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Base Faction Relations Edit

Pendor is a hostile and difficult land, where factions don't trust the rest and whenever the chance shows up, they won't hesitate for a second if they can murder and loot the weakest, some do this for living, others for power, and a few just because they're fanatics and they do it for fun. The chart below shows the starting relations of the player with the kingdoms, most of these are enemies with each-other as well.

Faction Starting relation Faction Starting relation Faction Starting relation
Ravenstern 0 Noldor -20 Singalians -50
Sarleon 0 Barclay -10 Heretics -50
Empire 0 Mettenheim -10 Snake Cult -40
D'Shar 0 Veccavia -10 D'Shar Raiders -20
Fierdsvain 0 Melitine -10 Red Brotherhood -20
Outlaws -15 Vanskerries -10 Jatu -20
Militia 20 Adventurers -10 Rebel Peasants -50
Deserters -32 Rogue Knights -20 Forest Bandits -10
Mystmountain

Raiders

-20 Mystmountain Tribes -20

With the Knighthood Orders, the player stands neutral with all except for:

Note: Mystmountains are split into 3: light-green colored patrols belong to the Outlaws (most common), pale orange patrols belong to Mystmountain Bandits and Mystmountain Army and Wolfwode belong to the Mystmountain Tribes.


What is Rumor interval?: It affects how often the player can ask for rumors and get a valuable answer (hidden chest, unique spawn, Red Brotherhood hideout...). Lower is better. Range goes from 7 to 4. Rumor interval will always keep the lowest value your choices gave (for example, you start with 7, then pick "2d) Fend for Yourself" which gives 4, and finally "3d) Self employed merchant" which gives 5, your character will start with 4.

Note: Choices in blue will only be able for Male characters, choices in red for Female characters. Black ones are available for both.

Base Stats Edit

(All new characters start with the following stats and skills regardless of gender):

  • Strength 6 | Agility 5 | Intelligence 4 | Charisma 5.
  • Riding 1 | Prisoner Management 2 | Leadership 1.
  • 15 points on every weapon proficiency.
  • Honor 0.
  • Gold 300.
  • Renown 0.
  • Relation with kingdoms 0.
  • Rumor interval 7.

Gender Edit

  • Male: Strength +1 | Charisma +2.
  • Female: Agility +2 | Intelligence +1.
  • Pretty Female: Agility +2 | Intelligence +1

Stage 1 Edit

Note: All of this stage choices except f will allow the player to start with their own banner.

a1) A minor noble

  • Strength +1 | Intelligence +2 | Charisma +2.
  • Power Strike +2 | Weapons Master +1 | Shield +2 | Riding +2 | Tactics +2 | Leadership +3.
  • 1 Handed +40 | 2 Handed +40 | Polearms +40.
  • Empire relation: -5.
  • Gold +300.
  • Honor +1.
  • Renown +100.
  • Bonus item: Fine Cross Hilt Noble Sword


a2) A minor noble

  • Intelligence +2 | Charisma +3
  • Power Strike +1 | Riding +2 | Wound Treatment +1 | First Aid +2 | Persuasion +4 | Leadership +2
  • 1 Handed +40.
  • Empire relation: -5.
  • Gold +300.
  • Renown +60.
  • Bonus item: Balanced Cross Hilt Noble Sword.
  • Bonus item: Spirited Courser.


b) A merchant ship captain

  • Intelligence +2 | Charisma +4
  • Power Strike +1 | Riding +1 | Looting +1 | Pathfinding +2 | Inventory Management +3 | Persuasion +1 | Trade +3.
  • 2 Handed +20
  • Fierdsvain relation: +5.
  • Gold +3000.
  • Renown +20.
  • Bonus item: Tabard (body armor, values: 14 body armor, 6 leg armor, weight: 3, price 300)
  • Bonus item: Pottery x2


c) A former knight

  • Strength +3 | Agility +2 | Charisma +1
  • Ironflesh +1 | Power strike +2 | Weapon master +1 | Shield +1 | Athletics +1 | Riding +2 | Trainer +3 | Tactics +1
  • 1 Handed +60 | 2 Handed +65 | Polearms +60
  • Sarleon relation: -5
  • Gold +350.
  • Renown +10.
  • A) randomly select Dragons or Eventide, then -5 to the current relation,
    B) repeat A one more time

Note: this sometimes bugs depending on other choices, making no change in relations with Dragons & Eventide.


