# Welcome

Welcome to the official documentation for Medieval Discord.

***

*Medieval Discord is an online roleplay community that operates in the form of a text-based RPG. We focus on providing a unique roleplay experience set in a fictional, yet realistic Medieval setting. Besides this, we also pride ourselves on our tightly-knit and all-inclusive community of wonderful people from all over the world.*

This documentation site was created by the Creators of Medieval Discord and is maintained by them and the community. This site **should** cover every feature of MD thoroughly.&#x20;

> *In case of a typo, missing or poorly explained feature, and/or an issue with the doc, feel free to contact either Torrino or Alex so they can fix it!*

### *How do I start roleplaying?*

First things first, you have to make a character. Your character is the person you play as in this world, therefore without one, you will be unable to send messages In-Character (IC) or use IC commands to interact with other users via their characters.

### *How do I make my first character?*

Don't worry if it's your first time making a character; we've all been there. To make your character, you'll need to head on over to the **#character-creator** channel on Medieval Discord and use the `create-character` command. The channel will have some rudimentary information in it. However, if you want a more in-depth guide on how to make a character make sure to check out the Character Creator page on this document:

{% content-ref url="/pages/-MRjB\_LHiRCPxo9RtbKx" %}
[Character Creator](/character/cc)
{% endcontent-ref %}

### *First time roleplaying on MD?*

So you've made your first character and you're clueless as to how roleplay works? It's easy, don't worry! When you start out, you'll be without a job. Your first order of business should be to start making money somehow. When you first start out, you can choose between three paths: [Commoner](/commoner/fame), [Clergy](/clergy/scribe), and [Military](/military/watch).

* The Commoner path is made up of three routes: [Fame](/commoner/fame) *(people who specialize in creating stuff to sell on the market)*,[ Infamy](/commoner/infamy) *(criminals and those who make money through dubious means)*, and [Service](/commoner/service) *(tavern workers and entertainers)*.
* The Clergy path is made up of three routes: [Preachment](/clergy/preachment) *(those who focus on running the Church and spreading the Gospel)*, [Inquisition](/clergy/inquisition) *(those who enforce the will of the Pope through violence and intimidation)*, and [Medicinal](/clergy/medicinal) *(those who focus on healing and preventing illness)*.
* The Military path is made up of one route, the [City Watch](/military/watch) *(the "police force" of Rosewood).*

{% hint style="success" %}
*To join these paths/routes, you will have to find and speak to one of the recruiting NPCs. Find out more about how to join on the pages themselves or by looking up the NPCs on the* [*Non-Player Characters*](/character/npcs) *page.*
{% endhint %}

Depending on what you choose you can start in the **#workshops** if you're Fame, the **#cathedral** if you're Clergy, the **#guardhouse** if you're part of the Watch. Alternatively, you can start in your home *(each character gets a designated channel where their home is; check* [*Housing*](/channels/districts/housing)*)* or you can always start in the **#main\_square** which is the heart of the City.

The majority of RP takes place in the City of Rosewood, the capital city of the Kingdom of France in the year 1223 *(note that the year will change depending on our own time, e.g. it would be 1224 in 2024);* time passes by in real-time, meaning 1 In-Character day is 1 day in real life. For more information regarding the City of Rosewood *(the main setting of MD)* check out our lore mega-post:

{% embed url="<https://medievaldiscord.com/rosewood/>" %}

{% hint style="success" %}
*Note that Medieval Discord is a realistic alt-history roleplay server. We are grounded in realism but have made adjustments to the lore to suit our needs. Rosewood, for example,  does not exist in real life.*
{% endhint %}

### *How do I make money?*

The best and most reliable way to get a steady source of income is to join a [Path](/character/cc/paths). Paths have built-in mechanics that allow them to earn money *(either custom commands or weekly paychecks)*.&#x20;

However, if you're still unsure which one to join or if you're looking to make some money on the side, you should look into these options:

* The [Work](/economy/income) Command — Allows you to work every `4h` for a small amount of buckles.
* The [Forage](/items/foraging) Command — Allows you to forage in the forest. You can sell what you find.
* The [Fishing](/items/fishing) Command — Allows you to catch fish and sell them. You need a rod for this.

As a final option, if you need money quickly and think you can make it back just as quickly, you can go to the bank and take out a [Loan](/economy/loans).

### *How is Medieval Discord different?*

#### What is this world like?

Unlike other servers that need to have their own homebrew worlds, Medieval Discord uses history and realism for its worldbuilding. Because of this, there is no lore barrier to entry and anyone can start roleplaying as long as they know the general conventions of the Middle Ages.

Medieval Discord is set in 13th-century France, specifically the City of Rosewood which is a fictitious medieval city based on medieval Paris. It is important to note that MD is set in an alt-history timeline, therefore the geopolitics and some social conventions are different in order to suit the needs of the server *(women have more rights within the City of Rosewood, for example)*.

Read these lore posts to get a general grasp of MD's lore *(NOT OBLIGATORY!)*

* [Historia Magna](https://medievaldiscord.com/historia-magna/) *(a general overview of historical events from 800 to around 1080 - is heavily biased)*
* [History of the Empire - Revisited](https://medievaldiscord.com/history-of-the-empire-revisited/) *(a rebuttal of the Historia Magna)*
* [The Fifty Years' War](https://medievaldiscord.com/fifty-years-war/) *(an objective account of the war that ended the Age of the Empire)*
* [Historia Francorum](https://medievaldiscord.com/historia-francorum/) *(the general history of this region)*
* [An Overview of the City of Rosewood](https://medievaldiscord.com/rosewood/) *(everything you need to know about Rosewood)*
* [Families of Rosewood](https://medievaldiscord.com/families/) *(the most famous families in Rosewood and France)*
* [The French Legal Code](https://medievaldiscord.com/law/) *(the legal system explained in-depth)*
* [Languages of the People](https://medievaldiscord.com/language/) *(how language differs from our timeline)*
* [Realms of the World in 1220 ](https://medievaldiscord.com/world-realms-1220/)*(a map of the known world)*
* [French Realms in 1220](https://medievaldiscord.com/french-realms-1220/) *(how the Kingdom of France is divided internally)*
* [Carta Sirius Magni](https://medievaldiscord.com/carta-sirius-magni/) *(a chronicle of the Imperial/Royal Sirius dynasty)*

If you liked what you read and want more lore, we have an entire page dedicated to it on our main site:

{% embed url="<https://medievaldiscord.com/lore/>" %}

### *Who do I ask for help?*

If you have any questions, please don't be afraid to ask them in the #md forums channel. That's the place for any and all questions related to Medieval Discord.

Alternatively, you can DM or ping any staff member with a question you might have and they'll help you out.&#x20;

If it's a bigger issue, you can always DM the Owners and they'll get back to you as soon as possible.

Finally, Medieval Discord has a great community full of people ready to help you. You can always ask for help in the general chat and one of our Certified Members might reply with an answer or direct you to another avenue.

### *What does this command do?*

You found a command and have no idea what it does. There are two main ways you can resolve this issue:

1. You can use the search function on this site and look for the command's page and read all about it.
2. You can use the `help` command in any channel for a list of commands. Then you can use the `help` command again, this time adding the command you want to learn more about.

{% hint style="info" %}
*Note that on Medieval Discord, the command prefix is \`r!\` meaning `help` would be `r!help`*
{% endhint %}

### *What does this role mean?*

If you've stumbled upon a role on the server that you're having some trouble with, you should be able to input it into the search bar on this site and get a page dedicated to it. If that doesn't work, you can always ask someone to help you out!

### *What are the rules?*

For an In-Depth list of the rules, check out the following page:

{% content-ref url="/pages/VhVvcQdp3puHlJ8OUE68" %}
[In-Depth Rules](/ooc-mechanics/in-depth-rules)
{% endcontent-ref %}

However, no one is expected to know all those rules. If you're new and/or a casual user, knowing and respecting the following guidelines will suffice:

1. Keep RP realistic and appropriate to the time period.
2. You can only have one account and one character at a time.
3. Your character can only be in one place at a time and has to move from place to place (channel to channel) by using the [`move`](/channels/moving) command.
4. To interact with another character, your character must first [`see`](/character/seeing) them.
5. Do not advertise your servers/original content.
6. Do not use any information your character wouldn't know while roleplaying.
7. Keep In-Character and Out-of-Character separate.
8. We will not tolerate hate speech.
9. Be kind to others in general chat and their DMs.
10. Follow what Staff tells you to do.
11. You can always report Staff members to the Owners.
12. If something/someone upsets you, you have to report it to us so we can handle it. Otherwise, we can't help you.
13. Do not abuse our bot by spamming it.
14. We won't tolerate any NSFW content on the server.

### What if I leave the server? Do I get my roles back?

Don't worry, even if you leave the server you will probably be able to get your roles and your character back without issue. However, if you leave the server for any reason *(including getting kicked)* and you don't return in 14 days or more, the data associated with your Discord account will be irretrievably lost. Simply put, **after 14 days**, our bot will **purge all your data** from our database.

*This is to save server and storage costs of retaining data of characters that won't ever come back.*

{% hint style="success" %}
Our Patrons' data is an exception to this rule. More info on our Patreon.
{% endhint %}


# Character Creator

```
r!create-character
```

The Character Creator is Medieval Discord's solution to character creation. It enables users to create a singular OC *(original character)* within MD's universe with certain identifiable traits that help them interact with other characters and the world around them. No user may engage in RP, or chat OOC *(out of character)* until they have made a character in the Character Creator.

Our method is completely automated, efficient, and simple to use. It is possible thanks to MD's custom bot and it makes use of Discord's button and dropdown features.

{% hint style="info" %}
*Once you make your character, you will have to wait 7 days before you can make a new one. The only exceptions to this are:*\
\
*1. If this is your first character, in which case they are considered a* [*Trial Character*](/character/cc/trial-characters)*.*\
*2. If you are a* [*Certified Member*](/ooc-mechanics/certified-membership)*.*
{% endhint %}

Every OC has their:

{% content-ref url="/pages/-MXTeurkhaEN2PmQ2GeH" %}
[Name](/character/cc/name)
{% endcontent-ref %}

{% content-ref url="/pages/-MXTetGOgFvRYtv5A0cf" %}
[Gender](/character/cc/gender)
{% endcontent-ref %}

{% content-ref url="/pages/-MXTf034GNVdtrbY4L6b" %}
[Age](/character/cc/age)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHufXZZ5EBB2kJU\_Ol" %}
[Religion](/character/cc/religion)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHv3ZpUOA8Y1-HptjU" %}
[Heritage](/character/cc/heritage)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHxEXCAGPEQP-n8arF" %}
[Region](/character/cc/region)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHv36KWrgMxaW8ZPwf" %}
[Paths](/character/cc/paths)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHrknPOLZu7RYtevgV" %}
[SICS Stats](/character/cc/sics-stats)
{% endcontent-ref %}


# Name

A page detailing naming conventions in Medieval Discord.

### 1. **Characters can only have a first name**

> *Most people during this time had only one name to identify themselves. Their "last name" would likely be either the name of an ancestor, be it a grandparent or parent (Johnson, Fitzgerald) or the name of their craft/their family's craft (Smith, Fisher). Some variations may exist, like taking the names of the places they were born in (Frey, Rose) or from natural marker/phenomenon distinct to their place of origin (Rivers, Summers). Rarely will anyone have a more complex last name which one could consider a House name. Instead, commoners and the citizens of Rosewood will almost always only be refered to by their first name. People who live in cities will use their last name more frequently. In addition to this, people will usually have a middle name normally taken from a late or old family member, a saint, or a popular monarch.*

### 2. A name must be accurate to the culture

> *Firstly, parents would make sure the name they gave their child was one that corresponded with their gender. Unisex names were not common, but they were present nevertheless. Following traditional roles in society, boys' names would have something to do with courage, wisdom, strength, while girls' names would have some connection to beauty, humility, and wisdom. The names of saints and Biblical figures were particularly popular. In addition to those conventions, names must keep with the language of the region the person is born into. The language spoken in MD's Kingdom of France is closest to Anglo-Norman. So names that take influence from Anglo-Saxon culture, as well as Norman-Latin names, are always a good choice. Consider that some names appear in multiple languages like Charles vs Karl or Louis vs Lewis.*

{% hint style="danger" %}
*There are rules when it comes to naming that have not been addressed above. There are obvious regulations placed on the names of OCs, and those are:*\
\
*1. Names must be between 3-10 letters (no special characters)*\
*2. Names must not contain offensive language*\
*3. Names must not be taken out of popular culture*\
*4. You may not have the same name as any of your previous characters*
{% endhint %}

{% hint style="warning" %}
*Your name will be subject to change if it does not follow the rules/conventions stated above. A change can be done without warning or approval from the user.*
{% endhint %}


# Gender

A page detailing gender conventions in Medieval Discord.

### 1. **Characters can only be male or female**

> *While people today can identify with many genders, gender theory wasn't even a distant concept in the 13th century. Therefore, in order to uphold medieval realism, we enforce the choice between the two binary sexes, male and female; male being related to men, and female related to women. For the purposes of RP, gender and sex are the same. This, of course, doesn't reflect the views of the server in real life.*

### 2. Gender characteristics

> *While men and women typically had very precise roles in society that were determined by their gender, in MD we both recognize this, but try to provide enough freedom for people to experience the breadth of what Medieval Discord has to offer regardless of their sex. As such, gender roles remain. However, within Rosewood, the Capital of the Kingdom of France and the setting for MD's RP, women are on equal footing as men. Some discrepancies still exist, like within the Church, but the overall public perception is that there is no reason to belittle the other half of the population for something as trivial as their sex.*

{% hint style="warning" %}
*Choosing anything except Male or Female will result in an error.*
{% endhint %}


# Age

A page detailing age conventions in Medieval Discord.

Characters in MD can be grouped into certain age groups:

1. **Teenage** `(16-19)`
2. **Young** `(20-30)`
3. **Middle-Age** `(31-45)`
4. **Old** `(46-50)`
5. **Elder** `(51-60)`

### 1. Not too young, not too old

> *Not allowing people to pick characters below 16 or above 60 was a conscious choice. Firstly due to the fact that in medieval times the average age for commoners was around 30, with those reaching that age being able to expect 20 more years. As a result most of the population was young. Regardless, the people of medieval France did not see themselves as young, in fact, boys reached manhood as early as 13-14, with girls reaching womanhood even earlier depending on their menstruation. As soon as one could be a productive member of their society, they were considered legal citizens. So long as they were physically dependent on their parents, they were seen as children. People who reached their elder years were considered important and wise since they made up the smallest percentage of the population, and especially since most knowledge and traditions were orally transmitted, they were seen as invaluable for their historical and cultural insight.*\
> \
> *16 is an ideal age since it is far enough away from the age of maturity of the Middle Ages, while still close enough to our own concept of maturity, to bridge the conceptual gap between RP and real life. 16 is the age when most young people would venture away from the home and try to make a name for themselves.*\
> \
> *60 is enough since it offers plenty of breathing room for those who want elder RP, while we still maintain realism, even going over the average age of 50, by claiming Rosewood's influence on the lifespan of its citizens. As it's the Capital, and a center for innovation, especially medicine, more people get to live to see their late years.*

### 2. Impact on RP

> *Picking your age has more nuance now. Before VEA, picking your age was simply a matter of preference. However, now your age has an actual impact on your RP as it affects your carry weight and max health. The younger you are, the higher your vitality basically so the better you can perform your daily tasks and participate in combat. There are many more instances where age plays a role like in clergy for example, where the leveling system favours older characters. Choose carefully!*


# Religion

A page detailing religious conventions in Medieval Discord.

Playable religions in MD:

{% tabs %}
{% tab title="Roman Catholicism" %}
Roman Catholicism is the main Western branch of Christianity that emerged after the schism of 1087 after the [First Council of Rosewood](https://medievaldiscord.com/the-canons-of-the-council-of-rosewood-1087/). Its origin is traced to the Sacrifice of Christ and it is part of Christianity which is an Abrahamic religion, sharing its lore with Judaism and Islam. It is distinguishable by certain doctrines and beliefs:

* Headed by the Pope, the Bishop of Rome, who is chosen from amongst the Cardinals to represent Catholicism. The Pope is believed to be the Vicar of Christ and therefore infallible.
* Belief in the Holy Trinity; consisting of the Father, the Son, and the Holy Spirit.
* Devotion to the Virgin Mary, who they believe gave birth to Christ without intercourse and ascended to Heaven where she is an intermediary between God and his people.
* Belief in transubstantiation, where during Mass when the Priest repeats Christ's words during the Last Supper, the bread and wine take on the traits of Christ's Body and Blood although not changing their outward appearance. Eucharist remains one of the most important rituals and is encouraged at least once per week, on Sundays.
* Celibacy is considered virtuous, and obligatory in the Clergy. Both men and women may become priests, although only celibate men may become Cardinals and Popes.
* You can only be Baptized once. Usually, the ritual is performed on Sundays, with the person being baptized dressed in white, and with kin there as witnesses or godparents.
* Belief that Priests can administer the Sacrament of Penance or Confession to those baptized, granting the forgiveness of Christ to those who confess their sins and repent for them.
* The ritual of Confirmation at the age of reason, which is at seven years old when a person officially joins the Catholic Church.
* Belief that marriage is eternal and that people can only be divorced by the Pope in extreme circumstances *(Annulments are also possible if the marriage can be proven to be invalid)*. Widows and widowers may choose to remarry, but those who are divorced may not, as long as their spouse is alive.
* Belief that vows to the Lord *(like joining a Holy Order)* are to be held in the highest regard and that breaking them may result in eternal damnation.
* Belief in Extreme Unction and the Last Rites are given to those gravely ill or those about to die.
* Veneration of Saints and Martyrs
* Those unbaptized, sinners, and excommunicated will be punished through Hell for all eternity.
  {% endtab %}

{% tab title="Judaism" %}
Judaism is the oldest Abrahamic religion and finds its origins in Moses' Exodus from Egypt and his leadership and guidance of the Israelites until they are given the land of Canaan. Judaism does not have a head of its faith, instead, the role of "leading the flock" is given to individual Rabbis. Unlike Christianity, Judaism rejects the notions of the Trinity and sees it as a pagan perversion of God's oneness. It then follows that Jesus is not seen as the son of God, but just a regular man who could not absolve sin, nor rise from the dead. While in Christianity, the belief in Christ and his teachings replaced the notion of Jewish Legalism, in Judaism, there is a sense of strict adherence to the Code and Word of God, therefore the Commandments and Jewish Laws are seen as divine.

The Jewish faith rejects the idea of the Original Sin, that all men are born sinful and must instead seek entrance into heaven through Communion and Jesus. Instead, all men are born neutral and are given the ability of free will to determine their own destiny on whether they will resist the temptations and sins of the world, or succumb to them.

There is a great focus on earthly life in Judaism, as it is the part of the world a mortal can have an impact on. God is seen as eternally just and therefore there is no great need to discuss what comes after. Generally, Hell is not seen as an eternal punishment, and neither are there specific places for specific punishments. Mostly, Judaism believes that Hell is personal to the individual and might even exist in the same plane as Heaven, represented by a soul's distance from God. Unlike Christianity and Islam, Judaism allows Gentiles (non-Jews) to enter Heaven as long as they have lived a moral life.

Jews hold a unique place in Medieval society. They are regarded as wise Scholars, effective legislators, and powerful bankers, as Catholic laws do not allow the charge of interest on loans. Due to their uniquely prestigious position in society, during hardships, they mostly go unaffected and as a result, are frequently blamed for causing times of crisis. For this reason, some Kingdoms order large-scale exoduses of their population. In Rosewood, they always have a home, are appreciated for their skills, and are protected by Law from religious persecution.
{% endtab %}

{% tab title="Islam" %}
Islam is the youngest Abrahamic religion. It originated in 622 when Mohammad made the journey from Mecca to Medina. Like Judaism, it rejects the idea of the Holy Trinity and believes in God being a single, all-powerful creator. Islam doesn't have a clerical structure that is meant to guide man toward God or administer sacraments. Like Judaism, their clergy usually has a mentoring, teaching, and advisory role within local communities. Individual Imams are the leaders of Islam for small groups of Muslims. However, there are attempts at bridging the gap between secular and divine through titles like Caliph or Amir al-Mu'minin which try to claim both earthly and clerical leadership over not just their respective regions, but the Islamic world as a whole.

Jesus is considered a prophet, however, Islam rejects the idea that he is the son of God, or that he is part of God. However, Muslims do believe that Mary gave a miracle birth to him, but he could not absolve sin, nor return from the dead. Additionally, Islam does not apply the Original Sin to all of mankind. The entire myth of the Fall is seen as a small misstep in the life of Adam and Eve. Something that does not reflect on the rest of mankind.

Islam holds the Qur'an as the final revelation and the absolute word of God written by the Prophet. As such it is not to be changed and is to be followed without fail. Most of the lore is the same though the names may differ. Most famously a point of difference between Judeo-Christian theology and Islamic is the idea of God's Covenant with Abraham. For Jews and Christians, the inheritor of God's Covenant was Isaac, while for Muslims, the inheritor was Ishmael, Abraham's second son.

While Islam does not allow non-believers into Heaven, it makes exceptions for Jews and Christians who lived before the time of Mohammad, and it makes exceptions for those who live morally good lives but have not had the opportunity or knowledge to accept Islam. All those who know the word of God, but reject it, will be sent to Hell for all eternity. However, Islam does allow redemption from Hell in the case of some sins.

Muslims are regarded as the keepers of ancient knowledge. Baghdad, a powerful city in the crescent holds the House of Wisdom where the acumen of Islamic innovation is stored. Through war and trade, this knowledge is slowly making its way to Rosewood, as are many Muslims from Mesopotamia, but mostly from the Moorish lands after being persecuted by the Christian Kings of Iberia. In Rosewood, their freedom is guaranteed by the Legal Code, and they are seen as wealthy merchants and wise scholars.
{% endtab %}

{% tab title="Byzantine Orthodoxy" %}
Byzantine Orthodoxy is the Eastern branch of Christianity practiced mostly by the Byzantine Romans, but the converts of the Ruslands as well. They emerged in reaction to Catholic dogmatic dominance in 1087 and formed four Holy Sees (Constantinople, Antioch, Jerusalem, and Alexandria), all led by a Patriarch, with the Patriarch of Constantinople regarded as the Inter Pares, or the First Among Equals. They venerate Jesus, and Mary and follow the Old and New Testaments. When compared to Roman Catholicism, they are different in a few ways:

* The Orthodox reject Papal supremacy and opt for regional autonomy through local Patriarchs and Bishops.
* The East rejects the idea of Mary's Immaculate Conception, meaning she was free of sin. Instead, they believe her to be an ordinary woman, chosen by God to become the Mother of Christ.
* Most prominently, the Orthodox place a larger emphasis on the Holy Spirit, believing it to come from the Father, rather than through both the Father and the Son.&#x20;
* Orthodox doctrine does not encourage celibacy but does not discourage it either. Married men can become Patriarchs, however, women are not allowed into the clergy at all.
* The Eastern Church allows the doctrine of Economia, meaning that Church dogma can be flexible depending on the situation. Not all Church Law is absolute in every situation.
* Byzantine Orthodoxy rejects the idea of temporal punishment through Purgatory. Instead, all sinners go directly to hell, and the saved go to Heaven.
* Byzantine Christians do not trust in the absolute truth of the Scriptures, as they are unknowable to us. Instead, they base their faith on historical accounts of saints, and councils, as well as icons and old teachings.
* Less importance is given to the transformation of substances during the Eucharist, although they do believe it happens.
* The Original Sin is regarded as the Ancestral Sin, and represents Man's rejection of God's love, rather than the indulgence of carnal pleasures, while Catholicism sees carnal relations as inherently sinful and only acceptable for procreation. Orthodoxy does not condemn bodily pleasure outright, but rather mourns the loss of God's love. Additionally, the Ancestral Sin is not inherited, but instead, its consequences are.
* Confession, or Penance, is public instead of private, only then can Absolution be granted.
* The Orthodox Church allows remarriage after the death of a spouse, or after a divorce.
  {% endtab %}

{% tab title="Christian Heresy" %}
Many religious interpretations of Christian dogma have risen over the ages, however, there are a handful of sects that were large enough to spread, and threatening enough to be recognized by the Catholic Church as heretical beliefs. There have been many, and there will be many more. However, the most prominent heretics are the following:

1. [Anglicans](https://medievaldiscordrp.com/heresies/2/)
2. [Genesians](https://medievaldiscordrp.com/heresies/3/)
3. [Josephites](https://medievaldiscordrp.com/heresies/4/)
4. [Cathars](https://medievaldiscordrp.com/heresies/5/)
5. [Gladii](https://medievaldiscordrp.com/heresies/6/)
6. [Sophiaites](https://medievaldiscordrp.com/heresies/7/)

Heretics are generally tolerated in Rosewood by the population, especially if they are not violent or dangerous. However, the Law does not grant them protection and the French Inquisition has a Crown-backed mandate to exterminate all heresy from Rosewood and the rest of France.
{% endtab %}

{% tab title="Paganism" %}
Paganism is not one set religion. Instead, it is a multitude of religions, all unified by a number of common denominators. Pagan religions are usually polytheistic, and ascribe various naturalistic forces to various deities. These deities are usually represented by idols, and often require either animal or human sacrifices. There is a strong emphasis on nature, and it is diametrically opposed to the ideas of Abrahamic religions. Therefore, this name is often given to religions that came before monotheism in Europe, or simply those that are not Abrahamic. The most famous form of Paganism is one related to the Old Gods of the Norse pantheon, due to migrations and raids from the dying Viking culture.
{% endtab %}

{% tab title="Atheism" %}
Medieval Atheism is almost never the absolute rejection of divinity. In actuality, most Medieval Atheists do believe in some sort of divinity, although it is not defined through any organized religion. There is faith in the existence of some sort of structure or grand creator beyond human comprehension, however, it is a belief free of dogma and one that is based on general morality. The highest virtue is to think for yourself and reject the dehumanizing dogma often propagated by organized religions. Atheists may even believe in the Abrahamic God, but reject the view given by Christian, Jewish, or Islamic teachings. They believe that any notion of "God" remains a personal thing, that should in no way be regulated, and exists only to serve the individual in various ways. However, of course, there would also be Medieval Atheists who reject any god and only believe in reason and the physical world.
{% endtab %}
{% endtabs %}

### 1. Pool of Religions

> *Every character is defined by some sort of faith. For MD's purposes, we've given 7 options for users to pick from, based on religions that would have some sort of representation within Rosewood. Other religions exist, of course, but they are irrelevant for RP in Rosewood. They can be mentioned, but realistically, almost no one would believe in them so far away from their region/time of origin.*

### 2. Absolute devotion

> *A character's faith represents their steadfast belief. One cannot be a Christian, and actually believe in something else. However, an option exists for those who become disillusioned with their faith. Every character has one chance to switch their religion if they find someone else of that same faith.*

### 3. Lying

> *In some instances, revealing your religion might put you at risk. When this is the case, you are allowed to lie about what you believe in. However, your character will not be able to take part in religious rituals of other religions without abandoning their faith and joining another one. Remember the rule of Absolute Devotion; your character is 100% certain in their religion, unless they plan to convert. However, exceptions can be made where members of a religion may lie about their faith to try to save their lives or the life of someone else.*

{% hint style="info" %}
*There are no religion roles, meaning MetaRP is significantly more difficult. However, a character will gain a role when they convert from one religion to another.*
{% endhint %}


# Apostasy

```
r!convert <@user>
```

The `convert` command is something anyone with at least **4 INT** *(raw stat — without any modifiers)* can use. The only limit is that Catholics cannot Baptize other characters. Catholic conversions are done by the [Clergy](/clergy/preachment/deacon#convert).

In order to convert to a specific religion, you'll need to find someone of that religion, with at least 4 INT. They will be able to convert you *(after you accept the conversion request)*. Characters have access to the `convert` command every **2h**. Just like when someone is converted to Catholicism they get the `Baptized` role; people who convert from another Abrahamic religion *(Catholicism, Islam, Judaism, Orthodoxy, Catholic Heresy)* will get the covert `Apostate` role.

{% hint style="danger" %}
*Users who are `Baptized` or `Apostate` cannot be converted again.*
{% endhint %}

{% hint style="warning" %}
*Technically, a character who is Pagan or Atheist can switch between Paganism and Atheism without issue every 2h. This, however, would be FailRP. Being indecisive to an extent is okay, but trolling isn't.*
{% endhint %}


# Heritage

A page detailing heritage conventions in Medieval Discord.

Your character's chosen heritage represents their family's ethnic descent. The [geographic region](https://medievaldiscord.com/world-realms-1220/) chosen tells us where their family comes from before they settled in the Kingdom of France. It allows us to perceive some characteristics related to the people of that place.

{% tabs %}
{% tab title="Frankia" %}
The region between the Atlantic Ocean, English Channel, Mediterranean, and Germania. There is a strong emphasis on regional unity with the Kingdom of France being a unifying force in the region.
{% endtab %}

{% tab title="Germania" %}
The territory of the Germanic peoples, from the Baltic sea of the north to the Venetian plains of the south, between Frankia to the west and the Ruslands to the east. The region is popular for its feeling of nobility and inheritance of the culture of Rome. The Holy Roman Empire dominates this region.
{% endtab %}

{% tab title="Italia" %}
The region of the Italian peninsula. Birthplace of the Roman Empire and home to the Papacy. The birthplace of modern Republicanism and Mercantilism. The region has an aversion towards nobility and prizes wealth above everything.
{% endtab %}

{% tab title="Hispania" %}
The peninsula south of the Pyrenees Mountains which separate Iberia from Frankia. The people are a mix between Arab Muslims and European Christians. Excellent shipbuilders and sailors, marked by an ongoing religious struggle between the Christians and the Moors. It is a place of war and political change.
{% endtab %}

{% tab title="Britannia" %}
The isles west of Scandinavia and northwest of Frankia. Most of the region follows the Church of England. They value their isolationism and usually never meddle with continental affairs.
{% endtab %}

{% tab title="Scandinavia" %}
The regions of Jutland and everything west of the Ruslands. The birthplace of the Viking culture which shaped Europe. A grand minority still worships some form of paganism, while only a small portion follows the Old Gods. Ferocious warriors known for the fame of their pagan ancestors.
{% endtab %}

{% tab title="Balkans" %}
The region south of the Danube River and surrounded by the Mediterranean, Adriatic and Aegean seas. The Balkans are known as the crossroads between West and East, and as such are a frequent battleground.
{% endtab %}

{% tab title="Ruslands" %}
The hills, mountains, and plains of the area around the Ural Mountains, above the Black sea, stretching into the Far East. Home to the tribes of what remains of the Rus peoples. They are known for their horsemanship and as the "Gates of Europe" as Eastern invaders usually come to the continent through the lands of the Rus, like the Huns, Cumans, Magyars, and now, the Mongols.&#x20;
{% endtab %}

{% tab title="Maghreb" %}
The land of northern Africa, the southern shores of the Mediterranean. Home to many Islamic kingdoms. It is the land of the Arabs, and home to one of the most powerful entities in the world, the Tunisian kingdom.
{% endtab %}

{% tab title="Near East" %}
The land between Africa, Europe, Asia, and the Mediterranean Sea. Home to the Arab people. Home to the Kingdom of Jerusalem and is dominantly Muslim. The gateway for the Silk Road, between Europe and the Far East.
{% endtab %}

{% tab title="Far East" %}
The land east of the Ruslands, unknown to most people and almost fairytale-like to the commoners. There are stories of their Empires and armies which could reach 100.000 strong. They hold many heathen religions and are dominantly Asian. Almost no one makes the journey from one side to the other permanently, and as such is a land only known to the best of Merchants.
{% endtab %}
{% endtabs %}

### 1. Only bonus lore

> *Your character's heritage should play almost no part in their development, since their Region of birth is something different entirely. All characters are born in France, and may only trace their heritage to distant regions. This is in order to preserve some realism.*

{% hint style="danger" %}
*Despite drawing their descent from a certain region, your character will speak* [*French*](https://medievaldiscord.com/language/) *by default, as they were born in France, somewhere near Rosewood.*
{% endhint %}


# Region

A page detailing regional conventions in Medieval Discord.

Your character's region represents their region of birth, as in, which settlement they were born in.

{% tabs %}
{% tab title="Rosewood" %}
Rosewood is the Capital City of the [Kingdom of France](https://medievaldiscord.com/french-realms-1220/), and where the King resides. It is the most advanced settlement in the West and is renowned for its devotion to knowledge and progress, as well as for its wealth and trade. The most skilled craftsmen and artisans make a living here, close to the King.

For an in-depth overview of Rosewood. Click [HERE](https://medievaldiscordrp.com/rosewood/)!
{% endtab %}

{% tab title="Forechester" %}
Forechester is a large town next to Rosewood. It is regarded as its sister in local folklore and is well-known for its devotion to trade and leisure. Forechester has extremely lively streets, and a busy market compared to other towns and has a system of administration modeled after Rosewood, with a Mayor elected by the local council. Many of Forechester's residents end up being Clergy members in Rosewood, as the religious fervor of the town is strong, but the Capital offers better opportunities to Catholic priests.
{% endtab %}

{% tab title="Shelby" %}
Shelby is a town to Rosewood's north and is known for being a major garrison of its former Imperial Army. As such, it has a history of discipline which still translates to this day into their Town Watch. Both sons and daughters are taught to fight at a young age and they translate that well into experience for serving in the Kingdom's many Watches and Guards.
{% endtab %}

{% tab title="Kington" %}
Kington is the farthest town from Rosewood, located to its East, but it is also a very young small town. Since it is in its infancy, crime is rampant. Drifters from Kington are widely regarded as vagrants, thieves, and bandits by the rest of Egirth. It doesn't help that most of its most notorious villains come to Rosewood to fuel its large gang population.
{% endtab %}

{% tab title="Frey" %}
Frey is the largest village in Rosewood's proximity and looks up to the City as a child would to its parent. The people of Frey are known for their hard work and dedication. Due to their proximity to the Capital, most ambitious youths make the journey to ply their craft in the City, rather than stay at home.
{% endtab %}

{% tab title="Village" %}
Characters from this region are known as simple peasants or villeins who are trying to improve their life by moving to the City, often accepting any kind of work. It is not unheard of that a villein has made an impact on Rosewood's society, but most of them end up being beggars in the slums.\
The villages that villeins usually come from are:

* Hornnet
* Priorton
* Anderton
* Riche
* Maye
* Verva
* Ibby
* Charleston
* Springvale
* Philanset
* Hwetbask
  {% endtab %}
  {% endtabs %}

{% hint style="info" %}
*Your character may be born in one of these places, but you get to decide when they moved to Rosewood. It may have been immediately after they were born, or perhaps immediately after you created your OC. You have the freedom to craft your character's backstory; within the limits of the parameters you've chosen, of course.*
{% endhint %}


# Paths

A page detailing path conventions in Medieval Discord.

Paths are characters' career options within MD which will define their profession. By default, everyone starts off as a Citizen, and can they choose their Path by speaking to a path-specific [NPC](/character/npcs).

