![]() ![]() Mercenaries: Groups of 3-7 (in With Fire & Sword: 2-9) men looking to fight loyally for pay, represented by a head mercenary in the tavern.The purpose of this reputation is unknown. Tavern keepers have stored reputation, affected only by bar fights.Players deliver ale for Guild Masters directly to tavern keepers of destination towns.Tavern keepers are also the masters of gossip in their factions, and will let the player know if specific lords need to rescue family members, if lords need bandit camps cleared out, if other lords need unspecified (and generally unsavory) work done, and if Guild Masters have set bounties on any bandits.This raises the player's reputation with the town by one, but this offer can only be made to one town per day. Players can offer to buy everyone's drinks for the night, at the cost of 1000 denars.Life as a tavern keeper is one possible outcome of a player's retirement. Tavern keepers: Tavern keepers welcome those who keep the peace.People you might meet in a tavern include: The Nord taverns in Sargoth, Tihr, and Wercheg all have a second floor while Suno does not have a second floor at all. While most of the activity is in the main room of a tavern, it is sometimes worth checking the other rooms to see if more NPCs are present. Many taverns have bedrooms in the back or upstairs. They are also the only places where mercenaries may be directly recruited. Taverns are the only places to recruit new & unmet companions, sell prisoners, and buy books. Taverns are not linked, so each town's tavern is a separate entity with the same characters rotating through them. Some quests originate and terminate within taverns. They are populated by a rotating cast of characters and reset periodically. Taverns, in addition to marketplaces, are a primary place to trade for information, help, and services. ![]() For the Viking Conquest equivalent, see Mead Hall. ![]()
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