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GAME.NFO
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GAME.NFO
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.START.
Index of main topics:
* ABOUT * THE LEGEND<br>
.WORLD .THE BEGINNING<br>
.THE INEHMO (the people)<br>
.THE FIRST WINTER<br>
* NATURE * CULTURAL TOPICS * LIVELIHOOD<br>
.TERRAIN .CULTURES .HUNTING<br>
.WEATHER .NORTHERN PEOPLES .FISHING<br>
.ANIMALS .WESTERN PEOPLES .TRADING<br>
.PLANTS .EASTERN PEOPLES .AGRICULTURE<br>
.MARKING OF TIME .MYTHOLOGY<br>
.VILLAGES<br>
* CHARACTER * ITEMS * COMBAT<br>
.NUTRITION .WEAPONS .MISSILE COMBAT<br>
.SKILLS .ARMOURS .MELEE<br>
.PENALTIES .ARMOUR MATERIALS .INJURIES<br>
.SPELLS .TOOLS<br>
.MOVING .VALUABLES<br>
In addition, you may want to browse our Wiki for more information:<br>
http://www.unrealworld.fi/wiki
***
.UNDER CONSTRUCTION.
Topics tagged as "under construction" are either outdated or pending to be rewritten.<br>
You may want to browse our Wiki for more recent information:<br>
http://www.unrealworld.fi/wiki<br>
***
.WORLD.
The world of the game is strongly based on and inspired by finnish iron age, about 800 - 1000 A.D.
The game takes place in The Unreal World, which is an imaginary world based on finnish history and
folklore.<br>
<br>
The game is completely open-ended and you decide whether you wish to lead a life of a fisherman, a hermit searching for the peace,
a brave adventurer, a rough hunter, a trapper or a tradesman. There are infinite ways to play the game, to live off the land and
to find excitement in surviving everyday life. You are free to choose your way of life in this very detailed, deep and realistic game world
in which northern folklore, knowledge and way of life play an important part.<br>
<br>
We use finnish-like words in many names in the game. See LANGUAGE for more information.<br>
***
.MARKING OF TIME.YEAR.
Seasonal and climatic factors are of crucial importance for people who live off the land.
As Unreal World simulates a more ancient time that is more tied to the seasons, it also
marks in-game time differently. The old northern calendar and concept of the year we use
goes as follows:
The year is divided into two halves, summer and winter.
These halves are marked respectively by a midsummer and a midwinter point, creating four
quarters of the year. Each quarter of the year is of equal length consisting of 13 weeks
of 7 days each, for a total of 364 days in one year.
Time is also marked by twelve lunar months named to remind people about seasonal work and
duties at hand, or natural phenomenons about to take place.
People count down weeks from one quarter to the next. The beginning of a quarter is marked
as week 13. As weeks pass, the count is decreased marking the approach of the next quarter.
Counting weeks in reverse between the quarters comes from people's need to be aware of how
close the next transition period is - as changing of quarters is particularly magical time.
At the beginning of each new quarter, the people renew the count at 13 weeks.
The following month names are in use. They are correlated with Julian calendar names and
equivalent northern-hemisphere seasons for reference.
Summer:<br>
Swidden month, Seedtime month, Fallow month (Spring: April, May, June)<br>
Hay month, Harvest month, Fall month, (Summer: July, August, September)<br>
<br>
Winter:<br>
Dirt month, Dead month, Winter month (Autumn: October, November, December)<br>
Center month, Pearl month, Soil month (Winter: January, February, March)<br>
***
.THE UNREAL WORLD.
Among the peoples there are several different runes and myths
about the origin of The World, and how it became Unreal.
However, a common core is clearly visible, which is not
a surprise, as all the peoples are of same origin.<br>
The basic myth goes as follows;<br>
<br>
In the Beginning The World was bare and silent. The Wind,
The forest and all the animals were formed out of the song
of Sky Father and Earth Mother. As all the creatures sung
together The Inehmo woke up and joined the singing. But the
harmony was broken when The Inehmo had to build a lodge
for a shelter in The First Winter. And when The First Winter
was over, the wise ones among the peoples realized that
the world was no more Real.<br>
<br>
For more details, see:<br>
[THE BEGINNING], [THE INEHMO], [THE FIRST WINTER]<br>
***
.THE BEGINNING.
In the Beginning The World was bare and silent. Sky Father
and Earth Mother were close to each other. They thought that The
World was all too silent. They sung, and their song filled the
silence. The song is The Wind, and The Wind travelled wild and
free. As The Wind walked, something green appeared to grow
in its footprints. Soon there was The Forest, and all the birds,
all the fish, all the mammals and all the other animals. Except
for The Inehmo (The Human-being. In Unreal Language there is no
separate word for female and male beings, "inehmo" refers to
both he and she), who was still asleep.
***
.CULTURES.CULTURE.
As The Inehmo spred on the surface of The Earth some of them felt
an urge to travel far into the north as the others settled down
near the great lakes and watercourses and some never left the
forests they were born into. The places they started to populate
had a major influence on the people. It affected to their thoughts,
their look, their physique, their habits and their source of
livelihood. Thus were the different kind of tribes and cultures born.<br>
<br>
Cultures can be separated to NORTHERN PEOPLES, EASTERN PEOPLES
and WESTERN PEOPLES.
%POP
horisontti.jpg
***
.THE INEHMO.