## Commoner Path

Commoners are Artisans, Criminals, and Leisuremen. By default, every character will start off as a Citizen. If they decide they want to go down the Commoner Path, then they have three Routes to choose from:

{% content-ref url="/pages/-MRoPcNorGp9QlbShiaA" %}
[Fame Route](/commoner/fame)
{% endcontent-ref %}

{% content-ref url="/pages/-MRprnybhpeCxQPkfkTq" %}
[Infamy Route](/commoner/infamy)
{% endcontent-ref %}

{% content-ref url="/pages/-MRprrEjnEujo1ZRQVDV" %}
[Service Route](/commoner/service)
{% endcontent-ref %}

## Clergy Path

The Clergy are members of the Catholic Church in Rosewood and are there to lead the religious of the City. Once in the Clergy, after leveling up, one may choose to progress down their preferred route:

{% content-ref url="/pages/-MRpuoD202pKHiAuDDCO" %}
[Preachment Route](/clergy/preachment)
{% endcontent-ref %}

{% content-ref url="/pages/-MRpuwWKG4tGuxj2aWQQ" %}
[Inquisition Route](/clergy/inquisition)
{% endcontent-ref %}

{% content-ref url="/pages/-MRpuykaHHFQb6jVNtMC" %}
[Medicinal Route](/clergy/medicinal)
{% endcontent-ref %}

{% hint style="danger" %}
*Characters who are married cannot join the Clergy.*
{% endhint %}

## Military Path

Those in the Military Path may expect frequent combat. A person may choose between two options:

{% content-ref url="/pages/-MRpvRuJmY3f-xYi\_zwh" %}
[City Watch Route](/military/watch)
{% endcontent-ref %}

## Majesty Path

The Majesty Path is exclusive to the best [Certified Members](/ooc-mechanics/certified-membership) of the server, and represents the nobility, giving a character a certain gravitas and multiple IC responsibilities. This Path, above all, requires good knowledge of the conventions of the server, as well as some insight/interest in the Lore.

{% hint style="danger" %}
*The Majesty Path is currently not available to players. It is being worked on and it is months away.*
{% endhint %}

{% hint style="info" %}
*You have the ability to switch Paths by quitting them. However, once left, you may never return to them, so choose wisely and make the most of your chosen Path.*
{% endhint %}


# SICS Stats

A page detailing SICS conventions in Medieval Discord.

### 1. Balancing your Stats

> *Every character is defined by their Strength, Intelligence, Charisma, and Stamina. When making your character, you will by default have 10 points to spend on these 4 Stats. All 10 must be spent, no more, no less. The lowest number a Stat can have during creation is 0, and the highest is 5. However, through RP that Stat may go over 5, or under 0.*

### 2. Strength

> *Strength is the most useful Stat for combat-oriented characters. It represents the physical fitness and force of a character. It has a direct impact on your damage, and health, and also plays a role in your carry weight. Finally, characters with 0 Strength are unable to participate in combat effectively, and will always lose. Strength is therefore the most important stat in combat. It is also useful for those who plan to extort others in the Infamy route, and in general Thugs and Headhunters benefit from strength-centric builds. Besdies this, strength also plays a part in binding other characters and escaping being bound. Overall, if you're planning on creating a character that's going to be involved in conflict a lot, of any kind, it's best to try and squeeze in an extra STR point if you can.*

### 3. Intelligence

> *Intelligence is useful for Clergy characters. It represents the mental fortitude as well as the knowledge of a character. It directly impacts literacy. Intelligence is also a safeguard against nefarious actions by other characters, like being pickpocketed or lied to. Having more intelligence means you will be able to heal more as well. Having a higher intelligence enables you to slip inside and outside Rosewood easier without being spotted. In addition to this, Watchmen benefit from a higher intelligence when searching other characters, similar to how Inquisitors have an easier time conducting their investigations the more intelligence they have. Finally, while STR is obviously the main stat for combat, INT enables characters to use more complex moves and attacks. Overall, high intelligence builds mostly favour the clergy, while also defending people from crime and giving them a slight edge in late-game combat.*&#x20;

### 4. Charisma

> *Charisma is a character's speechcraft. The higher the Stat, the more charismatic they are. The higher the charisma, the more people want to listen to and believe you. This is very useful in infamy, especially when going in and out of Rosewood and when you have to lie to save yourself. Charisma is also useful as a secondary stat in the clergy due to its impact on preaching. Besides all this, characters with higher charisma will pay less for items on the market; the higher your charisma the better you are at bartering, meaning you get better prices.*

### 5. Stamina

> *Stamina is a character's ability to use commands. It is likely the most important Stat. Almost all commands and mechanics have a minimum stamina requirement or a stamina cost. Basically, anything that would strain your character will somehow require a STM check. The most taxing action for stamina is definitely combat; the more stamina you have, the greater your advantage when fighting someone. It could very likely mean the difference between victory or defeat. The higher your stamina, the more nimble and resilient to labor you are, for example your carry weight is increased as you increase your STM. Stamina is one of those stats that you want to have a 2 or 3 in at least so you're able to function normally.*

{% hint style="info" %}
*Your stamina, not your STM SICS stat, depends on the stamina number you chose during character creation. Every STM is equal to 20 stamina; which means you will have 60 stamina if you have 3 STM SICS points.*\
\
*If you set your STM as 0, you will instead have 10 stamina.*
{% endhint %}


# SICS Modifiers

*This page lists all the roles that affect your SICS stat rolls, and the exact number modifier, since certain roles, in addition to other effects, may also affect rolls that use your SICS stats.*

## Strength:

* `Drunk`: **+1 STR**
* `Pregnant`: **-1 STR**
* `Maimed`: **-2 STR**
* `Invigorated`: **+2 STR**

## Intelligence:

* `Drunk`: **-1 INT**
* `Wasted`: **-2 INT**

## Charisma:

* `Tipsy`: **+1 CHR**

* `Drunk`: **+1 CHR**

* `Wasted`: **-1 CHR**

* `Excommunicated`: **-3 CHR**

* `Outlaw`: **-2 CHR**

* `Pregnant`: **+2 CHR**

* `Baptized`: **+1 CHR**

* `Filthy`: **-2 CHR**

* `Maimed`: **-2 CHR**

* `Fingerless`: **-2 CHR**

* **Silver Jewelry: +1**

* **Gold Jewelry: +2**

* **Highborn Set: +1**
  * *(Must have Highborn Clothing and Highborn Boots equipped simultaneously)*

* **Rosewoodian Plate: +1**

## Stamina:

* `Pregnant`: **-3 STM**
* `Maimed`: **-2 STM**
* `Invigorated`: **+2 STM**

{% hint style="info" %}
*Being in the Majesty path will increase two random SICS stats permanently.*
{% endhint %}

{% hint style="danger" %}
*When you are Wasted, your max Stamina is capped at 75% of its usual value!*
{% endhint %}

{% hint style="warning" %}
*SICS stats can never go below 0, even with modifiers!*
{% endhint %}


# Hair and Eye color

After naming your character and choosing their gender, age, religion, heritage, region, path, and SICS stats, you will be asked to add additional information regarding them that only adds to the flavor, and does not impact your experience in MD through any mechanic.&#x20;

{% hint style="info" %}
*The choices you have at your disposal when you use the command will depend on your previously chosen Heritage!*
{% endhint %}

## Hair Color Options

<table><thead><tr><th width="160">Heritage</th><th>Available Hair Color Options</th></tr></thead><tbody><tr><td><strong>Frankia</strong></td><td><em>Golden, Light brown, Dark brown, Black, Ginger</em></td></tr><tr><td><strong>Germania</strong></td><td><em>Golden, Light brown, Dark brown, Black, Ginger</em></td></tr><tr><td><strong>Italia</strong></td><td><em>Golden, Light brown, Dark brown, Black, Ginger</em></td></tr><tr><td><strong>Hispania</strong></td><td><em>Light brown, Dark brown, Black, Golden, Ginger</em></td></tr><tr><td><strong>Britannia</strong></td><td><em>Golden, Light brown, Ginger, Dark brown</em></td></tr><tr><td><strong>Scandinavia</strong></td><td><em>Golden, Light brown, Dark brown, Ginger</em></td></tr><tr><td><strong>Balkans</strong></td><td> <em>Light brown, Dark brown, Black, Golden, Ginger</em></td></tr><tr><td><strong>Ruslands</strong></td><td><em>Golden, Light brown, Dark brown, Black, Ginger</em></td></tr><tr><td><strong>Maghreb</strong></td><td><em>Light brown, Dark brown, Black, Ginger</em></td></tr><tr><td><strong>Near East</strong></td><td><em>Dark brown, Black, Light brown</em></td></tr><tr><td><strong>Far East</strong></td><td><em>Dark brown, Black, Light brown</em></td></tr></tbody></table>

## Eye Color Options

<table><thead><tr><th width="160">Heritage</th><th>Available Eye Color Options</th></tr></thead><tbody><tr><td><strong>Frankia</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Germania</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Italia</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Hispania</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Britannia</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Scandinavia</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Balkans</strong></td><td> <em>Brown, Blue, Green</em></td></tr><tr><td><strong>Ruslands</strong></td><td><em>Brown, Blue, Green</em></td></tr><tr><td><strong>Maghreb</strong></td><td><em>Brown, Blue</em></td></tr><tr><td><strong>Near East</strong></td><td><em>Brown, Blue</em></td></tr><tr><td><strong>Far East</strong></td><td><em>Brown</em></td></tr></tbody></table>


# Height

## Height

#### Height Range for Men:

5'2"-6 ft. (158-182)cm

#### Height Range for Women:

4'8"-5'6" (142-170)cm


# Trial Characters

Making your character with the [Character Creator](/character/cc) results in a fixed character that you have to use to RP with. Usually, the cooldown for the command is seven days. This was set to prevent spam and to make people value their characters more. However, new users often make mistakes during the character creation process. One way this can be resolved is with the Trial Character system.

The first character you make is considered a "Trial Character," meaning that they are more or less a test for you to see if you've made a bad decision during character creation. Trial Characters are the same as regular characters except that the Character Creation cooldown does not apply to them. **So, if you've made your first character, you have `24h` to use the character creation command again before your Trial Character becomes permanent.** If you decide to make a new character, then the second one you make will not be a Trial Character, and will instead be permanent. This is a one-time thing that is meant to help out new users who've made a genuine mistake.


# Health

Unlike the vast majority of RP servers on Discord, which might use PTK *(Permission to Kill)*, or consent-based simple rolling for combat, Medieval Discord boasts a full combat system; which in turn means every Character in MD has its own Health value. Once your Health drops to 0, your Character will die, and you will be given the `Intermission` role, meaning you can no longer RP with that Character and you will need to make a new one.

> *The choice to have advanced combat and a health system comes from one of MD's core principles — realism. Realism, along with the ease of moderating automated combat is enough reason to opt for a complex, but mostly intuitive system of determining when a character dies. The alternatives are simply not appealing, PTK does not allow for natural RP, independent and singular rolling is too simple and is mostly luck-based, and having Staff actively moderate RP combat is too demanding for the people who are there to grow and moderate the community above all else. Therefore, it's only natural that we opted for a system that is automated, fully editable, stat-based, and ultimately unbiased.*&#x20;

Not all Characters are equal. Depending on the stats you choose during character creation, your characters will have varying amounts of Max Health *(Different from HP; HP being your current Health Points).*&#x20;

Things that impact your Max Health:

* **Age:**
  * **16-19:** `100 HP`
  * **20-30:** `100 HP`
  * **31-45:** `90 HP`
  * **46-50:** `75 HP`
  * **Elder:** `50 HP`<br>
* **Strength:**
  * **0 Strength:** `(-10 MaxHP)`
  * **1 Strength:** `(-5 MaxHP)`
  * **2 Strength:** `(No Change)`
  * **3 Strength:** `(No Change)`
  * **4 Strength:** `(+10 MaxHP)`
  * **5 Strength:** `(+20 MaxHP)`<br>
* **Miscellaneous:**
  * **Majesty Path** *\[Any Role]:* `(+15 MaxHP)`

It is inevitable that your Character will lose HP at some point, whether that be through failing a command which has an HP Fail Punishment, or through Combat with another Character. In any such event, your Character can regenerate their HP in any one of three ways:

{% content-ref url="/pages/-MYUnh\_gV\_Rb42gBT1Pi" %}
[Sleeping](/character/health/sleeping)
{% endcontent-ref %}

{% content-ref url="/pages/-MYUnjrNAZfAfdTMmKLQ" %}
[Eating and Drinking](/character/health/eating-and-drinking)
{% endcontent-ref %}

{% content-ref url="/pages/-MYUnjObjGeo1I3Crj2Q" %}
[Healing](/character/health/healing)
{% endcontent-ref %}


# Sleeping

```
r!sleep | r!awaken
```

Upon creating a Character, they will be randomly assigned to [one of the five available districts within Rosewood](https://medievaldiscord.com/rosewood/5/) *(ranging from I to V)*. Within that district, they will also be given a [residential channel](#user-content-fn-1)[^1] *(burh).* In there, they will have the option of using the `sleep` command.

When `sleep` is used in your residential area, or alternatively, in another channel that has sleep enabled, you will be given the `Resting` role, and your Character will be put to sleep. Once asleep, you will have access to the **#dream\_land** channel where dreams can be written out.

To wake up, you must use the `awaken` command in the channel where you fell asleep. The bot will not let you use this command in any other channel. The sleep mechanic can be used once every 16h, in order to avoid spamming. This cooldown is regardless of the duration of your sleep. Depending on the duration, however, you will regenerate different amounts of HP and Stamina.

* **Between 1-3 Hours**
  * Regenerate `5%` of `Max HP`, and `25%` of `Max Stamina`
* **Between 3-5 Hours**
  * Regenerate `10%` of `Max HP`, and `60%` of `Max Stamina`
* **Between 5-7 Hours**
  * Regenerate `25%` of `Max HP`, and `100%` of `Max Stamina`
* **Between 7-9 Hours**
  * Regenerate `50%` of `Max HP`, and `100%` of `Max Stamina`
* **9 Hours or more**
  * Regenerate `50%` of `Max HP`, and `80%` of `Max Stamina`

[^1]: *Think of this as your character's neighborhood.*


# Eating and Drinking

```
r!eat | r!drink
```

Food and Drink items are now classified as "Consumables", meaning they can be consumed by using the `eat` and `drink` commands. Depending on the Consumable consumed, your Character will receive different amounts of health/stamina *(or other effects for special consumables)*.&#x20;

These commands can be used in any IC channel, and at any time.

{% hint style="warning" %}
*Consuming 3 items will trigger a `4h cooldown` before you can eat/drink again since your character would become full (this is regardless of the timeframe within which you've eaten the three meals).*
{% endhint %}

{% hint style="info" %}
*Alternatively, the `consume` command can be used to consume any food/drink item without having to distinguish between food and drink.*
{% endhint %}


# Healing

The heal command which restores yours or someone else's health.

```
r!heal [@user]
```

Everyone has access to the `heal` command. You may leave out the `@user` part if you want to heal yourself, or you can mention someone else in order to heal them. The command's efficiency scales with the character's intelligence:

* **0 Intelligence:** `Heal 1 HP`
* **1 Intelligence:** `Heal 5 HP`
* **2 Intelligence:** `Heal 10 HP`
* **3 Intelligence:** `Heal 15 HP`
* **4 Intelligence:** `Heal 20 HP`
* **5 Intelligence:** `Heal 25 HP`

{% hint style="info" %}
[*Medicus*](/clergy/medicinal/medicus#heal) *and* [*Head Medicus*](/clergy/medicinal/head-medicus) *from the **Clergy Path** have greater healing potentials.*
{% endhint %}

* **Minimum Stamina:** `50%`
* **Raw Stamina Cost:** `15`
* **Command Cooldown:** `4h`


# Non-Player Characters

NPC stands for Non-Player Character and this page details what characters those are in MD

```javascript
r!speak <@NPC>
```

*Used to engage in a conversation with an NPC available in your area.*

The available NPCs are:

* [Acer](/commoner/infamy/smuggler#mechanics) in **#shops** *(use the `smuggle` command to speak to Acer)*
* [The Armorer](/gangs/gangs) in **#blackmarket**
* [The Werewolf](/gangs/gangs) in **#blackmarket**
* [The Mariner](/gangs/gangs) in **#blackmarket**
* [The Marketkeeper](/commoner/fame)  in **#workshops**
* [The Scout](/commoner/infamy) in **#blackmarket**
* [The Pastor](/clergy/scribe) in **#cathedral**
* [The Trainer](/military/watch) in **#guardhouse**

{% hint style="danger" %}
*If an **NPC** isn't online (their discord account isn't online) or their status on discord is set to **Do Not Disturb** (small red circle) then speaking with that NPC is temporarily disabled!*

\
*The reason for an NPC not being available is either due to an error in the code being fixed or a new feature being implemented for that specific NPC.*
{% endhint %}


# Bathing

When characters engage in any activity that has a chance to get them dirty or bloodied, they risk getting the `Filthy` role. Commands that give XP or coin and combat moves carry a **5%** chance of giving the character the `Filthy` role. This role indicates to other characters that your character is dirty and due for a bath. Besides providing RP opportunities, it will harm all charisma checks as well.

{% code title="#bathhouse | #kings\_chambers | #mayors\_chambers | #royal\_chambers | Enhanced I homes" %}

```
r!bathe
```

{% endcode %}

Removing the `Filthy` role is fairly easy. For most people, it will require a trip to the **#bathhouse** channel and using the `bathe` command which can be done **once every 8h** and will cost you **10 buckles** every time. Using this command will also regenerate `5-10` stamina each time it is used.

Alternatively, those of a higher social class may opt to use the `bathe` command in any of the three castles in Rosewood, or even their own homes if they are at least **Enhanced I**. If done here, the `bathe` command has no cooldown and no cost.


# Seeing

How to see other characters and commit them to your memory?

> *Previously, we have had to rely a lot on discord roles for conveying character information to other characters. Like knowing the age, SICS stats, weapons, and things like that. However, now we are able to store this data on our end and then allow others to experience other characters through an objective lens. Using the `see` command should not take away from descriptive RP, but it should lessen the burden on the target by providing an objective outlet for their objective features, thus further preventing any MetaRP in the future.*

```
r!see <@user>
```

The `see` command is simple; when used on a character *(even if they are dead and have the `Intermission` role)*, it lists the features that would be obvious to your character IC. The command will give you the following information:

* The clothes a person has equipped
* The jewelry a person has equipped
* The armor a person is wearing
* The rings a person has on their fingers
* The footwear they are currently using
* Anything they have equipped in both slots
* The color of their hair
* The color of their eyes
* Their approximate height *(shorter, slightly shorter, same, slightly taller, taller)*
* Their ethnicity *(heritage)*
* Their gender
* Their approximate age
* Other overt roles like `Fingerless`

{% hint style="danger" %}
*The See mechanic is disabled for characters that have the `Fully Blind` maim!*
{% endhint %}

#### Cooldown:

*This command doesn't have a cooldown, which means you may use it on as many people as you're talking to or looking at. However, once you see someone, you won't be able to see that same character for at least 1 hour. After 1h has passed, you may use `see` on them again.*

{% hint style="success" %}
*Notice that the command describes the bare minimum, like hair color, but not the style which it is done in. Any gaps that the bot leaves, you need to fill in through RP, if you want.*
{% endhint %}

### See chances

Using `see` in most channels will succeed. However, there is a group of channels *(**#main\_square**, **#shops**, **every burh channel**, **#farmlands**, **#forest**, **every settlement outside of Rosewood**)* that are either densely populated or simply too vast to offer the certainty of seeing someone clearly. In this case, upon using the `see` command, the mentioned user will be given the choice to allow you to see them or not, which is Permission-to-See or PTS for short. It is up to the individual to determine whether the other person sees them or not in these channels. However, if they respond with `NO`, the bot will automatically roll a random chance to see if the person using the command will still see them regardless. Different channels have different success rates:

* **Main Square:** `75% chance to see`
* **Shops:** `50% chance to see`
* **Burh Channels:** `40% chance to see`
* **Farmlands:** `25% chance to see`
* **Forest:** `10% chance to see`
* **Outside Settlements:** `5% chance to see`

{% hint style="warning" %}
*If you are meeting someone face-to-face, pressing `NO` is considered FailRP.*\
\
*You have a limited amount of time to answer the PTS request. Failing to respond in time will automatically choose the `NO` button.*
{% endhint %}

### Impact on RP

*Previously, people have had to rely on discord roles when interacting with other characters, already shaping a certain image of them even before their characters have met. With this command, the dynamic shifts a bit. **Whenever you meet a person for the first time, you should use the `see` command in order to get a feel for what their character looks like. If you do not use the see command, it can be argued that you haven't paid enough attention to the person and might forget what they look like (which is crucial in situations when someone asks you to describe someone else)**. As a general rule of thumb, when you're about to approach someone for RP for the first time, you should use the see command as a method of committing that person to your memory. **You can't acknowledge weapons, clothes, armor, etc. without first noticing them with the see command**.*&#x20;

{% hint style="success" %}
*Since `see` is such a simple and costless command, it should be used relatively often!*\
\
*Misusing it, however, will carry heavy penalties!*\
*(Like using it on people who aren't in the same channel as you)*
{% endhint %}

{% hint style="warning" %}
*Seeing people IC will commit them to your character's memory! The bot will send you a DM with their information which you may reference in the future with that character. If you have not used the `see` command on a character, you are not able to recall details about them!*
{% endhint %}

### Cloaking Command

```
r!cloak
```

{% hint style="info" %}
*All clothes (excluding Regular Clothes) have the ability to cloak their user.*\
\
*If you want to cloak yourself, simply use the `cloak` command to toggle your cloak and hood.*\
\
*Being Cloaked means that others won't be able to gain much information by using the `see` command on you. Having the `Cloaked` role turns all of your **Overt** roles **Covert**. It also provides additional benefits for other rolls like the ones found in the* [*Theif*](/commoner/infamy/thief) *and* [*Inside vs Outside*](/channels/moving/inside-vs-outside) *pages.*\
\
*Having the `Cloaked` role means that other users who use `see` on you won't be able to perceive the following:*\
*-Your jewelry*\
*-Your hair color*\
*-Your eye color*\
*-Your heritage*\
*-Your gender*\
*-Your age*
{% endhint %}

### For Infamy route characters:

Those within the Infamy route will be given more information about others when using the `see` command. When a member of the underground sees someone, it is almost second nature to try to dig up as much as possible about them. **Those who are the final Infamy rank will be given the person's district and burh if they see someone uncloaked.** This is particularly useful for thieves who intend to burglarize someone's home since you need to know where they live exactly.


# Items

> *In order to deliver a meaningful RPG-esque experience, we've decided to keep items and inventory management as an integral part of the server. Not only do they add flavor to characters and allow them to express themselves in the most accurate way possible, but they have become integral to almost every mechanic within MD post-VEA. Odds are, if you want to do something, you will need to have an appropriate item present in your inventory or equipped.*

Items represent any ***thing*** within MD's database with its own unique stats and purpose IC. Most items can be found in the market, however, there are certain items that can't be purchased and may only be obtained through different commands or mechanics. When inspecting an item, you will see many categories and labels, some of which you might not understand. Here's a brief explainer of the most general categories of items in MD.

### Types

Item type simply determines what kind of an item any item is; specifically, how it may be used. These are the types of items you will encounter in MD:

* **Food/Drink** *(may be consumed for HP, Stamina, or other effects)*
* **Weapon** *(used for certain commands, but mostly for combat in order to inflict damage)*
* **Armor** *(used in combat to avoid or reduce damage)*
* **Tool** *(used in various commands, usually to produce another item; may also be used in combat)*
* **Material** *(mostly used to create more complex items from simpler ones; some are usable in combat)*
* **Clothing** *(equipable items that give characters a distinct appearance, or useful stats at times)*
* **Footwear** *(equipable items that give characters a distinct appearance, and certain modifiers)*
* **Jewelry** *(equipable items that give characters bonuses in charisma)*

### Durability

{% code title="#workshops" %}

```javascript
r!mend <item name>
```

{% endcode %}

*`<item name>` - The name of the item from your inventory that you want to fix.*

Item durability represents the overall condition of an item; in other words, how well-maintained it is with `100%` being fully maintained and `0%` being broken and unusable.

All items start at `100% durability`. Depending on how often they are used, they may break unless they are maintained with the `mend` command.&#x20;

#### **Coin Cost**

$$
(mendcost)=(itemvalue)\*(1-  durability/125)
$$

{% hint style="success" %}
*While any character can use the `mend` command, smiths are highly proficient. They may mend items for `50%` of their total cost, instead of the usual `80%`.*\
\
*`Weaponsmiths` - mend weapons*\
*`Armorsmiths` - mend armors*\
*`Blacksmiths` - mend tools*
{% endhint %}

Different commands will wear your durability down by different amounts, so it's a good idea to keep your items near 100 at all times. \
If an item's **durability** ever reaches **0**, the item will **break** and **disappear** from your inventory.&#x20;

{% hint style="success" %}
*If, for example, a command spends **5% durability** of an item but the item has **4% durability** left, the command **can still be used** (but the item will break).*
{% endhint %}

{% hint style="info" %}
*Some items **don't** have **durability**, which means they **can't be equipped** to be used, and cannot be mended.*
{% endhint %}

### Additional modifiers

* **Sellable** *(items that can be sold to the market directly)*
* **Tradable** *(items that characters may trade with each other)*
* **Purchasable** *(items that can be purchased directly from the market)*
* **Consumable** *(items that can be consumed for temporary or permanent effects)*
* **Contraband** *(items that are illegal IC and can only be sold on the black market)*
* **Cloakable** *(items that have the option to give you a cloak; exclusive to clothes)*

{% hint style="info" %}
*Items also have specific stock values — a number that determines their quantity within the market. Usually, this number is ∞, but at times, like during events, it may take on a finite value. If an item's stock is 0, it cannot be purchased from the market.*
{% endhint %}


# Inventory

> *A character's inventory is the cornerstone of any good RPG. It allows a user more freedom to express their character's personality by giving them multiple options with regards to how they solve obstacles. With VEA, MD plans to expand the old inventory system and take it to new heights, basically giving people even more playstyles, and more mechanics to mess around with in order to express the way their character might react to certain problems. We have made an inventory system with a never-before-seen level of complexity in a realistic medieval setting. We have managed to take what makes fantasy roleplay fun and transform that into a functional system for MD's userbase.*

{% code title="Used to check your inventory" %}

```
r!inventory
```

{% endcode %}

Every character in MD has their own inventory that is limited by its weight capacity and number of equip slots. Your inventory is visible only to you and is the place where the items your character has crafted, purchased, traded for, looted, or earned will be stored. What you can do with those items depends on what they are generally used for, which you can find out more about [HERE](/items/items).

### Carry Weight

Most items in MD have their own weight that contributes to your weight total if they are present in your inventory, or if they are equipped. If an item does not have durability, then it will be stackable. **Stackable** items will, as the name suggests, stack in your inventory, meaning there is no difference between individual items of the same stack, whereas **unstackable** items will have their unique durabilities. Additionally, whereas you can have as many unstackable items as your weight limit allows you, you can only have 10 individual instances of the same item in your inventory at the same time.

Naturally, since items now have a set weight, characters also have their own Weight Capacity that is defined by their stats. If the total weight of all your items equals or exceeds 4/5 of your Weight Capacity, you will get the `Encumbered` role that restricts certain commands and mechanics and gives a negative modifier during combat. You will stop being encumbered once your weight drops below 4/5 of your Weight Capacity. If you were to have an item added to your inventory, but it would make you go over your Maximum Carry Weight Capacity, then the action would be canceled. A character's Weight Capacity is calculated based on this formula *(it is calculated once, and will not update based on your SICS modifiers)*:&#x20;

$$
Flat Age Modifier + (Strength + Stamina)/2
$$

Flat Age Modifier values:

* **16-19** = `36`
* **20-30** = `40`&#x20;
* **31-45** = `38`
* **46-50** = `32`
* **51-60** = `25`

<details>

<summary>Commands restricted while Encumbered (full list)</summary>

`spar`

`train`

`buy`

`build`

`butcher`

`carpenter`

`cobble`

`craft`

`cut`

`forge`

`mine`

`slaughter`

`tailor`

`travel`

`pickpocket`

`racketeer`

`rob`

`seek`

`smuggle`

`item-take`

`item-trade`

`strip`

`work`

`shipment`

`fish`

`forage`

`insignia`

`item-take`

`loot`

`open-shipment`

`stripe`

`cook`

`burgle`

</details>

{% hint style="info" %}
*If you're `Encumbered`, you will still be able to use the `move` command. However, every time it is used, you will lose `2` stamina. The same rules apply, though so if you hit `10` stamina, you will not lose any even if you're `Ecnumbered` and moving.*
{% endhint %}

### **Slots**

{% code title="How to equip an item." %}

```
r!equip <slot> <item name>
```

{% endcode %}

Items that can be equipped must have corresponding slots within the inventory. They may be used or their modifier will only be applied when they are equipped to their corresponding slot, otherwise, they will just remain in the inventory as an ordinary item. These are the slots that may have items equipped to them:

* [**Primary**](#user-content-fn-1)[^1] *(weapons/tools used in combat or in specific commands)*
* [**Secondary**](#user-content-fn-2)[^2] *(weapons/tools used in combat; if the primary slot is taken by a two-handed item, this slot will become locked)*
* [**Armor**](#user-content-fn-3)[^3] *(armor items that provide significant protection during combat)*
* [**Outfit**](#user-content-fn-4)[^4] *(clothing items that determine the look of your character, and sometimes add bonuses to your rolls)*
* [**Footwear**](#user-content-fn-5)[^5] *(footwear items that describe what your character is wearing on their feet, as well as give passive modifiers)*
* [**Jewelry**](#user-content-fn-6)[^6] *(jewelry items that add to your character's status/beauty, while also granting bonus charisma on rolls)*
* [**Ring**](#user-content-fn-7)[^7] *(jewelry items that can be placed on your fingers, up to ten. They provide various modifiers and IC advantages)*

{% hint style="info" %}
*When equipping an item to an occupied slot, it will replace the previously equipped item, storing it back in your inventory. Alternatively, using the `unequip` command will clear what you have equipped in that slot.*
{% endhint %}

### Storage

{% code title="Used to store items in your storage, within your residential channel" %}

```
r!item-store <item name>
```

{% endcode %}

Characters may hold items in their inventory for ease of access, but if they have valuables or heavier, more situational items, in their possession they might opt to store them within their personal storage. What storage is, is simply an additional inventory located within your home. The Weight Capacity of your storage depends on the quality of your home, which you can see [HERE](/channels/districts/housing). Items cannot be equipped directly from your storage; they instead need to be present in your inventory.

You can always check the contents of your personal storage by using the `storage` command!

{% code title="Used to take items from your storage and place them in your inventory" %}

```
r!item-take <item name>
```

{% endcode %}

{% hint style="info" %}
*Your storage is arguably the safest place to hold your valuables, as your inventory is more susceptible to thieves.*
{% endhint %}

{% hint style="success" %}
*Smiths can access their personal storage from the #workshops channel in addition to their residential burh!*
{% endhint %}

### Show Command

```javascript
r!show <item name>
```

*`<item name>` - The name of an item you have that you want to reveal that you **have.***\
This command is used when you want to prove to someone that you have an item on you without showing them your entire inventory.

### Give Command

```javascript
r!give <@user> <item name>
```

*`<item name>` - The name of an item you have that you want to give to another `@user`. It will be taken from your inventory and transported to theirs.*

### Trade Command

```javascript
r!trade <@user>
```

*This will start a trade exchange between you and the targeted user in your DMs. There you will be able to choose specific items and their quantities. When both parties agree, the trade will be executed. For this to work, both users must be in the same channel when the trades are sent/accepted.*

{% hint style="info" %}
*Note that you cannot offer nothing, or request nothing in a trade. For that, you have the `give` command.*
{% endhint %}

[^1]: You can have a maximum of 1 primaries at a time.

[^2]: You can have a maximum of 1 secondaries at a time.

[^3]: You can have a maximum of 1 armors at a time.

[^4]: You can have only one outfit item at a time.

[^5]: You can have a maximum of 1 footwear at a time.

[^6]: You can have a maximum of 1 jewelry at a time.

[^7]: You can have a maximum of 5 rings at a time.


# Looting

Looting is a mechanic that allows characters to take items from other, recently dead or incapacitated, characters. When someone dies, they are given the `Intermission` role and their time of death is logged. Since that moment, and **up to 5 minutes** after it, any character may use the `loot` command to check which items they had on them and take any number of them.&#x20;

The command will open a drop-down menu where you will be able to select one or multiple items you'd like to take. You will also be presented with the option to take the buckles they had on their person at the time of their death. If an item is stackable, then selecting it will mean you take the entire stack of ten, not just one item.

### Loot

```javascript
r!loot <@user>
```

*Can be used on characters that are:*

* **`Dead`** - if <5 minutes have passed
* **`Unconscious`** - for the duration of the effect
* **`Bound`** - for the duration of the effect
* **`Resting`** - for the duration of the effect

> *It's also important to keep the rules regarding looting in mind which you can find on the* [*rule document*](/ooc-mechanics/in-depth-rules) *under section 4.*&#x20;

{% hint style="info" %}
*While taking items from dead people is legally considered looting, doing the same to an unconscious or bound person is more likely to be considered outright theft. However, context is very important.*
{% endhint %}

{% hint style="success" %}
*Gang members and members of the watch have their insignia and stipes respectively. These too can be looted (both are considered contraband, but Watch members won't be affected by their stripes' contraband quality).*
{% endhint %}

{% hint style="danger" %}
*Looting someone in a Guarded channel will result in your immediate arrest!*\
*(Watch members and those of the Majesty path are exempt from this rule)*
{% endhint %}


# Crafting

```
r!craft
```

Crafting is something that can be done anywhere. It is the simple combination of two or more items into another one, or the transformation of one item into another. Things that can be made through crafting are primitive and easy to make by anyone. To craft something, you simply need to use the `craft` command, followed by the name of the item you want to create. There is no cooldown, but there is a **1 stamina** cost that accompanies every use.

### Crafting Recipes:

| Item name | Ingredients |
| --------- | ----------- |
| Flour     | 2 Grains    |


# Cooking

Cooking works similarly to crafting, except it can only be used in certain channels *(check the hints below)*. It is used to turn raw meat edible and to combine various ingredients into complex food items.

```
r!cook
```

* **Minimum Stamina:** `30%`
* **Command Cooldown:** `30min`

When the `cook` command is used, it will automatically check if you have the ingredients required for any food item. If so, you will be presented with a dropdown menu where you may select the meal you want to make.

