The Fantasy-Sim manual
Fantasy-Sim is played in one world, Aldawyn, shared by everybody in it. Five
peoples (orcs, humans, dwarves, kinnaera and elves) hold five kingdoms across
twenty-five regions, and every crown, council seat, company and warband in them
belongs to a player. Nothing waits for you: the world turns once an hour, and
the weather changes, markets move and wars are fought whether you are there or
not.
You play one person at a time. They are born, work, marry, fight, pray and grow
old, and one day they die. What they owned passes to the next character you
play, and the house they belonged to goes on. A life here is short and a family
is long, so most of what you build is built for whoever comes after you.
This manual says what to expect when you are there: what each action costs,
what it gives back, and the figures the world actually uses. If you are new,
begin with your first days. Every other chapter can be read
on its own, whenever a page of the game leaves you wondering.
Chapters
- Your first days: a card for each page a new player has,
what it offers and what it costs
- Your character: beginning, growing old, dying, and beginning
again
- The training ground: training, strength, health, and the one
thing you can do every day
- Companies: owning a company, what each kind makes, what it
costs to found and to upgrade
- A day's work: working, crops and the weather, territory, wages and
tax
- Titles: crowns and duchies, naming an heir, what a death costs,
how a vacant crown is filled, and what a king answers for
- Counties: the five counties of every region, reach and how long
you must stay, who answers for a county, and how one passes
- Dynasties, marriage and children: houses, the two ways into
the world, marriage, births, heirs and inheritance claims, and adoption
- Sworn companions: the invite link, the bond it swears, the
free move into a companion's region, and renewing the oath in a later life
- Manors: building a family seat of stone, keeping it standing,
the household and what home is worth, and how a manor passes at death
- What you carry: traits, which of them the world shows to
others, what you are born with, moods, wounds and injuries
- Dueling: prestige, what a duel costs and pays, and why some
duels are decided before they are rolled
- Claims: claims from conquest and inheritance, what they cost to press, and
what winning one takes
- Factions: founding one, joining one, the treasury nobody can be
paid from, and standing for a seat
- The council: twelve seats, how votes become them, how a law
passes, and the fifteen laws it can pass
- Religion and the church: faith, preaching, orders, the conclave,
state religion, crusades, the orphanage, archprelates, and the relics and the
expeditions that find them
- The goods market: selling what a company makes, buying with
a country's money, licences and the sales tax
- The currency market: one money for another, and the one
road from a treasury to a purse
- War: warbands, fronts, what a swing costs and pays, uprisings, and
how ground changes hands
- Hunting: levels, where monsters stand, what a strike costs and
earns, and the hoard and the chest it comes from
- Food: eating, health, and the loop that keeps a character going
- Travel: crossing a border, the borders that cannot be crossed,
and why where you stand decides what you can do
- The map: the world map, its four views, and reading a region
- Statistics: the world's record of its own weather, and how
to read it
- Rankings: the five public ledgers, characters, warbands, orders,
houses and factions, and how to sort and filter them
- Weather: the turning year, the seven climates, storms, snow,
floods and droughts
- Epidemics: how a plague begins, travels and burns out, and
what catching it does to you
- The chronicle: the world's record, and why you see some of it
- Privacy: what the game knows about you, where it keeps it, and
how to have it removed
What this manual promises
Everything here describes what the world actually does, and nothing here
describes what it will do. Where the world computes something that affects
nothing, it says so plainly rather than implying a consequence that is not
there. A manual that promises more than the game delivers is worse than no
manual.
Names, and the words they may not hold
A name, whether of your character, your house, a child, a company, a faction, a
warband or an order, may hold Latin letters, with or without accents, numbers
and spaces. Letters from other scripts are refused, because some of them look
exactly like Latin ones.
Some words may not appear in any name or message. When one does, the game
refuses it before anything is spent, tells you which word it was, and leaves
what you typed in place so you can change it. Short words are only refused on
their own, so an ordinary name that happens to contain one is fine. If a name of
yours is refused and you think it should not be, tell us which word was named.
A name that breaks the rules after the fact can be replaced by a moderator. A
moderated name is final: the owner cannot choose another.
Credits
The list of words names may not hold starts from the
List of Dirty, Naughty, Obscene, and Otherwise Bad Words
by Shutterstock and its contributors, used under
CC BY 4.0. Which of its words
this game leaves out, and how it matches the rest, is recorded beside the copy
in the server's source.