Kharne Encyclopedia |
Sevices |
STORES |
Book of Merchants |
Every settlement in Kharne consists of a number of stores. An I-Order on the store number reveals special items for sale and also gives the official blurb for each store. |
ABRACADABRA MAGIC It seems like there is no official description for this store |
© jjpeabody |
ALCHEMIST 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. |
© Bega |
ALLIANCE HEADQUARTERS Several parties have settled their differences and formed an alliance for mutual cooperation. One of the benefits of this is the Alliance HQ, a place for members to spend the night in comfort and relative safety. The HQ also acts as a shop, allowing members to determine up to eight items or services they wish to provide. Some HQs are even open to non-member parties, although usually in an attempt to raise funds than as a public service. The alliance's funds are kept secure in their HQs and only the most audacious or foolhardy of thieves would attempt to steal from there. |
© goodreads.com |
ARMOURER There are a wide variety of shops selling armour. Some are owned by leather workers, some by blacksmiths, and some can provide the skills of both crafts. As well as selling the armour shown, they are also prepared to buy used armour of any kind. They will also buy used weapons. To sell a piece of armour or a weapon use the 'H' order. Armour is often in great demand and armourers do a brisk trade. Shop defences are variable and they are often a target for enterprising thieves. |
© MerlinsArtwork |
BLACKSMITH Your local friendly Blacksmith is the man to see if you want to buy or sell a mount. Most villages have a Blacksmith. In no time, your party will be galloping over hill and dale, leaving all others far behind. |
© fineartamerica |
CARTOGRAPHER Many years ago, when the land area of Kharne was fully mapped, travel from one town to another was easy and trouble free. Since then the wilderness has been infested with all manner of deadly creatures and to make matters worse most of the maps showing the locations of other towns have been lost. Cartographers own most of those remaining but even they only have maps showing the area around the town in which they live. |
© sapiento |
CREDIT DEALER Carying large sums of money is a risky business, especially in the wilderness. When merchants travel from one town to another, they usually convert most of their cash into a letter of credit. These can be bought from the credit dealers in most major towns and then converted back into cash upon arrival at their destination. Write 'B (character) (shop) (amount)' to purchase a letter of credit at a shop providing this service. There will usually be a charge of 10 gold pieces. To convert the letter back into gold find another shop providing this service and use the 'B (character) (shop) (0)' order to hand the letter to the shop. Again, there may be a small charge made. Like other merchants providing financial services, these will be wealthy but well guarded premises. |
© Marinus van Reymerswaele |
DISUSED SHOPS Some shops thrive and prosper but others fare less well. Perhaps the owner died without an heir, or perhaps the shop was simply unable to provide sufficient funds to live on. Whatever the reason, most towns will have several empty or disused buildings. Disused Shops can have the following names:
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© tabletop-world |
FOOD SHOPS
Rations can be bought in even the smallest villages. The type of shop varies depending upon location. In villages your party will usually buy food direct from a farm, whereas in a town or city, rations are usually bought from a market stall. There will seldom be anything of real value kept by the owner and these places are not worth robbing. Rations are essential for any party not staying at an inn. Each character will consume one ration per turn. |
© tabletop-world |
GENERAL STORES
After food stores and inns these are amongst the commonest shops found. None of the items on sale are essential for successful adventuring but all are useful in certain circumstances. Even if you can't think of a use for them now, buy some in case you need them later. General stores are also willing to buy low value treasure items. |
© ahermin |
GYMNASIUM Combat training of one kind or another can be found in many towns. Most gymnasiums have one or more instructors who are experts in at least one type of exercise, usually body building or weapons training. to make the most of the training, a character should have at least 100 experience points. If the training is successful, some or all of the experience points will be converted to skill point. |
© thearma.org |
INNS
Most towns and cities have at least one inn or lodging house where weary adventurers may rest and recover from their injuries. The cost of a night's rest includes food and a character at an inn will not need to consume rations during that turn. Inns are also a good place to catch up on the local gossip and some provide opportunities for professional gamblers to indulge in games of chance. Although gambling is common, games are usually played for pennies. The stakes at professional gambling dens can be up to 1,000 gold pieces! |
© Edli |
JEWELER
Jewels are often used as an alternative currency as they are so much less bulky than gold coins of equivalent value. They are also easier to hide. Rather than load themselves down with large bags of gold, many travelers buy gems and then convert the gems back into cash when they arrive at their destination. Jewelers will also be willing to buy most kinds of valuable treasure for a fair price. |