## Commoner Dishes:

### Oven Dishes

{% tabs %}
{% tab title="Bread" %}

#### Ingredients:

* 2 Flour
* 1 Beer
* 1 Water

#### Method:

> *Add ground grains of wheat or rye and mix with beer barm. Add water and a pinch of salt and kneed for 20 or so minutes until the dough is formed well.*&#x20;
>
> #### Makes: `Two servings`

{% endtab %}

{% tab title="Mylates Tarts" %}

#### Ingredients:

* 1 Cooked Pork
* 1 Cheese
* 2 Raw Egg
* 2 Almonds
* 2 Flour
* 1 Water
* 1 Butter

#### Method:

> *Cut pork into approximately 1 inch pieces. Combine with eggs, cheese, almonds in a large bowl. Mix well and place into bottom crust. Cover with top crust and bake until golden brown. Serve either hot or cold.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Beef Pie" %}

#### Ingredients:

* 1 Cooked Beef
* 1 Cooked Chicken
* 1 Coriander
* 2 Flour
* 1 Water
* 1 Butter

#### Method:

> *To make a beef pie, cut lean beef into small pieces. Overall, it will account for one third and two thirds of meat fat. Add chopped chicken and mix it well. Prepare a crust of flour: burn the flour with hot water. Add the meat and close the crust.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Capon Pie" %}

#### Ingredients:

* 1 Raw Chicken
* 1 Grapes
* 1 Plums
* 1 Honey
* 1 Coriander
* 1 Rosemary
* 2 Flour
* 1 Water
* 1 Butter

#### Method:

> *Mix chicken with dried fruits and herbs, place in pie shell and bake until done.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Salomene" %}

#### Ingredients:

* 1 Raw Fish
* 1 Bread
* 1 Wine
* 1 Almonds
* 1 Water
* 1 Thyme
* 1 Marjoram

#### Method:

> *Rinse salmon pieces, and bake for 20 minutes. Put wine, water, bread chunks, and herbs and bring to a boil. Remove the fish from the baking dish and pan-fry it in almond oil for about 10 minutes. Serve with the wine sauce.*

#### Makes: `Two servings`

{% endtab %}

{% tab title="Mushroom Tart" %}

#### Ingredients:

* 1 Mushrooms
* 1 Cheese
* 1 Garlic
* 1 Honey
* 1 Flour
* 1 Water
* 1 Butter

#### Method:

> *Sauté mushrooms in small amount of butter to cook the mushrooms and release their water. Drain and cool. Mix with the garlic and cheese and place into the pie crust and bake until done.*

#### Makes: `Four servings`

{% endtab %}
{% endtabs %}

{% hint style="info" %}
*You can only use Oven dishes in places with a communal oven, or a private oven.*\
*These include:*\
*-Homes that are Enhanced II or above*\
*-Workshops*\
*-Great Hall*\
*-Main Cabinet*\
*-Main Hall*
{% endhint %}

### Pot and Pan Dishes

{% tabs %}
{% tab title="Cooked Meat" %}

#### Ingredients:

* 1 Raw Meat (Any)

#### Method:

> *A piece of meat is taken and fried until cooked through. The easiest recipe to make at the moment.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Boiled Egg" %}

#### Ingredients:

* 4 Raw Egg
* 1 Water

#### Method:

> *Place the chicken eggs in boiling water and wait until hard. Remove from water and serve.*

#### Makes: `Four servings`

{% endtab %}

{% tab title="Pork Gammon" %}

#### Ingredients:

* 1 Raw Pork
* 1 Bread
* 2 Raw Egg
* 1 Parsley
* 1 Sage

#### Method:

> *Remove skin from pork leg and discard. Place the pork in a large pot and add enough water to cover. Bring to a boil and cook for 30 minutes. Put parsley, sage, egg yolks and mix well.*

#### Makes: `Two servings`

{% endtab %}

{% tab title="Charlette" %}

#### Ingredients:

* 1 Raw Pork
* 1 Milk
* 2 Raw Egg
* 1 Ale
* 1 Parsley
* 1 Savory

#### Method:

> *Simmer the meat in the milk with the parsley and savory until it has cooked through. In the meantime, beat the eggs with the ale. When the meat has cooked completely bring the milk to a boil and throw in the egg and ale mixture. Stir constantly to prevent burning and sticking. After a minute you will see the milk and eggs beginning to form curds. Continue to stir for about five more minutes and remove from heat. Let sit for five more minutes.*
>
> *Line a sieve with cheesecloth and pour the meat and egg mixture into it. Fold the cheesecloth over and weight with a plate. Continue to press the mixture and strain out the whey, just like you would do if you were making cheese. Remove from the sieve and place on a tray and allow to cool completely.*
>
> *Once the charlette is cooled completely, slice it into slices and set the slices in a bowl. Cover with chicken or beef stock that has been brought to a rolling boil, and serve.*

#### Makes: `Two servings`

{% endtab %}

{% tab title="Lamb Stew" %}

#### Ingredients:

* 1 Raw Lamb
* 1 Onions
* 1 Carrots
* 1 Lemons
* 1 Water
* 1 Basil
* 1 Sage
* 1 Mint

#### Method:

> *Put the lamb into a large pot along with onions, carrots, and enough water to cover. Bring to a boil, then take off, and let simmer for 30 minutes. Skim off and discard any scum that forms on the surface. Add basil, sage, and mint. Stir well and simmer for another 30 minutes, or until the lamb is tender. Add lemon juice and stir. Remove from heat when as soon as it comes back to a boil.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Cabbage Chowder" %}

#### Ingredients:

* 1 Cabbage
* 1 Bread
* 1 Carrots
* 1 Onions
* 1 Lemons
* 1 Water
* 1 Thyme
* 1 Parsley
* 1 Chives

#### Method:

> *Chop the cabbage, carrots, and onions and place them into a pot of boiling water. Stir well and add lemon juice to the mixture. After a couple of minutes, add thyme, parsley, and chives to the pot and take off the fire to let it cool. Add bread chunks.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Pea Pottage" %}

#### Ingredients:

* 1 Field Peas
* 1 Bread
* 1 Water
* 1 Sage
* 1 Rosemary

#### Method:

> *Put peas into a pot filled with water, enough to cover. Place the pot on coals and bring to a boil, stir well until the peas begin to soften. Sieve the water from the peas and place them into a bowl. Add bread chunks, sage, and rosemary and mash untill puree forms. Serve while hot.*

#### Makes: `Two servings`

{% endtab %}

{% tab title="Sallet" %}

#### Ingredients:

* 1 Cabbage
* 1 Lettuce
* 1 Bread
* 1 Onions
* 1 Carrots
* 1 Butter
* 1 Water
* 1 Mint
* 1 Chives

#### Method:

> *Wash greens and set aside. Put onions and carrots into a large pot of boiling water. Allow to cook until onions are tender. Add greens and cook very briefly - just until they are wilted. Drain and add remaining ingredients. Serve hot with bread.*

#### Makes: `Four servings`

{% endtab %}

{% tab title="Pickled Vegetables" %}

#### Ingredients:

* 2 Carrots
* 2 Lettuce
* 1 Vinegar
* 1 Honey
* 1 Caraway
* 1 Anise
* 1 Dill

#### Method:

> *Cut vegetable pices into chunks. Place in boiling water and cook until tender. Drain and pack into pots. Mix remaining ingredients and pour over vegetables. Leave for a day and serve.*

#### Makes: `Four servings`

{% endtab %}

{% tab title="Rique-Manger" %}

#### Ingredients:

* 1 Apples
* 2 Raw Egg
* 1 Honey
* 1 Butter
* 1 Anise
* 1 Parsley

#### Method:

> *Peel, core, and slice apples, and boil them in water until just tender. Drain off the water and then fry them in butter. Remove from pan and set aside. Beat eggs and fry, adding apples back to the pan just before they're finished. Sprinkle with fherbs. Serve hot.*

#### Makes: `Four servings`

{% endtab %}

{% tab title="Bolas" %}

#### Ingredients:

* 1 Plums
* 1 Pears
* 1 Wine
* 1 Honey
* 1  Flour
* 1 Water
* 1 Anise
* 1 Mint

#### Method:

> *Clean and wash your plums and cut into chunks and place in a pot, along with wine, honey, anise, and mint. Allow to cook until the fruit has softened into a pulp. Poach your pears in a second pot. When the plums have softened, take them out and mash until smooth. Strain the pulp through a cheesecloth into the pot you cooked them in and take the pot off the coals. Add flour and cook until it has thickened, add more flour if you prefer a thicker sauce. Take out, combine, and serve hot.*
>
> #### Makes: `Four servings`

{% endtab %}

{% tab title="Stuffed Eggs" %}

#### Ingredients:

* 6 Boiled Egg
* 1 Cheese
* 1 Honey
* 1 Marjoram
* 1 Parsley

#### Method:

> *Peel hard boiled eggs and cut in half. Take out the yolkes and mix with raw eggs, cheese, marjoram, parsley, and honey. Place yolk mixture back into egg whites after frying it, and serve hot.*
>
> #### Makes: `Six servings`

{% endtab %}

{% tab title="Chicken Gravé" %}

#### Ingredients:

* 1 Cooked Chicken
* 1 Cooked Pork
* 1 Wine
* 1 Honey
* 1 Water
* 1 Rosemary
* 1 Sage
* 1 Parsley

#### Method:

> *Place all ingredients in a large pot. Bring to a boil, then simmer until done - about 20 minutes.*
>
> #### Makes: `Three servings`

{% endtab %}

{% tab title="Frumenty" %}

#### Ingredients:

* 6 Grain
* 1 Water
* 1 Milk
* 1 Honey
* 1 Almonds

#### Method:

> *Parboil whole grains of wheat in water, then strain off and boil in milk, sweeten the boiled product with honey. Add ground almonds.*
>
> #### Makes: `Four servings`

{% endtab %}

{% tab title="Rose Water" %}

#### Ingredients:

* 1 Water
* 6 Roses
* 1 Anise

#### Method:

> *Remove the rose petals from the rose and place them into a bowl. Cover with water and add ground anise and let it sit in the sun for a couple of hours. Drain, and seperate the petals. Drink from goatskin or tankards.*
>
> #### Makes: `Four servings`

{% endtab %}
{% endtabs %}

{% hint style="info" %}
*You can only use Pot and Pan dishes in places where a fire can be started, or a hearth exists.*\
*These include:*\
*-Any home*\
*-Infirmary*\
*-Bathhouse*\
*-Workshops*\
*-Bar*\
*-Great Hall*\
*-Main Cabinet*\
*-Main Hall*\
*-Farmlands*\
*-Forest*
{% endhint %}

## Highborn Dishes:

### Oven Dishes

{% tabs %}
{% tab title="Custarde Tarts" %}

#### Ingredients:

* 1 Raw Veal
* 2 Plums
* 1 Lemon
* 4 Raw Egg
* 1 Wine
* 1 Parsley&#x20;
* 1 Sage
* 1 Pepper
* 1 Mace
* 1 Nutmeg
* 1 Saffron
* 1 Salt
* 1 Ginger
* 1 Thyme
* 3 Flour
* 1 Water
* 1 Butter

#### Method:

> *Cut veal into thin, bite-sized pieces and place in a pan along with water, wine, parsley, sage, and pepper. Bring to a boil. Then add nutmeg, mace, saffron, and salt and return to boil. Remove from heat and let cool to room temperature. Meanwhile, mix the plums, lemon, and ginger together and allow to marinate. Remove the meat from the broth, place into the unbaked tart crusts and bake. Add the plum mixture to the tarts. Beat the eggs and broth together (strain the broth first if necessary) and pour over tart filling. Bake again until firm - about an hour. Allow to cool and serve at room temperature.*

#### Makes: `Six servings`

{% endtab %}

{% tab title="King's Chicken" %}

#### Ingredients:

* 1 Cooked Chicken
* 6 Raw Egg
* 1 Anise
* 1 Saffron
* 1 Salt
* 1 Pepper
* 1 Thyme
* 3 Flour
* 1 Water
* 1 Butter

#### Method:

> *If you want to make a chicken dish. These are called king's chickens. Take young grilled chickens, chop them up in little bite-sized pieces. Take fresh eggs, break them, mix them with ground ginger and a little anise, pour this into a solid mortar, which should be hot. Sprinkle the chickens with the same spices you add to the eggs. Put the chickens into a mortar, add saffron, salt to taste, and keep them by the fire. Let them bake at an even temperature with some butter, and serve them whole. They are called king's chicken.*

#### Makes: `Four servings`

{% endtab %}

{% tab title="Alows de Beef" %}

#### Ingredients:

* 2 Raw Beef
* 1 Onions
* 4 Boiled Egg
* 1 Vinegar
* 1 Ginger
* 1 Salt
* 1 Saffron
* 1 Cinnamon

#### Method:

> *Slice the steaks vertically across the grain to be about 1/4 inch thick. The final portions should be about the size of the palm of your hand. Mix Parsley, onions, egg yolks, marrow, ginger, saffron and salt together. Put two or three spoonfulls of the mixture on the center of each steak, roll them up, and tie with thin rope. Roast until a nice color. Sprinkle with spices, vinegar, and crumbled egg yolks.*

#### Makes: `Five servings`

{% endtab %}

{% tab title="Royal Pheasant" %}

#### Ingredients:

* 2 Raw Pheasant
* 1 Oranges
* 1 Lemon
* 1 Sugar

#### Method:

> *Roast pheasant until done. Simmer orange juice and sugar until the liquid is reduced by half. Cut oranges and lemons into rondels. Pour over cooked turkey and dress with orang*es and lemon*s.*

#### Makes: `Three servings`

{% endtab %}

{% tab title="Stuffed Boar with Yellow Sauce" %}

#### Ingredients:

* 1 Raw Boar
* 4 Raw Egg
* 1 Grapes
* 1 Ginger
* 1 Salt
* 1 Saffron
* 1 Pepper<br>
* 1 Wine
* 1 Vinegar
* 1 Lemon
* 1 Grains of Paradise

#### Method:

> *Strain the eggs, discarding any "stringy bits". Add bread chunks and mashed grapes. In a small bowl, mix spices well. Add the spices to the eggs and bread, and mix well. Stuff boar and bake until done.*\
> \
> *For the sauce: Tear bread into pieces and place in a bowl with wine, vinegar, and lemon juice. Allow to soak, stirring occasionally, until bread turns to mush. Strain through a cheesecloth, pressing well to get as much the liquid as possible out of the bread. Add spices and simmer until thick. Serve warm.*

#### Makes: `Six servings`

{% endtab %}

{% tab title="French Pastries with Snowe" %}

#### Ingredients:

* 2 Flour
* 1 Milk
* 1 Water
* 1 Butter
* 3 Raw Egg
* 1 Salt
* 1 Saffron
* 2 Almonds
* 1 Sugar

#### Method:

> *Mix flour, salt, and saffron together in a large bowl. Cut or rub the butter and eggs into the flour mixture until it forms fine crumbs. Add water a little at a time until it just sticks together - too much water will make the dough too soft and sticky. Cover with cloth and allow to rest for 30 minutes. Roll out on a well floured surface.*\
> \
> *Roll out crust into a long rectangle, as thin as you can. Rub butter over top of the entire pastry. Sprinkle almonds and sugar over the entire thing. Roll up length-wise as tight as you can. Place into a heavily greased baking pan. Bake until outer crust stiffens and turns light-golden brown.*\
> \
> *Separate egg, discarding yolk. Stir egg white in a large bowl. Add creamed milk, sugar, and rose water. Mix until extra thick. Strain to remove whey if necessary. Serve with pastry.*

#### Makes: `Six servings`

{% endtab %}

{% tab title="Plum Tart" %}

#### Ingredients:

* 1 Plums
* 2 Butter
* 1 Cloves
* 1 Sugar
* 1 Cinnamon
* 1 Ginger
* 3 Flour
* 1 Water

#### Method:

> *Mix sugar and spices together. Prepare the bottom crust. Sprinkle with some of the spice mixture. Cut the stones from the plums then lay them into the crust. Sprinkle the rest of the spices and butter on top of the plums. Cover with a top crust. Bake until done.*

#### Makes: `Four servings`

{% endtab %}
{% endtabs %}

### Pot and Pan Dishes

{% tabs %}
{% tab title="Cinnamon Soup" %}

#### Ingredients:

* 2 Cooked Chicken
* 1 Olive oil
* 1 Almonds
* 1 Cinnamon
* 1 Ginger
* 1 Cloves
* 1 Grains of Paradise
* 1 Salt

#### Method:

> *Cut chicken into small pieces and sautee in oil until it starts to brown. Add remaining ingredients, bring to a boil, and simmer until thick. Serve hot.*

#### Makes: `Five servings`

{% endtab %}

{% tab title="Hare in Cyuey" %}

#### Ingredients:

* 1 Raw Hare
* 1 Bread
* 1 Olive oil
* 1 Onion
* 1 Wine
* 1 Vinegar
* 1 Cloves&#x20;
* 1 Cinnamon
* 1 Mace
* 1 Pepper
* 1 Ginger
* 1 Salt

#### Method:

> *Heat oil in a pot and add onions and hare. Lower heat and let the meat and onions cook until onions are transparent. Do not brown the meat. Add broth, wine, mace, clove, pepper and cinnamon to the pot and continue cooking until meat is tender. While meat is cooking, mix together bread crumbs and vinegar until it forms a paste. Add the bread to the meat and thicken to your desired taste. Before serving add ginger and taste for salt, add salt if needed.*

#### Makes: `Six servings`

{% endtab %}

{% tab title="Venison Steak" %}

#### Ingredients:

* 2 Raw Venison
* 1 Raw Pork
* 1 Wine
* 1 Water
* 1 Cinnamon
* 1 Ginger
* 1 Salt
* 1 Saffron

#### Method:

> *Cut venison and bacon into small pieces. Place into large pot with remaining ingredients. Bring to a boil and simmer for about 20 minutes.*

#### Makes: `Eight servings`

{% endtab %}

{% tab title="Pynade" %}

#### Ingredients:

* 2 Grains
* 1 Milk
* 1 Almonds
* 2 Pine Nuts
* 1 Honey
* 1 Ginger
* 1 Cinnamon
* 1 Grains of Paradise

#### Method:

> *Put honey, milk, spices, almonds, grains, and pine nuts into a saucepan and bring to a boil. Keep boiling the mixture until it starts to crack. Pour onto a baking cloth. Allow to cool and then break it into pieces and serve.*

#### Makes: `Ten servings`

{% endtab %}

{% tab title="Grape Pudding" %}

#### Ingredients:

* 1 Grapes
* 1 Bread
* 1 Wine
* 1 Sugar
* 1 Cinnamon
* 1 Ginger

#### Method:

> *Wash grapes and pick off stem. Boil in wine and water (use enough water to cover grapes). Boil grapes until they can be easily pressed between two fingers. Strain grapes. Press them and save the liquid it produces (it may be necessary to use a cheese cloth). Return liquid to a small saucepot and add the rest of the wine and spices. Bring to a slow boil then add bread a little bit at a time. Cook until it has thickened to pudding.*

#### Makes: `Six servings`

{% endtab %}

{% tab title="Taste de Aviv" %}

#### Ingredients:

* 1 Pears
* 1 Apples
* 1 Wine
* 1 Vinegar
* 1 Cinnamon
* 1 Ginger
* 1 Sugar
* 1 Saffron

#### Method:

> *Gently poach pears and apples until almost tender. While they are poaching bring the wine, sugar, ginger, vinegar, saffron and cinnamon to a boil and cook until mixture has thickened and reduced. When the syrup has thickened add the pears and apples and cook until they become tender and sprinkle with suggar.*

#### Makes: `Four servings`

{% endtab %}

{% tab title="Mulled Wine" %}

#### Ingredients:

* 1 Wine
* 1  Honey
* 1 Grains of Paradise
* 1 Laurel Leaves
* 1 Saffron
* 1 Cloves
* 1 Cinnamon

#### Method:

> *Mix the honey with the same amount of wine and bring to boil. Skim and repeat. Add the spices to the mixture while hot and let it steep until cold. Add the rest of the wine and allow to stand overnight. To serve, strain through a fine sieve and serve cold.*

#### Makes: `Three servings`

{% endtab %}
{% endtabs %}

{% hint style="warning" %}
*While anyone can make any dish, take note of your class and the fact that eating expensive foods if you're a commoner, or eating simple foods too often if you're highborn, can be considered FailRP.*
{% endhint %}

{% hint style="success" %}
*There are ingredients that don't get consumed when you use them in recipes. They are the following:*

* Olive oil
* Pepper
* Mace spice
* Nutmeg
* Saffron
* Cinnamon
* Sugar
* Grains of paradise
* Cloves
  {% endhint %}


# Fishing

{% code title="#workshops | #forest" %}

```javascript
r!fish
```

{% endcode %}

The `fish` command can be used by anyone to try and gather fish from the Seyne river.&#x20;

* **Necessary tool:** Fishing rod
  * **Location:** Primary slot
  * **Durability cost:** `7`
* **Minimum Stamina:** `60%`
  * **Raw Stamina Cost:** `8`

Every time you do the `fish` command, there is a 60% chance of it succeeding. If it does, you can get between **1-3** fish each success.

***These fish can be cooked and eaten, used in cooking, or simply sold to the market for profit.***


# Foraging

{% code title="#forest" %}

```javascript
r!forage
```

{% endcode %}

The `forage` command can be used by anyone to try and gather herbs, nuts, and berries from the forest.&#x20;

Every time you do the `forage` command, you will spend **15 stamina** to scout out the area and collect a decent amount of forageable items ***(The command can be used once every 8h)***. You will get between **1-4** different ones, but only one per foraged item. You can find the following items in the forest:

* Almonds
* Anise
* Basil
* Blueberry
* Caraway
* Chamomile
* Chestnuts
* Chives
* Coriander
* Dill
* Garlic
* Hazelnuts
* Laurel leaves
* Marjoram
* Mint
* Mushrooms
* Parsley
* Pine nuts
* Raspberry
* Rosemary
* Roses
* Sage
* Savory
* Strawberry
* Thyme
* Walnuts

{% hint style="info" %}
*Most of these cannot be eaten. Instead, they may be used in* [*Cooking*](/items/cooking) *or they can be sold to other characters or to the market directly.*
{% endhint %}


# Moving

How to move from one channel to another?

> *One of our core principles is freedom of RP. However, we have to enforce some rules to keep us from devolving into chaos. One of these rules was implemented to regulate the way characters can move from one place to another, places being represented by Discord channels. In order to enter a channel, you have to know which channel you can do that from, you have to type an exit and entrance message, etc.*\
> \
> *The Moving mechanic enables users to seamlessly and easily move their characters from one place to another without even knowing the way pathing is handled in Medieval Discord.*

### Moving between channels

The server is structured so that the main points of interest within the [City of Rosewood](https://medievaldiscord.com/rosewood/) are represented by channel categories. These categories have channels within them which represent specific locations where RP can occur. One location is represented by one channel.&#x20;

The uppermost channel, the first one, is the **nexus channel**. To enter and leave categories you must go through the nexus channels. Think of these nexus channels as hubs that you may RP in, but which you must go through to reach other categories.

{% hint style="success" %}
*The only exception to this would be the* [*Far Away Lands*](/channels/travel) *category in which every channel can be considered a nexus channel.*
{% endhint %}

You don't have to worry about this too much since the `move` command will handle all of this automatically for you.

```
r!move [@user]
```

When used, the `move` command will open up a drop-down menu, with a list of channels you can go to from the channel you are currently in. Moving between categories, through nexus channels, will cost you `2` Stamina.&#x20;

{% hint style="danger" %}
*The \[@user] argument is optional and can only be used to move other characters with you that are either `Bound`, `Unconscious`, or `Intermission`. This will move them to the channel you move to. When targeted, the user will be asked for their consent (only if they are `Bound`). If they refuse to move with you, combat will be initiated! Ignoring the prompt for 10 minutes will trigger an automatic "Yes."*\
\
*Moving through the Main Gate-Walls with another user with this command will trigger an automatic arrest of both characters!*
{% endhint %}

{% hint style="info" %}
*If you have 10 Stamina or less, you won't suffer this cost!*
{% endhint %}

The Bot will send a message indicating where you have gone to in the channel where the command was used, and another message indicating where you came from in the channel you chose to go to. ***When you move to a new channel, you should RP how you got there!***

{% hint style="warning" %}
*Being `Mounted` will prevent you from entering Indoors or Cramped channels. If you wish to enter them, you will have to manually dismount first.*
{% endhint %}

### Leaving and Entering Rosewood

If you are in one nexus channel, you have the ability to move between them freely. The only exception to this would be the relation between **#main\_square** and **#walls**. If you are in Rosewood, you can go to the **#walls** only from the **#main\_square**. Inversely, if you are outside, you can come back into Rosewood only from the **#walls** channel to the **#main\_square**. For more information on this, check out:

{% content-ref url="/pages/-MgGfkd1KvxuIJFdyEyS" %}
[Inside vs Outside](/channels/moving/inside-vs-outside)
{% endcontent-ref %}


# Inside vs Outside

When roleplaying in Rosewood, there is an important distinction to be made. Most channels are within the [City's walls](https://medievaldiscord.com/rosewood/3/). These represent the **"Inside"**, while the remaining channels are beyond the walls; the **"Outside"**. Rosewood is a City surrounded by walls with multiple gates that allow people to enter and leave at will. These gates are of course manned by members of the City Watch.

To exit Rosewood, you will need to use the `move` command in the **#main\_square** channel. When you do this, in addition to the other channels you may go to, you will also be given the option to go to the **#walls** channel. Inversely, if you want to enter Rosewood from beyond the **#walls**, you will need to use the `move` command in the **#walls** channel.

If you attempt to enter or exit Rosewood while you have the `Outlaw` or `AOS` roles on you, there is a chance you will be instantly arrested:

* **Base arrest** **chance**: `60%`
* (+)**Armor:**&#x20;
  * **Gambeson, Chain Mail:** `5%`
  * **Brigandine, Rosewoodian Plate:** `10%`
* (-)**Intelligence:** `2xint%`
* (-)**Charisma:** `2xchr%`
* **Clothing:**
  * **Silver Jewelry:** `+10%`
  * **Gold Jewelry:** `+20%`
  * **Highborn Clothing:** `+20%`
  * **Highborn Boots:** `+10%`
  * **Clerical Robes:** `-20%`
  * **Inquisitor Robes:** `-20%`
  * **Medicus Robes:** `-20%`
  * **Watch Uniform:** `-30%`
  * **Cloaked:** `-40%`
  * **Bailiff's Uniform:** `+80%`

In addition to checking if people match the warrants they have listed, as well as Outlaws that have been banished from the City, the Watch also executes random searches that are unavoidable, and as previously mentioned, completely random. When going between **#walls** and **#main\_square**, there is a **5%** chance that your character's inventory will be checked for contraband. If any is found, it will be destroyed and they will be arrested on the spot and transported to the **#dungeons**. There are, however, roles that are exempt from these random searches:

* ***`The Archbishop`***
* ***`The Inquisitor General`***
* ***`The Head Medicus`***
* ***`Lieutenants and above`***
* ***`Any nobility`***

{% hint style="info" %}
*Having a Passport in your inventory will make you exempt from these random searches.*
{% endhint %}


# Travel

While RP takes place in and around Rosewood, for the most part, characters may also travel to other locations either for flavor or for their jobs as would be the case with most Merchants. Travel is a very expensive and time-consuming undertaking that most people will not manage, so it will mostly be used by those who have a reason to do so, while still being open to characters that have a bit too much time/buckles on their hands.&#x20;

There are local destinations and those abroad. *Only **Merchants** have the necessary knowledge to travel to **Far Away Lands**.*

<pre data-title="#walls"><code><strong>r!travel
</strong></code></pre>

Using the `travel` command will open a dropdown menu wherein you will be able to choose the destination you want to go to. While traveling, you will get the `On The Road` role which will remove you from all IC Rosewood channels. You will only be able to write in IC channels related to your intended destination.

{% hint style="danger" %}
*Be aware that the numbers below show stats for a **ONE-WAY** trip. Since you will need to return to Rosewood, make sure to double the figures for a return trip.*
{% endhint %}

### Local Destinations

*The distance is dependent on where you're traveling from and where you're traveling to, specifically how much distance you cover in that travel instance.*

* Rosewood — position: **0**
* Frey Village — position: **5**&#x20;
* Forechester Town — position: **10**&#x20;
* Shelby Town — position: **15**&#x20;
* Kington — position: **-16**

*Example*: Traveling from **Rosewood** to **Kington** is `16` distance, but traveling from **Kington** to **Shelby** would be `31`. Going from **Shelby** to **Forechester** would be `5`.

The buckle cost, travel time and stamina cost are all automatically calculated based on the **units of distance** traveled.

{% code lineNumbers="true" fullWidth="false" %}

```
Buckle Cost = 50 * unit
Travel Time = 6min * unit
Stamina Cost = 3 * unit
```

{% endcode %}

*Below is a table of the buckle cost, travel time and stamina costs for traveling **from and to Rosewood** from one of the local destinations.*

| Name                 | <p>Buckle Cost<br>(1/5 for Merchants)</p> | <p>Travel Time<br>(1/2 on Horseback)</p> | <p>Stamina Cost<br>(1/2 on Horseback)</p> |
| -------------------- | :---------------------------------------: | :--------------------------------------: | :---------------------------------------: |
| **Frey Village**     |                    250                    |                2.5 minutes               |                     15                    |
| **Forechester Town** |                    500                    |                 5 minutes                |                     30                    |
| **Shelby Town**      |                    750                    |                7.5 minutes               |                     45                    |
| **Kington**          |                    800                    |                 8 minutes                |                     48                    |

*The buckle cost reduction applies relative to the Merchant level so a `Novice [I]` will have the buckle cost reduced on the trip to Frey Village, but will not have any other prices reduced. This reduction scales with each level, eventually culminating with the Grandmaster rank which has a cost reduction on every local destination.*

{% hint style="info" %}
*The travel times are not representative of the actual time it would take to reach any of these destinations, so please keep in mind when you RP that these trips would realistically take your character a few days at the least.*
{% endhint %}

### Far Away Lands

*Unlike local destinations, Far Away lands don't use any sort of 'destination calculation' and have a fixed and pre-determined cost as you can only travel from and to Rosewood.*

<table data-header-hidden><thead><tr><th width="194">Name </th><th width="201.33333333333331" align="center">Buckle Cost</th><th width="187" align="center">Travel Time
(10% decrease for every STM)</th><th align="center">Cooldown (before you can travel here again))</th></tr></thead><tbody><tr><td>Name </td><td align="center">Buckle Cost<br>(one-way trip)</td><td align="center">Travel Time (10% decrease for every STM)</td><td align="center">Cooldown (before you can travel here again)</td></tr><tr><td><p><strong>Venice</strong></p><p><strong>(Republic of Venice)</strong></p></td><td align="center">500</td><td align="center">1 day</td><td align="center">3 days</td></tr><tr><td><p><strong>Constantinople</strong></p><p><strong>(Roman Empire)</strong></p></td><td align="center">750</td><td align="center">2 days</td><td align="center">3 days</td></tr><tr><td><p><strong>Alexandria</strong></p><p><strong>(Tunisian Sultanate)</strong></p></td><td align="center">1000</td><td align="center">3 days</td><td align="center">3 days</td></tr><tr><td><p><strong>Baghdad</strong></p><p><strong>(Seljuk Sultanate)</strong></p></td><td align="center">1250</td><td align="center">4 days</td><td align="center">3 days</td></tr><tr><td><p><strong>Cambay</strong></p><p><strong>(India)</strong></p></td><td align="center">2500</td><td align="center">5 days</td><td align="center">3 days</td></tr><tr><td><p><strong>Cathay</strong></p><p><strong>(China)</strong></p></td><td align="center">4500</td><td align="center">6 days</td><td align="center">3 days</td></tr></tbody></table>

*While having a horse is optional when traveling to local destinations, you **must** have a **horse** to travel to the **Far Away Lands**.*

*Plan ahead for your journey. Make sure you have **enough buckles** for a return trip. If you don't, you can still make it back home, but you will be indebted (the cost will be deducted from your bank balance) and the **travel time** will be **DOUBLED**! Make sure you also have enough Stamina, as every trip to and from the Far Away Lands will cost you 50% of your max stamina. If you don't have enough, you will have to sleep/consume something to regain stamina.*

{% hint style="success" %}
***STM** is the Stamina SICS Point you assigned when you created your character. This number (unmodified) will be used to calculate your time decrease!*
{% endhint %}

{% hint style="danger" %}
*You can only travel to Far Away Lands from Rosewood, and you can only return from them to Rosewood.*
{% endhint %}


# Districts

The City of Rosewood is divided into residential districts where characters can live. At the moment, there are five districts available, two of them being within the [City Proper](https://medievaldiscord.com/rosewood/3/), and three of them being in the Slums.  When a character is created they are randomly assigned to one of the five available districts. When assigning new characters to districts the bot will prioritize low-population districts in order to maintain a balance between them. Each district can be further divided into individual burhs *(neighborhoods)* that characters are tied to. Once created, a character will automatically be assigned a burh within their district; this is where their residence is. A character's residence is the only place where they can sleep (excluding taverns, inns, and the Far Away Lands), and it is where their personal storage is located.

<table data-header-hidden><thead><tr><th width="279">District Number</th><th width="123">Average Wealth</th><th width="96">Starting Coin</th><th width="123">City Region</th><th>Starting Housing Level</th></tr></thead><tbody><tr><td>District Number</td><td>Average Wealth</td><td>Starting Coin</td><td>City Region</td><td>Starting Housing Level</td></tr><tr><td>I <em>(First)</em> Residential District</td><td><strong>Extremely Wealthy</strong></td><td>100</td><td><em>City Proper</em></td><td>Improved I</td></tr><tr><td>II <em>(Second)</em> Residential District</td><td><strong>Wealthy</strong></td><td>85</td><td><em>City Proper</em></td><td>Base</td></tr><tr><td>III <em>(Third)</em> Residential District</td><td><strong>Well-off</strong></td><td>75</td><td><em>Slums</em></td><td>Base</td></tr><tr><td>IV <em>(Fourth)</em> Residential District</td><td><strong>Poor</strong></td><td>65</td><td><em>Slums</em></td><td>Base</td></tr><tr><td>V <em>(Fifth)</em> Residential District</td><td><strong>Destitute</strong></td><td>50</td><td><em>Slums</em></td><td>Decrepit</td></tr></tbody></table>

{% hint style="info" %}
*Average Wealth refers to the wealth of the NPCs in the district and has nothing to do with your character directly.*
{% endhint %}

{% hint style="danger" %}
You can only upgrade your Housing Level up to **Enhanced II** if you're in districts **III**, **IV,** or **V.**
{% endhint %}

***For more information regarding Districts, and Rosewood in general, check out "***[***An Overview of the City of Rosewood***](https://medievaldiscord.com/rosewood/5/)***".***


# Housing

Residential Districts have burhs within themselves. These burhs are where characters have their homes. Homes allow characters to sleep and store precious items.&#x20;

## Housing Levels

When users create their character, depending on the wealth of their district, they will be assigned a home that has a corresponding level of improvement. With the help of [Carpenters](/commoner/fame/carpenter), homes can be repaired and improved upon.

