Travelogue: The Classes


The Merchant must wander the lands in search of good deals, trade opportunities, and the like. Their goal is to obtain 30000 millarensia by the end of the year, in order to start a new business that can grow to rival the Five Great Houses. Different goods are available for different prices amidst the 17 cities of the Midlands, and the Merchant must balance price differences, travel hazards, and the amount of material they can transport per trip in order to make a profit. As a Merchant, you will likely be trying to upgrade your capacity and speed, acquiring a horse, a cart, and eventually a wagon or a ship in order to make money as fast as you can.

Beyond finding effective trade-routes and doing the back and forth of buying and selling, you can invest in towns to improve their prices for you, and can do jobs for the Merchant Houses in order to create new economic opportunities. Some cities may be able to start trading in certain goods after you complete a quest, and as events in the Midlands unfold other things may impact prices in the short term, creating opportunities for you.

The Merchant’s core skills are Barter, Contact, and Repair.

Barter: This skill impacts the prices you obtain when buying and selling. Each point of Barter adjusts prices up (or down) by 5%. Additionally, as you get more Barter, the shop interface will begin to display information about whether or not the price of a given trade good is better (green) or worse (red) than the average, and eventually will even highlight the best trade as far as profit-per-unit-rate available in each shop. Outside of the shops, the Barter skill can let you make deals and manipulate people based on their desires, whether or not you actually have something to offer.

Contact: This skill lets you find people in cities and in general deal with people in ways that best suit their social expectations. With this skill you can get audiences with aristocrats, find masters who can teach you new skills, and also effectively pretend to be someone you’re not. Most cities have a master of one skill, but that master can only be found with a character whose Contact is high enough, or if the city Population gets high enough (set by the number of other players doing stuff in that region at the time).

Repair: While items in Travelogue do not have a durability per-se, things like carts and wagons can break down. Repair lets you deal with these mechanical breakdowns. Beyond that, Repair represents a bulk of mechanical know-how – if you need to construct a bridge, use a block-and-tackle, create a functional lasso or climbing harness, or other such things, Repair is the right skill for the job. While a Scout can Climb over a hazard in his way, the Merchant (armed with the right gear) can create a permanent bypass that removes the hazard from that road entirely, so that they don’t have to deal with it again when they come back that way.


The Mercenary is trying to make a name for themselves before the end of the year, by hunting the legendary dragon Golrung who is said to lair in the eastern limits of the Crown Mountains. Golrung is not often seen, but whenever he makes an appearance it is cataclysmic. A few years back the fort of Scarhold and all surrounding lands for miles in every direction were burnt to the ground by the dragon. Even now, the land has become thick with shadows and nothing will grow.

In order to do this, you will need to find the secrets of personal power strewn across the land. Magic has dwindled in the last millennium, but there are still treasures of the ancients to be found, weapons and armor that will give you the power to defeat the dragon, and training techniques that will make you strong enough to stand against his wrath. The Mercenary will mostly be concerned with the various dangerous lairs and dungeons of the Midlands – Witchwood Grove, Roc’s Nest, Scarhold, Spiral Tor, and Golrung’s Cave. Powerful individuals may have jobs for you in the cities to help pay for the arms and training you will need to prevail.

The Mercenary’s core skills are Offense and Defense.

Offense: Not only does Offense determine your chance to actually land a blow on your enemies (along with Brawn), each rank of Offense unlocks new martial techniques that you can use, from dealing extra damage to attacking many enemies at the same time.

Defense: Defense and Dexterity determine how good you are at avoiding attacks. Each point of Defense gives you access to a ‘defense card’ that you can use to augment your defenses during a given round of the fight. Some defense cards help you resist damage, while others let you avoid blows entirely. Using defense cards wisely is key to defeating the more powerful enemies of the game.


The Scout is beholden to a nobleman to journey to all of the significant places of the Midlands within the year. They must visit each of the 17 towns and 5 dungeons or they will not receive the support needed to lead an expedition to discover new lands across the sea. In some sense, the Scout is the most open out of the three classes – they must go everywhere, but what they do is completely up to them. In order to help with this task, the Scout receives a number of skills related to travel.

The Scout’s core skills are Survival, Scout, Climb, and Swim.

Survival: Every day of travel consumes a day’s worth of food… normally. With the Survival skill, you have a certain chance of finding food as you travel, meaning that you can extend meager supplies for longer than normal. The skill also impacts all manner of wilderness scenarios and knowhow, from hunting to identifying plants to surviving snowstorms, rockslides, and forest fires. Especially when traveling in the hills and mountains – the most dangerous areas of the game – this skill is key.

Scout: This skill helps you spot things and find things. It can help you detect an ambush or navigate your way through a thick fog or even a maze. You can use it to follow trails and track people or animals.

Climb: This skill is useful for getting up or down. There are many times where you will encounter a ledge, cliff, pit, tree, or other thing you would wish to climb, and this skill controls your success at those endeavors.

Swim: Though much of the game occurs on solid land, there are rivers, pools, waterfalls, bogs, and the like. Navigating these hazards successfully requires the use of the Swim skill.

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