Sky Father and Earth Mother wondered why The Inehmo did not
wake up. "Maybe our dear child is waiting for a light", Earth
Mother said. So they called all the creatures to gather for The
Circle of Life. All the creatures sat in a great circle and they
did sing together. As their tune went on, The Stars, The Moon
and finally The Sun came in to the existence. The Inehmo woke up
and joined The Circle.<br>
<br>
The Inehmo understood everything that was sung. The Inehmo
could easily communicate with The Animals, with The Stones and
The Trees. There was no pain. As The Sun and The Moon walked
along their paths, air became cold and harsh wind rose. Soon the
earth froze, it was snowing. The Inehmo felt cold, and had to
build a lodge.<br>
<br>
It was The First Winter.
***
.THE FIRST WINTER.
There are countless stories, legends and myths about The
First Winter. During The First Winter The Inehmo became many,
men, wifes, children, the heroes and the wise ones walked the
earth. The heroes made the fire, they made the bow and the arrow
and they hunted. They made clothes, they made tools and
shelters, they made skis, and they made drums and the kantele (a
kind of a harp).<br>
<br>
When The First Winter was over, inehmoes could
not understand The Wind singing, nor The Bear and The Forest
humming. The wise ones among the people said that The World was
no more real. The World was Unreal. Still, inehmoes can return
to the Real World in the dreams and with the spells. The Shamans
became negotiators between the people and the spiritworld, the
otherworld, The Real World.
***
.TIETŽJŽ.
"Tiet„j„" means literally "the one who knows the road", e.g.
the sage, the sorcerer or the wise man.
***
// edited by Erkka at 25-Nov-2017
//
.MYTHOLOGY.SACRED.
The most well-known spirits are those of the dead and the ruler and guardian spirits of nature.
Although everyone can have an occasional direct contact with the spiritworld, there often is a need
for the special knowledge of a gifted person who acts as a negotiatior between humans and the spirits.<br>
<br>
Northern peoples have shamans as negotiators between the humans
and the spiritworld. Among eastern and western peoples the
equivalent of shaman is a tiet„j„. But there are some differences
in techniques used by shamans and tiet„j„t. A shaman masters
a special drumming technique, and a tiet„j„ is familiar with
techniques of verbal exctacy and rune singing. The social
role of a shaman or a tiet„j„ is a very demanding one, for they
are responsible for the welfare of the entire community.
The position is often handed down from an old master to an apprentice,
but there are also some self-thaught healers who become a shaman or a tiet„j„ when
the local people regularly come to seek their servives.<br>
<br>
The basic relation between the humans and the spirits is that
humans should respect the spirits and not to anger them. Ultimately the spirits can affect
every aspect of human life, like ailments and healing, starvation and the luck with hunting and fishing.
So, always when someone is healthy and well-fed, one should be thankful for the generous gifts
of the spirits. This relation is maintained by the various spells, sacrifices and and magic means.
***
.THE DEAD.DECEASED PERSONS.
The dead of the northern people live in an otherworld
which is very far away in the north, behind the black
river of the death. It usually is the duty of the
shaman to negotiate with the dead ones.<br>
<br>
The dead of the eastern and western people live in
the otherworlds near the villages. The living relatives
can and should communicate with the late ones. If the
dead feel that they are not respected, they are eager
to cause harm, such as diseases and madness. Almost
anyone can consult his or her late relatives to ask
help, for example. But when there are some more
serious problems, such as restless souls of the violently
killed people, it is the duty of the tiet„j„ to
restore the normal situation.
%POP%
kaarme.jpg 400x300
***
.GUARDIAN SPIRITS.SUPERNATURAL GUARDIANS.DWELLERS.SUPERNATURAL DWELLERS.
Guardian spirits and supernatural dwellers are special spirits
and beings taking care of their own area. These spirits dwell in
the forests, in the buildings, in the lakes and so on.
The guardian spirit of the forest is one of the strongest
spirits, and has many more lesser helpers. He looks after animals,
trees, plants and even stones. So when in the forest you
should be constantly aware of all the signs and marks which can
tell you whether the guardian of the forest is pleased or not.
The lake dweller is also a powerful spirit. The underwater
spirits are very highly respected. They do not only take
care of fish, they can also send storms, water monsters,
or the most powerful creatures ever seen in the world.
Whatever you do you should keep the spirits on your mind.
For example, if you happen to find an empty cottage in the forest,
you should (if you know how to) ask the spirits for a permission
to sleep there. Or when you get a great catch of fish or a prey you
should thank the proper guardian spirits for that. When you keep
the guardians pleased they will look after you and help you. If you
anger the spirits they may revenge or make your living on their area
difficult.
%POP
supernatural.jpg 200x190
***
.SINGLE FARM.SINGLE FARMS.
Among the eastern peoples and western peoples the basic unit of
settlement is a single farm. It has a main building and some
additional buildings like store-houses, animal-shed and sauna.
A small farm is run by a family, usually including grand-parents
and maybe some unmarried brothers or sisters. Bigger farms might
have a couple of servants.<br>
<br>
The northern peoples don't have farms, but camps of families.
At some regularly used camp-sites they might build small buildings,
like sauna and store-houses, but otherwise they use portable tents
called kota.<br>
***
.VILLAGES.
A group of single farms is called a village. Northern tribes don't have
proper villages at all. Kaumolaiset and Islanders also tend to live in
rather isolated single farms. In the Driik one might find villages which
are dense groups of four to five farms interconnected with roads. The rest
of the cultures have somewhat looser villages.
***
.EASTERN PEOPLES.
The eastern peoples are:
KAUMOLAISET, KIESSELŽISET and REEMILŽISET
***
.WESTERN PEOPLES.
The western peoples are:
DRIIKILŽISET, SARTOLAISET, ISLANDERS and KOIVULAISET
***
.KAUMOLAISET.KAUMO.