<table data-header-hidden><thead><tr><th width="149.00000000000003">Level</th><th width="138" align="center">Upgrade Cost</th><th>Stat Changes</th></tr></thead><tbody><tr><td>Level</td><td align="center">Upgrade Cost</td><td>Stat Changes</td></tr><tr><td><strong>Decrepit</strong></td><td align="center">0</td><td><em>Storage:40, Sec:50%, SleepRegen:-5%</em></td></tr><tr><td><strong>Base</strong></td><td align="center">500</td><td><em>Storage:60, Sec:70%, SleepRegen:+0%</em></td></tr><tr><td><strong>Improved I</strong></td><td align="center">1500</td><td><em>Storage:80</em></td></tr><tr><td><strong>Improved II</strong></td><td align="center">2500</td><td><em>Sec:85%, SleepRegen:+5%</em></td></tr><tr><td><strong>Enhanced I</strong></td><td align="center">4000</td><td><em>(may use <code>r!bathe</code>)</em></td></tr><tr><td><strong>Enhanced II</strong></td><td align="center">6000</td><td><em>Sec:100%, (may own and keep</em> <a data-footnote-ref href="#user-content-fn-1"><em>pets</em></a> <em>IC, and may cook Oven dishes)</em></td></tr><tr><td><strong>Refined</strong></td><td align="center">8000</td><td><em>(may use <code>r!gamble</code>)</em></td></tr><tr><td><strong>Perfected</strong></td><td align="center">10000</td><td><em>Storage:100, (may use <strong>#workshops</strong> exclusive commands)</em></td></tr></tbody></table>

### Physical Descriptions:

<table data-header-hidden><thead><tr><th width="152" align="center">Level</th><th>Description</th></tr></thead><tbody><tr><td align="center"><strong>Decrepit</strong></td><td><em>A small single-room home with walls made out of wattle and daub, covered by a rotting thatched roof. There is no flooring, meaning the ground is simply dirt. The bed is uncomfortable and near the hearth that shoots smoke into the holes of the roof, as this home does not have a chimney. There are up to two glassless windows with a weak latch, and a thin wooden door, meaning it is easy to burglarize.</em></td></tr><tr><td align="center"><strong>Base</strong></td><td><em>A single-room home that is either out of timber, with a timber/thatched roof, or with wattle and daub walls paired with a thatched roof. Occasionally, homes like these can have turf roofs. There is room for more furniture besides the bed, like a few chairs next to the hearth, and perhaps a small table. The widows have a latch and the door is strong enough to keep most people out.</em></td></tr><tr><td align="center"><strong>Improved I</strong></td><td><em>A two-room home made out of a mix of timber planks and daub, usually whitewashed. They have very well-made thatched roofs that allow no rain to enter or ruin the walls. The flooring is made from timber planks, and the second room is used for storage/as a pantry. There is a table in the common room with chairs around it, a bed, and a hearth.</em></td></tr><tr><td align="center"><strong>Improved II</strong></td><td><em>A three-room home, made from timber and daub, clean and whitewashed, with a perfectly thatched roof, and up to three windows that have secure latches from the inside, The door is thick, with an improved lock to keep out thieves. A primitive chimney allows for smoke to pass through the roof without any of it staying inside. This, along with the increase in furniture quality, including a separate bedroom, allows for much more effective sleep.</em></td></tr><tr><td align="center"><strong>Enhanced I</strong></td><td><em>A multiple-room two-story building with the living quarters being on the second level, consisting of a bedroom/storage room split, while the first level is the entrance level, holding the common room and private chambers that serve as a bathroom. This home is a half-timber building, using a large thatched roof. The flooring is made of stone, as is the home's foundation. There are up to four glassless windows on every floor.</em></td></tr><tr><td align="center"><strong>Enhanced II</strong></td><td><em>A half-timber home that has been upgraded with a brick chimney that connects to the hearth, complemented by a small oven, and a brick staircase that leads to the second floor; being the entrance floor. The windows on the lower floor have inbuilt wooden bars to prevent entry from below. The daub on the outer walls is high-quality and enables its tenant to dye them a specific color. This home also enjoys a small plot of land around it, offering the people living in it the luxury of a private garden where a potential pet may live. Finally, the home is on a regular patrol route, meaning anyone trying to break in will likely be caught by the Watch.</em></td></tr><tr><td align="center"><strong>Refined</strong></td><td><em>A high-quality half-timber home with an internal chimney-fireplace combo that passes through a slate roof. The floors and foundation are laid with clay bricks, ensuring heat is trapped inside. The windows have locks, as do all the doors in the home. The common room is larger and can hold two small tables and a small bar near the hearth. These homes usually have gambling games like dice or intellectual games like chess ready to be played by guests/tenants.</em></td></tr><tr><td align="center"><strong>Perfected</strong></td><td><em>A wealthy two-story home, made from brick walls, covered in quicklime plaster that can be dyed almost any color. This home has glass windows and holds heat pretty well, ensuring comfortable winters for its owner. The second story has an enveloping balcony made from timber that surrounds it entirely. This floor has two bedrooms and a small common room. The ground floor is the large common room, a luxurious bathroom, and a small bedroom for potential servants. The storage/pantry is kept in the cellar below the ground floor. The outside has a larger garden and a small section of the home where various crafts may be perfected and practiced.</em></td></tr></tbody></table>

{% hint style="info" %}
*For additional information, check out the Homes section in the* [*Overview of the City of Rosewood.*](https://medievaldiscord.com/rosewood/3/)
{% endhint %}

## Limits and Moving

```javascript
r!change-residence
```

Districts, according to the City Region they belong to, will have a maximum improvement cap. The first two districts, those in the City Proper, can hold Perfected Homes, however, the other districts are capped at Enhanced II Homes. There is a way to move from one district to another.

Rich members of society can use the `change-residence` command in order to move to a City Proper district. It is however extremely costly *(**5000 buckles**)*. By doing so, your storage will be transferred, as will your Housing Level. Once in either the First or Second District, you may continue to improve your Housing Level further.

{% hint style="info" %}
*Once married, the couple will not keep both homes. Instead, the spouse with the less valuable Home will be transferred to the wealthier spouse's residence. If they are of the same Level, then the wife will be moved to her husband's home.*
{% endhint %}

{% hint style="danger" %}
*If the City Proper districts contain more than 50% of the total player-character population, you will not be able to change your residence to them!*
{% endhint %}

[^1]: Pets are not enforced by any mechanic. Only characters that own this housing tier may have dedicated pets they care for and interact with frequently.


# Gangs

When a character joins the [Infamy Route](/commoner/infamy) of the Commoner Path, they will be randomly assigned to one of the three most powerful criminal gangs in Rosewood. This is done in order to maintain a balance between all three. Gangs serve as criminal guilds and are supposed to be an organization that protects the people loyal to them, while constantly vying for power with other gangs. Infighting and betrayal still happen, but it is generally frowned upon. While no one can claim to be the leader of any gang, most of them will have a handful of its strongest members assume the title, even though there are no clear-cut rules on how power is transferred or attained. In general, the three top gangs in Rosewood respect only power and loyalty.

{% hint style="info" %}
*NPC special requests can be used only once every seven days!*
{% endhint %}

### NPC Interactions:&#x20;

[Talking to any of the three Gang NPCs will yield a number of similar responses.](/character/npcs) Asking them for basic aid or lore works the same way among the Gangs. However, there are some questions or requests you can give your Gang NPC that other gangs have no access to.

#### Generic NPC Requests:

1. `There's a bounty I need canceled. Can you spread the word?` *(The NPC will cancel any bounty that another member of this gang has issued in exchange for 50% of the original bounty.)*
2. `Can you patch me up real quick?` *(The NPC will restore you to* [*full health*](#user-content-fn-1)[^1] *for a sum relative to your missing health. 10% HP = 100 Buckles)*
3. `I have some stuff on me that needs to go.` *(The NPC will take all of your contraband and  pay you 90% of the selling price.)*
4. `I want to bribe some guards. Can you help?` *(You will be given the option to choose a district. That district will see a drop in your rival gangs' control points relative to how much you invest.* [*100-200 Buckles*](#user-content-fn-2)[^2] *= 1 Control Point) (Has a cooldown of `24h`)*
5. `Nevermind. Goodbye...` *(Ends the dialogue)*
6. `What's your story?` *(Lore)*
7. `So who's the boss around here?` *(Lore)*
8. `Can you get me a Tess?` *(For 1000 Buckles, the NPC will give you a Tess which exempts people from taxes. See* [*Taxation*](/economy/taxation#avoiding-taxes)*.)*

## The Armington Clan 🔴

The Armington Clan formed sometime around the [Fall of Rosewood in 1168](https://medievaldiscord.com/fall-of-rosewood/). Originally headed by James "Armington" who people in that desperate time believed to be the last surviving member of House Armington, the original holders of Headow Keep. He could not prove his ancestry, but he banded the commoners of Rosewood into a militia that helped defend the City during the siege, and then later into the war as well. The organization was aimless after the war ended, but it had a structure set up, and people who enjoyed money and power took over. Since then the Armington Clan has existed as a criminal guild within Rosewood, taking in everyone and anyone who wanted protection and had the guts to live their lifestyle. Members of this gang are recognizable by a piece of red cloth they tie around their right arms. Every piece of cloth that the Armingtons use for identification is said to be from the original banners of the Armington family, meaning fake ones can be easily uncovered. They are said to have connections in all sorts of places and are able to uncover anyone's darkest secrets.

### The Armingtons' Gang NPC: "The Armorer"

#### *Special requests*:

1. `There's someone I need info on.` *(For 250 Buckles, The Armorer will send an information sheet with all possible information on the @user you mentioned.) -Has a chance to fail `(10%)`.*

## The Wolves of the Woods ⚪

One of the oldest crime guilds within the City of Rosewood, the Wolves of the Woods have been around since the pre-Imperial Age. Hard to imagine, but Rosewood existed far before the Sirius Empire made it its Capital. No one knows how this gang originated, but one single tradition has remained in place for all these years; its members are identified by a clump of light wolf's fur they keep on their person at all times. Earlier it was a rite of passage to spend days in the woods, hunting for wolves and bringing back at least one. However, lately, new members just get their patch upon joining. The Wolves are notorious for being part of the lowest class of Citizens, those driven to crime out of desperation. They are known for using the old Roman sewer system to get around unseen. Some might say they know the tunnels best.

### The Wolves' Gang NPC: "The Werewolf"

#### *Special requests*:

1. `I need to travel to someplace fast.` *(For 500 Buckles, The Werewolf will let you use the tunnels to any nexus channel in Rosewood or its outside, except Fernyard, Fisher Fort, and the Mayoral Palace.)*

## The Kingfisher Company 🔵

Formed after the dissolution of the Imperial Army, by General Roger "Kingfisher", the Kingfishers are a relatively young gang in Rosewood. Their story begins with them as a small group of former Imperial Officers and Veterans of the [Fifty Years' War](https://medievaldiscord.com/fifty-years-war/) who could not find employment through conventional means. They became criminals within Rosewood in order to survive. Eventually, the organization grew into the Kingfisher Company, named after Roger's nickname, "Kingfisher". This relates to his habit of carrying a blue Kingfisher feather with him at all times for luck. Since then, the Kingfishers have started to use it as their insignia, to recognize members and to mark their territory. They respect ambition and will often share knowledge with each other in order to increase the gang's overall capability.

### The Kingfishers' Gang NPC: "The Mariner"

#### *Special requests*:

1. `I want to improve my skills.` *(For 2500 Buckles, The Mariner will add 1 to your* [*lowest SICS stat*](#user-content-fn-3)[^3]*.) -Has a chance to fail `(20%)`.*

## Gang Insignia

{% code title="#black\_market" %}

```
r!insignia
```

{% endcode %}

Gang members are distinguished by the insignia of their respective gangs. Members of a gang will be given an insignia appropriate for their gang allegiance upon joining. This can be taken/stolen from them by other characters. In the event of losing your insignia, you may use the `insignia` command to get a replacement. Using the command will cost you 25 buckles every time. Additionally, the command has a 7-day cooldown.

[^1]: You may not choose how much the NPC will heal you. They will try to heal you until you are full health again. Not having enough buckles will disable this request.

[^2]: This amount is a random number between 100 and 200 buckles. Also, keep in mind that you can't invest more than 2500 at a time, with a cooldown of 24h.

[^3]: This will only work for SICS stats that are 0 or 1. So if your lowest stat is 2, this request will be unavailable.


# Gang Control

Each Residential District can be controlled by one or multiple gangs within Rosewood. Depending on the level of control a gang has in a district, they will gain certain perks within it, as well as the ability to extort its citizens for coin. In order to gain control points for their gang, a member of the infamy route must use the `contest` command.

{% code title="#any residential channel" %}

```javascript
r!contest
```

{% endcode %}

* **Necessary tool:** Gang Insignia
  * **Location:** Inventory slot
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **Control Points Gain:** `(1-5 Luck Roll) + (INT+STR)/2`
* **Control Points Damage:** `1/3 of Control Points Gain to random rival Gang`
  * **Command Cooldown:** `4h`

{% hint style="warning" %}
*Using this command too often in the same district risks your character becoming* [*Revealed*](/miscellaneous-mechanics/revealed)*.*
{% endhint %}

<table data-header-hidden><thead><tr><th width="155" align="center">Control Points</th><th>Perks Granted</th></tr></thead><tbody><tr><td align="center">Control Points</td><td>Perks Granted</td></tr><tr><td align="center"><strong>25</strong></td><td><em>Gang members may use <code>r!extort</code> in any of the residential channels, the contest command rewards users with <code>1-3</code> buckles every time it is used in this district.</em></td></tr><tr><td align="center"><strong>30</strong></td><td><em>Thieves gain <code>10%</code> on their pickpocket chance.</em></td></tr><tr><td align="center"><strong>50</strong></td><td><em>A gang gains control of the district. If there are two gangs that have over 50 control points, the gang with the higher number will gain control. If they have the same number, control will be randomly assigned to one of them.</em></td></tr><tr><td align="center"><strong>75</strong></td><td><em>The</em> <a href="/pages/-MlOTbU7O0cX1-CETs7g"><em>Gang NPC</em></a> <em>is unlocked and can be spoken to.</em></td></tr><tr><td align="center"><strong>90</strong></td><td><em>All gang members get a combat bonus against Watch members in their district (<code>+3</code> on their attack roll, and anyone who is not part of the gang can't use the <code>RUN</code> option in combat)</em></td></tr><tr><td align="center"><strong>100</strong></td><td><em>DOWNFALL Event triggers</em></td></tr></tbody></table>

{% hint style="info" %}
*If one Gang controls three Districts, meaning they have the most Control Points in them (with a minimum of 75) this will trigger the* [*Gang Dominance*](#gang-dominance) *Event.*\
\
*However, if one Gang takes control of 4 Districts, a* [*Gang War*](#gang-war) *will erupt.*
{% endhint %}

While `contest` gives a Gang a certain amount of Control Points based on an STR/INT + Luck roll, there are also other ways to gain/lose Control Points.

* **When a Gang Member kills one of their Gang Members:***`Global -15 Point Loss`*
* **When members of the Watch use patrol:***`Local Point Loss`*
* **When Gang Members are arrested:***`Global -5 Point Loss`*
* **When a Gang Member is killed:***`Global -5 Point Loss`*
* **When Gang Members are executed through a trial:***`Global -10 Point Loss`*
* **When a Gang Member leaves the Gang:***`Global -5 Point Loss`*
* **When a crime is successfully committed in a residential area:***`Local +1 Point Gain`*
* **When a Gang member kills a rival Gang Member:***`Global +10 Point Gain`*
* **When a Gang Member kills a Watch member:***`Global +15 Point Gain`*
* **When a Gang Member kills a member of the Clergy:***`Global -5 Point Gain`*
* **When a Gang Member kills a noble:** *`Global +25 Point Gain`*
* **Daily (08:00) Change:**
  * **If your gang holds 75+ control points:** *`Local -5 Point Loss`*
  * **If your gang holds 50-74 control points:** *`Local -4 Point Loss`*
  * **If your gang holds 25-49 control points:** *`Local -3 Point Loss`*
  * **If your gang holds 20-24 control points:** *`No change`*
  * **If your gang holds 10-19 control points:** *`Local +3 Point Loss`*
  * **If your gang holds 0-9 control points:** *`Local +5 Point Loss`*
* **When** `r!extort` **is used:** *`Local Point Loss`*

{% hint style="info" %}
***Global** point loss/gain refers to losing/gaining control points in every District.*\
***Local** point loss/gain refers to losing/gaining control points in a specific District.*
{% endhint %}

{% code title="#any residential channel" %}

```javascript
r!extort <amount of Control Points>
```

{% endcode %}

*Used to coerce money from a gang-controlled District's PC and NPC population under the threat of violence. Extortion can fail which would result in your instant arrest (and teleportation to the dungeons). Using this command will drain your gang's control points equal to the amount you inserted in the command.*

{% hint style="success" %}
*This command is a way for self-serving characters to benefit from the control their gang has in a specific part of Rosewood. Using it will weaken the gang and the district, but will empower you. `Extort` can have consequences for your character, so only use it if you're sure about it.*
{% endhint %}

* **Minimum Amount of Control Points:** `5`
* **Minimum Stamina:** `50%`
  * **Stamina Cost:** `10`
* **Coin Reward:** `(amount of Control Points) x max(INT,STR,CHR)`
* **Coin Loss:** `1/10 of the Coin Reward`
* **Command Cooldown:** `24h`

{% hint style="danger" %}
*Coin loss affects 'active' characters that live in the Burh where the command was used.*\
*Your gang's members are excluded from this coin loss.*
{% endhint %}

**Success chance:**

* (+)**Strength:** `str`
* (-)**District Control Points:**&#x20;
  * **<50:** `0`
  * **50-74**: `-2`
  * **75-89**: `-4`
  * **>=90**: `-6`
* (-)**Amount of Control Points:**
  * **<10:** `0`
  * **10-24**: `-2`
  * **25-49**: `-4`
  * **>=50**: `-6`
* (+)**Random dice:** `0-4`

**Success Threshold:**

* ***<1** Fail:* `Gets Arrested and teleported to the #dungeons`

{% hint style="warning" %}
*Maimed Gang Members can't use the `extort` command.*
{% endhint %}

## Gang Events

### Downfall

The Mayor and City Watch are aware of the Gangs and consciously allow them to exist as it benefits both parties. However, the Gangs are individually weaker than the Watch and can be easily wiped out if they become too powerful in a certain district. \
If a Gang reaches **100 Control Points** within **one District**, it will trigger the **Downfall Event** for that Gang. This is a **hard reset** that will remove all of the Gang's Control Points in the Residential District where it happened but will grant **+5 points** to **all other Districts**.​

### Gang War

When a Gang has assumed control of **4 Districts**, it means they control a sizable portion of Rosewood. They aren't in full control of the territory but have spread their influence far. Basically, their control is spread too thin, causing a gang war to erupt within all of their territories. This event is so violent, that it completely shatters the power balance of all the gangs and forces a reset across every Residential District. The gang that caused the gang war will **lose all** of their **Control Points**, while the **remaining gangs** will have theirs **halved**. ​

### Gang Dominance

If one Gang controls **three Districts**, meaning they have the most Control Points in them *(with a minimum of 75)*, then the Gang Dominance event will trigger which will result in the entire Gang receiving a large weekly (Sunday) paycheck that comes from the Mayor's bank balance (60 buckles directly into their bank balance).

{% hint style="info" %}
*Gang events have their own execution messages once they fire and they will be displayed in the top channel of the category (the top burh of the District).*
{% endhint %}


# Bounty

> *While murder is illegal, paying someone to do it for you is not in most cases. Although bounties are seen as something immoral and undesirable, they still have their place within Rosewoodian society. Rival merchants, jealous officers, warring criminals, or sinful priests are the most common contractors that will contact one of the gangs in the City and request someone be killed on their behalf. However, commoners sometimes take part as well if they have enough money and enough reason to do so. The law is much harsher toward them; it's not a rare occurrence that when someone of low social stature places a successful bounty on a prominent member of society, they end up imprisoned, tried, and hanged for murder. Bounties only ever become a problem when there is a large disparity between the parties' social status or when high-ranking members of society are somehow involved.*

A bounty is a set amount of money that a person has put on someone else's life. \
The contract can only be made by characters **from the Infamy route**.&#x20;

### Create Bounty

{% code title="#black\_market" %}

```javascript
r!bounty-add <@user> <buckles>
```

{% endcode %}

*`@user` - The user on who the bounty is being placed.*\
*`buckles` - The amount of buckles placed as a bounty. Minimum **500**.*

*You must target a user that is not yourself, and place a number of buckles (minimum of 500) that will be deducted from your bank balance and added to the bank balance of the person who completed it, once the contract is completed. This means that upon slaying someone with a bounty on them, you will automatically get the bounty transferred to your bank balance.*&#x20;

*If the character on whom the bounty was placed no longer exists on the server, then the bounty is canceled. You may only have **one active bounty** on **someone**, and on **yourself** at **one time**; no person may make two parallel bounties, and no one can have two on them at the same time. Additionally, if your character ceases to exist, the bounty you set will be canceled. Note that this doesn't mean when you die; as long as your character exists, whether alive or dead, the bounty will remain valid. Keep in mind that canceled bounties are not refunded.*

{% hint style="danger" %}
*You can't place a bounty on anyone with the following roles:*\
\
*-`Captain`*\
*-`Bailiff`*\
*-`Archbishop`*\
*-`Inquisitor General`*\
*-`Head Medicus`*\
*-`Baron`*\
*-`Lord Mayor`*\
*-`King`*\
*-`Pope`*
{% endhint %}

When making a bounty contract, the Gang you're hiring will take an additional cut from your bounty that scales with how powerful the gang is; the more powerful the gang, the lower its cut. A gang's power scales with how many districts it has control over. Depending on how many it has, the lower the cut will be:

* **0 Districts Controlled:** `25%`
* **1 District Controlled:** `20%`
* **2 Districts Controlled:** `15%`
* **3 Districts Controlled:** `10%`

Bounties may only be **canceled** by a [gang's NPC](broken://pages/-Mek5ukOaDvnUxALnVLw), so you will need to contact a gang member if you want one of their gang's bounties canceled. It will **cost 50%** of the **original bounty** to void a bounty.

{% hint style="warning" %}
*Note that the Gang's cut will deduct an additional number of buckles from your balance. It won't take from the bounty itself. For example, if you set a bounty of 500 and your gang controls 3 districts, 550 buckles will be deducted from your balance.*
{% endhint %}

{% code title="#black\_market" %}

```javascript
r!bounty-list
```

{% endcode %}

*This command will make it so the Bot DMs you a complete list of all active bounties, along with when they were set, by whom, by which gang, on whom, and for how many buckles.*

{% hint style="info" %}
*The `bounty-list` command has a cooldown of `1h`!*
{% endhint %}


# Money

Details on how money is handled in MD.

## *The Currency*

The currency used in **Medieval Discord** and the **in-character** world which is acknowledged by all characters within **Rosewood** is **1 Buckle** or many **Buckles.**&#x20;

The money your character owns can either be in `Coin` or in your `Bank`.

*Buckles are usually made of silver, but copper and gold buckles exist as well. The silver buckle is the base, while gold buckles are worth around 50 silver buckles and are called bucks. Copper coins, called bucklets, are worth 1/20th of a buckle. For simplicity's sake, everyone calls these coins buckles. All buckles have a rose print on their tail side, while gold buckles have the profile of the current Sirius family head, silver ones have the fleur-de-lis, and copper ones have the Catholic Cross on their heads side.*

{% hint style="success" %}
*This is the description of the coins used in-character but **you** as a **player** don't need to be aware of this unless you're describing the coins during roleplay.*
{% endhint %}

## *Money in Coin*

This is the money your character has **on them**, meaning, this is literally the coin your character is carrying in their coin purses. Your character always has access to money in coin and can use it at any time for whatever reason.&#x20;

Here's an overview of what you can do with your **money in coin**:

* *Used for spending when buying items, doing quests, etc.*&#x20;
* *Can be stolen by other players*&#x20;
* *Can be lost as punishment when making wrong decisions, random events, etc.*&#x20;
* *Can be stored in the bank at any time using the `money` command in the bank channel.*&#x20;
* *You can't have more than 5000 buckles in your Coin balance at a time.*

## *Money in Bank*

* *Usually safe from being stolen or lost...usually.*
* *Automatically taxed (unless you're avoiding taxes)*
* *Any amount can be withdrawn using the `money` command.*

## *The Money Command*

```
r!money
```

Banking is handled through the `money` command. Using this command in the **#bank** will open up a menu with a few different buttons you can press to perform certain actions.

Every single character can `DEPOSIT` to and `WITHDRAW` from their bank "account" whenever they want to. Both buttons are only accessible through the `money` command.

{% hint style="info" %}
*The `money` command also handles* [*loans*](/economy/loans) *and* [*paychecks*](/economy/income#paychecks)*!*
{% endhint %}

### *Checking your Balance*

There is no need to type any additional commands or press any buttons. To check your coin and bank balances simply use the `money` command in the **#bank** channel. However, you can also use this command in any other channel, but you won't be able to do anything else besides see how much money you have in coin.

### *Depositing Coin to the Bank*

Just press the `DEPOSIT` button and then type in any amount of buckles you wish to transfer from your coin balance to your bank balance.

### *Withdrawing Coin from the Bank*

Simply press the `WITHDRAW` button and type in any amount of buckles you wish to transfer from your bank balance to your coin balance.

**Cooldown:** `20 minutes`

{% hint style="warning" %}
*Every time you withdraw while the amount withdrawn is exactly 1000 or over 1000 buckles, **10%** of the withdrawn amount will be converted into a tax and applied to your bank balance.*\
\
*If you withdraw 1500 buckles from your Bank balance, you will end up receiving 1500 buckles in your cash balance, but your remaining Bank balance will be charged 150 buckles which is 10% of 1500.*&#x20;
{% endhint %}

### *Sending money*

```javascript
r!pay <amount> <@user>
```

*`<amount>` - Number of buckles (**from your coin balance**) you want to give to the mentioned user.*\
*`<@user>` - Mentioned discord user (with @) to whom you're sending your coin.*

{% hint style="danger" %}
*You have to be in the same channel as the person you're sending money to!*
{% endhint %}

### *Negative balance*

Your bank balance can go below 0. There is no limit to how much you can owe the bank this way. Note that if you are found out to owe too much through a negative bank balance, you can get arrested and tried.


# Market

Buying and selling items on the market!

The Rosewood City Marketplace is a physical space represented by an entire category of channels within Medieval Discord. This is where characters may sell or purchase goods to and from NPC shopkeepers. Rosewood is a large city and the capital of the Kingdom of France. As such, it has nearly everything you can imagine at its disposal. Merchants from all over the known world travel here to sell their wares.

## Shop

{% code title="#shops" %}

```
r!shop
```

{% endcode %}

*Using the `shop` command in the **#shops** presents you with a list of items you can purchase from the market. You may then buy these items with the `buy` command or if you're just curious about them, you can use the `item-info` command and find out more about them.*

{% hint style="warning" %}
*`Keep in mind:` Sometimes some items may not be available depending on their supply. Normally, this will not be the case. However, during events, Rosewood may experience shortages.*
{% endhint %}

## Buy and Sell

{% code title="#shops" %}

```
r!buy/sell <amount> <item id/item name>
```

{% endcode %}

*Using the `buy` and `sell` commands in the **#shops** will allow you to access the market and buy/sell items in exchange for coin. You need to input the amount you want to buy/sell first and then the full name/id of the item.*&#x20;

*`Example: r!buy 3 ale`*

{% hint style="info" %}
Your character's charisma will impact their ability to bargain with the NPC in the market. Characters with high charisma will earn more when selling and spend less when buying.\
\
**`0 CHR`** — `buy` for **10%** more | `sell` for **10%** less

**`1 CHR`** — `buy` for **5%** more | `sell` for **5%** less

**`2 CHR`** — `buy` for **normal price** | `sell` for **normal price**

**`3 CHR`** — `buy` for **normal price** | `sell` for **5%** more

**`4 CHR`** — `buy` for **5%** less | `sell` for **10%** more

**`5 CHR`** — `buy` for **10%** less | `sell` for **15%** more
{% endhint %}

{% hint style="success" %}
*If a modifier would push your CHR over 5, it would have no added effect on the price of items!*
{% endhint %}

## Item Info

{% code title="#shops | #blackmarket" %}

```
r!item-info <item name>
```

{% endcode %}

*Using the `item-info` command will DM you all the relevant stats of any* [*item*](/items/items) *in the MD Database.*

*`Example: r!item-info arming sword`*

## The Black Market

There is a darker side to the City Market in Rosewood. Certain vendors, corners, and stands seem to operate legally, but they actually deal in illegal items, those that are contraband. These sellers and their places of business are marked in special ways to let those aware of them know how to contact them. However, the Watch is constantly vigilant in the market and if they notice too much traffic in one specific part of the market, they won't hesitate to crack down on it.

Using the `shop` command in the **#black\_market** will open up a list of items you can buy and sell. However, these items are considered contraband. Having them in your inventory is illegal IC. You can't buy or sell contraband items in the **#shops** channel.

Unlike the regular shop, the items you can sell and purchase on the black market are of a limited quantity and are directly related to the user economy. Selling contraband to the black market will increase that item's stock while purchasing them will decrease their overall stock.

{% hint style="danger" %}
*Buying or selling contraband items carries a `1%` chance of being instantly arrested!*
{% endhint %}


# Income

The most basic ways for your character to earn an income in MD.

{% code title="#shops | #workshops" %}

```javascript
r!work
```

{% endcode %}

*The bot randomly picks a reply out of a few already existing ones and sends it in the channel where you've used the command. What the bot sends happens in character and that's how your character earns a small (2-5 buckles) amount of buckles (those buckles get added automatically to your coin balance).*

* **Minimum Stamina:** `10%`
  * **Raw Stamina Cost:** `5`
* **Command Cooldown:** `4h`

There are also other minor sources of income like [Fishing](/items/fishing) and [Foraging](/items/foraging).

## Paychecks

Depending on the Path or Route, your character may additionally receive a weekly paycheck. Paychecks arrive every Sunday in the **#bank** using the [`money`](/economy/money#the-money-command) command. Simply press the `PAYCHECK` button and you will collect your paycheck if possible.

If for example, a Deacon has a weekly paycheck then they have to go to the **#bank** channel and press the `PAYCHECK` button to receive their income.

{% hint style="warning" %}
*Your character will **not** receive any money if they don't collect their paychecks manually. Additionally, once your paycheck is ready (i.e. once a week), you won't be eligible for the next paycheck until you collect your current one. Paychecks do **not** stack.*
{% endhint %}


# Taxation

Taxes are the money your character pays every week *(every Wednesday)* out of their Bank balance. The amount you pay depends on a number of variables and is handled automatically. We can divide taxes based on who is imposing them IC:

1. **Church Taxes**
2. **Crown Taxes**
3. **City Taxes**

{% hint style="danger" %}
*All the taxes are summed up and applied at once. However, if you have less than 100 buckles in your Bank balance, you will not pay any taxes that Tax day.*
{% endhint %}

### Church Taxes

*Church taxes are universal and paid by everyone in a Catholic country. They are imposed by the Pope in Rome and handled by his Bishops and their Priests. Churches hoard this wealth and siphon it back to the Papacy in Rome. The Pope is the only Catholic that pays no taxes.*

In Rosewood, two types of taxes are collected by the Catholic Church:

* **Decimas&#x20;*****(also known as the Tithe)*** - ***`2%`** of every Catholic character's Bank balance*
  * *This includes Pagans and Atheists, as their religions are illegal. Therefore they pretend to be Catholic or face death.*
* **Advenicius** - ***`1%`** of every Non-Catholic Abrahamic Character's Bank balance*

### Crown Taxes

*Crown taxes are* *paid by most freemen and freewomen living in the Kingdom of France. They are imposed by the Royal Sirius Crown and regulated by the* [*French Parliament*](https://medievaldiscord.com/parliament/)*. The coin ends up directly in the Royal Treasury and is stored there until the King or Parliament decides to undertake some project or works that require coin.*

In Rosewood, three types of taxes are collected by the Crown:

* **Trackgeld** - ***`2%`** of every Merchant's Bank balance*\
  *(The Marchant's tax, taxes on the goods they transport)*
* **Wardgeld:**\
  *(The Ward tax, the feudal tax paid by everyone, specifically to feudal lords. It is the sum paid for the protection a liege offers their vassals and subjects.)*
  * **Non-Majesty**: ***`1%`** of their Bank balance*
  * **Knights:** ***`3%`** of their Bank balance*
  * **Baron**: ***`5%`** of their Bank balance*
  * **Mayor**: ***`7%`** of their Bank balance*
* **Werregeld** - ***`2%`** of everyone's Bank balance*\
  *(The War tax, paid by every realm subject, to fund the Crown's treasury in case of a war.)*

### City Taxes

*City taxes are taxes that are specific to Rosewood and paid by everyone who lives there. They are imposed by the Mayor of Rosewood and handled by his Reeves and taxmen. The taxes end up in the City's reserves and are used to keep the Capital running. All Rosewood needs to exist is handled by these taxes, with some help from the Crown when necessary.*

In Rosewood, the four largest taxes are the:

* **Tutelar Tax**\
  *(The Protection tax, the money paid to the Bank of Rosewood for keeping your money safe and accounted for.)*
* **Roof Tax**\
  *(The Home tax, the money paid to the City for living in a home on the territory of Rosewood.)*
* **Wall Tax**\
  *(The Wall tax, the money paid to the City for the maintenance of the City Walls.)*
* **Water Tax**\
  *(The River tax, the money paid to the City for the upkeep of the Seyne river.)*

*Combined, City Taxes amount to **`3%`**.*

### Tax Exemptions

The following are the Tax Exceptions, as in the conditions under which certain characters will be freed of their obligation to pay specific taxes:

* **Servants** are exempt from the Crown's and City's Taxes.<br>
* **The Clergy** are exempt from the Crown's and City's Taxes, except the Wardgeld.<br>
* Characters who are **Excommunicated** are exempt from Church Taxes.<br>
* Those who are **Arrested**, and those who are **Outlawed** pay no taxes.<br>
* **Married women** are exempt from all Crown taxes.<br>
* **Members of the Watch** are exempt from all City Taxes.

### Avoiding Taxes

There are two main ways of avoiding taxes:

* You may simply store your money somewhere else until Taxday passes. This can be done by taking your money out of the bank and holding onto it, by converting it to material goods and storing those in your personal storage, or by spending your bank balance.

{% hint style="warning" %}
*Minmaxing your taxes may become unprofitable for you eventually.* [*Withdrawals*](/economy/money#withdrawing-coin-from-the-bank) *will usually carry a monetary cost with them as well.*
{% endhint %}

* If you are on good terms with someone from one of the major gangs in Rosewood, you can ask them to sell you a Tax Exemption Slip which they can get from their Gang-specific NPC. A "Tess" *(as it's colloquially known)* is a piece of paper issued by the Mayor of Rosewood that has the power to exempt a person from paying taxes. These papers can be forged, and they often are, and then sold to certain members of Rosewoodian society. Being tax-exempt is not illegal as long as you can prove that it came from the Mayor. Those who become exempt through the gangs will most likely be unable to provide evidence to back up this connection.

{% hint style="danger" %}
*Even if you avoid taxes and manage to avoid doing so overtly, you will eventually accumulate enough wealth to be investigated by the Watch or the Mayor. When that happens, you will have to provide proof that you have been paying your taxes regularly. This is something the Reeve of your district will have — extensive paperwork detailing the taxes paid by the citizens of Rosewood. These records can always be forged, misplaced, or destroyed, and the people handling them can always be bribed.*&#x20;
{% endhint %}


# Loans

The Bank of Rosewood offers to store the monetary wealth of a number of its citizens in exchange for a monthly tax based on the amount stored. The taxmen of Rosewood often work closely with the banks to ensure that every citizen is keeping up with their taxes.

Another way the bank makes money is by lending to the citizenry. The Bank of Rosewood employs a good number of Jewish bankers who are permitted to charge interest on the loans given out.

{% hint style="danger" %}
*Those who do not have at least 25 buckles in their account, cannot take out a loan!*
{% endhint %}

By using the `money` command and pressing the `LOANS` button you, are able to open up the loan menu. Here, you can press the `BORROW` button, after which you will be given the option of choosing how large a loan you will take. **It can be a few sums between 50-2000 buckles**. Depending on the amount, you will have a different time to pay it all back and a different interest rate. You will also receive the `Debtor` role.

You may also press the `INFO` button to check the following data about your debt:

* When it was taken out
* The original sum
* How much you owe
* The date by which the debt must be paid

You can always press the `REPAY` button and instantly pay back the money you owe to the bank. You must do this before the repayment date.