d) A retired noble adventurer

  • Strength +2 | Agility +2 | Intelligence +2
  • Power Strike +2 | Power draw +1 | Weapon master +1 | Athletics +1 | Riding +2 | Looting +2 | Tracking +1 | Pathfinding +1 | Spotting +1
  • 1 Handed +40 | 2 Handed +30 | Polearms +30 | Archery +40
  • Gold +350
  • Bonus item: Mail with Surcoat.
  • Bonus item: Singalian Arrows.


e1) A wandering nomad clan leader

  • Strength +3 | Agility +2 | Intelligence +1
  • Power Draw +2 | Athletics +1 | Riding +2 | Horse Archery +2 | Pathfinding +2 | Spotting +2 | First Aid +1
  • 1 Handed +20 | Polearms +10 | Archery +50 | Throwing +10.
  • D'Shar relation: -5.
  • Gold +150.
  • Renown +10.
  • Bonus item: D'Shar Mail Shirt

e2) A wandering nomad clan leader

  • Strength +1 | Agility +2 | Intelligence +2 | Charisma +1
  • Athletics +1 | Riding +3 | Horse Archery +1 | Looting +1 | Tracking +1 | Pathfinding +3 | Wound Treatment +1 | First Aid +1
  • 1 Handed +5 | Archery +30 | Throwing +15.
  • D'Shar relation: -5.
  • Gold +120.
  • Bonus item: D'Shar Courser.


f) A rough and mysterious figure

  • Agility +4 | Intelligence +2
  • Power Throw +3 | Athletics +2 | Looting +4 | Tactics +2 | Spotting +2 | Persuasion +1 | Inventory Management +1 | First Aid +1 | Prisoner Management +1 | Trade +2.
  • 1 Handed +30 | Crossbows +50 | Throwing +50.
  • Gold +25

g) A respectable physician

  • Strength +1 | Agility +2 | Intelligence +3.
  • Riding +1 | Pathfinding +2 | Inventory Management +1 | Wound Treatment +3 | Surgery +3 | First Aid +3 | Prisoner Management +1 | Leadership +1 | Trade +2.
  • 1 Handed +10 | Crossbows +20.
  • Gold +1010.
  • Renown +30.
  • Bonus item: "The complete Manual of Herbal Remedies of Pendor" book (+1 wound treatment while in inventory).

Stage 2Edit

a) Arranged for you to serve a minor Barclay Noble
  • Strength +1 | Intelligence +1 | Charisma +2.
  • Power strike +1 | Persuasion +3 | Leadership +1.
  • 1 Handed +25 | Polearms +5.
  • Renown +15.


b) Sent you to be an apprentice to the local guild craftsman

  • Strength +1 | Intelligence +2 | Charisma +1.
  • Inventory Management +2 | Engineering +2 | Trade +1.
  • Crossbows +30.
  • Gold +600.
  • Bonus item: Steel Bolts.


c) Put you in the care of a successful merchant

  • Intelligence +3 | Charisma +1.
  • Looting +1 | Inventory management +2 | Trade +2.
  • Gold +1500.


d) Left you to fend for yourself

  • Agility +2 | Intelligence +2.
  • Athletics +1 | Looting +3 | Spotting +1.
  • 1 Handed +25, Crossbows +25, Throwing +15.
  • Rumor interval: 4.


e) Sent you out on your own to hunt in the wilds

  • Strength +2 | Agility +2.
  • Horse archery +2 | Tracking +1 | Pathfinding +1 | Spotting +1.
  • Archery +35.
  • Gold +100.
  • Renown +5.
  • Bonus item: Heavy Dark Steppe Horse.

Stage 3Edit

a1) A squire
  • Strength +1 | Agility +1.
  • Power strike +2 | Weapons master +1 | Shield +2 | Riding +1 | Trainer +1 | Leadership +1.
  • 1 Handed +30 | 2 Handed +30 | Polearms +30 | Archery +10 | Crossbows +30 | Throwing +10.
  • Gold +100.
  • Bonus item: Red Surcoat on Fine Mail.


a2) A lady-in-waiting

  • Intelligence +1 | Charisma +1
  • Riding +2 | Tactics +1 | Wound Treatment +1 | Persuasion +2 | Leadership +2.
  • 1 Handed +10 | Crossbows+35.
  • Gold +100.
  • Bonus item: Spirited Courser.