Kaumolaiset (Kaumoan People, Those Who Live In The Kaumo) live in the
vast forests. The families don't live next to each other, so instead
of proper villages their houses are scattered around sparsely. They
tend to be tough, tall and strong people whom are proud of their freedom.<br>
<br>
They live mainly on active hunting and fishing. On their hunting
trips Kaumo men can spend weeks alone in the wilderness, tracking and
stalking for prey. They are well known for their kaumolais spear, which
is specially designed for hunting big animals.<br>
<br>
Kaumo region is rich of game providing fine quality furs. That is why
Kaumolaiset have to defend their homes and hunting grounds against
Njerpez raiders. In combat situations the kaumolaiset are fearless and
furious, putting up heavy resistance with a spear, a knife or even with
their bare hands.<br>
***
.KIESSELŽISET.KIESSE.
Kiessel„iset (Those Who Live In The Kiesse) have small, loose villages,
usually located near lakes or rivers. Kiessel„iset earn their daily living
mainly by the means of fishing, hunting and slash-and-burn agriculture.
Typically they cut down a small area of forest each year, burning the trees,
which yields them fresh fertile land for cultivation. This kind of field
is exhausted in five or six years. After that the area is left as a pasture
for animals. When a kiessel„is family finds that there is no more old forests
near their home, it is very common for them just to take down their buildings,
to move in a new place with plenty of old forest to cut and burn.<br>
<br>
The kiessel„iset are peaceful people. They like to joke about everything,
to tell stories and to avoid fighting.
***
.DRIIKILŽISET.DRIIK.
Driikil„iset (Those Who Live In The Driik) live on the south-west
coastal area. They live in villages and towns, which are usually
protected by walls, watchtowers and fortresses. Driikil„iset are
traders. They send their ships abroad, they trade with inland
peasants and with the fishermen of the archipelago. From time to time
Driikil„iset are attacked by foreign pirates and bandits who may
sometimes sail from a great distance to attack Driik coast.<br>
<br>
Driikil„iset can be considered to be more organized than rest of
the peoples of The UnReal World. They have differentiated
professions - merchants, soldiers, sailors and so on. If needed,
Driikil„iset can afford crossbows, metal armours, swords, battleaxes
and full-metal shields.
***
.REEMILŽISET.REEMI.
Reemil„iset (Those Who Live In The Reemi) live in the
south-east part of the UnReal World. They have prosperous
villages and they earn their daily living mainly by means
of agriculture. Regular fishing, passive hunting and trading
adds a steady flow of wealth.<br>
<br>
Reemil„iset like to build big, protected houses. They
have a deep respect for the spiritworld and their ancestors.
***
.SARTOLAISET.SARTOLA.
Sartolaiset (Those Who Live In The Sartola) have their
home in the western coastal area of the UnReal World.
They have settled to live in small agricultural villages,
farming for food and trapping for furs.<br>
<br>
Sartolaiset trade mainly with Driikil„iset, trading
furs for salt, tools and luxuries. They are proud of their
wealth, which they display by building big houses. They
like wrestling for fun. And if the situation gets serious,
they draw their knives.
***
.ISLANDERS.
Islanders inhabit the archipelago in the most south-western
part of the UnReal World. They live on fishing and hunting
seals and birds. They are skilled carpenters.
***
.KOIVULAISET.KOIVULA.
Koivulaiset (Those Who Live In The Koivula) are farmers.
They have considerably large fields, cattle, sheep and
horses. They have their homes near the lakes and rivers
in the mid-west part of the UnReal World.<br>
Twice a year they might spend couple of weeks in the
wilderness, hunting, trapping and fishing, returning home
with dried fish, smoked meat and furs. Otherwise they don't
travel so much. They trade with the peddlers regularly
visiting the Koivula.
***
.NORTHERN PEOPLES.NORTHERN TRIBES.
Northern Peoples live in the northermost part of the
UnReal World. They do speak a language of their own.
Altough they have common ancestors with the rest of
the UnReal Peoples, they have some typical features
which set them slighly apart from the Southern Peoples
(ie. the rest of the UnReal Peoples). They are somewhat
smaller, usually darker, and are considered to have some
supernatural abilities. All the Northern Peoples
dislike swords and fighting.<br>
<br>
The Tribes of The Northern Peoples are KUIKKA-TRIBE,
OWL-TRIBE and SEAL-TRIBE
***
.KUIKKA-TRIBE.
Kuikka-Tribe is one of the Northern Peoples, and they have
kuikka (black-throated diver) as their totem animal. They
live in small cottages, earning their daily life by means
of fishing, hunting and small-scale reindeer rearing.
***
.OWL-TRIBE.
According to a tale told amongst the Owl-Tribe they have been
born out of the echoes of a shriek of The Owl. And indeed
they still do travel like echoes in the forests, bare
mountains and bogs of The North. They live mainly on
nomadic reindeer rearing. They travel twice a year,
since they have their summer camps up in the extreme
North, and southern winter camps in the vast forests.
***
.SEAL-TRIBE.
The Seal-Tribe lives in the most Extreme North, on the
northern coast of the UnReal World. They do have small
reindeer herds, but their main source of daily food
is the sea. The Seal is their totem animal and also
their most important prey animal. So they have developed
various rites to maintain the good relationship with
The Seal.
***
// upd 11-Dec-2014
.NJERPEZIT.NJERPEZ.
Njerpezit are of eastern race. Black haired Njerpez men are considered notorious bandits.
Njerpez men do attack other people, killing, robbing and raiding.
Their typical melee weapons consist of spears, scimitars and roundshields.
Chieftains might have helms and lamellar armours, and more rarely mail gear.