{% hint style="warning" %}
*You can't take out more loans if you already have one. Additionally, after paying back your debt, you won't be able to take out a new loan for seven days!*
{% endhint %}

Your debt is calculated instantly upon taking out a loan. It consists of the amount you took out, plus interest, plus the time required to pay it back. This is what you need to consider:

<table><thead><tr><th width="214.33333333333331" align="center">Amount</th><th width="330" align="center">Interest rate</th><th align="center">Due date</th></tr></thead><tbody><tr><td align="center"><strong>50-100</strong></td><td align="center"><code>15%</code></td><td align="center">3 days</td></tr><tr><td align="center"><strong>250-500</strong></td><td align="center"><code>20%</code></td><td align="center">5 days</td></tr><tr><td align="center"><strong>1000-1500</strong></td><td align="center"><code>25%</code></td><td align="center">7 days</td></tr><tr><td align="center"><strong>2000</strong></td><td align="center"><code>50%</code></td><td align="center">14 days</td></tr></tbody></table>

## Defaulting your Debt

If you fail to repay your debt on time you will automatically forfeit it, meaning you will be charged 100% of what you owe, regardless of whether you have enough in your account *(your balance will go negative if necessary)*. In addition to this, you will receive the `Insolvent` role, marking you as someone unable to pay their debts, forever barring you from taking any new loans from the Bank. If you default on a debt that is 1000 buckles or more, you will also receive the `AOS` role, meaning that members of the Watch will arrest you on sight and that travel in and out of Rosewood will be considerably more difficult.


# Fame Route

The Fame Route of the Commoner Path is based on using each role's specific command in order to turn stamina/buckles/raw materials into a product that can be legally sold to the market or to other users. These roles are based on real-life medieval equivalents, and all contribute to the market's "ecosystem" where every role has a way to contribute to others, or just itself. To join the Fame Route, you will need to speak with the Marketkeeper in the **#workshops** channel. The Fame Route roles are accessible by any user with the commoner role.&#x20;

{% content-ref url="/pages/-MRoRXuB8OpSPv7B0z2T" %}
[Blacksmith ⚒️](/commoner/fame/blacksmith)
{% endcontent-ref %}

{% content-ref url="/pages/-MRxqvMZ4MolPuXN5Ded" %}
[Goldsmith 💍](/commoner/fame/goldsmith)
{% endcontent-ref %}

{% content-ref url="/pages/-MRxtoUhoue\_Bo18-E8-" %}
[Armorsmith 🛡️](/commoner/fame/armorsmith)
{% endcontent-ref %}

{% content-ref url="/pages/-MRxtqAS5CZUVtF\_eURX" %}
[Weaponsmith ⚔️](/commoner/fame/weaponsmith)
{% endcontent-ref %}

{% content-ref url="/pages/-MS-diFYuBVlyFjL6Prw" %}
[Tailor 🧵](/commoner/fame/tailor)
{% endcontent-ref %}

{% content-ref url="/pages/-MS-dqSAtOe0zYkDaUJ\_" %}
[Cobbler 👢](/commoner/fame/cobbler)
{% endcontent-ref %}

{% content-ref url="/pages/-MSZg5yDf1narlscSuO7" %}
[Hunter 🦌](/commoner/fame/hunter)
{% endcontent-ref %}

{% content-ref url="/pages/-MSZg3R8HvW6paHt01uP" %}
[Butcher 🥩](/commoner/fame/butcher)
{% endcontent-ref %}

{% content-ref url="/pages/-MT\_U7WKcYiXfnhBHR-i" %}
[Carpenter 🔨](/commoner/fame/carpenter)
{% endcontent-ref %}

{% content-ref url="/pages/-MT\_UBCMEGiRFilJg\_Tw" %}
[Tree Feller 🌳](/commoner/fame/tree-feller)
{% endcontent-ref %}

{% content-ref url="/pages/-MT\_X\_LAmB3WuEJM5Iis" %}
[Merchant 📦](/commoner/fame/merchant)
{% endcontent-ref %}

{% content-ref url="/pages/-MT\_X\_6fLHUDB-42W\_hO" %}
[Farmer 🐖](/commoner/fame/farmer)
{% endcontent-ref %}

{% content-ref url="/pages/-MT\_XZoqUvV8\_qjEd0lp" %}
[Miner ⛏️](/commoner/fame/miner)
{% endcontent-ref %}

If you want to leave the Fame Route, you will have to speak to the Matketkeeper and request to be let go from the guild you are a part of. Leaving, however, will prohibit you from rejoining Fame and will give you the `Cidevant` role.

### Ranking up:

Every role-specific command gives your character a certain amount of XP. Upon reaching a milestone, you will instantly progress to the next level of your skill in the craft you've chosen. The numbers are as follows:

* **Rank I** - \[Novice] - `0 xp`
* **Rank II** - \[Apprentice] - `10 xp`
* **Rank III** - \[Adept] - `30 xp`
* **Rank IV** - \[Master] - `60 xp`
* **Rank V** - \[Grandmaster] - `100 xp`<br>


# Blacksmith ⚒️

A page detailing the Blacksmith role within Medieval Discord and their forge command.

## Description:

The Blacksmith is one of the oldest professions within Rosewood. They are skilled artisans who work with iron and other metals to create a variety of tools and household items. The blacksmith's workshop, known as a forge/smithy, is typically located near a source of fuel and consists of a hearth, anvil, hammers, tongs, and other specialized tools. To create a metal object, blacksmiths heat the metal in the forge and shape it using their tools until it reached the desired form. Blacksmiths are essential members of medieval society, as their skills are hard to pick up and even more difficult to master.

## Mechanics:

{% code title="#workshops" %}

```javascript
r!forge
```

{% endcode %}

Just like every other smith, the Blacksmith uses the `forge` command in order to turn simple materials into complex products that can then be used in trading or selling in the Market. Using this command will open up a dropdown menu wherein you can choose what you want to make. **All smiths can use their personal** [**storage**](/items/inventory#storage) **in addition to their inventories when using the `forge` command!**

#### Recipes:

| **Item**            | Ingredients                |
| ------------------- | -------------------------- |
| **Axe**             | *3 Iron Bars + 2 Wood*     |
| **Hammer**          | *1 Iron Bar + 1 Wood*      |
| **Nails**           | *1 Iron Bar*               |
| **Horseshoe**       | *2 Iron Bars*              |
| **Slaughter Knife** | *1 Iron Bar + 1 Wood*      |
| **Hoe**             | *2 Iron Bars + 2 Wood*     |
| **Pickaxe**         | *2 Iron Bars + 2 Wood*     |
| **Steel Bar**       | *5 Iron Ore + 10 Charcoal* |
| **Iron Bar**        | *5 Iron Ore*               |

* **Necessary tool:** Hammer
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `5`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `forge`*

## Relationship with the Market and other Users:

The Blacksmith can, of course, decide to buy the materials they need from the Market and sell their finished product back to it. However, if a user is attempting to maximize their profit, they should consider trading with other users for both materials and products.&#x20;

They require metal and wood, which they can get from PC [Miners](/commoner/fame/miner) and [Tree Fellers](/commoner/fame/tree-feller). When acquiring raw materials like this, you can get items at a discounted price, while the people you're buying from get a higher profit margin than they would were they to sell them to the market.

The tools a Blacksmith makes are necessary for many other trades from the Fame route. Therefore, blacksmiths should prioritize selling their forged goods to other characters. However, if you can't find a customer, don't worry, you can always sell off your product at the market for a slightly smaller profit.


# Goldsmith 💍

A page detailing the Goldsmith role within Medieval Discord and their forge command.

## Description:

The Goldsmith is a very prestigious role in Rosewood's market. A goldsmith is a skilled artisan who works with gold and other precious metals to create a variety of objects such as jewelry, decorative objects, and religious items. The goldsmith's workshop *(called a "bijou")* is equipped with specialized tools, such as a crucible, blowpipe, and filigree tools, as well as various materials including gold, silver, and gems. To create a piece, the goldsmith first melts the gold and then shapes it using techniques such as casting, hammering, and engraving. Goldsmiths are highly valued members of society, as their creations are often used to display wealth and power. They are also employed to create objects for religious ceremonies and have a significant role in the production of illuminated manuscripts.

## Mechanics:

{% code title="#workshops" %}

```javascript
r!forge
```

{% endcode %}

Just like every other smith, the Goldsmith uses the `forge` command in order to turn simple materials into complex products which can then be used in trading or selling in the Market. Using this command will open up a dropdown menu wherein you can choose what you want to make. **All smiths can use their personal** [**storage**](/items/inventory#storage) **in addition to their inventories when using the `forge` command!**

#### Recipes:

| **Item**           | Ingredients                  |
| ------------------ | ---------------------------- |
| **Silver Jewelry** | *3 Silver Nuggets*           |
| **Gold Jewelry**   | *3 Gold Nuggets + 1 Crystal* |
| **Silver Nugget**  | *3 Silver Ore*               |
| **Gold Nugget**    | *3 Gold Ore*                 |

* **Necessary tool:** Hammer
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `forge`*

## Relationship with the Market and other Users:

Just like all other smiths in Medieval Discord, goldsmiths have a complex relationship with other artisans, the market, and their customers. Unlike [Blacksmiths](/commoner/fame/blacksmith), goldsmiths usually sell their products to wealthier members of society.

Since the raw materials they need to make their wares are costly, their labor and finished products cost a lot as well. Jewellery is by no means an essential item to be bought and sold by the common person. Instead, goldsmiths will likely find themselves selling to the market most of the time.

They can maximize their profits by trying to procure the materials they need from [Miners](/commoner/fame/miner) who might have struck gold, both literally and metaphorically. By doing this, goldsmiths ensure they pay less for their raw materials while also allowing miners to make more money in the same trade.


# Armorsmith 🛡️

A page detailing the Armorsmith role within Medieval Discord and their forge command.

## Description:

An Armorsmith is a skilled artisan who specializes in creating armor for knights and soldiers. The armorsmith's workshop, known as an "armor", is equipped with specialized tools such as hammers, anvils, and shaping stakes. To create armor, the armorsmith uses various techniques such as forging, hammering, and riveting, to shape pieces of metal into armor components, such as helmets, breastplates, and gauntlets. The armorsmith then assembles the components into a full suit of armor, which is tailored to the individual wearer. Armorsmiths are highly valued members of society, as they play a critical role in protecting knights and soldiers on the battlefield. Armorsmiths are generally very prestigious within Rosewood. Their craft also includes the forging of shields and other protective gear.

## Mechanics:

{% code title="#workshops" %}

```javascript
r!forge
```

{% endcode %}

Just like every other smith, the Armorsmith uses the `forge` command in order to turn simple materials into complex products which can then be used in trading or selling in the Market. Using this command will open up a dropdown menu wherein you can choose what you want to make. **All smiths can use their personal** [**storage**](/items/inventory#storage) **in addition to their inventories when using the `forge` command!**

#### Recipes:

| **Item**              | Ingredients             | Level Requirement |
| --------------------- | ----------------------- | ----------------- |
| **Gambeson**          | *10 Linen*              | Novice            |
| **Brigandine**        | *8 Linen + 10 Steel*    | Adept             |
| **Chain Mail**        | *12 Iron Bars*          | Master            |
| **Rosewoodian Plate** | *15 Steel Bars*         | Grandmaster       |
| **Round Shield**      | *5 Wood + 2 Linen*      | Novice            |
| **Heather Shield**    | *4 Wood + 2 Iron Bars*  | Apprentice        |
| **Kite Shield**       | *6 Wood + 2 Steel Bars* | Grandmaster       |

* **Necessary tool:** Hammer
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `forge`*

## Relationship with the Market and other Users:

For the majority of their forgables, armorsmiths will need refined material components such as iron and steel bars. These cannot be obtained from [Miners](/commoner/fame/miner), but armorsmiths can get them from [Blacksmiths](/commoner/fame/blacksmith). Doing so will make sure that you get them at a lower price while allowing the other person to make a larger profit. Alternatively, you can get all you need from the market at the standard price. Don't forget that you can always trade with [Tree Fellers](/commoner/fame/tree-feller) for wood if you want to save a couple of buckles!

Generally, the product armorsmiths make is specific to people who engage in combat or generally expect trouble coming their way. Most people won't have a need for armor. This means that armorsmiths will probably mostly deal with members of the Watch, nobility, and very wealthy members of society. Whether they have PC customers or not doesn't stop them from earning money by selling their wares directly to the market.


# Weaponsmith ⚔️

A page detailing the Weaponsmith role within Medieval Discord and their forge command.

## Description:

Weaponsmiths are skilled artisans who specialize in creating weapons such as blades, polearms, and bludgeons. The weaponsmith's workshop, known as a shivy, is equipped with specialized tools such as a hammer, anvil, and forge. To create a weapon, the weaponsmith heats metal in the forge until it is malleable enough to shape. The weaponsmith then uses techniques such as hammering, grinding, and polishing to shape the metal into a specific weapon. The weaponsmith is also responsible for sharpening and hardening the weapon to make it suitable for use in battle. Weaponsmiths are highly valued members of society, as their creations are critical to the defense and success of armies and individuals. Their wares are sold to most people in Rosewood who need some sort of protection.

## Mechanics:

{% code title="#workshop" %}

```javascript
r!forge
```

{% endcode %}

Just like every other smith, the Weaponsmith uses the `forge` command in order to turn simple materials into complex products which can then be used in trading or selling in the Market. Using this command will open up a dropdown menu wherein you can choose what you want to make. **All smiths can use their personal** [**storage**](/items/inventory#storage) **in addition to their inventories when using the `forge` command!**

#### Recipes:

| **Item**           | Ingredients             | Level Requirement |
| ------------------ | ----------------------- | ----------------- |
| **Arming Sword**   | *3 Steel Bars + 1 Wood* | Novice            |
| **Dagger**         | *1 Steel Bar + 1 Wood*  | Novice            |
| **Mace**           | *1 Iron Bar + 1 Wood*   | Novice            |
| **Spear**          | *1 Iron Bar + 2 Wood*   | Novice            |
| **Falchion Sword** | *2 Steel Bars + 1 Wood* | Apprentice        |
| **Pike**           | *1 Iron Bar + 3 Wood*   | Apprentice        |
| **Longsword**      | *5 Steel Bars + 1 Wood* | Adept             |
| **Lance**          | *2 Steel Bars + 3 Wood* | Adept             |
| **Halberd**        | *3 Steel Bars + 3 Wood* | Master            |
| **War Hammer**     | *3 Steel Bars + 2 Wood* | Master            |
| **Dane Axe**       | *2 Steel Bars + 2 Wood* | Grandmaster       |

* **Necessary tool:** Hammer
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`&#x20;
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `forge`*

## Relationship with the Market and other Users:

Weaponsmiths need refined materials like steel and iron bars to make their weapons. They should acquire these by speaking to and trading with [Blacksmiths](/commoner/fame/blacksmith) who make these bars directly. Additionally, they should get their wood from [Tree Fellers](/commoner/fame/tree-feller) if they want to save a couple of buckles. They, of course, always have the option of buying directly from the market, but they will have to pay the standard price.

Weapons, compared to armor and jewelry, are more affordable, meaning more people will be buying them. It's for this reason that blacksmiths and weaponsmiths should expect to have the most interactions with other characters. This is good since it means that you will be earning more and your customers will be paying less.


# Tailor 🧵

A page detailing the Tailor role within Medieval Discord and their Tailor command.

## Description:

Tailors specialize in creating and altering clothing. The tailor's workshop is equipped with special tools such as scissors, needles, and thread, as well as various fabrics such as wool, silk, and linen. To create a garment, the tailor takes measurements of the client and creates a pattern before cutting the fabric and sewing the pieces together. Tailors are also responsible for decorating and embellishing garments with embroidery, appliques, and other details. They can become very popular depending on who they work for in the Capital. It is every tailor's dream to work for the nobility.

## Mechanics:

{% code title="#workshops" %}

```javascript
r!tailor
```

{% endcode %}

The `tailor` command is used by the Tailor in order to craft clothing from simpler ingredients. Using this command will open up a dropdown menu wherein you can choose what you want to make.

#### Recipes:

| **Item**             | Ingredients                                    |
| -------------------- | ---------------------------------------------- |
| **Rosewood Style**   | *2 Linen + 1 Wool + 1 Tanned Leather + 1 Hemp* |
| **Highborn Clothes** | *1 Silk + 6 Linen + 2 Fur*                     |
| **Winter Clothes**   | *3 Wool + 3 Hemp + 2 Fur + 1 Linen*            |

* **Necessary tool:** None
* **Minimum Stamina:** `60%`
  * **Raw Stamina Cost:** `10`&#x20;
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `tailor`*

<details>

<summary>REGULAR CLOTHES CONCEPT ART</summary>

![](/files/YzQnlDw5BhKBYCIlovzx)

*Men's clothing consists of undergarments like a beige linen shirt and a pair of braies. For the legwear, the regular man will wear hosen. Usually, a long tunic is worn over, and sometimes a cyclas as well, alongside a belt. Their heads are usually covered by a hood (a rectangular piece of hemp with a seam that goes under the chin). Depending on the temperature, some men will opt to wear shorter tunics or shorter hosen (stockings), sometimes even leggings. Women's clothing consists of a tight wool calf-length or ankle-length kirtle which had a sideless surcoat over it, finalized with hosen under it. Women wear linen chemises under their garments. The hair is usually covered with a coif or a veil. The most common colors are yellow, orange, scarlet, brown, blue, and green.*

</details>

<details>

<summary>ROSEWOOD STYLE CONCEPT ART</summary>

![](/files/yDY29o905OglhIlaAX3H)![](/files/vRHRwxJ3T3CYIg0IrC2i)![](/files/ppOxYCQojunFuHH73adJ)

*The men of Rosewood are distinguishable by their insistence on wearing stockings paired with knee-length breeches. They are most known for their preference for the hardiecote, a slim-fitting, long-sleeved, thigh-length upper garment made usually from linen, wool, or leather. Both breeches and hardiecotes have cloth, or sometimes wooden, buttons. The women of Rosewood are famed for wearing their stockings, paired with a knee-length kirtle which has sleeves that extend to the forearms but have been cut horizontally to allow the wearer to easily pull them back to the elbows, worn of course over a pair of women's braies. Women's knee-length kirtles are called jucottes in Rosewood. Of course, the jucotte is not warm enough, so most will opt for an overkirtle or a surcoat. However, some women, depending on their modesty and the weather, will opt for wearing bliauts, fancy kirtles with wider sleeves. Both Jucottes and bliauts employ modern curved seams and tight sleeves, as well as a wider neckline, defining Rosewoodian fashion as "on the edge of morality". Shifts have also started to become fashionable; tight-fitting chemises meant to offer more support to the woman's chest and outline her curves. Both the men and women of Rosewood adore wearing cloaks. Men's cloaks are called mantles, while women wear amictaus. The difference being that a mantle cloak may have a cape over just part of the body, allowing for easy access to the sheath, while an amictau is longer and has less cloth around the hood. The people of Rosewood have access to all colors, except for darker shades of red or purple. Their favorite is of course, red.*

</details>

<details>

<summary>HIGHBORN CLOTHES CONCEPT ART</summary>

![](/files/cnPSdSi980Ed04vSOsHu)![](/files/PldoyWoShBAQnfUsU0Bx)

*The highborn and affluent men living in Rosewood, just like the women, wear a fine linen chemise as their undergarments. Some men will also wear braies. Men wear fine linen or even silk hardiecotes with various embroidered designs, usually in gold. Their hardiecotes differ in their collar length, as they exhibit a much taller collar than the usual Rosewoodian style. Alternatively, men could also wear their jupons, a type of padded clothing meant to decorate armor. On their legs, affluent men wear ketill-trousers which were like very long braies that extended to the ankles but became tight under the knees. If wearing a ketill, men would also wear shorter stockings, that went up to the calves. Women's clothes consist of a bliaut with long sleeves and a long skirt, usually laced at the front or the back. The bliaut is usually slim, but will also require a ceinture, a decorative belt with a chatelaine to signify status. Women would wear chauce, a type of fine-wool hosen with embroidered designs. If the weather is bad, they would wear a pelice; a fur-lined surcoat. Unmarried highborn women usually don't cover their hair, but if they wanted to, they would wear netted coifs and a long silk veil that covered most of their hair. Alternatively, married women almost always covered their hair by doing it up into plaits or intricate braids that were not allowed to fall below the shoulder, as they were held in place by a cercle that rested over their foreheads. Another alternative is the trecheure; a design where the hair is braided (with silk ribbons) into two long braids that fall over the shoulders with a gold cercle meant to hold a silk veil in place. Other alternatives for hair coverings include wimples, kerchiefs, and barbettes. Women's clothes were heavily embroidered and decorated. Both men and women wear the pelerine; a long hooded cloak of fine linen or silk that was lined with warm fur on the inside, closed by one or multiple cords in the middle.*

</details>

<details>

<summary>WINTER CLOTHES CONCEPT ART</summary>

![](/files/Lcgeg28dUM9JeGQ2D1z2)

*Winter clothing mostly follows the Rosewoodian style of dress, but it places an emphasis on having multiple layers of tunics, and overtunics. These would also be made of woven wool, instead of it being knitted. Everyone would wear a cloak over their clothes, but it would be a hoodless one since during winter most people would wear the chape; a woolen, fur-lined hood that covered the head and fell over the shoulders down to the chest, biceps, and mid-back. Besides this, both men and women would wear woolen caps and woolen mittens. Some would wear woolen sleeves as well. Women mostly also wear woolen or fur schals. Besides the regular linen or hemp hosen, both men and women would wear additional stockings over them, and perhaps even woolen braies as well.*

</details>

## Relationship with the Market and other Users:

Unlike some other roles, Tailors have to rely more on the market for their raw material needs. However, some of their needs can be met by trading with characters who are [Merchants](/commoner/fame/merchant) or [Butchers](/commoner/fame/butcher).&#x20;

Most of their profit will likely come from selling to the market since people don't need to keep replacing their clothes like they would a tool/weapon. However, tailors should look to position themselves so that characters desire to buy from them before the market as it's beneficial for both parties.


# Cobbler 👢

A page detailing the Cobbler role within Medieval Discord and their cobble command.

## Description:

Cobblers are artisans who specialize in creating and repairing footwear. The cobbler's workshop is equipped with specialized tools such as a last *(a model of a foot)*, awls, knives, and thread. To create a shoe, the cobbler uses the last to shape the leather or other material into the desired shape and then stitches the pieces together. The cobbler also adds soles, heels, and other components to the shoe. In addition to creating new footwear, cobblers are responsible for repairing shoes that have been damaged or worn out. Cobblers will mostly find work among the common folk of Rosewood. However, new boot designs from southern France and Italy have made their way to Rosewood and are very popular among the nobility.

## Mechanics:

{% code title="#workshops" %}

```javascript
r!cobble
```

{% endcode %}

The `cobble` command is used by the Cobbler in order to craft footwear from simpler ingredients. Using this command will open up a dropdown menu wherein you can choose what you want to make.

#### Recipes:

| **Item**           | Ingredients                             | Bonus effect                                  |
| ------------------ | --------------------------------------- | --------------------------------------------- |
| **Rosewood Boots** | *3 Leather + 2 Tanned Leather*          | Negates stamina cost associated with movement |
| **Highborn Boots** | *4 Tanned Leather + 2 Leather + 1 Fur*  | Charisma boost                                |
| **Winter Boots**   | *2 Leather + 1 Tanned Leather + 2 Wool* | N/A                                           |
| **Regular Shoes**  | *2 Leather + 1 Tanned Leather*          | N/A                                           |

* **Necessary tool:** Hammer
  * **Location:** Primary slot
* **Minimum Stamina:** `60%`
  * **Raw Stamina Cost:** `10`&#x20;
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `cobble`*

## Relationship with the Market and other Users:

Cobblers can get all they need to work from Rosewood's [Butcher](/commoner/fame/butcher) characters. These butchers will, of course, have to be provided the bodies of dead animals from which they'd extract these materials, but they should have all of these materials on hand.

Cobblers stand to get more character sales than [Tailors](/commoner/fame/tailor), however, compared to smiths they should expect to do most of their business with the market.


# Hunter 🦌

A page detailing the Hunter role within Medieval Discord and their hunt command.

## Description:

Hunters track and capture wild animals for food and other resources. Hunting is an important part of medieval life, as it provides a source of meat, fur, and other materials for clothing, tools, and weapons. Hunters use various techniques to capture their prey, such as traps, snares, and bows and arrows. They are also skilled in tracking and stalking animals, as well as identifying their behavior and habitat. Hunting is often a dangerous occupation, as hunters can face injury or even death from their prey or other hazards in the wilderness. These individuals are given the right to hunt in the forests surrounding Rosewood.

## Mechanics:

{% code title="#forest" %}

```javascript
r!hunt
```

{% endcode %}

*Using the command will open a menu wherein you will be able to choose the type of animal you wish to hunt.*

The `hunt`command is used by the Hunter in order to successfully hunt and capture wild game in exchange for using spears and arrows. Depending on the size of the animal, it will require more to successfully hunt down.

#### Animals:

| Animal Target | Requirements     | Base success chance (increase with level) |
| ------------- | ---------------- | ----------------------------------------- |
| **Rabbit**    | *Bow + 1 Arrow*  | `30%`, `45%`, `60%`, `80%`, `90%`         |
| **Pheasant**  | *Bow + 2 Arrows* | `50%`, `60%`, `60%`, `85%`, `98%`         |
| **Deer**      | *Bow + 3 Arrows* | `70%`, `80%`, `80%`, `90%`, `98%`         |
| **Boar**      | *1 Spear*        | `50%`, `60%`, `70%`, `80%`, `95%`         |

* **Necessary tool:**&#x20;
  * Bow & Arrows

    * **Location:** Primary slot(bow), Inventory(arrows)&#x20;
    * **Durability cost:** `10` — *for bows only*

    **OR**
  * &#x20;Spear
    * **Location:** Primary slot
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `hunt`*

## Relationship with the Market and other Users:

The Hunter is the only person, besides Knights and Lords *(Hunters are the only people who can use the `hunt` command*), that can hunt in the forest. For their command to work, they need to have an equipped bow/spear *(depending on what they are hunting)*. If they are using the bow, they will need a number of arrows in their inventory. If they are using the spear, then it will be used up in the hunt attempt.&#x20;

{% hint style="success" %}
*The higher the level, the higher the chances that the spear will be dropped instead of lost upon using the `hunt`command.*&#x20;

*Chances:*

* **LVL 1** - `10%`
* **LVL 2** - `25%`
* **LVL 3** - `50%`
* **LVL 4** - `75%`
* **LVL 5** - `100%`
  {% endhint %}

As such, the Hunter will often need to replace their weapons and they can do that through the Market (Arrows), or a [Weaponsmith](/commoner/fame/weaponsmith) (Spears).\
\
Once they have successfully caught an animal, Hunters will be given its corpse in the inventory. This valuable material can then be sold directly to the Market or to a [Butcher](/commoner/fame/butcher) character for a higher profit.&#x20;


# Butcher 🥩

A page detailing the Butcher role within Medieval Discord and their butcher and tan commands.

## Description:

Butchers are skilled artisans who are responsible for preparing and selling meat. The butcher's slaughterhouse is typically located in the marketplace and is equipped with various tools such as knives, cleavers, and saws. The butcher receives animals from the local farmers or hunters, and then slaughters and dresses them into various cuts of meat, making sure to also prepare any other materials that might come from them like wool, feathers, fur, etc. The meat is then sold to customers, who select the desired cut and have it weighed and priced by the butcher. Butchers are also responsible for preparing meat for special occasions such as weddings and festivals, and for making sausages and other preserved meats.

## Mechanics:

{% code title="#workshops" %}

```javascript
r!butcher
```

{% endcode %}

*Using this command will open a menu wherein you will be able to choose to butcher animals for their meat and materials.*

The `butcher`command is used by the Butcher in order to successfully gather meat and materials from hunted or slaughtered animals. You must have the appropriate corpse of the animal in your inventory in order to butcher it for materials and meat.

#### Animal Corpses:

| Animal Corpse           | Resulting Resources         |
| ----------------------- | --------------------------- |
| **Slaughtered Pig**     | *Raw Pork and Leather*      |
| **Slaughtered Cow**     | *Raw Beef/Veal and Leather* |
| **Slaughtered Chicken** | *Raw Chicken and Feathers*  |
| **Slaughtered Sheep**   | *Raw Lamb and Wool*         |
| **Deer Corpse**         | *Raw Venison and Leather*   |
| **Boar Corpse**         | *Raw Boar and Leather*      |
| **Rabbit Corpse**       | *Raw Hare and Fur*          |
| **Pheasant Corpse**     | *Raw Pheasant and Feathers* |

* **Necessary tool:** Slaughter Knife
  * **Location:** Primary slot
  * **Durability cost:** `5 per use`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`&#x20;
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `butcher`*

{% hint style="success" %}
*Upon using the butcher command, you will get an amount of the animal's meat (2, 2, 3, 3, and 4) that corresponds with your character's level, respectively. However, slaughtered animals will instead produce (3,3,4,4,5).*\
\
*You also have a 25% chance of receiving additional animal products depending on the animal butchered, the amount also scales with your level (1, 1, 2, 2, and 3)*\
\
*Finally, when you butcher a cow, there is a chance you will get veal instead of beef. This chance scales with your level (0%, 25%, 50%, 75%, 100%).*
{% endhint %}

{% code title="#workshops" %}

```javascript
r!tan <amount>
```

{% endcode %}

*`<amount>`* *- The amount of leather from your inventory that you want to tan. Example:* *`r!tan 4`*

The `tan`command is used by the Butcher in order to successfully tan ordinary Leather and turn it into Tanned Leather. Depending on how much Tanned Leather you want, you will have to have the exact number of Leather in your inventory.

* **Necessary tool:** Slaughter Knife
  * **Location:** Primary slot
  * **Durability cost:** `5 per use`
* **Minimum Stamina:** `25%`
  * **Raw Stamina Cost:** `5`
* **XP Reward:** `1`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `tan`*

## Relationship with the Market and other Users:

Butchers can make money with two commands. Tanning leather, they take on the role of tanners whose product is essential for [Tailors](/commoner/fame/tailor) and [Cobblers](/commoner/fame/cobbler). These should be your main customers since selling to them instead of the market is more cost-efficient for both of you.

Butchering animals for their meat and materials is the butcher's primary source of income. These can be sold to the market, but you should look to sell to characters since most people will have a need for the items you can acquire.

To get started, you will need to procure the bodies of animals. You should look to buy directly from [Farmers](/commoner/fame/farmer) and [Hunters](/commoner/fame/hunter) to maximize your profit. However, you can buy what you need directly from the market if you don't care about profit or if no characters are available to trade with.


# Carpenter 🔨

A page detailing the Carpenter role within Medieval Discord and their carpenter and build commands.

## Description

The Carpenter is a skilled artisan who works with wood to build structures, furniture, tools, and other objects. They use various hand tools such as saws, chisels, and planes, as well as larger tools like hammers and axes. Carpenters work on construction sites to build wooden structures such as houses, churches, and bridges. They also build furniture, such as chairs, tables, and beds, as well as tools like plows and carts. Carpenters are also skilled in the art of joinery, which involves fitting pieces of wood together without the use of nails. They are highly valued for building and maintaining the infrastructure of the Capital.

## Mechanics

### Carpenter

{% code title="#workshops" %}

```javascript
r!carpenter
```

{% endcode %}

Used by a Carpenter in order to simply make furniture from wood and nails in their inventory.

* **Necessary tool:** Hammer
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Necessary Materials:** `5 Wood + 1 Nails`
* **Minimum Stamina:** `60%`
  * **Raw Stamina Cost:** `10`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `carpenter`*

### Build

{% code title="(any)Residential District" %}

```javascript
r!build <@user>
```

{% endcode %}

Used for upgrading a specific user's home to a better housing level. Must be used in the channel where the @user's home is.

#### Requirements:

* **Minimum Level Required:** Adept \[III]
  * **Master \[IV]** unlocks the *Enhanced I & II upgrades*
  * **Grandmaster \[V]** unlocks the *Refined and Perfected upgrades*
* **Necessary tool:** Hammer
  * **Location:** Primary slot
  * **Durability cost:** `25`
* **Necessary Buckles:** Depends on [Housing Level](/channels/districts/housing#housing-levels)
* **Minimum Stamina:** `100%`
  * **Raw Stamina Cost:** `20`
* **XP Reward:** `10`
* **Command Cooldown:** `3 days`

{% hint style="info" %}
*Mention yourself to upgrade **your** home.*
{% endhint %}

## Relationship with the Market and other Users

On their own, Carpenters can create furniture which they can sell to the market. Since furniture has no practical use, characters won't usually buy them. Because of this, carpenters will spend most of their time interacting directly with the market. To make the most of what they have, they can trade with [Blacksmiths](/commoner/fame/blacksmith) to get nails and [Tree Fellers](/commoner/fame/tree-feller) to get wood.

Additionally, carpenters are essential for a specific mechanic. Upgrading homes cannot be done without carpenter characters. There is a lot of money to be had by upgrading people's homes for them. However, because it's so costly, you might not get the chance to do it often.


# Tree Feller 🌳

A page detailing the Tree Feller role within Medieval Discord and their cut command.

## Description:

Tree fellers are laborers responsible for cutting down trees using hand tools such as axes and saws. They work in the forests and woodlands, often in groups, to fell trees that are used for a variety of purposes such as building materials, fuel, and making weapons/tools. Once a tree is felled, the tree feller strips off its branches and cuts it into sections of a manageable size, which are then transported to the appropriate destination. They also work with the Mayor's Wardens to maintain the woods' structure, growing specific kinds of trees, and making sure that duff doesn't accumulate on the forest floors. Due to the danger involved in the work and the physical labor required, it is considered a difficult and challenging occupation.

## Mechanics:

{% code title="#forest" %}

```javascript
r!cut
```

{% endcode %}

The `cut` command is used by the Tree Feller in order to gather wood in their inventory.&#x20;

* **Necessary tool:** Axe
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `5`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `cut`*

*Amount of wood received per level:*

* **Level 1:** `4-8 wood`
* **Level 2:** `5-9 wood`
* **Level 3:** `6-10 wood`
* **Level 4:** `8-12 wood`
* **Level 5:** `12-15 wood`

{% hint style="success" %}
*Tree Fellers also have a chance to gain "Quality Wood" when using the `cut` command. The chance they get it depends on their fame rank.*

\
***1:** `15%`*\
***1:** `20%`*\
***1:** `40%`*\
***1:** `60%`*\
***1:** `85%`*
{% endhint %}

{% hint style="info" %}
*Whenever the `cut` command is used, there is a `10%` chance that the character will also receive a drop of* apples, hazelnuts, pinenuts, chestnuts, or walnuts!
{% endhint %}

## Relationship with the Market and other Users:

Tree Fellers can choose to trade with a wide variety of other artisan characters who need wood to ply their crafts. Even disregarding the constant need for wood, they can always go to the market and sell the wood they cut directly. However, trading with other characters will yield more profit and will offer a better price to the person buying from you.


# Merchant 📦

A page detailing the Merchant role within Medieval Discord and their shipment mechanic.