b) A bard

  • Charisma +2.
  • Weapons master +1 | Looting +1 | Pathfinding +1 | Persuasion +3 | Leadership +2.
  • 1 Handed +25 | Crossbows +30.
  • Gold +200.
  • Bonus item: Lute.
  • Rumor interval changed to 4.


c) A scholar at a local Barclay university

  • Intelligence +2.
  • Wound treatment +2 | Surgery +2 | First Aid +2.
  • 1 Handed +20 | Crossbows +20.
  • Gold +700.
  • Bonus item: Random Book.


d) A self employed merchant

  • Intelligence +1 | Charisma +1.
  • Riding +1 | Looting +1 | Pathfinding +1 | Inventory management +2 | Persuasion +1 | Trade +2.
  • 1 Handed +15.
  • Gold +1200.
  • Bonus item: Winged Mace.
  • Rumor interval changed to 5.


e) An engineer and builder

  • Strength +1 | Intelligence +1.
  • Tactics +2 | Inventory Management +2 | Engineer +4.
  • 1 Handed +15.
  • Gold +700.


f) A tracker and hunter

  • Strength +1 | Agility +1.
  • Power draw +2 | Athletics +2 | Riding +1 | Tracking +1 | Spotting +2.
  • Polearms +20, Archery +35.
  • Gold +200.
  • Bonus item: Short Composite Bow.
  • Bonus item: Furs x2.
  • Rumor interval: 6.

Stage 4Edit

Note: the choice in this stage will give you a base bonus + an extra one which depends on previous choices.

a) You must right a wrong done to you:

Option > Base 3a (Squire/L in Waiting) 3b (Bard) 3c (Physician) 3d (S-E-Merchant) 3e (Engineer) 3f (Huntsman)
Strength +2
Intelligence +1
1 H +20 +10 +10
Archery +20
Crossbow +20
Ironflesh +1
Power Strike +1
Athletics +1
Tactics +1 +1
Pathfinding +1
Spotting +1 +1
Denars +100 +200 +100

b) You received a message that your father has died:

Option > Base 1a (M. Noble) 1b (Merchant) 1c (F. Knight) 1d (R. N. Adventurer) 1e (N. C. Leader)

1f (R. & M. Figure)

1g (R. Physician)

Agility +1
Charisma +2
Ironflesh +1
Spotting +2
First Aid +2
Bonus item Crude Coat of Plates - Yellow +1000 denars Sarleon Knight Longsword Barclay Plate and Chain D'Shar Bow, Scimitar Assassin Throwing Knives + 100 denars The Field Surgeon's Handbook (+1 surgery whilst in inventory)

c) A series of unfortunate events:

Option > Base 3a (Squire/L in Waiting) 3b (Bard) 3c (Physician) 3d (S-E-Merchant) 3e (Engineer) 3f (Huntsman)
Agility +3
Riding +1 +1
Looting +1
Tactics +1 +2 +2
Pathfinding +2 +1
Spotting +1
Persuasion +1
Engineer +2
Trade +2
Gold +100 +100 +100

d) Too many enemies that seek to end your life:

Option > Base 3a (Squire/L in Waiting) 3b (Bard) 3c (Physician) 3d (S-E-Merchant) 3e (Engineer) 3f (Huntsman)
Strength +2
Intelligence +1
Weapon Master +1
Looting +1
Tactics +1
Surgery +1
Persuasion +1 +1
Prisoner Management +1
Trade +1 +1
Gold +100

e) A letter that changed your life forever:

Option > Base 1a (M. Noble) 1b (Merchant) 1c (F. Knight) 1d (R. Adventurer) 1e (N. C. Leader) 1f (R. & M. Figure) 1g (R. Physician)
Agility +1
Intelligence +2
Pathfinding +1
Note Sarleon Relation -5

Ravenstern relation -5 Empire relation -5 Snake Cult relation -20 King Ulric relation -10.

Griffon relation +15

Lion relation -5

Fierdsvain relation +5 Renegade Knights relation +10 Adventurer Companies relation +10 Singalians relation -10

D'Shar Raiders relation +10 Kadan Bahadur Khan relation -5

Note Can create Order of the Griffon chapter
Gold +800 +500 +500
Honor +2 +2 +13 +3 +3 +3
Renown +10 +30 +10 +10 +10
Bonus

item

Exquisite Sarleon Knight Longsword (Exquisite adds no stat bonus, only multiplies price by 14.5) Old Barclay Plate and Chain Metal Spiked Mace

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