Njerpez are interested in furs, those of squirrels, bears, wolves, beavers and lynxes.
Animal fur is of the very best quality in The Kaumo, and the merchants of the southern
domains are willing to pay plenty for the finest northern furs. Njerpezit strive for
conquering the hunting-grounds of Kaumolaiset, and this is what they have been doing for decades.
***
.LANGUAGE.
Most of the names are left untranslated. Words such as "Kaumo"
or "Kiesse" are so old, that no one knows their original
meaning, and thus translation is impossible. "Kaumo" just means
a certain region of The Unreal World.<br>
Some words could be translated, but are left as such for the
sake of the spirit.<br>
<br>
See language inflexions table for further information.
***
.LANGUAGE INFLEXIONS.
<br>
REGION AN INHABITANT MANY INHABITANTS ADJECTIVE <br>
----------------------------------------------------------<br>
Kaumo a kaumolainen kaumolaiset kaumolais<br>
Kiesse a kiessel„inen kiessel„iset kiessel„is<br>
Driik a driikil„inen driikil„iset driikil„is<br>
Reemi a reemil„inen reemil„iset reemil„is<br>
Sartola a sartolainen sartolaiset sartolais<br>
Koivula a koivulainen koivulaiset koivulais<br>
<br>
Examples:<br>
<br>
He is a kaumolainen = He comes from Kaumo<br>
He is a driikil„inen = He comes from Driik<br>
They are drikkil„iset = They come from Driik<br>
This is an kaumolais spear = This spear is made by kaumolaiset<br>
These are kiessel„is punts = These punts are made in Kiesse<br>
This is a driikil„is town = Driikil„iset live in this town<br>
***
.TERRAIN.
The main terrain types are forests, mires and lakes. Terrain type
affects to what kind of trees, plants, berries, mushrooms can be found at the
area and so on.<br>
<br>
This topic is under construction.
***
.WEATHER.
The most important general features of the weather are the
seasons. Seasons have a great influence on the daily living.
In the wintertime it is rather cold, about -10 to -35 degrees
Celsius. There is usually more than half a meter of snow
on the ground, and lakes are covered with thick ice. You should
protect yourself against freezing. Animal furs and woollen
clothes are very valuable. And remember to have good shoes,
for walking in the snow with bare feet is a deadly thing to do.
In the spring snow and ice melts - be careful when
travelling on the ice. Hibernating animals (such as bears)
wake up, migrating birds return and fish spawn.
In the summertime temperature might rise up to 30 degrees
celsius. But generally speaking the weather is very unstable;
heavy rains, long dry periods, frosts or thunder storms
come and go without any regular patterns.
In the autumn migrating birds leave, hibernating animals
seek and eat a lot of food. Usually it rains a lot in the autumn.
This topic is under construction.
***
.PLANTS.
Almost all of the berries are edible. With mushrooms you should be more
careful. Some of them are very poisonous and can cause varying symptoms from
a harmless stomach ache to severe poisoning or even nervous disorders. Some
mildly poisonous mushrooms can be eaten after boiling them by using your
cookery skill.
Although wild plants, berries and mushrooms are commonly utilized people also
grow crops, turnips and broad beans. This calls for agriculture, where
the slash-and-burn cultivation is the most common method.
%POP
puolukka_400x300.jpg
***
.TURNIP.TURNIPS.
Turnip is the basic vegetable. It is easy to grow, the first ones are ready
to be harvested already at mid-summer, and when stored in a cellar they will
last the whole winter. Stewing turnips buried in hot embers of a burnt-out
fire is a common and probably the most delicious cookery recipe for turnips.
***
.BROAD BEAN.BROAD BEANS.
Broad beans grow strong and provide nutritious food. After harvesting the
beans are dried. Harvested beans will automatically begin to dry, but fresh
ones can be used also. Dried beans will last for years, although they require
quite a long cooking time. A commonly used cookery recipe for broad beans is
the bean stew.
***
.HUNTING.
Hunting can be separated into active and passive hunting. Passive hunting
means using traps. Active hunting means encountering the animal and killing
it down by using hunting weapons, of which various bows and spears are
the most commonly used.
Animals can be encountered randomly - which is especially the case with
the widespread small animals like hares, squirrels and birds. Or one can
use his tracking skills to find and follow the tracks of his prey.
Sightings of big carnivores - bear, lynx, wolf and glutton - are usually
such a news that you'll most likely hear about them if you talk to the people
you meet.
***
.TRAP-FENCE.TRAP-FENCES.
Carnivorous animals can be lured into traps using baits. But non-carnivorous
animals, like an elk or a reindeer, are not so interested in baits of any
kind. For them a hunter might build a trap-fence. Leaving small openings in
the fence and placing the traps in the openings is the sure way to force
wandering animals to go into the traps.
A trap-fence is not necessarily a proper fence, as sometimes it is enough
just to fall down trees as obstacles. The smallest trap-fence is just one
trap with a piece of fence on each side. Typical trap-fence is around hundred
meters long and has a trap every five meters or so. The longest trap-fences
reach for a kilometer. Such a massive trap-fences are stable constructions,
which the hunter maintains for decades, and might even leave his trap-fence
for his son.
The traps used with trap-fences are usually trap-pits, as the trap-fences
are usually built for non-carnivorous big deer, but other kind of traps
can be used as well. Especially the wolves are hunted with a trap-fence
and deadfall trap combination - and as always when trying to hunt carnivores
with traps, a bait is required.
***
// updated Jan-23-2016
//
.FISHING.