## Description:

Merchants are people who trade goods and services, often in exchange for money, throughout the Kingdom and far beyond it. They can be involved in local or long-distance trade and can specialize in different types of goods such as textiles, spices, or luxury items like gold and silver. Merchants often travel great distances to purchase goods to sell in different markets. They play a crucial role in France's economy by facilitating the exchange of goods and services across long distances and between different cultures while also facilitating local cooperation between settlements. Merchants often form guilds or associations to protect their interests, regulate trade practices, and provide support to members. They are also influential in the development of banking and financial systems, including the use of credit, bills of exchange, and other revolutionary forms of finance.

## Mechanics:

{% code title="#any market in outside settlements" %}

```javascript
r!shipment
```

{% endcode %}

The `shipment` command is used by the Merchant in order to obtain a Shipment within their inventory which can then be opened with `open-shipment`. Using the `open-shipment` command will open a drop-down menu wherein you may choose one of the shipments in your inventory to open. You may only use this command in the **#shops** and **#black\_market** channels.

{% hint style="danger" %}
*Going to any of the local settlements and only getting one shipment will result in a loss of coin for you. To make some profit, you must get two shipments!*
{% endhint %}

### Local Shipment Types:

<table><thead><tr><th width="156">Name</th><th width="101" align="center">Value</th><th width="127" align="center">Market channels</th><th align="right">Contents (%chance)</th></tr></thead><tbody><tr><td><strong>Common</strong> <strong>Shipment</strong></td><td align="center">55-90</td><td align="center">Frey, Forechester, Shelby, Kington</td><td align="right"><em><strong>lemons</strong> (5%), <strong>oranges</strong> (5%), <strong>pears</strong> (3%), <strong>apples</strong> (4%), <strong>plums</strong> (4%), <strong>cheese</strong> (3%), <strong>beer</strong> (5%), <strong>ale</strong> (5%), <strong>wine</strong> (15%), <strong>spirit</strong> (4%), <strong>dyes</strong> (5%), <strong>salt</strong> (40%), <strong>grain</strong> (1%)</em></td></tr><tr><td><strong>Uncommon Shipment</strong></td><td align="center">105-145</td><td align="center">Forechester, Shelby, Kington</td><td align="right"><em><strong>crystals</strong> (25%), <strong>lemons</strong> (2%), <strong>oranges</strong> (2%), <strong>pears</strong> (1%), <strong>apples</strong> (1%), <strong>plums</strong> (3%), <strong>cheese</strong> (1%), <strong>beer</strong> (1%), <strong>ale</strong> (1%), <strong>wine</strong> (10%), <strong>spirit</strong> (2%), <strong>dyes</strong> (5%), <strong>salt</strong> (45%), <strong>grain</strong> (1%)</em></td></tr><tr><td><strong>Rare Shipment</strong> </td><td align="center">160-195</td><td align="center">Shelby, Kington</td><td align="right"><em><strong>crystals</strong> (50%), <strong>lemons</strong> (1%), <strong>oranges</strong> (1%), <strong>pears</strong> (1%), <strong>apples</strong> (1%), <strong>plums</strong> (1%), <strong>wine</strong> (10%), <strong>spirit</strong> (1%), <strong>dyes</strong> (3%), <strong>salt</strong> (30%), <strong>grain</strong> (1%)</em></td></tr><tr><td><strong>Unique Shipment</strong> </td><td align="center">170-215</td><td align="center">Kington</td><td align="right"><em><strong>crystals</strong> (60%), <strong>lemons</strong> (1%), <strong>oranges</strong> (1%), <strong>pears</strong> (1%), <strong>apples</strong> (1%), <strong>plums</strong> (1%), <strong>wine</strong> (10%), <strong>spirit</strong> (1%), <strong>dyes</strong> (3%), <strong>salt</strong> (20%), <strong>grain</strong> (1%)</em></td></tr><tr><td><strong>Extraordinary Shipment</strong></td><td align="center">300-350</td><td align="center">Kington<br><strong>(5% chance)</strong></td><td align="right"><em><strong>crystals</strong> (10%), <strong>lemons</strong> (1%), <strong>cheese</strong>  (1%), <strong>oranges</strong> (1%), <strong>plums</strong> (1%), <strong>wine</strong> (3%), <strong>dyes</strong> (1%), <strong>salt</strong> (1%), <strong>silk</strong> (40%), <strong>spices</strong> (40%), <strong>grain</strong> (1%)</em></td></tr></tbody></table>

### Exotic Shipment Types:

<table><thead><tr><th width="180">Name</th><th width="137" align="center">Value</th><th align="right">Contents (%chance)</th></tr></thead><tbody><tr><td><strong>Venice Shipment</strong></td><td align="center">1100-1260</td><td align="right"><em><strong>silk</strong> (10%), <strong>spices</strong> (20%), <strong>salt</strong> (5%), <strong>amethyst</strong> (10%), <strong>perfumes</strong> (20%), <strong>paper</strong> (5%), <strong>olive oil</strong> (10%), <strong>vintage wine</strong> (20%)</em></td></tr><tr><td><strong>Constaintinople</strong> <strong>Shipment</strong></td><td align="center">1740-2060</td><td align="right"><em><strong>silk</strong> (10%), <strong>spices</strong> (10%), <strong>salt</strong> (3%), <strong>amethyst</strong> (7%), <strong>pearl</strong> (4%), <strong>paper</strong> (3%), <strong>written book</strong> (30%), <strong>olive oil</strong> (10%), <strong>vintage wine</strong> (20%), <strong>incense</strong> (2%)</em></td></tr><tr><td><strong>Alexandria Shipment</strong> </td><td align="center">2420-2900</td><td align="right"><em><strong>silk</strong> (4%), <strong>spices</strong> (5%), <strong>salt</strong> (3%), <strong>emerald</strong> (20%), <strong>pearl</strong> (5%), <strong>written book</strong> (45%), <strong>perfumes</strong> (3%), <strong>dried</strong></em> <em><strong>murex</strong> (10%), <strong>vintage wine</strong> (3%), <strong>incense</strong> (2%)</em></td></tr><tr><td><strong>Baghdad Shipment</strong> </td><td align="center">3140-3820</td><td align="right"><em><strong>silk</strong> (3%), <strong>spices</strong> (3%), <strong>salt</strong> (2%), <strong>emerald</strong> (6%), <strong>ruby</strong> (30%), <strong>written book</strong> (20%), <strong>lapis lazuli</strong> (2%), <strong>dried murex</strong> (15%), <strong>vintage wine</strong> (4%), <strong>damascus steel bar</strong> (15%)</em></td></tr><tr><td><strong>Cambay</strong> <strong>Shipment</strong></td><td align="center">5900-6750</td><td align="right"><em><strong>silk</strong> (3%), <strong>spices</strong> (3%), <strong>salt</strong> (1%), <strong>emerald</strong> (3%), <strong>ruby</strong> (35%), <strong>pearl</strong> (1%), <strong>written book</strong> (10%), <strong>lapis lazuli</strong> (1%), <strong>vintage wine</strong> (8%), <strong>ivory</strong> (35%)</em></td></tr><tr><td><strong>Cathay Shipment</strong></td><td align="center">10200-11280</td><td align="right"><em><strong>silk</strong> (2%), <strong>spices</strong> (2%), <strong>salt</strong> (3%), <strong>emerald</strong> (3%), <strong>ruby</strong> (5%), <strong>pearl</strong> (4%), <strong>crystals</strong> (3%), <strong>written book</strong> (10%), <strong>paper</strong> (1%), <strong>vintage wine</strong> (2%), <strong>ivory</strong> (20%), <strong>tilsent</strong> (45%)</em></td></tr></tbody></table>

### Leveling up

Merchants earn XP and level up through the use of the `travel` command. Even though it's available for everyone, only Merchants earn XP from it.

* **XP Reward:** `1-3`
* **Reward Cooldown:** `24h`

{% hint style="info" %}
*For more info on the `travel` command, make sure to check out the* [*Travel* ](/channels/travel)*page, where it's all explained.*
{% endhint %}

### Spices

```
r!spice
```

*Using this command will remove any `Spices` you might have in your inventory and will grant you a variety of exotic spices that range in price between 250 and 350 buckles in total. These spices include pepper, mace spice, nutmeg, saffron, ginger, cinnamon, sugar, grains of paradise, and cloves. Every spice has an equal chance of appearing.*

## Relationship with the Market and other Users:

The Merchant has direct access to the most valuable items one could legally acquire through the Market. Merchants must make use of the `travel` command in order to acquire different types of shipments that contain varying items, from grain to tilsent. Once they obtain one or more shipments they are free to return to Rosewood and open them in order to discover the contents and then sell them directly to the Market or to other characters.


# Farmer 🐖

A page detailing the Farmer role within Medieval Discord and their harvest and slaughter commands.

## Description:

Farmers make up the foundation of feudal society. They work the land, growing crops and raising livestock for food and other necessities. They prepare the fields for planting, sow and harvest crops, and care for animals such as cows, pigs, and chickens. The life of a farmer is largely dictated by the seasons, with different tasks and activities to be done at different times of the year. In addition to providing for their own families, farmers often sell their surplus produce at markets or to local merchants. However, farming is often a difficult and precarious occupation, with crops at the mercy of weather and pests and with a constant need for hard physical labor. Fortunately, there is never a shortage of farmers in or around Rosewood.

## Mechanics

### Harvest

{% code title="#farmlands" %}

```javascript
r!harvest
```

{% endcode %}

The `harvest`command is used by Farmers in order to gather grain and vegetables in their inventory.

#### Possible Outcomes:

* **`5x Grain`**
* **`5x Cabbage`**
* **`5x Lettuce`**
* **`5x Onions`**
* **`5x Carrots`**
* **`5x Field Peas`**

{% hint style="info" %}
*The amount of 5x(item) you get, scales with your fame rank. If you are level 1, you get 1 5x(item), or if you are level 5, you get 5 5x(item). You will never get a full stack of items at once during the same command. For example, if you are level three, you will never get 10x grain and 5 lettuce. Instead, you will get three different items.*
{% endhint %}

* **Necessary tool:** Hoe
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `harvest`*
* **Base success** **chance**: `40%`, `45%`, `50%`, `55%`, `60%` (increase with level)

### Slaughter

{% code title="#farmlands" %}

```javascript
r!slaughter <animal name>
```

{% endcode %}

The `slaughter`command is used by Farmers to gather Slaughtered Farm Animals, which can then be sold to the Market or to Butcher characters.

**Possible Outcomes:**

* **`Slaughtered Cow`**
* **`Slaughtered Pig`**
* **`Slaughtered Chicken`**
* **`Slaughtered Sheep`**<br>
* **Necessary tool:** Slaughter Knife
  * **Location:** Primary slot
  * **Durability cost:** `5`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `slaughter`*

## Relationship with the Market and other Users:

Farmers, like [Miners](/commoner/fame/miner) and [Tree Fellers](/commoner/fame/tree-feller), are part of the group of roles that produce primary raw materials. In their case, farmers are responsible for the input of food and animal-related raw materials into the economy. The tools they need can be bought from the market, but of course, farmers stand to profit more if they trade with [Blacksmiths](/commoner/fame/blacksmith). Characters should rely on farmers for their food-related needs.

The materials farmers can provide are best utilized by [Butchers](/commoner/fame/butcher) and [Tailors](/commoner/fame/tailor), especially the former. Farmers can provide butchers with a stable and constant stream of slaughtered animals which the butcher can then further divide into their basic parts. Their relationship is symbiotic and should be exploited as much as possible. However, if there are no characters willing or available for this, farmers can always turn to the market and sell there directly, but they stand to miss out on some extra profit.


# Miner ⛏️

A page detailing the Miner role within Medieval Discord and their mine command.

## Description:

A Miner is a person who extracts minerals and ores from the earth for use in various crafts. They work in mines or quarries, using tools such as picks, shovels, and hammers to extract minerals such as coal, iron, copper, stone, silver, gold, and others. Miners face many dangers, including cave-ins, flooding, and exposure to harmful chemicals and gases. They often work long hours in difficult and cramped conditions, with low pay and little safety. Despite the challenges, mining is crucial, providing raw materials for metalworking, construction, and other crafts. They work in the Fisher-owned mines outside Rosewood and the nearby quarry.

## Mechanics:

{% code title="#mines" %}

```javascript
r!mine
```

{% endcode %}

The `mine` command is used by the Miner in order to obtain stone and ore from the Rosewood Mines.&#x20;

#### Possible Outcomes:

<table><thead><tr><th width="100" align="center">Level</th><th>Outcomes</th></tr></thead><tbody><tr><td align="center">1</td><td><ul><li><code>50%</code> for 2 Stone</li><li><code>50%</code> for 4 Stone</li></ul></td></tr><tr><td align="center">2</td><td><ul><li><code>33%</code> for 3 Stone</li><li><code>33%</code> for 1 Stone &#x26; 1 Iron Ore</li><li><code>33%</code> for 1 Silver Ore</li></ul></td></tr><tr><td align="center">3</td><td><ul><li><code>25%</code> for 2 Stone &#x26; 1 Iron Ore</li><li><code>25%</code> for 2 Iron Ore</li><li><code>25%</code> for 1 Iron Ore &#x26; 1 Silver Ore</li><li><code>25%</code> for 1 Gold Ore</li></ul></td></tr><tr><td align="center">4</td><td><ul><li><code>33%</code> for 3 Iron Ore</li><li><code>33%</code> for 2 Iron Ore &#x26; 1 Silver Ore</li><li><code>33%</code> for 2 Gold Ore</li></ul></td></tr><tr><td align="center">5</td><td><ul><li><code>33%</code> for 1 Iron Ore &#x26; 2 Silver Ore</li><li><code>33%</code> for 2 Silver Ore &#x26; 1 Gold Ore</li><li><code>33%</code> for 1 Crystals</li></ul></td></tr></tbody></table>

* **Necessary tool:** Pickaxe
  * **Location:** Primary slot
  * **Durability cost**: `5`
* **Minimum Stamina:** `40%`
  * **Raw Stamina Cost:** `10`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `mine`*

## Relationship with the Market and Other Users:

Miners, along with Farmers and Tree Fellers, bring in primary raw materials which can't be divided further and are absolutely crucial for a stable economy. Miners will likely end up making their profit by selling stones to the market directly. However, when they do find metals or crystals, instead of the market, they can be sold to characters who might have a need for them. This will most likely be a character that is some sort of smith. Trading with them directly will allow you to earn more profit while also being cost-effective for your buyers.


# Infamy Route

The Infamy Route of the Commoner Path is based on using each role's specific command to somehow break the law in order to turn a profit. These roles are based on real-life medieval equivalents, and work both together and against each other. Their main tool is their ability to earn money illegally, slowly turning the character infamous. To join the Infamy route, you will need to speak to the Scout in the **#black\_market** channel.

{% content-ref url="/pages/-MTm7Mww0aPXxgmeyfV2" %}
[Thief 🤏](/commoner/infamy/thief)
{% endcontent-ref %}

{% content-ref url="/pages/-MTm7PA0MJEcNx5wEMGe" %}
[Headhunter 📜](/commoner/infamy/headhunter)
{% endcontent-ref %}

{% content-ref url="/pages/-MTm7OzF0qwhqirDy9Nw" %}
[Smuggler 🚣‍♂️](/commoner/infamy/smuggler)
{% endcontent-ref %}

{% content-ref url="/pages/-MTm7OolSqQkMKuMCuyI" %}
[Bandit 🤺](/commoner/infamy/bandit)
{% endcontent-ref %}

{% content-ref url="/pages/-MTm7OKNaeQXqyFBWfVR" %}
[Thug 👊](/commoner/infamy/thug)
{% endcontent-ref %}

To leave the Infamy Route, you will have to speak to the Scout in the **#black\_market** and demand to leave. Leaving will brand you a `Scofflaw` and will prohibit you from ever rejoining Infamy in the future.

### Ranking up:

Every role-specific command gives your character a certain amount of XP. Upon reaching a milestone, you will instantly progress to the next level of your skill in the craft you've chosen. The numbers are as follows:

* **Rank I** - \[Vagrant] - `0 xp`
* **Rank II** - \[Rogue] - `10 xp`
* **Rank III** - \[Dilettante] - `30 xp`
* **Rank IV** - \[Ace] - `60 xp`
* **Rank V** - \[Paragon] - `100 xp`


# Thief 🤏

A page detailing the Thief role within Medieval Discord and their pickpocket command.

## Description

Thieves steal goods or property from others without their consent. They often target wealthy individuals or merchants, and use a variety of methods to steal, such as pickpocketing, breaking into homes or shops, or using distraction techniques. Thievery is generally considered a minor offense. Depending on the frequency of the offense, it can lead to harsher punishments. The best thieves prefer not to get caught. There are many individuals who turn to thievery out of desperation, poverty, or a lack of other opportunities for survival. Some just want to get rich quick and are willing to risk a lot to get there.

## Mechanics:

### Pickpocket NPCs

```javascript
r!pickpocket
```

`pickpocket` - *Used to pickpocket NPCs in Rosewood (may be used by anyone)*

1. **Base success** **chance for everyone when pickpocketing NPCs**: `40%`
2. **Base success** **chance for thieves when pickpocketing NPCs**: `75%`, `80%`, `85%`, `90%`, `100%` *(increase with level)*

* **Necessary tool:** None
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `pickpocket`*

#### **Success chance for pickpocketing NPCs:**

* (+)**Base Success Chance:** `bsc` *(different for thieves)*
* (+)**Stamina:** `stm%`
* (+)**Cloaked:** `10%`
* (-)**Fingerless Role:** `5%, 10%, 20%`
* (-)**Armor:**&#x20;
  * *Gambeson, Chain Mail:* `10%`
  * *Brigandine, Rosewoodian Plate:* `25%`

#### **Success/Fail results:**

* **Fail:** `You will lose 100 buckles`
* **Success:** `10-50 buckles`
  * *If your Character is a Thief, then they also gain:* `5-10% chance to get Stolen Goods`

### Pickpocket PCs

<pre><code><strong>r!pickpocket [@user]
</strong></code></pre>

`pickpocket @user` - *Used to pickpocket other characters (may be used by anyone)*

1. **Base success** **chance for everyone when pickpocketing other users**: `20%`
2. **Base success** **chance for thieves when pickpocketing other users**: `80%`, `85%`, `90%`, `95%`, `100%` *(increase with level)*

#### **Success chance for pickpocketing other characters:**

* (+)**Base Success Chance:** `bsc` *(different for thieves)*
* (+)**Stamina:** `stm%`
* (+)**Cloaked:** `10%`
* (-)**Target's Intelligence:** `int%`
* (-)**Fingerless Role:** `5%, 10%, 20%`
* (-)**Armor:**&#x20;
  * *Gambeson, Chain Mail:* `10%`
  * *Brigandine, Rosewoodian Plate:* `25%`

#### **Success/Fail results:**

* **Fail:** `You will lose a finger and get the Fingerless role.`
* **Success:** `25% of Target's coin`

### Pickpocket PCs' Items (exclusive to Thieves)

```javascript
r!pickpocket [@user] [item name]
```

`pickpocket @user item name` - *Used to steal a specific item from another character's inventory (can be used by Thieves only)*

1. **Base success** **chance**: `20%`, `30%`, `50%`, `70%`, `80%` *(increase with level)*

#### **Success chance for pickpocketing an item:**

* (+)**Base Success Chance:** `bsc`
* (+)**Stamina:** `stm%`
* (+)**Cloaked:** `10%`
* (-)**Target's Intelligence:** `int%`
* (-)**Fingerless Role:** `5%, 10%, 20%`
* (-)**Armor:**&#x20;
  * *Gambeson, Chain Mail:* `10%`
  * *Brigandine, Rosewoodian Plate:* `25%`

#### **Success:** `You get the item you chose and it is placed in your inventory.`

*Thieves have the ability to steal a specific item from another user's inventory by mentioning them and typing the full name of the item (with spaces). This variant of the `pickpocket` command is the **hardest.***

{% hint style="success" %}
*If the chosen item has `durability`and there are multiple instances of that item in the @user's inventory, then the exact item will be picked at random.*
{% endhint %}

#### **Failure:** `You will lose a finger and get the Fingerless role.`

*Failing this command will cost the Thief their fingers. Each time a Thief is caught using the `pickpocket user` command, they will be arrested by the Watch and taken to the **#dungeons**, where they will lose one finger. When the fourth attempt fails, a Thief does not lose a fourth finger, instead they are Outlawed and teleported to the **#forest**.*

{% hint style="warning" %}
*Having the Fingerless roles incurs a negative modifier when using any of the `pickpocket` variants:*\
\
*Fingerless \[I]: `-5%`*\
*Fingerless \[II]: `-10%`*\
*Fingerless \[III]: `-20%`*
{% endhint %}

{% hint style="danger" %}
*If the item exists but **isn't** in the @user's inventory, the command **fails!***
{% endhint %}

{% hint style="info" %}
*If you make a typo while typing the name of the item, meaning, the item with that exact name **doesn't** exist in MD then the command is **canceled**, meaning, nothing happens.*
{% endhint %}

## Burglarizing (exclusive to Thieves)

{% code title="#residential channels" %}

```javascript
r!burgle @user
```

{% endcode %}

*Using the `burgle` command and its success are highly dependent on the* [*Housing Level*](/channels/districts/housing#housing-levels) *of the person whose home you're trying to burglarize. More expensive homes will be harder to break into, and eventually inaccessible to the common thief.*

{% hint style="danger" %}
*In order to be able to use the `burgle` command at all, you will need to know where someone lives. This information can be accessed by those within the Infamy route as part of their* [*See*](/character/seeing) *command.*\
\
*Using the `burgle` command in the wrong channel won't cancel the command. This means you can still get arrested if you fail.*
{% endhint %}

* (+)**Base success** **chance range (Security stat from Housing)**:
  * **Decrepit**: `0-50%`
  * **Base, Improved I**: `0-30%`
  * **Improved II, Enhanced I**: `0-15%`
  * **Enhanced II, Refined, Perfected**: `0%` (*CANNOT BE BURGLARIZED)*
* (+)**Stamina:** `stm%`
* (+)**Cloaked:** `10%`
* (-)**Fingerless Role:** `5%, 10%, 20%`
* (-)**Armor:**&#x20;
  * *Gambeson, Chain Mail:* `10%`
  * *Brigandine, Rosewoodian Plate:* `25%`

**Raw Stamina Cost:** `10`

#### **Success**

*If you successfully break into someone's home, you will have **60 seconds** to take any and all items they have stored in their personal storage. You will get a menu and you will be able to choose from among those items and up to any amount until you hit `EXIT` or until you reach your weight limit. If your time runs out, your character will leave, but there's nothing stopping you from coming back and trying again.*

#### **Failure**

*Failing this command will initiate a coinflip for whether the Theif gets spotted trying to break in; meaning there is a **50%** chance that the command fails and that the Theif gets away with it. Alternatively, the Thief will be spotted by the Watch and will be unable to evade them. They will be arrested and teleported to the **#dungeons** where they will await trial for Homebreaking.*

{% hint style="warning" %}
*You may attempt to burglarize someone's home even if they are there. It will not impact your chances of getting in and away! However, they will be alerted to your presence!*
{% endhint %}

## Relationship with the Market and other Users

Thieves make a living by lifting buckles off of unsuspecting NPCs and other Characters. The easiest command to use, with the least consequences, is `pickpocket` without the mention of any user. It will provide the Thief with 10-50 buckles per use, and has the highest success chance out of all of its variations. Additionally, it has a chance of providing the Thief with the "Stolen Goods" item, which can be sold on the Black Market. The punishment for failing this command is a fine of 100 buckles, applied immediately. Only mentioning another user means the coin balance of the user mentioned will be targeted, and if successful, will transfer **25%** of it to your coin balance, without anyone noticing.&#x20;

Burglary is notably more difficult, but if you've cased your target and you're sure you're going to make a profit, it is one of the easiest ways to acquire a large amount of money in a very short time.&#x20;


# Headhunter 📜

A page detailing the Headhunter role within Medieval Discord and their seek command.

## Description:

Headhunters are men and women who make a living by claiming the lives of outlaws and bandits and exchanging proof of their completed bounty in the Market. This is sponsored by the Royal Crown, however, their services are looked down upon because they often take on bounties placed by the general public. The more people kill, the more they are shunned in society. Since headhunters make a living off of taking lives, they are often ostracized if not actively excluded from society.

## Mechanics:

{% code title="#forest" %}

```javascript
r!seek
```

{% endcode %}

*Used to engage bandits and outlaws in the **#forest***

* **Necessary tool:** Any weapon
  * **Location:** Primary slot
  * **Durability cost:** `4`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`&#x20;
* **cXP Reward (Per Success):** `1-3`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `seek`*

**Success chance:**

* **Base success** **chance**: `40%`, `45%`, `50%`, `55%`, `60%` (increase with level)
* (+)**Strength:** `str%`
* (+)**Weapon Slash:** `S%`
* (+)**Horse:** `10%`
* (+)**Shield:** `5%`
* (+)**Armor:**&#x20;
  * *Chain Mail, Brigandine:* `5%`
  * *Rosewoodian Plate:* `10%`

**Success/Fail results:**

* **Fail:** `You will lose 20 HP`
  * *If your HP falls below 15:* `You will get Maimed`
  * *If your HP falls below 0:* `You will die`
  * *Rare outcome (2%) :* `You will be taken prisoner, robbed of all your coin and items, and then released.`
* **Success:** `Proof of Bounty`
  * *Bonus Reward:* `1-5% chance of a weapon/armor drop`

## Relationship with the Market and other Users:

Headhunters make a living by hunting down people who have bounties on their heads, be they Outlaws or simply people who someone wants dead. Additionally, they also attack Bandits, as their heads also bring a lot of profit for them. The `seek` command, if successful will grant a number of "Proof of Bounty" which can be sold on the Market. Additionally, there is also a small chance that a successful seek will also drop random weapons/armor. Failing the `seek` command will incur a `-20 HP` penalty, meaning you can end up wounded, maimed, killed, or even kidnapped if you're really unlucky.

{% hint style="info" %}
*Characters with the Headhunter role have a buff during combat against other characters with the Bandit/Outlaw/Bounty role.*
{% endhint %}

Unlike other criminals, Headhunters' work is not explicitly illegal, since Bandits and Outlaws are enemies of the Crown. However, their illegality comes from their readiness to accept illegal contracts like bounties.


# Smuggler 🚣‍♂️

A page detailing the Smuggler role within Medieval Discord and their smuggle command.

## Description:

Smugglers illegally transport goods, such as food, weapons, contraband, or luxury items, past the walls usually down the Seyne River. Smugglers often use hidden compartments in their vehicles or carry the goods on their person to avoid detection by authorities so they are not arrested or so they don't have to pay taxes on their imports. Thus they often operate in secret to avoid being caught. Smuggling is a risky and illegal activity, and smugglers face severe punishment if caught, including imprisonment, fines, or even execution. Despite the risks, smuggling is a lucrative trade, providing valuable goods to those who cannot afford to pay the high taxes and tariffs imposed by the ruling authorities or those who want to get their hands on things the city has made illegal.

## Mechanics:

{% code title="#shops" %}

```javascript
r!smuggle
```

{% endcode %}

*Used to engage with Acer, the best smuggler in the Kingdom, who can give you what you need.*

#### *Dialogue options*:

1. `Do you have any goods for me?` *(You will be given the option to choose some smuggled goods)*
2. `What can you tell me about this river?` *(Acer will tell you some lore)*
3. `Nevermind. Goodbye...` *(Ends the dialogue)*

* **Necessary tool:** None
  * **Location:** None
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **XP Reward:** `3`

When selecting option number 1, you will be able to choose between five bundles of smuggled items that scale with your level *(as you level up, you will unlock new bundles while still being able to purchase the older ones)*. These are your options:

<table data-header-hidden><thead><tr><th width="156">Lvl+Name</th><th width="71" align="center">Cost</th><th width="101" align="center">Value</th><th align="right">Contents of the Bundle</th></tr></thead><tbody><tr><td><strong>Lvl+Name</strong></td><td align="center"><strong>Cost</strong></td><td align="center"><strong>Value</strong></td><td align="right"><em><strong>Contents of the Bundle</strong> (%chance to appear)</em></td></tr><tr><td><strong>1 - Vagrant</strong></td><td align="center">50</td><td align="center">90-120</td><td align="right"><em><strong>Grain</strong> (1%), <strong>Ergot Beer</strong> (50%), <strong>Fake Relic</strong> (20%), <strong>Dyes</strong> (10%), <strong>Fur</strong> (10%), <strong>Grapes</strong> (9%)</em></td></tr><tr><td><strong>2 - Rogue</strong></td><td align="center">100</td><td align="center">150-220</td><td align="right"><em><strong>Grain</strong> (1%), <strong>Ergot Beer</strong> (35%), <strong>Fake Relic</strong> (20%), <strong>Stolen Goods</strong> (10%), <strong>Paper</strong> (10%), <strong>Weighted Die</strong> (5%), <strong>Grapes</strong> (9%), <strong>Fur</strong> (10%)</em></td></tr><tr><td><strong>3 - Dilettante</strong></td><td align="center">150</td><td align="center">200-260</td><td align="right"><em><strong>Buttermilk</strong> (1%), <strong>Nightshade</strong> (45%), <strong>Stolen Goods</strong> (15%), <strong>Weighted Die</strong> (10%), <strong>Paper</strong> (15%), <strong>Dyes</strong> (14%)</em></td></tr><tr><td><strong>4 - Ace</strong></td><td align="center">300</td><td align="center">450-500</td><td align="right"><em><strong>Beer</strong> (1%), <strong>Wine</strong> (19%), <strong>Stolen Goods</strong> (15%), <strong>Counterfeit Buckles</strong> (40%), <strong>Pearl</strong> (5%), <strong>Weighted Die</strong> (5%), <strong>Red Watch Stripe</strong> (5%), <strong>Blue Watch Stripe</strong> (10%)</em></td></tr><tr><td><strong>5 - Paragon</strong></td><td align="center">500</td><td align="center">750-800</td><td align="right"><em><strong>Beer</strong> (1%), <strong>Grapes</strong> (5%), <strong>Fake Relic</strong> (10%), <strong>Stolen</strong></em> <em><strong>Goods</strong> (15%), <strong>Weighted Die</strong> (5%), <strong>Translated Bible</strong> (40%), <strong>Red Watch Stripe</strong> (7%), <strong>Blue Watch Stripe</strong> (12%), <strong>Passport</strong> (5%)</em></td></tr></tbody></table>

{% hint style="info" %}
*Unlike most commands, the cooldown on the `smuggle`command means you can only use it (successfully) **once every 12hrs**.*
{% endhint %}

## Relationship with the Market and other Users:

Smugglers are given a random assortment of goods that scale with their rank. Those goods can be both legal and illegal and can be sold on the Market, Black Market, and to other Characters. Depending on their experience, Smugglers will get goods of higher value. Selling them on the Black Market will have a chance of getting them arrested for selling contraband *(`1%` chance every time an item is sold or bought from the black market)*.


# Bandit 🤺

A page detailing the Bandit role within Medieval Discord and their rob mechanic.

## Description:

Bandits rob travelers on the roads or steal from villages and towns. They are typically individuals or part of a small group and often operate in remote or hard-to-reach areas where they can avoid detection by authorities. Bandits use force or the threat of violence to take money, goods, or livestock from their victims. Some bandits also engage in kidnapping or extortion for ransom. Banditry is a serious crime so they face harsh punishment if caught — imprisonment and then hanging. Despite the risks, some individuals turn to banditry as a means of survival or rebellion against the ruling authorities. Bandits are seen as the most dangerous and least predictable members of the Capital's criminal underground.

## Mechanics:

{% code title="#forest | #walls" %}

```javascript
r!rob
```

{% endcode %}

*Used to steal from NPCs, be that items or buckles.*

* **Necessary tool:** Any weapon
  * **Location:** Primary slot
  * **Durability cost:** `3`
* **Minimum Stamina:** `60%`
  * **Raw Stamina Cost:** `15`
* **cXP Reward (Per Success):** `1-3`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `rob`*

**Success chance:**

* **Base success** **chance**: `40%`, `45%`, `50%`, `55%`, `60%` (increase with level)
* (+)**Stamina:** `2xSTM`
* (+)**Weapon Damage:** `(D/2)%`
* (+)**Armor:** `5%`
* (+)**Horse:** `10%`
* (+)**Shield:** `5%`

**Success/Fail results:**

* **Fail:** `You will be spotted by the Watch, who will try to arrest you`
  * *If you manage to escape:* `You successfully evade capture and end up hiding in the #forest`
    * **Base Success Chance:** `20%`, `30%`, `40%`, `50%`, `60%` (increase with level)
    * (+)**Stamina:** `stm+(current stamina amount/3)%`
    * (+)**Horse:** `20%`
    * (-)**Weight:** `(current weight/2)%`
  * *If you are caught:* `You will be sent to the #dungeons where you will wait for your trial`
* **Success:**&#x20;
  * **Level 1:**  `50-100`
  * **Level 2:**  `80-150`
  * **Level 3:**  `100-200`
  * **Level 4:**  `150-300`
  * **Level 5:**  `200-400`
* *Bonus Reward:* `1-5% chance of a common/uncommon/rare shipment drop`

## Relationship with the Market and other Users:

Bandits are highly sought-after criminals, as the punishment for their crimes is usually death. They make a living by robbing NPC merchants but may also rob other Characters if they believe the profit will be larger.

{% hint style="info" %}
*Bandits have combat bonuses against other characters with the Merchant role. Additionally, they have a buff when using the `RUN` button during combat.*
{% endhint %}

If the `rob` command is successful, they will receive a number of buckles that scales with their experience. Additionally, there is also a small chance that a successful rob will drop a random local shipment, which can then be opened and its contents sold.

If the command fails, the Bandit will be pursued by the Watch and will have a chance to escape or be caught. If they escape, they will avoid punishment. However, if they are caught, they will be arrested and tried for banditry.


# Thug 👊

A page detailing the Thug role within Medieval Discord and their racketeer command.

## Description:

Thugs are the grunts of any gang within Rosewood. They make sure the day-to-day operations run smoothly and are usually the muscle when it comes to City warfare, be that between gangs, or against the Watch. Their primary source of income is racketeering. They are seen as less threatening, but that is due to the sheer number of them. Anyone with muscle can become an effective thug or enforcer. They rarely use deadly force, knowing that a man who is afraid is worth more to their gang than a corpse. Typically, effective thugs quickly rise through the ranks and become infamous for their intimation or combat skills.

## Mechanics:

{% code title="#workshops or any residential channel" %}

```javascript
r!racketeer
```

{% endcode %}

\- *Used to threaten NPC shop owners within the City into paying monthly "insurance".*

* **Necessary tool:** Any weapon
* **Location:** Primary slot
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `12`
* **XP Reward:** `3`
  * **XP Reward Cooldown:** `24h`
  * **XP Reward While on Cooldown:** *30% chance at 1XP per `racketeer`*

**Success chance:**

* **Base success** **chance**: `25%`, `40%`, `50%`, `60%`, `75%` (increase with level)
* (+)**Strength:** `2xstr%`
* (+)**Weapon Damage:** `(D/2)%`
* (+)**Shield:** `5%`
* (+)**Armor:**&#x20;
  * *Gambeson, Chain Mail:* `10%`
  * *Brigandine, Rosewoodian Plate:* `20%`

**Success/Fail results:**

* **Fail:** `You will lose 20 HP`
  * *If your HP falls below 15:* `You will get Maimed`
  * *If your HP falls below 0:* `You will die`
* **Success:**&#x20;
  * **Level 1:**  `25-50`
  * **Level 2:**  `30-75`
  * **Level 3:**  `50-100`
  * **Level 4:**  `60-160`
  * **Level 5:**  `100-200`

{% hint style="success" %}
*Thugs gain a bonus roll `(0-3)` on the* [*`contest`*](/gangs/gang-control) *command!*
{% endhint %}

## Relationship with the Market and other Users:

Thugs make a living by threatening shop owners and people living in a gang-controlled residential area into paying them insurance money so they might be safe from the gang's violence. This practice is not illegal in and of itself, however, the crime of assault is, and is often used as a legal loophole to punish thugs from various gangs. Upon a successful racketeer, a thug will get some buckles.

