Kharne Encyclopedia |
General Store |
SERVICES |
Stores |
The stores in Kharne's settlements offer a multitude of services They can usually be obtained using the B-Order.
For many of these services we have not yet discovered any official descriptions (blurbs). Most of the blurbs in |
3I0-3I7 - TRAVEL 310 through 317 are the item numbers for travel that can be bought in towns and cities. There does not seem to be an official blurb for this service. Towns and cities offer a number of journeys to other nearby cities or towns. In addition, every settlement along the coastline (even villages) offers an array of trips to neighboring cities. |
60I - CURE POISON This minor service will (surprisingly) cure any poison present in a character's system. It is extremely effective, considering the small cost, and may just save your character's life! |
© continuingstudies.uvic.ca |
602 - CURE DISEASE For a modest fee, your characters can be relieved of any diseases they may be afflicted by. This applies to all diseases, whether they are natural or magical in nature. In addition, any toughness lost due to the disease will be restored. |
© abdn.ac.uk |
603 - DRINK Drinking at the local bar is an excellent way to catch up on all the local gossip. A quiet pint of strong ale also makes a refreshing change from slaying dragons, battling gods and acquiring vast hoards of treasure. You can also find out weather the inn has a gambling den or not, and if so, which game they play. |
© Ryujixepic |
604 - SLEEP Adventurers are a hardy bunch and can sleep anywhere if they have to, but nothing beats a warm, comfortable bed. Characters staying at an inn will recover from their wounds much quicker, they will be less fatigued, and spellcasters will regain more power. Full board also includes a full day rations so your characters will not consume their own supplies, if they end the turn at an inn. You can book the rooms at any time during your turn, but to gain the benefit, you must end your turn at the town. |
© syndra |
605 - MINOR HEALING Alchemists specialise in the study and preparation of unusual compounds. A few of them waste their time trying to change lead into gold but those with any sense make a highly profitable living selling spell components to mages. Some powders will be a lot rarer than others and this will be reflected in the prices which an alchemist charges. Spell components are always sold in small leather pouches, each of which holds five 'doses', ie enough for five spells. |
606 - MAJOR HEALING This powerful service will restore any living character to full health. It will negate the affects of poison and it will cure any disease. In fact, about the only thing it can't do is raise the dead! The down side is the price of the service, which might be more than some parties can afford. |
© medievalists.net |
607 - STRENGTH SKILL A valuable service in some towns is an intensive course of physical training which increases the toughness statistic of any character. This is obviously of most use for fighters but other characters will benefit too. To gain full benefit from the training a character should have at least 100 experience points. Characters attempting to train without experience will gain little or no benefit. |
© thearma.org |
608 - WEAPON SKILL Characters for this training will receive a lesson in the use of the weapons they are currently equipped with. If they are equipped with both ' a melee and a missile weapon, they will be trained for the melee weapon only. If they are not equipped with either, they will receive instruction in hand to hand combat. As with all forms of training, a character must have at least 100 experience points to gain the full benefit. After the training is completed, the instructor will give a rough assessment of your character's abilities. |
© listverse.com |
609 - SPELL RESEARCH Although it is possible to discover spells by trial and error, this can be expensive and time consuming. An alternative is to spend some time in research. Most magical guilds and some libraries have ancient texts and scrolls containing all sorts of arcane knowledge. Research will usually reveal one or more of the components needed for a spell. The mage should then experiment with this combination to find out exactly how it works. Occasionally a mage will find full instructions for components and details of casting. The spell will be added to the list which that mage can cast. |
© ancient-origins.net |
6I0 - MAGIC SKILL Mages wishing to improve their skills can sometimes purchase this training at magic guilds or occasionally at Phyloqure temples. To gain full benefit from the instruction, they should possess at least 100 experience points. The training will improve your mage's skill characteristics. |
© Wizards of the Coast LLC |
6II - QUEST We have not yet discovered an official description of this service. |
© dungeonmeister |
6I2 - MAP Groups visiting a town always gather information on the terrain around the town. But for information on a wider area, the best thing to do is to buy a map.The map will be centered at the town but will provide more information than can usually be gathered and will often show nearby towns. |
© sapiento |
6I3 - NOT IN USE
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6I4 - THIEF SKILL Opening locks, climbing walls and forcing opening windows are all techniques which thieves should practice regularly to improve their skills, but sometimes, a formal approach of training has the best results. Most Thieves Guilds and some Novala temples can provide specialized instruction in the art of burglary. To gain the most benefit from this instruction, a thief should have at least 100 experience points prior to training. |
© JordanKerbow |
6I5 - ETIQUETTE TRAINING This service is for characters who wish to improve their manners and become more civilised. The training covers such topics as the correct use of cutlery when eating, how to enhance one's appearance and personal hygiene, how to engage in polite conversation etc. The result of this training is an increase in charisma, which may cause NPCs and shop owners to be more pleasantly disposed towards your party. Characters should have at least 100 experience points before paying for this training in order to get the most out of it. |
© ynocentrism.com |
6I6 - WITHDRAW MONEY
Service exists only as number. In the game, it is substituted by the amount when withdrawing from a bank.