Fishing is a significant source of livelihood and commonly practised by all the cultures of the UnReal World.<br>
<br>
There are two kinds of fishing methods, active and passive. Active fishing means using a fishing rod or
certain weapons to catch a fish. Passive fishing is practised with nets.<br>
<br>
The idea of fishing with weapons is to stand by the shore waiting for a passing fish and try to spear or club it.
This fishing method is fruitful only with relatively big fish, and most often the catch is a pike.
It's possible to try fishing with any spear or club this way, but tridents are specifically designed for it.<br>
<br>
Nets can be used only in deep water. They are set and left in place for a day or two, and then retrieved - hopefully
with some fish caught in. To get out into deeper water for setting and retrieving nets a punt or raft is often needed.
<br>
The fish to be caught depends on the fishing method, equipment and the fishing site. Different kind of fish
live in shallow or deep waters, lakes or rivers. Perches, roaches, breams and pikes are the most common fish living in lakes.
Salmons are found only in rivers, and especially in rapids during their spawning season.
There are also lavarets, trouts, pike-perches and so on.<br>
<br>
Fishing is started either by using the fishing skill and choosing the preferred method, or by applying
fishing rod or net from the inventory. During the wintertime when the lakes are frozen you need to a make hole in
the ice first. That is also done by using your fishing skill.
***
.TRADING.
You can trade goods from the villages or barter with individual people for their personal belongings.<br>
<br>
Goods in the villages are owned by the whole community and you can start trading for them with any adult village member.
It doesn't matter in which building the goods are stocked, they are all available for trading. In short, obtaining village goods
by trading goes as follows;<br>
<br>
Pick up the items you want from buildings and in around village and start trading for the collected items when you are ready
by talking to an adult villager. Collecting items you want to trade for can be done by picking them up, starting to move them,
or packing them on your pack animal. You can collect several items from several different buildings and start trading only when
you've got everything you want.<br>
When trading is started you then need to offer enough goods from your own inventory to pay for the items you've collected.<br>
<br>
Villagers can also start self-imposed bargaining if you have held the unpaid items in your possesion for too long. It's wise not
to hesisate when you've been asked to pay.<br>
<br>
It's easy to change your mind if you don't want to trade for something you happened to pick up. Dropping unpaid items back to
their place, or close by, removes them from your debt list. There's also "I can't pay" trading chat option which can
be used if you've picked an excess amount of debt and find it impossible pay what they want.
If that option is chosen villagers will reclaim their goods from your possession.<br>
<br>
To barter with individual people to obtain items from their personal inventory you should talk to them
and choose trade option. If they have something to trade you can then select the items you desire
and the bartering starts. One-to-one trading with villagers is not possible if you are carrying
unpaid community owned goods. In that case they will ask you to pay for the goods you taken first.<br>
<br>
Your trading manners affect to your reputation with village.<br>
***
.MELEE.
To use melee weapons you should first [w]ield them. When a weapon is wielded you can use it to attack
a target in an adjacent tile by pressing [1] or [2] depending on which of your weapons you want to use.<br>
<br>
After the attack has been initiated you get to choose weapon aspect and location where to hit.
The combat system is detailed and realistic with numerous complex factors in the mix.<br>
You may also want to see weapon class and tactical advantage.<br>
<br>
<br>
Due to complexity of combat rules this topic can be classified as being under construction.
***
// updated & proofred Dec-05-2011
.WEAPON CLASS.ATTACK CLASS.DEFENSE CLASS.
How effectively a weapon can be used in combat is foremostly determined by your mastery level
of the applicable weapon skill, but unique properties of each weapon can also affect the result. The structure,
reach and weight of a weapon can make it more or less advantageous for combat use. Moreover, a single weapon
can perform differently on attack or defense. For this reason all the weapons have their individual attack and
defense class - two separate attributes that can gain one of the combatants a special bonus for using more
suitable weapon in the given combat situation. If a weapon is used to perform an attack maneuver or to
counterstrike, its attack class comes into an effect. When a weapon is used to block, its defense class is used.
These attributes together are referred as weapon class.
The combatant whose weapon class is superior to their opponent during the given combat round (attack maneuver
vs. defense maneuver) gets a bonus to the success of his action. Only one combatant can get this bonus, but
it's not guaranteed - there can be a standoff where equally performing weapons bring no special advantage for
neither. The weapon class comparison only favours the bearer of the advantageous weapon and never leads to
either combatant getting a penalty instead.
The bonus varies in a range from 5% to 25% based on the difference between attacker's and defender's weapon class.
When both combatants use similar weapons this is often of minor significance, but can be remarkable if the weapon
combination is truly unequal - like with foolish attempts to block a battlesword with a small knife.
The weapon class comparison can also favour the defender - blocking that small knife with a weapon of high defense
class such as roundshield, reasonably earns a bonus. If a target is unaware of the attack or doesn't defend himself
the weapon class bonus is most effective.
It should be noted that dodge is the only unarmed defense maneuver that also has an effective defense class.
When dodging weapons with a short reach the weapon class comparison slightly favours the defender.
This effect is diminished when dodging weapons with higher attack class and in case of weapons with remarkable
reach and attack performance the odds turn to favour the attacker.
***
// slightly updated Jan-23-2016
//
.WEAPON ASPECTS.WEAPON ASPECT.
Weapons can cause differing amounts of damage depending on the aspect selected and the target's armour, or
thickness of animal's skin or fur.<br>
<br>
There are three different weapon aspects - blunt, point and edge - and you get to choose the aspect to use
upon executing an attack. Some weapons may have all three aspects, whereas others may only have one.<br>
<br>
For example, you can use a sword to edge or point - or even blunt. Spears can be generally used for pointing
and blunting with the shaft. Axes can be used to edge and blunt with the dull end.