{% hint style="info" %}
*Characters with the `Thug` role have a buff during combat against other characters with any role from the Fame Route.*
{% endhint %}

If the `racketeer` command fails, Thugs will face a `-20 HP` penalty, which may cause them to be wounded, maimed, or killed. They are considered petty criminals like Thieves and will not be actively hunted by the Watch, like Bandits for example, or other commoners that might have committed a more serious crime.


# Service Route

The Service Route of the Commoner Path is based in the Tavern, and their main goal is the entertainment of the Citizens of Rosewood. This can be done by offering accommodations within the Tavern, brewing beer, serving stews, or entertaining the patrons with music. To join the service Route, you must be hired by the Innkeeper.

{% hint style="info" %}
*Innkeepers are manually chosen by the Creators from a pool of active* [*Certified Members*](/ooc-mechanics/certified-membership)*.*
{% endhint %}

{% content-ref url="/pages/-MTpu\_-BhmDjwRsE1Xjo" %}
[Innkeeper 🗝️](/commoner/service/inn-keeper)
{% endcontent-ref %}

{% content-ref url="/pages/-MTpuaVBvliVkj0coHe4" %}
[Inn Hand 🍻](/commoner/service/inn-hand)
{% endcontent-ref %}

{% content-ref url="/pages/-MTpuaHZMUMMQ0oMs4Wm" %}
[Bard 🎶](/commoner/service/bard)
{% endcontent-ref %}


# Innkeeper 🗝️

A page detailing the Innkeeper role within Medieval Discord and their hire/fire command.

## Description:

The Innkeeper of Nan Nicole's is one of the most popular lowborn figures within the Capital. As the Tavern is the most visited one and is in the center of the Dunwill Complex, it boasts hundreds of patrons a day. The Innkeeper is chosen directly by the Dunwill House Head to run Nan Nicole's and make sure they are turning a profit each month. For this, they are paid generously and are given the ability/freedom to run the Tavern in any way they see fit. Since they are appointed, Innkeepers can be removed just as easily as they are chosen for the job. This position requires grit and integrity, an ambition to become better and more successful. However, the most important trait an innkeeper should have is loyalty to the Dunwills.

* **Weekly (Sunday) Paycheck:** `700 coin`

## Mechanics:

### Hire

{% code title="Tavern Category" %}

```javascript
r!hire <@user> <role>
```

{% endcode %}

*`<@user>` - The mentioned discord user you want to hire.*\
*`<role>` - The role they will have once hired. **Accepted options:*** *`inn hand` , `bard`*

*The only way someone can become a Bard or an Inn Hand is by being hired by the Innkeeper.*

{% hint style="warning" %}
*There can only be a maximum of **5 Inn Hands** and **5 Bards** at a time.*
{% endhint %}

### Fire

{% code title="Tavern Category" %}

```javascript
r!fire <@user>
```

{% endcode %}

*`<@user>` - The mentioned discord user you want to fire.*\
*Used for firing a user you hired previously from their role.*

## In-depth guide:

Being chosen as an Innkeeper means the Creators expect you to be active and administrate a host of inn hands and bards to serve under you, making sure the Tavern category remains as active as possible. Not hiring any hands or bards will lead to your character losing the Innkeeper role. Therefore, despite having a weekly paycheck, your will still need to RP in the Tavern, and keep track of your Inn Hands, since whatever they do IC reflects negatively on you. Meaning if a problem arises within the Tavern, or involves your employees, it can lead to you getting arrested or fired. It's best to hire people you can trust or at least avoid those who you know you shouldn't trust.&#x20;


# Inn Hand 🍻

A page detailing the Inn Hand role within Medieval Discord and their brew command.

## Description:

Inn Hands are employees of the Innkeeper who is charged with running Nan Nicole's. They are lowborn men and women who are handpicked by the Innkeeper. They can be hired and fired whenever and for any reason. Their job consists of making small talk with patrons and serving them various drinks and foods, including homebrewed beers and stews. In addition to this, they also must maintain the Tavern's reputation as well as its hygiene. Inn hands can also be used for physical labor when the Innkeeeper requires it like when there are crates to be moved, furniture to be fixed, etc.

## Mechanics:

### Brew

{% code title="Tavern Category" %}

```javascript
r!brew
```

{% endcode %}

*When the brew command is used, it will present you with a dropdown menu where you may select the meal/drink you wish to prepare. Each item has a set time required to have it prepared. You can only prepare one item at a time. **This command can be used by the Innkeeper as well.***

#### Brewable Items:

* **Stew:** `5 minutes`
* **Rosewood Beer:** `1 minute`
* **Rosewood Mead:** `2 minutes`
* **Rosewood Wine:** `3 minutes`<br>
* **Minimum Stamina:** 50%
  * **Raw Stamina Cost:** `10`

{% hint style="info" %}
*These brewable items have no price set on the market. It is up to the Innkeeper to determine the prices and it is up to the Inn Hand making and selling them to charge other characters for them. Always try to consult your Innkeeper for the prices of these items before starting to sell them.*
{% endhint %}

## In-depth guide:

Inn Hands should spend most of their time serving patrons in the Tavern. They work at the bar and normally fetch drinks for the people there. These drinks can be ordinary ones from the Market, however, most patrons will appreciate being served exclusive food/drinks that are only available through the `brew` mechanic. These beverages are brewed within the Capital, sold exclusively within Taverns, or shipped elsewhere. For most Inn Hands, a good rule of thumb is to keep your head low, listen to the Innkeeper, and keep out of any criminal activity.

Making small talk with your regular patrons is an amazing way to get information which can then be sold over the counter for coin or favors. Inn hands are well-known for being a great source of gossip.


# Bard 🎶

A page detailing the Bard role within Medieval Discord and their play command.

## Description

Bards are the musically gifted citizens of Rosewood who have been hired by the Innkeeper to perform on behalf of Nan Nicole's Tavern. They go around the City and play their songs in key areas to attract listeners, gain money for themselves, and increase the Tavern's reputation. These are people who have been taught how to play an instrument and/or sing. They either had a mentor or they taught themselves. Bards are typically loved by every common person in the Capital. Sometimes nobles might have problems with them, depending on the contents of their songs.

## Mechanics

### Play

{% code title="#shops | #main\_square | #great\_hall |#bar |#main\_hall" %}

```javascript
r!play
```

{% endcode %}

*Your character plays a song and receives some buckles for it. You can use this command with other players when roleplaying and they can give you extra coin for playing songs.*

In order to play in the **#bar** text channel, you have to be hired as a **Bard** by the Innkeeper. \
The innkeeper can use the `hire` command on you and you'll be officially hired as the **Tavern's Bard**. \
\
**You don't level up** as a `Bard` but for **every 10xp**, your income for each playing **increases by 1 buckle**.\
This upgrade is **permanent**.

* **Income:**
  * **#great\_hall** | **#bar**: `7-11 buckles`
  * **#shops | #main\_sqare:** `1-5 buckles`&#x20;
* **Minimum Stamina:** `60%`
  * **Stamina cost:** `10`
* **XP Reward:** `3xp`
  * **Cooldown:** `24h`
  * **0-1xp** while on CD

{% hint style="success" %}
*Playing in the **#bar** text channel grants you **more buckles.***&#x20;
{% endhint %}

## In-depth guide

If you are a bard without an instrument, your priority should be to get something to play music with. Once you're ready to play, the best way to reach popularity is to simply use the command as much as possible. By playing to more people, you might eventually get noticed by nobility and get invited to a feast where you will earn a lot of buckles for playing. Otherwise, playing in the Tavern is always a good option.&#x20;

Staying on everyone's good side is important. If you plan on writing mocking songs, you have to make sure you have a powerful patron who will protect you or you should at least be famous enough to make it difficult for people to target you. Pick and choose your battles carefully.


# Scribe ✍️

A page detailing the Scribe role within Medieval Discord and their transcribe and alm commands.

## Description

When someone joins the Clergy, they will start out as a Scribe. Scribes will spend their day transcribing and translating certain texts for buckles. Additionally, they are ordered around by the higher ranks in order to accomplish menial tasks. In order to become a Scribe, you will need to talk to the Pastor NPC and request to join *(you also speak to him if you want to leave)*. He is who you talk to in order to rank up within the Clergy.

## Mechanics

### Transcribe

{% code title="#cathedral" %}

```javascript
r!transcribe
```

{% endcode %}

*Used to transcribe/translate texts to or from Latin for coin. Using this command earns you slightly less coin than the basic `work` command due to the `transcribe` command not having an immediate cooldown.*

* **Income:** `30-40 coin`
* **Minimum stamina:** `50%`
* **Stamina cost:** `20`
* **Cooldown:** `8h`

### Alm

{% code title="#cathedral" %}

```javascript
r!alm [amount of buckles]
```

{% endcode %}

*Used to trade coins for piety by giving your money to the less fortunate of Rosewood, basically making you seem more pious and charitable.*

**Piety gain:** `[amount of buckles] / 5`\
**Piety bonus:** `10% for every 4th of your character's total wealth`

{% hint style="info" %}
*The Alm command's piety output scales with the amount of buckles sacrificed. However, this also scales with your overall wealth. For every 4th of your wealth given, you receive an additional 10% piety.*
{% endhint %}

* **25-49%** of your wealth gives you a **10%** increase on piety
* **50-74%** of your wealth gives you a **20%** increase on piety
* **75-99%** - **30%** piety bonus
* **100%** - **40%** piety bonus

## In-depth guide

When joining the clergy, everyone starts off as a Scribe. Scribes are the lowest rank within the Clergy and as such have the least duties. When in the Clergy, people are given access to `transcribe` and `alm`, allowing them to work for gold, and for piety, respectively. Piety is what the Clergy uses in order to progress through the ranks, but also as a type of "spiritual currency" expended in order to use some of their exclusive commands. Their work is mostly done within the confines of the Cathedral, where they have a Scriptorium. They command no one and can offer little religious guidance. Scribes are known to form fraternities and sororities while in the lower ranks of the Clergy. These have no official status but are a good way of showcasing interpersonal relationships between low-ranked members.

{% hint style="info" %}
*Starting with Scribe, and going throughout the rest of the clergy, every man/woman takes oaths of celibacy, poverty, and loyalty to the Church. Breaking any of these can lead to you being tried and punished!*
{% endhint %}

## Piety

Piety is the "spiritual currency" of the clergy path and is used to progress through the ranks, as well as to use certain commands. Piety can be earned in many different ways (for example `alm`, `preach`, `mass`, etc.) Once you want your character to rank up, and you have enough piety to do so, you should go and speak to the Pastor NPC, where you will be able to spend your piety on a rank-up. It is important to maintain a positive piety balance since your character will lose **10 piety every week**. In the event that your piety hits 0, for any reason, your character will lose their clergy role and will be given the `Monk` role instead, meaning they can't rejoin the clergy ever again.&#x20;

* **Piety (Monday) weekly change:** *`-10`*

{% hint style="info" %}
*This decay will not apply to your character for 7 days after you make them.*
{% endhint %}

Additionally, there are certain things that will incur a piety penalty:

* Becoming `Pregnant` *(-10.000)*
* Using the `pregnant` command or being its target *(-500)*
* Becoming `Tipsy`/`Drunk`/`Wasted` *(-100)*
* Using the `work` command during a Sunday *(-50)*

When joining a clergy route, Scribes will be given the opportunity to spend 50 piety in order to join any route. However, depending on the ratio of members in the clergy, meaning their distribution among the routes,  the entry fee may vary from 25 to 75 piety. This means that the least populated route will cost 25 piety to enter, while the most populated one will cost 75.


# Preachment Route

Like every other Clergy route, the Preachment route relies on its users earning piety to progress. Specifically, Preachment is supposed to spread the word of God to the people of Rosewood.

*They have a unique position of holding authority over the people in matters of morality and faith. Some liberties have been taken in terms of historical accuracy in order to provide everyone a meaningful and inclusive RP experience. Nevertheless, the Preachment route is supposed to guide and teach the Christian faithful of Rosewood.*&#x20;

## Joining the Preachment Route

To join the preachment route, you must talk to the **Pastor** NPC in the **#cathedral** and spend the appropriate amount of **Piety** which scales with the amount of currently active players in each route.

**Base cost:** `50 piety`

{% hint style="info" %}
*If there is a lack of players in the Preachment route, the base cost will go down automatically.*\
*The opposite applies if there are too many players in the route, meaning, the price increases.*
{% endhint %}

## Preachment Route Ranks

{% content-ref url="/pages/-MZiZxCWihe\_oD63tO8C" %}
[Deacon 📿](/clergy/preachment/deacon)
{% endcontent-ref %}

{% content-ref url="/pages/-MZiZzPslFIPl07fsVJZ" %}
[Priest 🙏](/clergy/preachment/priest)
{% endcontent-ref %}

{% content-ref url="/pages/-MZiZz1UM5S3bKQ0UO4W" %}
[Archbishop ⛪](/clergy/preachment/archbishop)
{% endcontent-ref %}


# Deacon 📿

A page detailing the Deacon role within Medieval Discord and their convert and preach commands.

<figure><img src="/files/V7n80idQ9eEoJzmNk20w" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

The Deacon is the first rank of the threefold Christian ministry and is the governor of their respective diaconate, the smallest subdivision of the Catholic authority. Within larger settlements like Rosewood, a single church might have multiple diaconates, all presided by a Deacon, in service to their Parish Priest. However, in smaller settlements, like ones that only have one, a diaconate is synonymous with a parish, and the title is a transitionary period between Scribes and Priests. Deacons are not considered fully ordained priests and therefore their abilities are limited by law.

* **Weekly (Sunday) Paycheck:** `100 coin`
* **Rank-up Rewards:** `Clerical Robes`

## Mechanics:

### Convert

{% code title="#cathedral" %}

```javascript
r!convert <@user>
```

{% endcode %}

*Used by characters to convert someone's religion to yours (or by clergy to convert to Catholicism).*\
*`<@user>` - The mentioned discord user whose character you want to convert.*

* **Cost:** `20 piety`
* **Reward**: `50 coin`
* **Cooldown:** `2h`

{% hint style="success" %}
*The* [*`convert`*](/character/cc/religion/apostasy) *command is accessible to **anyone** with at least **4 Intelligence**, meaning anyone can convert people to the **faith of their own character.** However, only the **Clergy** can convert people to **Catholicism**.*
{% endhint %}

* *When converted by the Clergy, a user would get an overt `Baptized` role.*&#x20;

{% hint style="danger" %}
*Users who are `Baptized` or `Apostates` cannot be converted again.*
{% endhint %}

### Preach

{% code title="#cathedral" %}

```javascript
r!preach <sermon>
```

{% endcode %}

*Used to earn Piety*\
*`<sermon>`- The words that your character preaches. The length of the sermon gives you a bonus/penalty on your preach success chance.*

* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **Base Reward:** `40-60 piety`

  * **Reward Cooldown:** `24h`
  * **Command Cooldown:** `1h`

**Success chance:**

* (+)**Intelligence:** `1/2int`
* (+)**Charisma:** `char`
* (+)**Random dice:** `0-4`
* **Sermon character count:**
  * *<500:* `-1`
  * *500-999:* `0`
  * *>999:* `+1`
* **Age:**
  * *Teenage(16-19):* `-4`
  * *Young(20-30):* `-1`
  * *Middle age(31-45):* `+1`
  * *Old(46-50):* `+3`
  * *Elder(51-60):* `+5`

**Success Threshold:**

* ***<8** Fail:* `-10 piety`
* ***8-9** No change:* `0 piety`
* ***10-12** Success:* `Base Reward`
* ***13-17** Total Success:* `Base Reward + 5-10 piety`

{% hint style="danger" %}
*Your sermon **can't** contain any **roleplay**, meaning, when typing the preach command, include only text your character says and no RP actions.*
{% endhint %}

## In-depth guide:

Deacons are the lowest rank within the Preachment route. They inherit every Scribe command and earn a couple of new ones as well. They are basically unordained priests with a few responsibilities including administering the sacraments of Baptism and the Eucharist, while also delivering sermons, excluding Mass, and they oversee burials and funerals.


# Priest 🙏

A page detailing the Priest role within Medieval Discord and their mass, marry, and absolve commands.

<figure><img src="/files/j5AFyzOXvxvcVdcQst0f" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

The Priest is the second rank of the threefold Christian ministry and is the governor of their respective parish, the standard subdivision of the Catholic authority. While in some settlements a parish and a diaconate may be synonymous due to their size, in Rosewood, the Capital City, the rule is that one church building presides over its own parish, consisting of multiple diaconates usually. As such, a Priest is the leader of a church, its parish, and the Deacons that are a part of it.&#x20;

When you reach the `Priest` rank, your character will gain the Father/Mother title.

* **Weekly (Sunday) Paycheck:** `200 coin`
* **Rank-up Cost:** `500 piety`
* **Rank-up Rewards:** `Bible`

## Mechanics:

### Mass

{% code title="#cathedral" %}

```javascript
r!mass <sermon>
```

{% endcode %}

*Used to hold a sermon, however, specifically on Sundays. Notably more difficult to perform successfully, but offers greater rewards.*\
\
*`<sermon>`- The words that your character preaches. The length of the sermon bonus/penalty on your preach success chance.*

* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`
* **Base Reward:** `90-110 piety`
* **Cooldown**: `24h`
  * *Used **ONLY** on **Sundays***

**Success chance**

* (+)**Intelligence:** `int`
* (+)**Charisma:** `char`
* (+)**Random dice:** `0-4`
* **Sermon character count:**
  * *<500:* `-3`
  * *500-999:* `0`
  * *>1000:* `+3`
* **Age:**
  * *Teenage(16-19):* `-4`
  * *Young(20-30):* `-1`
  * *Middle age(31-45):* `+1`
  * *Old(46-50):* `+3`
  * *Elder(51-60):* `+5`

**Success Threshold:**

* ***<10** Fail:* `0 piety`
* ***10-14** No change:* `Base Reward`
* ***>14** Success:* `Base Reward + 10 piety`

### Marry

{% code title="#cathedral" %}

```javascript
r!marry <@first user> <@second user>
```

{% endcode %}

*Used to marry two characters of the opposite sex and of the same religion (Catholicism). The Man must have a wedding ring in his inventory for the command.*\
*`<@first user>` - Mentioned discord user with @ that is being married*\
*`<@second user>` - Hmmmm*

* **Piety cost:** `80`
* **Buckles Reward:** `100`
* **Command cooldown**: `2h`

*The `marry` command represents an **official marriage**, meaning that characters **can get married** without the command, but their union is **not recognized** by the government or Church.*

The married characters both receive the `Married` role.

{% hint style="info" %}
*Clergy members can **not** get married.*
{% endhint %}

{% hint style="warning" %}
*If a character's spouse dies, the widow/widower inherits their entire bank balance.*
{% endhint %}

### Absolve

{% code title="#cathedral" %}

```javascript
r!absolve <@user>
```

{% endcode %}

*Used to absolve a character of sin.*\
*`<@user>` - Mentioned discord user whose sins are being forgiven*

* **Reward:** `10 piety`
  * ***Reward cooldown:*** `24hr cooldown (0-1 piety when on CD)`

*The `absolve` command is purely for RP purposes, and it does not guarantee forgiveness in the eyes of the Law. It is to be done at the end of a session of Catholic **confession**.*

{% hint style="warning" %}
*The **mentioned user** has* *to be of the **Catholic** faith for their sins to be absolved.*
{% endhint %}

## In-depth guide

Priests guide deacons, while they are instructed by the Archbishop. They have control over a specific church within Rosewood and are the de facto administrators of the building itself. They inherit all the abilities of Deacons and Scribes but also gain access to new ones since they have been ordained. They can administer all the Holy Sacraments, but cannot ordain, unlike Bishops. They will be often called upon to marry characters and to absolve their sins. Only Rosewoodian Priests can become the next Archbishop of Rosewood. Priests are valued for their knowledge of the Bible, and of Latin. More often than not, wealthy members of society will hire Priests to write official documents for them in Latin, as they are the educated few that know the language. Arguably their biggest task is to deliver the Gospel to the people of Rosewood and teach them the Bible.


# Archbishop ⛪

A page detailing the Archbishop role within Medieval Discord and their excommunicate and bless commands.

<figure><img src="/files/t53ALWNQe51lo5INvqUL" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

The Bishop is the third rank of the threefold Christian ministry and is the governor of a diocese, the largest subdivision of the Catholic authority. Note that the prefix "arch" simply means "chief" and denotes a more powerful Bishop, and in the Archbishop's case, they rule over an archdiocese. A diocese will contain multiple churches and multiple parishes, dozens even. Concerning the Archbishop of Rosewood, they are the principal authority over the Catholic Church in the Capital, and in France, second only to the Pope. Rosewood City and its surroundings are part of the Archdiocese of Rosewood, under the control of the Archbishop. All Bishops within France owe their allegiance to the Archbishop, who is also the administrative figure of the Cathedral of St. Leena.

{% hint style="danger" %}
*The Archbishop is the only role in the clergy that is handpicked from a pool of characters consisting of the top three priests (meaning those with the highest piety) in the clergy. Additionally, it is exclusive to Certified Members.*\
\
*Certain Archbishop characters will not be canonized since they will not meet the age criteria. If you want your Archbishop character to be recognized as canon within MD's lore, they will need to be at least 35 years old and have European heritage.*
{% endhint %}

* **Weekly (Sunday) Paycheck:** `500 coin`
* **Rank-up Cost:** `1000 piety`
* **Rank-up Rewards:** `Episcopal Ring`

## Mechanics:

### Excommunicate

{% code title="#cathedral" %}

```javascript
r!excommunicate <@user>
```

{% endcode %}

*Used to remove a Catholic from communion, meaning they are effectively strangers to the Catholic Church, and cannot participate in Catholic society. Also grants a negative Charisma modifier.*

* **Piety cost:** `200`
* **Cooldown:** `1h`

*To **remove** someone's `Excommunicated` role, an Archbishop can use the command on the same character again.*

{% hint style="danger" %}
*If a clergy member is excommunicated, they lose their clergy role. Additionally, those with the `Excommunicated` role cannot be the target of any clergy command.*
{% endhint %}

### Bless

{% code title="#cathedral" %}

```javascript
r!bless <@user> <amount>  
```

{% endcode %}

*Used to transfer an Archbishop's personal piety onto another clergy member.*

*`<@user>` - The mentioned discord user to whom you're transferring some of your piety.*\
*`<amount>` - The amount of piety you want to spend.*<br>

* **Piety cost:** `<amount>`
* **Transfer rate:** `1/3 of piety spent`
* **Cooldown:** `1h`

{% hint style="success" %}
*Giving certain clergy members your excess piety may inspire loyalty!*
{% endhint %}

## In-depth guide:

The Archbishop is in charge of the clergy in France. The only people they cannot command are the Pope, who is the Archbishop's only authority, and the Inquisitor General since they also answer only to the Pope. The Archbishop is the ordained priest of St. Leena's Cathedral, meaning they are in charge of its daily operation. They inherit the commands of the previous roles and gain access to their own as well. Usually, the role struggles with the hierarchy within France, since currently, the King chooses the Archbishop, so it seems that the Archbishop is a servant of both the King and the Pope. However, at times, the Archbishop has chosen the third option, claiming none have authority over them. The Archbishop usually won't have correspondence with regular citizens, unless it's for their clerical duties. They have direct contact with the Pope.


# Inquisition Route

The Inquisition Route exists in order to enforce the Roman Catholic Dogma onto the citizens of Rosewood. The main goal of the Inquisition is to arrest those who break Church and Morality laws.

*Additionally, they exist to extract confessions out of those that have been accused of heresy and offer them a chance to repent that way and rejoin the Church.* \
*For additional information, and some historical background, follow* [*this link*](https://medievaldiscordrp.com/inquisition/) *to a post on our website.*&#x20;

## Joining the Inquisition Route

To join the inquisition route, you must talk to the **Pastor** NPC in the **#cathedral** and spend the appropriate amount of **Piety** which scales with the amount of currently active players in each route.

**Base cost:** `50 piety`

{% hint style="info" %}
*If there is a lack of players in the Inquisition route, the base cost will go down automatically.*\
*The opposite applies if there are too many players in the route, meaning, the price increases.*
{% endhint %}

*Any scribe may choose to join the Inquisition, and they have three roles they can progress through.*

## Inquisition Route Ranks

{% content-ref url="/pages/-MZi\_aYXSAt6L8rQnxGT" %}
[Inquisitor ✊](/clergy/inquisition/inquisitor)
{% endcontent-ref %}

{% content-ref url="/pages/-MZi\_cWkjGIENjYB9s0z" %}
[High Inquisitor 🔥](/clergy/inquisition/high-inquisitor)
{% endcontent-ref %}

{% content-ref url="/pages/-MZi\_bdxdpyHuUgBkR9p" %}
[Inquisitor General ⚖️](/clergy/inquisition/inquisitor-general)
{% endcontent-ref %}


# Inquisitor ✊

A page detailing the Inquisitor role within Medieval Discord and their extract-confession command.

<figure><img src="/files/Pn9BoTAX4YionS0S49Ss" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description

Inquisitors are the soldiers of the French Inquisition. The institution is supported by the Roman Church, while its presence is not appreciated by most within the Kingdom. Inquisitors are chosen from among the local clergy and trained in the art of torture and combat in order to fight against the Pope's enemies and any perversions of the Catholic faith. They wear black cloth and are feared by many within the Capital. While their main purpose is the extermination of heresy and apostasy, they also enforce the Church's moral laws upon the City of Rosewood.

When you reach the `Inquisitor` rank, your character will gain the Brother/Sister title.

* **Weekly (Sunday) Paycheck:** `50 coin`
* **Rank-up Rewards:** `Inquisitor Robes, Club`

## Mechanics

### Arrest

{% code title="#any" %}

```javascript
r!arrest <@user> <arrest reason>
```

{% endcode %}

*Used to arrest characters who are `Bound` or `Unconscious` instantly taking them to the **#dungeons**.*

* **Raw Stamina Cost:** `5`

{% hint style="warning" %}
*As stated above, only characters with the `Bound` role can be arrested! To find out more abound Binding others, check* [*THIS*](/combat/end-of-combat) *out!*
{% endhint %}

### Extract Confession

{% code title="#dungeons" %}

```javascript
r!extract-confession <@user>
```

{% endcode %}

*Used to force someone into confessing their heresy. If successful, it will give the target the `Confessor` role. If unsuccessful, will inflict damage to the target equal to half of their max health.*

* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **Base Reward:** `40-60 piety`
  * **Reward Cooldown:** `24h`

When a user is targeted with the `extract-confession` command, the bot offers them the option to willingly confess before any calculations are made *(including potential damage the target may take)*.

**Success chance:**

* (+)**Strength:** `str`
* (+)**Weapon:** `4`
* (-)**Target's Strength:** `str`
* (-)**Target's Stamina:** `stm`
* (+)**Random dice:** `0-2`

**Success Threshold:**

* ***<1** Fail:* `Target loses 1/2 max hp`
* ***1-12** Success:* `Base Reward`

{% hint style="warning" %}
*The `Confessor` role is overt and means that someone was recently made to confess by the Inquisition, although they may still retain their previous beliefs. If a Confessor is arrested again by the Inquisition, they will be tried for their crimes.*
{% endhint %}

## In-depth guide

Inquisitors are the lowest rank of the Inquisition and as such, they work under the orders of other High Inquisitors, the Inquisitor General, or even the Archbishop of Rosewood. They cannot openly question every character, or arrest people based on OOC *(out-of-character)* knowledge. They may persecute a character if they have been reported by another PC *(player character)*, if they have personally heard/witnessed heresy/paganism in action, or if they are commanded by their superiors. Their job is not to kill the enemies of the Church but to arrest them. However, no one will look twice if they kill a heretic in trying to defend their own lives. Once they have a prisoner, they may offer them the chance to confess their sins and become a Confessor. If they accept or are forced, they will become a Confessor and will be let go. If they refuse to confess, the prisoner will be tried at a Morality Trial. For more information on how to be an effective inquisitor, keep the [Rules](/ooc-mechanics/in-depth-rules), [Inquisition Lore Post](https://medievaldiscord.com/inquisition/), and [French Legal Code in mind](https://medievaldiscord.com/law/).


# High Inquisitor 🔥

A page detailing the High Inquisitor role within Medieval Discord and their investigate command.

<figure><img src="/files/1evSJG0J6oWdo47EC5KM" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

High Inquisitors are members of the Inquisitor General's close circle. They are experienced members of the Inquisition and are widely known by an alternative name which is usually part of the Abrahamic angel tradition. High Inquisitors are more cunning and can investigate an area to pick up clues regarding someone's religion, be those physical clues or eyewitness accounts. These characters are much more intimidating to regular citizens as they represent the upper ranks of the Inquisition, so they are regular Inquisitors who have done their jobs well enough to get promoted for it. Children are told to avoid people in black robes because of them.

* **Weekly (Sunday) Paycheck:** `100 coin`
* **Rank-up Cost:** `300 piety`
* **Rank-up Rewards:** `Gambeson, Mace`

## Mechanics:

### Investigate

{% code title="#any" %}

```javascript
r!investigate
```

{% endcode %}

*When used, will try to uncover potential heresy in the area, pointing you toward suspicious individuals who can be further persecuted.*

* **Piety Cost:** `50 piety`
* **Cooldown:** `1h`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`

**Success chance:**

* (+)**Intelligence:** `int`
* (+)**Random dice:** `0-5`

**Success Threshold:**

* ***0-2** Critical Fail:* `User is given false information. Must be acted upon. The target is also alerted they are being investiagted.`
* ***3-4*** *Fail:* `User alerts the person they were trying to investigate.`
* ***5-6*** *No change:* `The investigation leads to a dead-end.`
* ***7-8** Success:* `A person is deemed suspicious, although their religion is uncertain. Cause for further investigation, not arrest.`
* ***9-10*** *Total Success:* `A person's religion is revealed to the User. Cause for immediate arrest.`

{% hint style="danger" %}
*Make sure you're aware of MetaRP before using this command!*
{% endhint %}

## In-depth guide:

High Inquisitors work a lot like regular Inqusitiors, except they have an additional way to persecute other characters, and that's their `investigate` mechanic. They represent the Inquisitor General's most trusted soldiers and take orders only from them and the Archbishop, however, their loyalty would almost always be to their Inquisitor General. They are the only role that gets a "second name" that's purely for IC *(in character)* use. They will most likely acquire as much piety as they can before spending on the `investigate` mechanic to uncover more potential heretics.


# Inquisitor General ⚖️

A page detailing the Inquisitor General role within Medieval Discord and their purge command.

<figure><img src="/files/MRKGpZMttpeOPhkYbEh0" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

The Inquisitor General is the head of the French Inquisition. They are chosen for their loyalty to the Pope and their devotion to the Catholic faith from among the High Inquisitors of the Kingdom of France. The Inquisitor General answers only to the Pope and is a figure feared throughout Rosewood, from where they operate. The fear they inspire is mostly felt among the commoners, although the rest of the clergy and even the nobility fear the Inquisitor General due to their extraordinary position within France. During Morality trials, if the Archbishop is not available, they will take their place and hold the trial in the Bishop's stead.

* **Weekly (Sunday) Paycheck:** `200 coin`
* **Rank-up Cost:** `600 piety`
* **Rank-up Rewards:** `Inquisitorial Ring, Chain Mail, Arming Sword, Horse`

## Mechanics:

### Purge

{% code title="#any local settlement" %}

```javascript
r!purge
```

{% endcode %}

*When used, the Inquisitor General will organize an official purge of heresy within a settlement near Rosewood.*

* **Piety Cost:** `150 piety`
* **Buckles Reward:** `75-100`
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `20`
* **Command Cooldown:** `7d`

{% hint style="success" %}
*The Inquisitor General, unlike everyone else, pays 0 buckles to travel between the local settlements (Frey, Forechester, Shelby, Kington) and Rosewood.*
{% endhint %}

## In-depth guide:

The Inquisitor General is an antagonistic role within Rosewood due to the fact that their character de facto relies on the oppression of others. Most of their time will be spent coordinating their forces within the City, while they will have some free time to purge heresy around Rosewood every week or so. Some Inquisitor Generals might like to get their hands dirty, while others will prefer to have their legions do their duties for them; it's up to the user. Very rare are Inquisitor Generals who are compassionate due to the nature of their position, mostly those cunning and ambitious will rise to the rank of Inquisitor General. The Inquisitor General has a ceremonial mask made of gold depicting a genderless face with a single tear under its left eye.


# Medicinal Route

The Medicinal Route exists to offer medical aid to the people of Rosewood, free of charge, and sponsored by the Catholic Church.

*The Medici of Rosewood are some of the most well-respected members of urban society. They are considered both learned and altruistic since their trade is based entirely on helping others.*

{% hint style="info" %}
*In addition to the usual oaths taken during scribehood, everyone in the Medicinal route takes the* [*Elisabethan Oath*](https://medievaldiscord.com/libri-medicinae/)*:*\
\
*"I shall offer help unto every and anyone who asks if it does not go against the will of my Lord God and if it does not cause harm to another. My services are both pro bono and with great love."*
{% endhint %}

## Joining the Medicinal Route

To join the medicinal route, you must talk to the **Pastor** NPC in the **#cathedral** and spend the appropriate amount of **Piety** which scales with the amount of currently active players in each route.

**Base cost:** `50 piety`

{% hint style="info" %}
*If there is a lack of players in the Medicinal route, the base cost will go down automatically.*\
*The opposite applies if there are too many players in the route, meaning, the price increases.*
{% endhint %}

*Any scribe may choose to join the Leeches, and they have three roles they can progress through.*

## Medicinal Route Ranks

{% content-ref url="/pages/-MZi\_quZwiPQzwMXmR1I" %}
[Helper 🛏️](/clergy/medicinal/helper)
{% endcontent-ref %}

{% content-ref url="/pages/-MZi\_sK14S3yg3tg1q2A" %}
[Medicus 🩸](/clergy/medicinal/medicus)
{% endcontent-ref %}

{% content-ref url="/pages/-MZi\_s6ulDNolPagvTRg" %}
[Head Medicus ⚕️](/clergy/medicinal/head-medicus)
{% endcontent-ref %}


# Helper 🛏️

A page detailing the Helper role within Medieval Discord and their aid command.

<figure><img src="/files/tefrT8YJY4QVLCFShIYw" alt=""><figcaption><p><em>Applies to Helpers, Medici, and the Head Medicus!</em><br><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

Helpers are the initiates of the Medicinal route. They are members of the clergy in training to become fully-fledged Medici. While Rosewood does rely on older healing methods, most of the best Medici use [Leech Elisabeth Ashyver's texts on medicine](https://medievaldiscordrp.com/libri-medicinae/), compiled from her studies on Arabic, Roman, and Ancient Greek medicine. Helpers are mostly there to tend to the old and sick in the infirmary, while the larger tasks fall onto the Medici.

