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- WHAT YOU SHOULD KNOW ABOUT FALAND
-
- This document is addressed to newcomers to Faland. Please
- be assured, foreigners are welcome here. However, if you are here
- involuntarily, we will understand your desire to try to find your way
- back home. Whether you are seeking a way home or would like to stay and
- make a new home here, it is hoped that the following information will
- be of value to you.
-
- The territory of Faland is comprised of several million
- square legons, one legon being the distance King Mordat of the Ancients
- was able to walk in 1000 paces while traveling on a good road over level
- ground. Most of the territory is sparsely inhabited with the bulk of
- the population living in and around five farm settlements. It is in the
- most northeasterly of these, Or'gn, where most foreigners gain entry
- into Faland and where this pamphlet is available.
-
- The farmland is a relatively safe region except on starlit
- nights (the moon lights the night sky in cycles of 15 nights followed
- by 15 nights when stars alone light the way). Outside the farmlands
- dangerous animals abound and place at serious risk the weak and ill
- prepared. The climate of Faland is mild, with 24 hour days divided into
- three 8 hour periods in the local time-keeping tradition. Most people
- dress lightly, the typical attire consisting of sirkeln and mokads,
- which are supplied to all foreigners. The male sirkeln is little more
- than a loin cloth and belt with pockets and attachments where a few
- essentials can be carried. The female sirkeln includes a light blouse.
- Mokads are light weight, calf-length boots. Sirkeln and mokads are of
- such durability that they never need to be replaced.
-
- The roads and pathways of Faland are well traveled,
- particularly in the farmlands. The peasants are largely benign.
- However, in all areas of Faland you may be challenged by warriors, most
- of whom are members of a warrior's guild and obey strict rules of
- honor. You may speak with, fight, yield to, or run from these
- individuals. In some cases, outside the settled farm areas, you may be
- attacked by renegade warriors. You will need to defend yourself
- against these or will be forced to run from them. In the dark regions
- of Faland (i.e. in caves, dungeons, mines, etc) there are a number of
- 'demons'. These are semi-intelligent creatures that are always
- dangerous and will usually attack without warning. If you enter such
- regions BE PREPARED!
-
- Supplies, including food, water, tools, weapons, etc. are
- available at most settlements. Or'gn has the most complete selection
- but certain specialty items can only be obtained in other places. The
- rall is the basic unit of exchange and is minted as a one ounce gold
- coin. The em, worth 0.01 ralls, is a one ounce silver coin used in
- making change. These coins can be exchanged for goods at the markets
- and in a few other places. You can also sell goods at the markets.
-
- As a foreigner, you are given the status of warrior and are
- treated accordingly. You cannot own property or run a fixed business.
- You are, neverthless, expected to make a living through your own
- efforts. You can buy and sell goods and can, if you choose, do quite
- well as a hunter. Some merchandise (i.e. wood, sand, and oil) are
- available as natural resources and can be claimed by anyone finding
- them. It is also possible to find and salvage various items of
- treasure (principally religious ikons of stone, bronze, silver, or gold
- and various items of jewelry). Treasure becomes the property of the
- finder and can be disposed of as the owner sees fit. You may also gain
- wealth as a fighter, winning tribute in battle with honorable warriors
- or taking money from renegades.
-
- If you want to find your way back home, you cannot do so
- from a position of weakness. Strength is gained only through accepting
- the challenge of warriors and prevailing in the resulting combat. The
- wise fighter knows when to refuse a challenge, when to accept, and when
- to yield if the fight goes badly. Be advised, before accepting a
- challenge, you should always have money to pay tribute if you lose.
-
- You can survive and prosper here if you keep your eyes and
- ears open. Examine interesting items, read notices, talk to peasants,
- shopkeepers, and warriors, work diligently and fight effectively; do
- these things and you will find life here pleasant and your stay
- productive. Good luck and may your life be long and successful!