***
.ATTACK MANEUVER.ATTACK MANEUVERS.
This topic is under construction. <br>
***
// updated & proofred 24-Oct-2011
//
.TACTICAL ADVANTAGE.TACTICAL ADVANTAGES.
In the heat of the combat one can sometimes gain a tactical advantage after performing an
especially succesful or effective combat maneuver. This breaks the usual combat sequence
of exchanging attack and defend maneuvers in turns and allows a flurry of activity by the
advantageous combatant. A tactical advantage can be gained for several reasons and represents
a situation where the opponent is swiftly and efficiently put into an awkward position.
This buys the advantageous combatant some extra time to instantly make their next move.
A character wins a tactical advantage when he causes an opponent to fall down, drop a weapon,
or manages to exploit the opponent's poor combat performance - be it an attack or a defense.
All this may result from a direct hit to a proper bodypart but also from a weakly performed
attack maneuver against a strong defend maneuver - or vice versa. Whatever the cause, the game
will display a message if the combat round results in somebody gaining a tactical advantage.
Upon gaining a tactical advantage a character may immediately make another extra action regardless
of whose combat turn it is. Quite often this is chosen to be an immediate strike back at your opponent,
but it can be any single game action; move, pick up something, wield another weapon or even attack
somebody else than the original opponent.
If the both attacker and defender gain simultaneous tactical advantages the result will be no
extra actions for either. It is not possible to gain an additional tactical advantage during a
free action gained from a tactical advantage.
***
.DEFENSE MANEUVER.DEFENSE MANEUVERS.
Refer to counterstrike, dodge, block.<br>
<br>
This topic is under construction.
***
// added & proofred 28-Feb-2012
//
.BLOCK.
A defense maneuver where the defender attempts to block or parry the attacking
weapon with one of their wielded weapons. Declaring the blocking weapon is not a free choice,
the wielded weapon or shield with highest defense class will be always used. If you are
wielding weapons of only insignificant defense class, blocking won't be possible at all.
Having a decent blocking weapon can pay off in many ways. Although the success of your blocking
attempt is primarily determined by the applicable weapon skill, using a weapon with high defense
class can improve your performance - blocking a knife with a shield is easier than warding off a
battlesword with a club.
When weapons strike together, as a result of successful block, the impact may cause damage to
weapons involved, make combatants lose their grip - or both. The success and strength of combatants'
weapon usage will determine whose hand will shake the most. If fumbling does occur, maintaining one's
grip is a matter of their character's dexterity. The damage the weapons may suffer can be considered
a downside of blocking, but it can be also be advantageous if the defender's weapon is of superior quality.
Block is an applicable defense maneuver only against armed melee attacks.
***
// added & proofred 06-Nov-2011
.COUNTERSTRIKE.
A defense maneuver where the defender attempts to strike the attacker back - and preferably first -
instead of defending themselves from the attack. It is possible to use any of your wielded weapons
to counterstrike, but as combat results tend to be bloody and slightly favour the attacker it's wise to
choose a weapon you are very skilled with. Nearly always when an attack is answered by a counterstrike
one or both of the combatants gets struck. Simultaneous strikes may occur as well. Against an equally
or more skilled opponent counterstrikes are always a gamble, but one lucky counterstrike may also turn
the tables to the advantage of the underdog. Should the counterstrikes be by far superior to the
attacker's strikes, the defender can usually bring the battle to a quick end.
For human characters a counterstrike always requires usage of a weapon, but animals can also make
counterattacks - and that's what raging or desperate beasts usually choose to do - and very effectively.
An angry bear that constantly keeps attacking back at you can be nearly impossible to bring down by one man alone.
***
// added & proofred 09-Dec-2011
.MISSILE COMBAT.MISSILE ATTACK.MISSILE ATTACKS.
Missile combat refers to attacking with a ranged weapon, which can be anything from bow and arrows
to throwing weapons. Compared to melee combat, missile attacks feature somewhat different factors to
determine an attacker's chance to score a hit as well as a target's defense possibilities.
Success at firing an arrow or throwing a weapon depends on the applicable weapon skill. This is a common
combat rule and missile attacks are no exception, but your performance only determines the initial quality
of the shot/throw, ie. how much your aiming is off and how accurately you manage to send your missile on
its course. The worse your performance the wider the cone of spread is possible, so it's not always guaranteed
that a good shot/throw will result in a good strike at exact location of impact. Even a minor deviation from
the intended trajectory will accumulate over distance. Any shot/throw is bound to hit better at close range,
and the further the target, the more precision is required. Should your missile miss the original target or
even fly completely wild, it can still hit something else on its course - unfortunately this could be
also your own dog.
When you manage to hit a target - mistakenly or as intended - the target's size, its actions and the final
hit accuracy may further modify the true result of the shot/throw.<br>
For further information on such modifiers see: [RANGED TARGET]
***
// added & proofred 09-Dec-2011
.RANGED TARGET.RANGED TARGETS.
Ranged target refers to a living target being attacked by means of missile combat.
When you manage to hit a ranged target - mistakenly or as intended - the target's size, its actions and the final
hit accuracy may further modify the true result of the shot/throw. In practice, even a steady shot/throw rarely
lands exactly at the center of your aiming point but often deviates somewhat. How off-target your missile is when
it arrives at the location of impact determines the final hit accuracy. Depending on the final hit accuracy the
actual missile strike may vary from a mere scratch to an impact of full force - or in some cases, it could also
be a narrow miss.
