The Academic Domain represents the growth of education and knowledge in Freehold. As it grows, it allows for knowledge to be spread across the learned and unlearned and for the uncovering of ancient secrets and lore. However, the enemy of Academia is fear and secrecy. There are those who seek to keep Freehold in the dark, for their own selfish ends or because some secrets are best left untold. The Agricultural Domain represents the farms and orchards of Freehold and the Hinterlands. As it grows, it grants strength to those who dwell upon the lands of Freehold and eat of its fruits. However, it also represents the vital energies of the land rendering it vulnerable to pollution and corruption, as well as violence against those who work the earth. The Production Domain represents the workshops and craftsfolk of Freehold. As it grows, the industries of Freehold expand to provide greater benefits for those who utilize its resources: the artisans and crafters that create wonders for themselves and their allies to use. However, this domain is opposed by those who desire a return to simpler ways and easily damaged by the violence inherent in competition. There are other Domains beyond these three — they represent advanced infrastructures that need to be researched, unlocked and earned. 1.Players help a npc associated with that domain. For example, farmer Gregor needs help scaring away the mongrel men who keep stealing his crops. After being helped by players, next month they notice on the forums that the Agriculture domain went up by 50 points due to their efforts. Farmer Gregor’s farm is now running smooth and everyone benefits. 2.NPC shifts. When ever a player performs an npc shift, their character is paid ten gold an hour. Additionally, a domain of their choice gains 10 points per hour of their npc shift. A minimum npc shift is four hours, so when Steve completes his four hour shift, the domain of his choice gets 40 points while he also gets 40 gold. Steve’s character Simon is described as working at the local forge during his absence in game (his absence really being that he was doing his npc shift). The production domain gains 40 points at the end of the event. 3.Gold Donations. A player can add points to a domain at a 1 gold to 1 point ratio. For example, Steve’s character Simon donates 100 gold to Agriculture. Combined with the example from point one, the Agriculture domain goes up 150 points. When enough points have been gathered, the next tier is unlocked and the abilities associated with it. 1.Killing merchants or any npcs associated with a domain will decrease the domain’s standing. The more important the npc, the worse the decrease is. 2.Destruction of a domains environment. A earth quake collapses a local mine or a wild fire torches a farmers crops. Both of these events could decrease a domain’s standing. If players are given the ability to intervene, they may be able to decrease the damage or stop it altogether. Additionally, players or npcs may intentionally cause these events. A farmer’s field is torched to complete a fire ritual, or a mine collapsed to kill a horrible beast. Victory and power always comes with a price. 3.One domain threatens another. A powerful production domain could in turn damage the agricultural domain, as the land is stripped down for the industry.
ACADEMIC TIER 1: UNLOCKED
ACADEMIC TIER 2: UNLOCKED
Scholars may use Research Points to act as a trainer to a non-scholar, allowing them to learn a Basic or Complex skill/feat/spell that neither party possesses for double the cost in Research points (50 for basic and 100 for complex). The teacher need not know this Basic or Complex skill/feat/spell but it must be accessible to the student. In addition to the Research Point cost, the Scholar must also expend 25 GP for a Basic skill/feat/spell or 50 GP for a complex skill/feat/spell, for research materials. 20% of this gold spent goes toward the Academic domain.
ACADEMIC TIER 3: LOCKED UNTIL COMPLETE
Master Researchers may now choose to spend time educating the masses of Freehold. Instead of gaining gold for themselves, they may choose to gain 10 research points per hour spent NPCing, providing that the shift is Academic domain related.
AGRICULTURE TIER 1: UNLOCKED
- Tolerate Poison: You may use the Tolerate Poison feat as though you had it with its benefits scaling according how many ranks of toughness you have.
- Hale and Healthy: You may say “Immune” when you would be affected by a Basic Poison or a Lesser Disease.
- I am the Land: (level 5 or lower only) You allow the land to infuse your physical body with its energy. Your maximum HP is increased by 10, a bonus which does not stack with any other temporary or magical bonuses to HP. However, you are unable to take any action that would harm the land itself or its living energies. Killing animals, elementals, plants or people is fine, within reason.
