descent

 

Animal Companions

Animal companions are, depending on their type, relatively common as pets. Although they are generally not as expensive as any kind of mount, certain types can still be difficult to acquire.

 

Dog

A good dog is a great companion for most anyone - man, elf, or dwarf. Dogs are often desired by monster hunters of all sorts, in order to sniff out their prey.

 

Characters that may start with a dog:

  • Any member of the Venatori, Inquisition, Knights Templar, or Imperial Legion
  • Any member of the Iron Gauntlet or Longstriders
  • Any character of noble birth
  • Any character who is a farmer or hunter
  • Any character with Spiritual magic

 

Wolfdog

Rarely seen as animal companions, wolfdogs are fiercely loyal to their master and are stronger than ordinary dog breeds. However, they are often mistaken for pure-blooded wolves and/or something magical in nature, which can bring unwanted attention and even conflict.

 

Characters that may start with a wolfdog:

  • Any member of the Venatori
  • Any character who is a hunter
  • Any character with Spiritual magic

 

Cat

Cats make excellent animal companions, as they are wise, loyal, and can easily remove themselves from dangerous situations. They are good at sensing anything magical in nature and are drawn to places of magical power, and thus are favored pets of both magi and those who hunt them. (Note: This section means only domestic cats, not any kind of wildcats. Also note that, despite their affinity for magic, cats do not like Demonic magic, and therefore demonic magic users will quickly find their cat has run away from them)

 

Characters that may start with a cat:

  • Any member of the Venatori, Inquisition, or Knights Templar
  • Any character who is a mage
  • Any character who is a farmer
  • Any character with Spiritual Magic
  • Any member of the Longstriders
  • Any character of noble birth

 

Bird of Prey

Birds of various kinds make good companions for a variety of folk, including hunters, wanderers, pirates, and even bards.

 

Characters that may start with a bird of prey:

  • Any member of the Venatori
  • Any character who is a hunter
  • Any character with Spiritual Magic
  • Any character of noble birth
  • Any member of the Longstriders

NOTE: Any character who is a pirate may start with a parrot.

 

Wild Animal (wolf, bear, etc.)

Wild animals are not conventional companions, and are almost never possessed by anyone. They are not easily kept as pets. They will be met with great suspicion, and even outright panic, if seen in any area of civilization; their presence will result in unwanted attention and conflict (usually it can only be resolved with the death of the pet).

 

Characters that may start with a wild animal:

  • Any character with Spiritual Magic

 

SPECIAL PERMISSION - Familiars

 

To start with your familiar already summoned (and anchored to an enchanted item), you must receive special permission (see the Special Permission thread for details).

 

Technically everyone has a familiar spirit, but not many people know how to summon them to this world from the Spirit Realm. Usually, the person you'll find with a familiar is a mage (a person with the Gift), warlock (user of Demonic magic), or shaman/druid (user of Spiritual magic), but this does not necessarily have to be the case. Familiars take the form of an ordinary animal (not any magical creatures) based upon the deepest and greatest personality aspects of the familiar's "master."

 

If you want a familiar, be sure to read the entirety of the wiki article on Familiars before you make your request for one.


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