The smaller the target, the more accurate shot/throw you need to actually hit it. For man-sized targets
even the poorest final accuracy always results to a strike of some degree, but anything smaller needs that
much more precision. If the final hit accuracy isn't good enough compared to target size the missile won't
hit at all.
A target that is being attacked by a missile weapon can't choose any conscious defense maneuver as in
melee combat, but moving targets can still avoid getting hit. This defense possibility for moving targets is
automated and it doesn't matter if the target is aware of the attack or not. A target is considered
moving if it is actively running, flying, escaping etc. from one location to another, but also when it's
making fast movements in its place like when engaged in a fight. The faster the target is moving the better chance
it has to make it out of the way or to make a lucky movement in its place and unintentionally dodge the missile.
This is based on the target's actual mobility and manner of moving, so if the target is slowed down due to physical
penalties or for whatever reason, its chances to avoid missile attacks are lowered accordingly. Naturally, it's not
only the target's speed that matters but the missile velocity as well. It's easier for any moving target to make
it out of the way of low-velocity missiles, but very fast animals will be challenging to hit even with bow and
arrow - and exceedingly challenging if they are both fast and small.
***
// upd 7-sep-2014
.BOWS.BOW.
Bow is a missile combat weapon usually made of wood and used to propel an arrow.
There are different bow types and designs varying in size, shape and strength:
SHORTBOW, LONGBOW, JUNIPER BOW, NORTHERN BOW and HUNTING BOW.
In addition to these regular bows there are also crossbows which are mostly of foreign origin.
***
// updated 10-Sep-2017, proofred 25-Nov-2017
//
.SPELLS.INCANTATIONS.
Spells are both a way to communicate with the otherworldly beings such as spirits, and to affect to the mundane
environment with magical means. There are spells to seek favour in hunting and fishing, sacrificies to keep the
nature spirits pleased, means to follow in order to assure ones livelihood, and so on. The ways how
the unseen can affect the tangible world are numerous and varied.<br>
<br>
Spells should be respected and not performed without a proper reason. Spirits of nature are always present and your
deeds will be noticed by them. As the spells get you in contact with the otherworld it should be understood not to disturb the spirits needlessly,
nor to take advantage of their generosity or favourableness. Sometimes it will be clearly notified if the spirits like you or not. And if
it's the latter case it might be worthwhile to try remedy the situation with a right spell or a sacrifice.<br>
<br>
Every character knows some spells to start with and may learn more during their life. Key-command [F4] shows the list of known spells,
along with their descriptions. Merely selecting a spell from the list doesn't make the magic happen. To perform a spell read the spell
description and follow the instructions by using the ordinary game mechanics. For example, if the spell instructions would
say "throw three rocks at a spruce tree before the sunrise and your loop snares will be favourable"
the spell would be performed by actually throwing three rocks at a spruce tree before the sunrise.<br>
<br>
Some spells are simple, some are more complex, but most often they consists of seemingly ordinary things that have underlying magical
meaning once you know it. Effects of the spells often seem vague and subtle. There rarely are evident results to be noticed, but nevertheless
the magical, ritualistic and mythical actions learned and performed do have impact on the unreal world.<br>
<br>
Spells are strongly linked to the cultural mythology so you should learn about that too.
***
// updated & proofred: 11-Sep-2011
//
.INJURIES.INJURY.
Your character can get hurt several ways, but most often injuries result from combat and hunting situations.
There are a wide variety of possible injuries such as bruises, cuts and bites - resulting from a varying attacks
or causes - generated for specific body locations and having different levels of damage. In general all the injuries
lower the victim's physical performance according to their severity in a form of physical penalty.
There are additional effects that may result from bleeding wounds and limb injuries.
To improve healing of your injuries, use the physician skill for wound treatment.
***
// updated & proofred 11-Sep-2011
//
.BLEEDING WOUNDS.
The most severe of all injuries are the bleeding wounds. These will cause the victim to bleed to death unless
treatment is given by means of the physician skill. There are different rates of bleeding wounds which will
accumulate the bloodloss accordingly. The bloodloss meter shows your character's total bloodloss. When it reaches
the maximum, based on your character's endurance, you will first pass out - and finally die. Thus it is of utmost
importance to take care of bleeding wounds before loosing fatal amount blood.<br>
<br>
Even after all the bleeding is succesfully stopped a threat to life may still exist as recovery from bloodloss
is a lengthy process. Blood regeneration is a natural, automatic process and over time you will gain
back the lost blood, but as complete recovery can take several days you may want to avoid spilling any more of your
blood during the healing period.
***
.HEALING.
This topic is under construction. Refer to injuries.<br>
***
// updated & proofred 11-Sep-2011
//
.WOUND TREATMENT.
It is possible to self-treat your injuries by using the physician skill. The necessity and the method for wound
treatment varies depending on the type of the injury. Minor wounds will usually heal by themselves, but grievous
wounds can develop serious effects or impair you for a long time unless properly treated.
Wounds can be treated on a daily basis for as long as the injury persists. There can be several different
treatments available for a single injury of which you can choose the ones to use - or the ones possible for you at
the moment. Certain equipment and/or supplies, such as water or bandages, are often necessary. For almost every
treatment it's also possible to use healing herbs in the process. For bleeding wounds the further treatment
is possible only after the bloodloss is halted.
The treatment result depends on your physician skill and quality and properties of the equipment and supplies
used. A successful treatment will improve the healing of an injury and lower the risk of complications, but
mistakes are also possible and can worsen the healing process. For serious wounds, however, some first-aid is always
recommended over no treatment at all. After that, it's up for your consideration whether you think you can do
better for a specific wound today, or should it be wiser not touch it at all.
***
// added & proofred 11-Sep-2011
//
.LIMB INJURIES.