AGRICULTURE TIER 2: UNLOCKED
AGRICULTURE TIER 3: LOCKED UNTIL COMPLETE
PRODUCTION TIER 1: UNLOCKED
PRODUCTION TIER 2: UNLOCKED
Phys-rep: Item Tag and an Anvil phys-rep that is at least 1 cubic foot in size and is made of open-cell foam or something equally safe to carry. Creation Cost: Rare Earth x1, Rare Metal x1 and Rare Shadow x1 Benefit: After 5 minutes of Role-play that utilizes the Anvil, an Erudite-level Smith or Erudite-level Alchemist can augment a melee Weapon, a Bow or a Crossbow to strike for a specific elemental damage. This takes up one Augmentation slot and an appropriate Minor component (Holy = Silver, Shadow = Shadow, Fire = Fire, Wind = Ice and Lightning = Lightning). This augmentation lasts until the end of the current Moon. Furthermore, using the Anvil on the battlefield allows for Field-repairs of Weaponry or Armor to take a maximum of 1 minute. Anvil may not be used as a weapon. Phys-rep: Item Tag and a 5 foot by 5 foot tarp or cloth mat inscribed with symbols of medicine and healing or religious/spiritual symbols that help ward off illness and evil spirits. Creation Cost: Rare Water x1, Rare Earth x1, Rare Holy x1 Benefit: When healing a Patient upon this Triage mat with the Medicine Man skill can Treat Wounds only after 30 seconds instead of 60 seconds and the Patient regains 5 more HP than normal. However, the Patient must be prone (or kneeling/sitting) and unarmed. Similarly, Binding wounds now only takes 10 seconds instead of 30 seconds. If the Physic possesses any abilities or effects that halve these times, they may apply only one of them. Phys-rep: A small cauldron, festooned with symbols of healing and symbols of death. Creation Cost: Rare Water x1, Rare Fire x1 and Rare Herbal x1 Benefit: Through a 5 minute process in the Inn and by expending 5 doses of a Basic Elixir, a Master Elixirist can imbue the Basic Elixir’s effects upon everyone who role-plays drinking from the cauldron’s contents. Up to 20 people may receive this effect. Alternatively, a Cauldron used by a Master Venomologist in a similar way may imbue up to 20 weapons with a Basic Combat Poison. These combat poisons do not expire until expended or the start of the next Period. Either use of the Cauldron of Plenty renders it inert afterwards. It becomes usable once again at the start of the next period. Phys-rep: A mortar and pestle, graced with alchemical symbols (the elemental symbols). Creation Cost: Rare Lightning x1, Rare Fire x1 and Rare Shadow x1 Benefit: Once per Period, a Transmuter may use this Mortar to perform the Purify Component Formula on a large number of Minor Components. Every three Minor components spent in this matter is transmuted into a Basic component of the appropriate type. Master Transmuters may get any type of Basic Component that they desire in the process so long as at least 1 of the Minor Component are of the desired element and none of them are anti-elements of the desired product.
PRODUCTION TIER 3: LOCKED UNTIL COMPLETE
Doing so provides the following benefits: A shop-owner can own multiple shops. Owners of multiple shops gain all their benefits. Owning the land makes you subject to the following penalties:
ELEMENTAL TIER 1: UNLOCKED
Elemental Mote of Earth — you may use the Great Strength skill as though you had it. Furthermore, the damage of your axe and hammer attacks are increased by 1. Elemental Mote of Flame — your Fire, Ice, Shadow, Lightning and Silver-type attack spells inflict 5 more points of damage. Elemental Mote of Water — your Healing-type spells cure 5 more HP. Elemental Mote of Wind — your maximum SP is increased by 2. This cannot increase your SP by more than 10 SP. If you expend a Rare component or you are level 1-5, you may double the benefits of the Mote you are carry except for the Elemental Mote of Earth — instead, the damage increase affects all weapon attacks. However, instead of Wellspring, a mysterious Wisp spirit might slip into Freehold from the Aether. This Wisp might leave a leave an item of value somewhere in town, pose a riddle to Freehold or propose some other challenge. Those who best the spirit are rewarded with temporary knowledge of an complex/erudite feat or spell they have access to. Failure to appease or defeat the Wisp at the end of the Moon inflicts damage to a random domain.