6I7 - BORROW MONEY
6I8 - PAY IN MONEY
6I9 - WITHDRAW MONEY
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© whitlam1 |
620 - NEWS News travel fast and most towns have up to date information on the events of the surrounding area. You can purchase this information and get a list of parties in town. There may also be news of special quests which are available. |
© Mod the Sims |
62I - POKER Poker is the most expensive of the games of chance played on Kharne. Characters wishing to play require a stake of 1,000 gold pieces! High awareness and charisma attributes help the chances of winning and a prayer or two to Novala would certainly do no harm. |
© wikipedia |
622 - ROULETTE Roulette is a game of pure chance. Skill plays no part but the favour of Novala would give a character a big advantage. Known members of the Novala sect are usually not permitted to play this game. It is not uncommon for roulette tables to be 'rigged' in favour of the management. This is not illegal but the management do tend to lose a lot customers if anyone finds out! Characters must have a stake of 200 gold pieces to participate. |
© wikimedia |
623 - PONTOON Success in this popular card game is largely a matter of chance but a high awareness attribute may be of some help. The nature of the game always gives a slight advantage to the management and some gambling houses will rig the odds even further in their favour with a 'stacked' deck of cards. A stake of 500 gold pieces is required for this game. |
© amazon.com |
624 - CRAPS This is a popular dice game and the cheapest of the games played in gambling bars. A stake of just 100 gold pieces is sufficient to take part. Skill plays little part in this game and participants must rely heavily on luck. A high awareness might give a small advantage. Owners of the den will occasionally use loaded dice to give themselves an unfair advantage. |
© St. Thomas Guild |
625 - NOT IN USE
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626 - LIBRARY VISIT Kharne's libraries hold the last remnants of the vast knowledge of earlier civilizations. Unfortunately, they have been poorly looked after and many of the scripts which have survived the ravages of time are written in languages which are no longer understood. Nevertheless, diligent Research can sometimes uncover useful knowledge. Usually, this will concern the location of ruins or dungeons in the wilderness close to the town. |
© 3dmodels-textures.com |
627 - TITHE Tithing is an ancient practice encouraged by most religious groups. Characters who tithe will donate 10% of their personal wealth to the temple of their chosen god. This helps finance the temples many services and will shift your group alignment towards that of the temple. |
© Minerva Stone Conservation |
628 - RESURRECTION This is the most powerful of the healing services. Any dead character who buys resurrection will immediately be restored to life. The cost for this service varies depending on the character, but there is a set minimum price. The temple's healer will examine the dead character, and if he thinks the character's party would pay more, he'll charge more! To have your party try to estimate how much a dead party member would cost to be resurrected, you should investigate the character. Because the cost is so varied, only one character will be resurrected per visit to the temple, even if you issue a 'B 99' order. |
© ak0.pinimg |
629 - DEPETRIFICATION Some monsters, and hostile mages, have a nasty habit of turning characters to stone. If this happens to your party, and you are prepared to drag the statue of your petrified character back to a city, then you might be fortunate enough to find a temple offering this service. For the stated price, a character can be turned back into living flesh, ready to adventure once more. You can have all your party's statues restored in one go by issuing a 'B 99' order, if you wish. |
© Alderac Entertainment Group |
630 - USE EDGED WEAPON This training is available to all characters. Edged weapons included daggers, axes, swords and spears. I you are currently equipped with an edged weapon, you will receive training in that weapon. If you are not equipped, a weapon will be chosen from among those carried. If you are not carrying an edged weapon of any kind, the training will be unsuccessful. You should have at least 100 experience points to gain full benefit from the training. After the training, your instructor will assess your skills with all kinds of weapons. |
© Kijiji |
63I - USE BLUNT WEAPON This training is available to all characters. Blunt weapons include maces and flails. I you are currently equipped with a blunt weapon, you will receive training in that weapon. If you are not equipped, a weapon will be chosen from among those carried. If you are not carrying a blunt weapon of any kind, the training will be unsuccessful. You should have at least 100 experience points to gain full benefit from the training. After the training, your instructor will assess your skills with all kinds of weapons. |
© livejournal.com |
632 - USE RANGE WEAPON This training is available to all characters. Range weapons include bows, crossbows and slings. I you are currently equipped with a range weapon, you will receive training in that weapon. If you are not equipped, a weapon will be chosen from among those carried. If you are not carrying a range weapon of any kind, the training will be unsuccessful. You should have at least 100 experience points to gain full benefit from the training. After the training, your instructor will assess your skills with all kinds of weapons. |
© medievalchronicles.com |
633 - BREAK IN HORSE We have not yet discovered an official description of this service. |
© Steve Roberts |
634 - TASK This service is actually supplied by you. Various shopkeepers, guilds and the like will occasionally have available short tasks which they wish a character or party to perform. If successful in the action there is generally a financial or experience reward, though sometimes just the kudos is sufficient reward for the participant. |
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Everything on these pages is related only to the fantasy game world of Quest and has no relations whatsoever to the real world and real people, places or events!
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