© InspIred-Ace |
MAGIC GUILDS
The magic guilds of Kharne are centres of learning for all kinds of arcane knowledge. Many have libraries to aid mages in spell research, and teachers who can improve the skill of the mages in your party. The teaching is expensive and to gain any benefit a student must have at least 200 experience points for Magic Skill and 100 experience points for each level of a spell they're researching. The guilds are also interested in all kinds of magical artefacts and will pay fair prices for items with special powers or enchantments. |
© Wizards of the Coast LLC |
MERCHANT BANKER Carrying large sums of money is not only dangerous, it is also tiring. many towns have a merchant who will be willing to look after your group's funds while they are adventuring. They will usually make a small charge for this services. Write the order 'B (character/99) (shop) (amount)' to deposit gold at a shop providing this service. You can reclaim it with the order 'B (character/99) (shop) (amount)'. Note that each merchant banker has two shop numbers, one for making deposits and one for withdrawals. These merchants are obviously wealthy men but they defend their property well, making making a robbery against them a chancy business. The money-lenders of Kharne are wealthy but unpopular men. Their wealth makes them a tempting target for thieves but most are well guarded. Inexperienced burglars should seek a more vulnerable target. Any party can borrow money from a money lender. The amount which can be borrowed will be based upon the money lenders assessment of the party's capabilities, up to a maximum of 1,000 gold pieces. To borrow money write the order 'B (char/99)(shop)(amount)'. Money lenders charge 20% interest and the loan must be cleared within fifteen days (turns). To repay money write 'G (char/99)(shop)(amount)'. Loans may be repaid at any money lenders. Failure to make a repayment can result in serious punishment and money-lenders all over Kharne are in regular contact. |
© whitlam1 |
NEWS
The description of the store is identical to the description of the service Newspaper. There is money to be made in news as most adventurers are keen to discover what is going on in the world around them. The demand for news is such that there are even professional information gatherers who constantly have their ears to the ground. Most of the news is geared towards adventurers and as well as a list of the parties in town, there are details of events in the area and rumors concerning the activities of notable NPCs and special quest information. |
© alamy.com |
TEMPLES Temples are amongst the most important buildings of any major town or city. The priests who reside there can provide a range of valuable services. Temples will also accept tithes from worshippers. If your party prays to a god while in town they will do so at that gods temple if there is one in the neighbourhood. Temples will sometimes refuse entry to parties whose alignment is strongly opposed to that of the temple. Some temples can provide special training for your characters. To gain any benefit from this training a character must have at least 200 experience points. Temples will pay a fair price for any treasure items which you wish to sell. Most temples are well guarded and they are not recommended as targets for the light-fingered members of your party. |
© Saber-Scorpion |
© Ashish Naik |
TEMPLE OF BALDOR
Temples of Baldor are somewhat different from other temples as they cannot be found only in cities but also in many smaller towns and even some villages. This can prove very
important for many adventurers who had the misfortune of bumping into deadly monsters as all of these temples offer resurrection.
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THIEVES GUILD These semi-legal organisations are a common feature of town life. Many guilds operate in secret and you can only find the guild building if you know where to look or you are very lucky. Most guilds are able to provide special training to improve the skill and awareness of thieves in your party, and to improve (at a cost) the awareness of non-thieves. To gain any benefit from this training a character must have at least 200 points of experience. These guilds are a good place to sell unwanted treasure items, especially valuable ones. |
TRAVEL The fastest and safest way to travel in these troubled times is by boat or stagecoach. Most towns or cities have coach stables, and a small port if they are on the coast. Here you can purchase transport to other towns. Travelling in this way is expensive (the cost shown is per person/horse) but quick. The journey occurs during your turn and you will arrive at your destination in time to complete your remaining orders. Some destinations are just dropping off points and booking a return journey may not be possible. |
© ak0.pinimg |
WEAPONS MASTER These NPCs are highly skilled in one or more types of weapons training. To benefit from the training, a character must possess a weapon of the appropriate type and should also have at least 100 experience points. |
© listverse.com |
WEAPON SMITH In Kharne, weapon smith is a general term which includes weapon makers with no smith skills such as bowyers. In addition to selling the items shown, weapon smiths will usually be willing to buy weapons or armour of any kind. To sell equipment to a weaponsmith use the 'H' order. Shops selling weapons, especially expensive ones, tend to be quite wealthy and make good targets for skilful thieves. |
© ilison |
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