Fen Quest Statistics

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Inventory and Time in Fen Quest.

Inventory

On Hand

4 Pickaxes
Scimitar

Small Bag with Coin Pouch

24 Copper
1 Silver
2 Gold
Dragoncloth Theft apology note
Crownote
Dagger
3 days rations (Turtle's Hideaway)
Golden Seal
Gold Necklace

Banks

Coin Depot

Medium Backpack
Bow
19 Arrows
Blanket
2 Magic Swords
Noble Bag (At bottom of Primary)
Rations (Good quality, estimated 3 days worth)
Bandages
Cloth (Some bloodied)
Noble Clothes
22 Gold

Dates and Times of Interest

Each season is 100 days.

Current

24th of Spring, late afernoon, attempting to find Cheese in the Fence.

Future

27th of Spring: Next Teleportation to Capital

Coin Economy

1 Gold is worth about 40 silver or 180 copper, while 1 silver is worth 4.5 copper. A peasant usually makes about 1-3 copper per day, while skilled labor approximately 1 silver per day. Exact values change between regions and time, and these are approximate values.

Lands

Fisher's Run

A large swamp with various rivers. The capital lies on a high ground mesa near the coast, and has
Kobolds: Oceanic
Mithril Noble: Unknown
Physical Influence: Discoloration. This affects oceanic kobolds the least.

Poluputus

A mountainous range of highly volatile weather. Due to the harsh environment, this place is commonly used for military training and exercises. The stone here is of the highest quality, and so most quarries are located here.
Kobolds: Mountain
Mithril Noble: Unknown
Physical Influence: Stockiness. At extremes, kobolds may appear as dwarflike.

Turtle's Hideaway

One of the few gentle lands, comprised of rolling, grassy hills. This is the breadbasket of the northern empire. Known to try to gain independence every once in awhile.
Kobolds: Field
Mithril Noble: Apanya
Physical Influence: Fluff, often giving kobolds the healthiest looking appearance

Land of the Conquered

A mass of canyon, pits and caverns spotted by oil pits and cesspools. Due to the ease of hiding here, this is the home of many internal enemy factions, as well as the target of exploration for many bounty hunters and adventurers.
Kobolds: Canyon
Mithril Noble: Unknown
Physical Influence: Rounded pupils and albinism

Goldyard

A dry, crag heavy land named after the abundance of gold. Many other valuable gems and minerals are found here as well. This land has the highest descrepancy between the poor and the rich. Lord Shup has created a system of treating the workers and slaves well, while making them dependant on him and his industry to survive.
Kobolds: Cave
Mithril Noble: Lord Shup
Physical Influence: Shine

Erja Nokol

A land covered in fungus and moss. This used to be a forest, but as the kobolds here were hunted to the point of extinction, the forest grew shorter and shorter, appearing more and more sickly.
Kobolds: Presumed extinct; no sighting of a Forest Kobold has been reported in decades
Mithril Noble: Unknown
Physical Influence: Unpredictable mutations

Dragon's Fall

The homeland of the faction that became the empire. This tundra contained the highest mix of natural resources, lending its former armies the most balanced arsenal of tools. It's also said that the Greater Beast that created this land was the strongest of all.
Kobolds: Draconic
Mithril Noble: None; in practice, this position is filled by the Emperor.
Physical Influence: Spikes, Strength

Shroomleaf Forest

This place is often referred to simply as barbarian territory. As the draconic kobolds travelled more and more south, they eventually grew disconnected with the northern empire. Many simply disbanded and lived within the forest, leading to the area between the northern and southern empire being occupied by draconic kobolds.
Kobolds: Unknown. Since this land is friendly towards the presence of kobolds, it's presumed that a Greater Beast still lives inside, and so no kobolds exist yet.
Physical Influence: Yellow Eyes. Fen and his tribe does not know why they don't take to that change, and their tribe has gained minor attention as a curiosity as being the only white eyed barbarians.