Any amount of injury to a limb will have its effects, but these are most dramatic
when a limb is injured so extensively that it becomes completely unusable. Sometimes even a single grievous injury
can render the entire limb unusable, but this can also happen gradually from several lesser wounds. Limb injuries
play a great role in combat situations and in hunting animals that would be impossible to catch by running
unless their mobility is significantly slowed down.
Leg injuries obviously affect the victim's ability to walk, run or stand up. Leg injuries always lower the
victim's mobility based on their severity, and if an entire leg becomes unusable the victim either falls prone or
starts to limp seriously. Quadruped animals can stand up and walk as long as they have three usable legs, but the
mobility of a limping animal is significantly lowered. For humans, an unusable legs means not being able to stand
up and being able to move only by crawling. When an arm is injured to the extent of becoming unusable, any items
held by it are dropped and wielding or handling items becomes impossible. The unusable limbs will gain back their
functionality after the wounds have healed enough. This can be improved with proper wound treatment.
***
.COMPRESS.
Simply applying a cold compress to the wound.
Necessary equipment/supplies: WATER and BANDAGES.
***
.CLEAN/DRESS.
Cleaning and dressing the wound.
Necessary equipment/supplies: WATER and BANDAGES.
***
.SPLINT.
To set and splint the bone you need some kind of a splint (usually
any stick, branch or even a spear will work) and BANDAGES.
***
.BANDAGE.BANDAGES.
Bandages are strips or slices of cloth, leather etc. used to tie
up wounds with the PHYSICIAN skill.
***
// slightly updated Jan-23-2016
//
.SKILLS.
Your character knows many skills and the outcome and success of nearly every action is determined by some skill.<br>
<br>
The skill mastery level affects to how well you manage to perform skill based activities.
However, the effective mastery of skills is often impaired due to physical penalties your character may have.<br>
<br>
Success of skill usage can be seen in time required to complete a task, quality of crafted items and so on.
The effect of skill mastery is very significant, but it should be noted that a beginner can have some luck too and
even an expert can make a mistake.<br>
<br>
All the skills can be improved by using them and there's also a learning curve to it.
The lower the skill mastery level is the faster the skill will raise upon succesful usage, even though
you can sometimes learn from mistakes too. Skills also improve faster or slower according to how challenging or educational
the performed task is. For example, you'll learn more about timbercraft by making boards than by chopping firewood.<br>
<br>
Craft and lore skills:<br>
AGRICULTURE, HERBLORE, FISHING, PHYSICIAN, TRACKING,<br>
COOKERY, HIDEWORKING, TIMBERCRAFT, WEATHERLORE,<br>
TRAPPING, CARPENTRY, BUILDING<br>
<br>
Physical skills:<br>
CLIMBING, SWIMMING, SKIING, STEALTH<br>
<br>
Combat skills:<br>
WEAPON SKILLS, DODGE, UNARMED<br>
<br>
***
// added & proofred 28-Feb-2012
//
.DODGE.
Dodge refers to one of your characters's skills, and is also one of the defense maneuvers.
As a skill, it determines your ability to dodge melee attacks. The initial level of dodging
skill is based on your character's agility, but like any other skill, it can be improved by experience.
As a defense maneuver, dodging is an attempt to evade attacks by ducking, leaping, or otherwise
trying to get out of harm's way. Dodging is always a demanding feat of agility, and can result in
stumbling or falling if performed clumsily. At its very best, a swift and graceful dodge
not only saves the defender from getting struck, but may also grant him/her a tactical advantage.
When an attempt to dodge is only partially succesful, the defender gets struck, but the force
of the attack is decreased accordingly.
Dodging is most effective against weapons with a short reach - this also covers unarmed attacks.
When trying to dodge weapons with a good reach and high attack class dodging gets that much more challenging.
Dodge is an applicable defense maneuver only against melee attacks. When being attacked by means of
missile combat, the factors determining the defender's chances to avoid the attack are calculated
differenty.
***
.SHIELD.
Shields can be used to block enemy strikes and to protect yourself against missile attacks. In melee combat, merely having a shield wielded allows
you to use it for blocking when a defense maneuver is to be chosen. To cover yourself against
missile attacks, you need to be holding the shield in protective position.
Shields can be held in many ways to cover different body parts and to protect from varying lines of missile attacks.
It also depends on the shield size how much of your body it can cover. When a shield is held in protective
position missile attacks to covered body parts are automatically blocked as they hit the shield instead of you.
You get to choose how to hold a shield upon wielding it. The chosen mode can be changed anytime by attack commands
keys [1] or [2] - depending on in which hand you're holding the shield.
These are the possible shield modes:
CENTER - Neutral position where the shield is held in front of you close to your center.
In this position roundshields protect from neck to knees.
HIGH - The shield is held up in front of you. In this position roundshields protect the head and upper body.
It's a good way to cover the vital upper body, but your vision is restricted as you have to peek from behind the shield.
SIDE - The shield is held raised by your side. In this position roundshields protect your side from shoulder to knees.
If the shield is your primary weapon it's held on your right side, otherwise on the left side.<br>
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All of these shield modes make you walk and run slower as the chosen protective grip and stance is carefully
maintained during movements. For this reason it's advisable to use protective shield mode only when necessary.<br>
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NONE - Shield is carried in relaxed fashion and not held in protective way. As the shield moves freely along with your movements there's no
automatic cover provided except for the hand and arm holding the shield.
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.WEAPON SKILLS.
Skills such as knife, sword, axe, spear, flail, bow, crossbow etc.
are automatic combat skills for each weapon group. These are automatically
activated everytime you use some weapon.
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