* **Weekly (Sunday) Paycheck:** `25 coin`
* **Rank-up Rewards:** `Medicus Robes`

## Mechanics:

### Aid

{% code title="#infirmary" %}

```javascript
r!aid
```

{% endcode %}

*Used by Helpers to gain piety by aiding the old and the sick in the infirmary.*

* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `10`
* **Base Reward:** `20-30 piety`
  * **Reward Cooldown:** `24h`
  * **Command Cooldown:** `2h`

## In-depth guide:

Helpers are the lowest rank within the Medicinal route. In addition to `alm`, they can also earn piety through `aid`. When a character is a helper, their best strategy would be to RP passively and grind piety through the commands at their disposal since they can't make use of Medici's empowered heal command. Their RP is mostly related to healing knowledge and tending to the sick/frail.


# Medicus 🩸

A page detailing the Medicus role within Medieval Discord and their heal command.

## Description:

Medici are the base of the Medicinal route within the clergy. They are fully-trained physicians versed in both the four humors, as well as modern French medicine. Most in Rosewood respect them for their healing capabilities and will go to them for any injuries, or illnesses they may come across. It is common practice to treat Medici with great respect and dignity since you never know when you'll need their help.

When you reach the `Medicus` rank, your character will gain the Leech title.

* **Weekly (Sunday) Paycheck:** `50 coin`
* **Rank-up Cost:** `150 piety`
* **Rank-up Rewards:** `None`

## Mechanics:

### Heal

{% code title="#any" %}

```javascript
r!heal
```

{% endcode %}

*Used to heal characters' HP. For further information, check the link below:*

{% content-ref url="/pages/-MYUnjObjGeo1I3Crj2Q" %}
[Healing](/character/health/healing)
{% endcontent-ref %}

{% hint style="success" %}
*When a Medicus uses the`heal`command, the heal amount is doubled, plus they gain a raw **+10 HP** healing bonus!*
{% endhint %}

* **Piety Reward (Only for Medicus):** `30-50`
* **Command Cooldown for Medici:** `2h`
  * **Reward Cooldown:** `24h`

## In-depth guide:

Medici are valued for their powerful healing command. While technically everyone has access to it, the Medici's heal is much more powerful, even in its weakest form. Like in most roles before this one, Intelligence is a highly prized SICS stat within the clergy, especially in the Medicinal route due to its direct effect on the heal command. Medici will spend most of their time in the infirmary but may be called upon to visit residential areas, battlefields, or elsewhere. They are also employed to care for the pregnant women of Rosewood and help them deliver their children, greatly reducing both mother and child mortality rates within the City. If possible, women will be preferred to deliver babies.


# Head Medicus ⚕️

A page detailing the Head Medicus role within Medieval Discord and their Invigorate command.

## Description:

The Head Medicus is the administrator of the Rosewood Infirmary and the main representative of all Medici within the Capital. They answer directly to the Archbishop in all matters except medicine. Their duties consist of running the infirmary, approving new medicinal practices, studying the human form and its capabilities, as well as leading the Medici of Rosewood. They are well-known within the City, and likely very respected among the commoners as their services are essential, but also pro bono.

* **Weekly (Sunday) Paycheck:** `150 coin`
* **Rank-up Cost:** `500 piety`
* **Rank-up Rewards:** `Medicus Ring`

{% hint style="success" %}
*The Head Medicus can also use the `heal` command, but they may also mention up to two more people to target with the command, bringing their heal to a maximum of 3 people at a time.*
{% endhint %}

## Mechanics:

### Invigorate

{% code title="#infirmary" %}

```javascript
r!invigorate <@user>
```

{% endcode %}

*Used by the Head Medicus in order to physically prepare someone for combat by giving the `Invigorated` role.*

* **Piety Cost:** `150 piety`
* **Command Cooldown:** 24h

The `Invigorated` role gives the user a massive stat boost during combat, in both the **attack** and **damage** rolls. After the user's attack, the role disappears.

## In-depth guide:

The Head Medicus would work closely with the Archbishop, taking care of the Infirmary, which is sponsored by the Catholic Church. There are other Head Medici within the cities of the Kingdom of France, but they usually don't meddle in the affairs of other cities or their Head Medicus. For the most part, their jobs are peaceful and they have a lot of popularity within their respective city. Preceding big battles or perhaps even tournaments, the wealthiest and noblest will probably be vying for the Head Medicus' favor in order to be invigorated before their fight. The Head Medicus has a special relationship with the Royal Family and is often considered to be their personal physician.


# City Watch Route

The City Watch represents Rosewood's law enforcement. Their sole duty is to make sure the citizens of the Capital are well-protected and adhere to the French Legal Code.

The Watch are the successors of the Imperial Watch that was in place during the time of the Sirius/Neo-Carolingian Empire. During the Imperial Age, they were a lesser part of the Imperial Army and were known as Imperials. However, their reputation was always higher within their respective settlements. Previously, men and women could be transferred from one location to another during their tenure as Watch officers. After the dissolution of the Empire members of the Watch are beholden only to their liege lord, and the settlement they've been born in. Cities and Towns have an organized Watch structure, modeled lightly after the Imperial Watch, smaller settlements are not beholden to such restrictions. In most cases, the chief of the Watch is the Bailiff, who answers either to the Marshal or directly to the liege lord of the settlement. The Watch's equipment is provided by the liege lord, and they have uniforms to distinguish them from the rest of the citizenry. In Rosewood's case, they use repurposed Imperial clothing, dyed red, representing the Rose of Rosewood. Previously, members of the Imperial Watch had to salute, bow, or kneel to their superiors; this practice has not carried over to the reformed City Watch. All of its members are lowborn and will stay that way, and so therefore they don't deserve any courtly treatment.

In order to progress through the Watch, you will have to speak to the **Trainer** NPC and request a promotion from him if you've acquired enough experience. Note that if you have enough XP for multiple rank-ups, you will automatically rank up to the higher one\
\
You can leave the City Watch at any point, however, doing so will prohibit you from ever rejoining, and it will give you the `Veteran` role.

## Joining the City Watch Route

To join the City Watch route, you must talk to the **Trainer** NPC in the **#guardhouse**.\
*Anyone may join the Watch, and there are eight roles that can be progressed through:*

## City Watch Route Ranks:

{% content-ref url="/pages/-McQTealR3ZcB4pej89T" %}
[Recruit](/military/watch/recruit)
{% endcontent-ref %}

{% content-ref url="/pages/-McQThhLInBWo2tK1Jv\_" %}
[Picket](/military/watch/picket)
{% endcontent-ref %}

{% content-ref url="/pages/-McQThZ-sfRzJyIoe\_j1" %}
[Guard 🏹](/military/watch/guard)
{% endcontent-ref %}

{% content-ref url="/pages/-McQThO-rDsIgN-db3aJ" %}
[Sergeant 🗡️](/military/watch/sargeant)
{% endcontent-ref %}

{% content-ref url="/pages/-McQThEWWKKd44J9mLin" %}
[Officer 🐕](/military/watch/officer)
{% endcontent-ref %}

{% content-ref url="/pages/-McQTh4lrvn9XXDijGaD" %}
[Lieutenant 🐺](/military/watch/lieutenant)
{% endcontent-ref %}

{% content-ref url="/pages/-McQTgsnL-V9blCvpCFb" %}
[Captain 🐻](/military/watch/captain)
{% endcontent-ref %}

{% content-ref url="/pages/-McQTgdiNL-qvvIcArw3" %}
[Bailiff 👁️](/military/watch/bailiff)
{% endcontent-ref %}


# Recruit

A page detailing the Recruit role within Medieval Discord.

## Description:

Recruits are the first rank of the City Watch. They are the men and women of Rosewood who have chosen to take part in their duty to their City and their King and uphold his laws. Their duties consist of training, escorting, and learning from higher ranks. Once they have proven their devotion to the Watch, they will be eligible for a promotion. Before that, their duties and privileges are limited.

## In-depth guide:

Due to being the first in a long string of ranks, the Recruit rank offers no bonus mechanics or specific RP to the character. However, it gives users time to acclimate to the way the Military works in MD. It is no longer about fighting big battles or defending against outside threats. The Military now is comprised of those willing to fight for a living but in the name of the City of Rosewood. Consider Recruit to be a trial version of the Watch. A time when you may train, spar, and make connections before the real work begins. Recruits are offered no kits, no paycheck, and no XP. ***You will be able to rank up after 3 days have passed since you join the Watch.***


# Picket

A page detailing the Picket role within Medieval Discord and their patrol command.

<figure><img src="/files/9ZFLxY1zhU139eQcXujF" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

Pickets are members of the Watch who have proven to be worthy of joining. This rank is their first step into the duties of a true Guard. For the duration of being a Picket, a character does not hold true authority over other citizens. They may advise them against something, they may report issues to their superiors, and they may intervene to stop a crime, but they may not investigate or make arrests on their own. Instead, Pickets are meant to observe and uphold the peace by their presence.

* **Weekly Paycheck:** `7 coin`
* **Rank-up Requirement:** `3 days`
* **Rank-up Rewards:** `Watch Uniform`

## Mechanics:

### Patrol

{% code title="#any residential channel" %}

```javascript
r!patrol
```

{% endcode %}

*Used by Watch members to reduce the overall* [*gang control*](/gangs/gang-control) *points in a district and earn XP.*

* **Necessary tool:** Uniform
  * **Location:** Outfit slot
* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `12`
* **Control Points Reduction:** `(Watch Rank) + (Combat Level) + (Random Dice 1-5)`
  * *Watch Rank Impact:*
    * **Picket & Guard:** `1`
    * **Sergeant & Officer:** `2`
    * **Lieutenant & Captain:** `3`
    * **Bailiff:** `4`
  * *Combat Level Impact:*
    * **0-2:** `0`
    * **3-4:** `1`
    * **5-6:** `2`
    * **7-8:** `3`
    * **9-10:** `6`
* **Command Cooldown:** `4h`
* **XP Reward:**&#x20;
  * **If the strongest gang in the district has 0-19 control points:** `1`
  * **If the strongest gang in the district has 20-49 control points:** `2`
  * **If the strongest gang in the district has 50-89 control points:** `3-5`
  * **If the strongest gang in the district has 90-99 control points:** `6`
* **Coin Reward:**
  * **If the strongest gang in the district has control:** `=Control Point Reduction`

{% hint style="warning" %}
*Using this command too often in the same district risks your character becoming* [*Revealed*](/miscellaneous-mechanics/revealed)*.*
{% endhint %}

{% hint style="info" %}
*The Control Point Reduction will be randomly distributed across all three gangs. However, there will be no case where two or one gang loses Control Points, while one or two remain unscathed. During each use of the `patrol` command, each gang's control points will suffer at least one damage.*
{% endhint %}

## In-depth guide:

Since Pickets can't arrest others for their crimes, they should work closely with Watch members that have access to the `arrest` command. Pickets are given access to military xp and earn it by using `patrol`. Although you cannot arrest other characters, you have the option to enter into combat with them and eventually [bind](/miscellaneous-mechanics/binding) them, while you wait for them to be arrested.


# Guard 🏹

A page detailing the Guard role within Medieval Discord and their arrest and search commands.

<figure><img src="/files/FcPwSskp5IQFFDxRvmIO" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description

Guards are the main fighting force of the City Watch. They are the men and women called upon when there is a disturbance within Rosewood. Their main task is conflict resolution by way of speechcraft, force, or arrest. Peace is maintained by patrolling the streets of the City or by guarding key points like gates, notable buildings, the Market, or the Main Square among other places. While Pickets are the first to get their uniforms, Guards are the first to get their stripes. To distinguish rank within the Watch, a practice inherited from the Imperial Watch, members wear colored cloth bands, called stripes. Guards have one blue stripe around their left bicep.

* **Weekly (Sunday) Paycheck:** `10 coin`
* **Rank-up Requirement:** `45 xp`
* **Rank-up Rewards:** `Club, Blue Watch Stripe`

## Mechanics

### Arrest

```javascript
r!arrest <@user> <arrest reason>
```

*Used to arrest characters who are `Bound` or `Unconscious`, instantly taking them to the **#dungeons**.*

* **Raw Stamina Cost:** `5`
* **Base Reward:** `5 xp`
  * **Reward Cooldown:** `24h`

{% hint style="warning" %}
*As stated above, only characters with the `Bound/Unconcious` roles can be arrested! To find out more abound these mechanics, check* [*THIS*](/combat/end-of-combat) *out!*
{% endhint %}

### Search

```javascript
r!search <@user>
```

*Used to search the targeted character's inventory. If the roll is successful, every contraband item will be revealed.*

* **Minimum Stamina:** `40%`
  * **Raw Stamina Cost:** `10`

**Success chance:**

* (+)**Intelligence:** `int`
* **Target's Current Weight:**
  * **Target is Encumbered:** `+4`
  * **Above(including) 50% Max Carry Weight:** `+2`
  * **Under 50% Max Carry Weight:** `-2`
* (-)**Target's Intelligence:** `-int`
* (+)**Random dice:** `0-3`

**Success Threshold:**

* ***<1** Fail:* `No contraband items will be revealed (if there are even any)`
* ***>0** Success:* `The target's contraband items are revealed if they have any.`

{% hint style="success" %}
*The search command can be used on characters with the `Intermission` role!*
{% endhint %}

### Stripe

{% code title="#guardhouse" %}

```
r!stripe
```

{% endcode %}

*Used to restore a lost stripe to your inventory. It can only be used if you don't have a stripe in your inventory and it will cost you 100 buckles for a Blue stripe and 200 for a Red one. The command also has a 7-day cooldown.*

{% hint style="danger" %}
*Not having your stripe is against the law IC. Recovering your stripe too many times is also not allowed IC. You may face consequences for both of these eventually if you're not careful.*
{% endhint %}

## In-depth guide

Guards are the first Watch rank that can arrest other characters for breaking the law. Sometimes even a preventive arrest is better than not arresting a potential criminal, seeing as the penalty for arresting someone wrongfully is much less than letting a criminal go. In addition to arresting other characters, Guards are the first rank to be able to fight smuggling within Rosewood with the `search` command. Once someone is found to be carrying contraband, they are to be arrested immediately by the Guard that searched them. However, corrupt guards may take these items for themselves and sell them for profit. Otherwise, moral guards will arrest the criminal and dispose of the contraband that was lifted off them. Usually, the protocol is for the criminal to hand over the revealed contraband to the Guard with the `give` command.


# Sergeant 🗡️

A page detailing the Sergeant role within Medieval Discord and their break-up command.

<figure><img src="/files/fxMriWWmXEfMZGscsKo0" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

Sergeants are Junior Watch Officers. Basically, Guards that have proven themselves worthy of a commanding position. They have authority over the lesser ranks and are often tasked with showing the ropes to newer Watch members. Sergeants are usually stationed in densely populated zones specifically to break up brawls and process roughhousers due to their experience. Sergeants are easily distinguished from the ranks below them due to having gambesons and better equipment. In addition to this, they also have two blue stripes around their left bicep.

* **Weekly (Sunday) Paycheck:** `15 coin`
* **Rank-up Requirement:** `150 xp`
* **Rank-up Rewards:** `Round Shield, Gambeson`

## Mechanics:

### Break-up

```javascript
r!break-up <@user>
```

*Used to terminate an instance of combat the mentioned **@user** is in. Both users participating in combat will be bound instantly.*

* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `15`
* **Base Reward:** `3 xp`
  * **Reward Cooldown:** `2h`

**Success chance:**

* (+)**Strength:** `str`
* (+)**Samina:** `stm`
* (+)**Weapon equipped:** `5`
* (-)**Target's Strength:** `str`
* (-)**Target's Stamina:** `stm`
* (-)**Target's Weapon if equipped:** `-3`
* (+)**Random dice:** `0-3`

**Success Threshold:**

* ***<1** Fail:* `Lose 15% of MaxHP`
* ***>0** Success:* `Base Reward`

## In-depth guide:

Sergeants have more RP potential than the previous ranks as they are the first rank that is considered to be an officer of sorts. They may order the lower ranks around and help them learn the ways of the Watch. They are the first rank that most Bailiffs take seriously, as they usually disregard Guards and those below them. Sergeants are the first rank to be given the `break-up` command, used to break up fights between citizens. It's better to break up a fight and then have someone tried for assault, rather than have one person die and the other one tried for murder. A vigilant Watch member will always try to break up as many fights as possible.


# Officer 🐕

A page detailing the Officer role within Medieval Discord.

<figure><img src="/files/kPsk60mFamsdtf9bL0Ww" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

Officers are loyal Sergeants who have been promoted due to their experience and expertise. Their job is similar to Sergeants, except they have a much more prestigious position, closely working with the Captains' Lieutenants in order to keep the City Watch running. They are distinguishable by the three blue stripes they wear around their left bicep. The people of Rosewood sometimes refer to Officers as "Hounds", since they are known to train guard dogs at times.

* **Weekly (Sunday) Paycheck:** `35 coin`
* **Rank-up Requirement:** `250 xp`
* **Rank-up Rewards:** `Spear`

## In-depth guide:

Officers provide few new options in day-to-day RP. In essence, they are very similar to Sergeants, except they have command over them. They may oversee the duties of those below them and are the most trusted allies of Lieutenants. Plus, they are one step closer to the Bailiff's ear, meaning they can help organize push-backs against gang activity in Rosewood.


# Lieutenant 🐺

A page detailing the Lieutenant role within Medieval Discord and their strip command.

<figure><img src="/files/XzYCgpC4fq2V66a8VSHj" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description

Lieutenants serve as the Watch's Captains' right hand, providing insight due to their connection to the lower ranks and their overall experience in keeping Rosewood safe by upholding the French Legal Code. Captains know their Lieutenants by name, and so does the Bailiff. Usually, Lieutenants pick a specific burh within Rosewood to watch over and represent, while answering directly to the District's Captain. They are part of the Bailiff's inner circle and are easily recognized by a single red stripe that they wear around their left bicep, while their uniform evolved to have a pelt of wolf's fur over their right shoulder guard.

* **Weekly (Sunday) Paycheck:** `50 coin`
* **Rank-up Requirement:** `500 xp`
* **Rank-up Rewards:** `Halberd, Red Watch Stripe`

{% hint style="danger" %}
*Keep in mind, you need to have a blue stripe in your inventory to rank up to Lieutenant or higher!*
{% endhint %}

## Mechanics

### Strip

```javascript
r!strip <@user>
```

*Used to take a `Bound`*,*`Arrested`* or *`Unconscious`* *user's wieldable items (weapons, tools) and armor.*

* **Minimum Stamina:** `50%`
  * **Raw Stamina Cost:** `5`
* **Command Cooldown:** `2h`

{% hint style="danger" %}
*Stripped items will be transferred to the Watch member's inventory. Watch members may or may not return your items to you once you are free, it is up to them.*
{% endhint %}

## In-depth guide

Lieutenants are given the `strip` command in order to take the weapons of characters. This command can be used maliciously if it makes sense within the context, but most lawful Watch members will not try to steal items from others using this command. Lieutenants are part of the higher echelons of Rosewood's City Watch, are given access to the Guardhouse's armory, and are given an office within it. Lts. also usually work very closely with the Reeves' men of their respective burhs.


# Captain 🐻

A page detailing the Captain role within Medieval Discord and their kit command.

<figure><img src="/files/QWnex23lgi3E3tAevNHe" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description

To be a Captain of the City Watch is to hold a prestigious position within Rosewood. As there is only a handful of them within the Watch, due to the fact that there is only one Captain per City District. They answer directly to the Bailiff and serve as their closest advisors and their right-hand people. Captains are randomly assigned to a District and will be responsible for its safety before the Bailiff. The people of Rosewood recognize them by their two red stripes, which they wear around their left bicep, while their uniform has a right wolf's fur shoulder guard and a left bear's fur shoulder guard.

* **Weekly (Sunday) Paycheck:** `70 coin`
* **Rank-up Requirement:** `800 xp`
* **Rank-up Rewards:** `Chain Mail, Horse`

{% hint style="danger" %}
*There can only be 5 PC Captains at a time. One for each District.*
{% endhint %}

## Mechanics

### Kit

{% code title="#guardhouse" %}

```javascript
r!kit <@user>
```

{% endcode %}

*Used to grant a **@user** the rank-up rewards of a specific rank. You will be presented with a drop-down menu wherein you'll be able to choose the specific kit you want to grant them.*

* **Buckles Cost:** *Scales with Rank*
  * **Picket:** `60`
  * **Guard**: `80`
  * **Sergeant:** `800`
  * **Officer:** `300`
  * **Lieutenant:** `900`
* **Command Cooldown:** `4h`

{% hint style="warning" %}
*This command should be used to restore someone's lost kit at a price. Note that you may not grant a character a kit that is from a rank higher than their current one. Also, Captains and Bailiffs cannot grant themselves kits.*
{% endhint %}

## In-depth guide

Captains play an active role in the war against crime within Rosewood, as they are the de facto Watch leaders of every residential district present on the server. If they fail to curb crime, or if they succumb to corruption and try to profit off of it, they will answer directly to the Bailiff. Depending on whether the Bailiff is corrupt or not, Captains may enjoy some liberties when it comes to how they handle crime, as in whether they cooperate with Rosewood's underground, or if they crack down on them without mercy. Cpts. often work closely with the Reeves of their respective districts, making sure to both give info to them and ask for their help when needed. Captains are given access to the `kit` command that can restore previously lost kits to other members of the Watch.


# Bailiff 👁️

A page detailing the Bailiff role within Medieval Discord and their warrant command.

<figure><img src="/files/VRty7LK2mBrXMJnn6hvo" alt=""><figcaption><p><mark style="color:yellow;">Copyright </mark><em><mark style="color:yellow;">© 2023 Medieval Discord. All rights reserved.</mark></em></p></figcaption></figure>

## Description:

Rosewood's Bailiff is modeled after the Imperial Overseer. They are given authority over the entire City Watch and tasked with upholding the rule of law within the Capital under the Mayor's Marshal. Despite serving the Marshal, a Bailiff can easily gain access to the Mayor's side and request aid from them whenever the need arises. Bailiffs are also in charge of the largest guardhouse in Rosewood, where they have their own work and living quarters. While the rest of the Watch wear the standard red uniform, the Bailiff's uniform is dyed in the blue of the French Sirius flag, decorated with rose embroidery and golden fleurs-de-lis. They also wear three red stripes around their left bicep.

* **Weekly (Sunday) Paycheck:** `150 coin`
* **Rank-up Requirement:** `1200 xp`
* **Rank-up Rewards:** `Bailiff's Uniform, Longsword`

{% hint style="danger" %}
*There can only be one Bailiff.*
{% endhint %}

## Mechanics:

### Warrant

{% code title="#guardhouse" %}

```javascript
r!warrant <@user>
```

{% endcode %}

*Used to give a **@user** the `AOS` (Arrest on Sight) role; meaning their homes can be raided, they can be spotted by Watch members, and are to be arrested as soon as possible. Just like* [*Outlaws*](/miscellaneous-mechanics/outlaw-mechanic)*, they will have a chance to be instantly arrested if they try to go* [*outside*](/channels/moving/inside-vs-outside) *of Rosewood, return inside, or if they attempt to use commands that expose them to the public.*

* **Command Cooldown:** `24h`

{% hint style="warning" %}
*Bailiffs usually place warrants on suspected criminals or those who have somehow escaped justice/eluded the Watch's initial arrest attempt. However, malicious or corrupt Bailiffs can issue warrants against innocent citizens who they want gone. This does not mean Bailiffs can issue warrants randomly.*\
\
*The `AOS` role is covert, meaning it is not visible IC upon spotting the character that has it. Regular users don't know someone is to be arrested on sight unless they know the person personally, and know that there is an arrest warrant against them. However, members of the Watch are given a general description of every person with the `AOS` role and may arrest them on sight.*
{% endhint %}

{% hint style="info" %}
*Arrest Warrants can be placed on any character, except High Nobility!*\
\
*This includes characters with the `Intermission` role!*
{% endhint %}

## In-depth guide:

Bailiffs work closely with the Marshal and the Mayor to ensure the City's gang population is under control and that every law-abiding citizen remains lawful. Since the Bailiff can't progress any further, their main objective should be the accumulation of wealth and power through controlling the gangs of Rosewood, be that through mutual cooperation or by destroying them. There might be more profit to be made if a Bailiff works with criminals, however, the price for Malfeasance, or in other words, corruption, is death. By having access to the `warrant` command, Bailiffs can crack down on specific criminals or they can take out any of their opponents.


# Attack Moves

> *Previously, attacks were very primitive, with you only being able to use the r!attack command against another character. First one to three successful attacks wins. After that, we added HP, and three main attack commands with a few hidden ones. VEA introduces a much more complex combat system, where there are multiple different types of attacks that further expand upon the rock-paper-scissors approach we are taking. Now there are tactics involved in how you deal with different opponents.*

## How does Combat work?

Combat begins when a user uses the `attack <@user>` command on someone else. Both are placed into an [Instance of Combat](/combat/end-of-combat), after which the attacker is presented with a couple of different options listed below; those being the various [Attack Moves](#attack-moves) tied to the weapon you choose and the [Other Moves](#other-moves). If an attack move is chosen, the instance of combat will calculate the [Combat Rolls](/combat/combat-rolls). Once any move is used, the user who is attacked gets a chance to respond with their own move. This process repeats itself until [Combat Ends](/combat/end-of-combat).

## Attack Moves

There are 33 different Attack Moves that can be used during combat. Their names and corresponding ID number can be found below:

1. Slash[^1]
2. Thrust[^2]
3. Bash[^3]
4. [Center Lunge](#user-content-fn-4)[^4]
5. [Upper Lunge](#user-content-fn-5)[^5]
6. [Lower Lunge](#user-content-fn-6)[^6]
7. [Feint Swing](#user-content-fn-7)[^7]
8. [Feint Thrust](#user-content-fn-8)[^8]
9. [Feint Bash](#user-content-fn-9)[^9]
10. [Precision Drive](#user-content-fn-10)[^10]
11. [Murder Drive](#user-content-fn-11)[^11]
12. Sunder[^12]
13. [Hard Bat](#user-content-fn-13)[^13]
14. [Overhead Smash](#user-content-fn-14)[^14]
15. Whack[^15]
16. [Mounted Slash](#user-content-fn-16)[^16]
17. [Mounted Thrust](#user-content-fn-17)[^17]
18. [Mounted Bash](#user-content-fn-18)[^18]
19. [Rapid Swings](#user-content-fn-19)[^19]
20. [Precision Stab](#user-content-fn-20)[^20]
21. [Jaw Rattler](#user-content-fn-21)[^21]
22. [Ring Stab](#user-content-fn-22)[^22]
23. Fortify[^23]
24. [Hook and Tear](#user-content-fn-24)[^24]
25. [Final Blow](#user-content-fn-25)[^25]
26. [Overhead Sink](#user-content-fn-26)[^26]
27. Rive[^27]
28. [Unterhand Hew](#user-content-fn-28)[^28]
29. [Side Hew](#user-content-fn-29)[^29]
30. [Uberhead Hew](#user-content-fn-30)[^30]
31. [Halbsword Plunge](#user-content-fn-31)[^31]
32. [Halbsword Strike](#user-content-fn-32)[^32]

Depending on your combat level, SICS stats, and the weapon you're using, you will have different attack moves available when engaged in combat.

{% hint style="info" %}
*To check a specific Attack Move and all the information regarding it, simply use `r!attack-info <attackID>` in any channel.*&#x20;
{% endhint %}

## Other Moves

Besides attack moves, you also have the option to choose the following moves:

* **Mount** *(used to mount your horse if you have one and enter* [*mounted combat*](/combat/combat-mechanics/mounted-combat)*)*
* **Run** *(attempt to flee from combat, see* [*Escape*](/combat/end-of-combat/escape)*)*
* **Pass** *(If you pass, your character will regenerate 1/6th of their max Stamina for the next turn)*
* **Surrender** *(you instantly stop combat, but are* [*Surrendered*](/combat/end-of-combat/yield)*)*
* [**Disarm**](/combat/combat-mechanics/disarming) *(for 10 Stamina you can attempt to disarm your opponent's primary weapon)*

{% hint style="warning" %}
*Note that using any of these will count as your action for the turn.*
{% endhint %}

[^1]: A wide sweeping cut meant to inflict damage by creating either a precise and deadly incision or a broad one.

[^2]: A movement that aims to concentrate power at a specific point and then use that to pierce through something.

[^3]: A hard strike that is meant to cause harm by way of bludgeoning damage.

[^4]: A move in which the attacker outstretches their sword arm in a thrusting manner, and then takes a large step with the same leg. The blade is therefore made to suddenly and precisely strike the person in front.

[^5]: A move in which the attacker takes a large step with their dominant leg and slashes with their sword hand in a diagonal strike from over their shoulder.

[^6]: A move in which the attacker takes a large step with their dominant leg and slashes with their sword hand in a diagonal strike from underneath as if they were unsheathing.

[^7]: An attack that seems like a predictable slash, but is then changed to go in the opposite direction, increasing the chance of the attack landing.

[^8]: An attack that seems like a predictable thrust, but is then changed to go in the opposite direction, increasing the chance of the attack landing.

[^9]: An attack that seems like a predictable bash, but is then changed to go in the opposite direction, increasing the chance of the attack landing.

[^10]: The attacker's attention is poured into delivering a quick and simple thrust in under a second, like a scorpion sting.

[^11]: The polearm is grabbed from underneath and then physically driven into the target, potentially resulting in a lot of damage.

[^12]: The polearm is gripped tightly and then swung to the side or from above/below, employing the limited slashing capability of the weapon.

[^13]: The weapon is gripped tightly and then used to target weak areas of the body/armor in order to inflict tremendous blunt damage.

[^14]: An attack in which the attacker grips their weapon and uses blunt force to inflict damage specifically by swinging it overhead, aiming for the opponent's head.

[^15]: A loosely held blunt weapon is swung as though it were a sword, aimed at the opponent's face usually.

[^16]: A wide sweeping cut meant to inflict damage by a broad strike from atop a mount.

[^17]: A movement that aims to concentrate power at a specific point and then use that to pierce through something, aided further by the momentum of horseback.

[^18]: A hard strike that is meant to cause harm by way of bludgeoning damage, further aided by the inertia exerted due to being mounted.

[^19]: An attack that employs the falchion's unique design to deliver a multitude of subsequent slashes to the opponent.

[^20]: The dagger is gripped tightly and driven in between a gap in the opponent's armor or some other vital region of the body.

[^21]: The mace's light weight is combined with its destructive ability in order for it to be swung across an opponent's jaw, aiming to destroy it.

[^22]: The spear's pointy tip, plus its short range is used to specifically target a rivet on the opponent's armor and somehow pry it open, destroying it and opening their armor up for a deadly strike. Works just as well against unarmored opponents.

[^23]: An attack meant to debilitate a cavalry charge by striking or spooking the horse, causing the rider to fall. The alternative is to strike the rider while they are mounted.

[^24]: The hook on the halberd is employed in order to physically tear the rider off of their mount.

[^25]: The lance, combined with the momentum of horseback and the full concentration of the rider results in one of the most devastating attacks where the lance tip can directly strike its target and shatter their bones, sometimes killing them instantly.

[^26]: The war hammer is gripped and swung once in front to gather momentum, then brought over the head and planted into the opponent's shoulder or skull.

[^27]: The dane axe is swung like a sword and used to physically split a part of the body as if someone were striking a wooden log.

[^28]: An attack in which the longsword is swung swiftly from underneath and aimed at the groin or knees.

[^29]: An attack in which the longsword is swung quickly from the side, aiming for the armpits or the sides where the armor is weaker.

[^30]: An attack in which the longsword is swung for momentum and then brought down onto the neck of the opponent, or perhaps the eyes.

[^31]: The attacker will grip the longsword at the half-point of its blade and use it as a polearm substitute, driving its narrow tip into vital spots or weak spots in the armor of the opponent.

[^32]: The attacker will turn the longsword and grab it by the blade with both hands, using the pommel and crossguard as a bludgeon substitute, able to inflict heavy bludgeoning damage.


# Combat Instances and End of Combat

> *Ever since the beginning of implementing a combat system in MD, we've had certain seemingly unsolvable issues constantly pestering us and blocking us from delivering our true vision for an objective, automated, skill-based combat system. However, with VEA, this all changes. Now, we have complete authority over the system and don't have to rely soley on Discord's roles to convey combat information, although it is still an important aspect of it. One of the most challeging issues has been starting/ending combat; more specifically how to forbid multiple people from participating in what is a 1v1 system, and how are we to give a potentially surrendering character a way out that is handled by the bot. Combat instances solve both of these issues.*

## Combat Instances

When a character attacks another character with the `attack` command, both of them are placed within an instance of Combat, given the role `In-Combat`, and will remain in combat until combat ends. While in combat, neither user can use commands (excluding `attack-info`, `character-info`, `help`, and `check-combat-roles`). At the beginning of combat, the person who initiated it is the first attacker, and they have the first move. Once they use any move, then the turn is on their opponent who becomes the attacker; this cycle continues until one character emerges as the victor. The ways in which you can lose your `In-Combat` role are:

{% content-ref url="/pages/-MXHzovpJxcmmuNBPf63" %}
[Death](/combat/end-of-combat/death)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHzt7Sl\_oCcDm3jmch" %}
[Surrender](/combat/end-of-combat/yield)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHzvJCJtqJjMfEP5fB" %}
[Knock Out](/combat/end-of-combat/knock-out)
{% endcontent-ref %}

{% content-ref url="/pages/-MXI--7Cwpqd8aDzNF7v" %}
[Escape](/combat/end-of-combat/escape)
{% endcontent-ref %}

{% hint style="info" %}
*There is an additional way for both characters to lose the `In-Combat` role. If one of the combatants times out after not responding for 60 minutes, Combat ends in favor of their opponent and it ends as it would if they had surrendered manually.*
{% endhint %}


# Death

A page detailing the event of Death during Combat within Medieval Discord.

Death is the simplest way to end combat. By killing your opponent you will instantly leave combat, and they will get the `Intermission` role. Even though it may be the simplest ending, it is hard to slay someone if they are not completely defenseless, plus you need to be sure that your killing them is righteous in the eyes of the law. If it isn't, your character might face severe, perhaps even fatal, consequences. You will achieve victory by Death when your opponent's HP reaches **0**, and only then. After you've won, your opponent's body can be looted.

{% hint style="info" %}
*If you want to know more about looting, check out the* [*Looting*](/items/looting) *page for an in-depth explanation.*
{% endhint %}


# Surrender

A page detailing the event of Surrender during Combat within Medieval Discord.

At any point during combat, either of the participants has the ability to yield/surrender by using the `SURRENDER` button. By surrendering to your opponent, the Bot will declare them the victor, and you the loser. Note that if you surrender, you will give your opponent the liberty to choose your fate. If you find yourself in the position of the victor, you will be presented with a number of buttons with which you may decide the loser's fate in a number of different ways which are:

### Execution

*If you choose the execute your surrendered opponent, your character will use the primary weapon they have equipped and will perform an instant execution, dropping their health to 0. The Bot will give them the `Intermission` role and will write out an execution reply IC. The executed character will then become lootable.*

{% hint style="info" %}
*If you want to know more about looting, check out the* [*Looting*](/items/looting) *page for an in-depth explanation.*
{% endhint %}

### Knock-Out

*If you choose to knock out your surrendered opponent, your character will either use their equipped blunt weapon or a blunt part of their equipped weapon to render them unconscious, thus giving them the `Unconscious` role. Everything after this is identical to what happens when a character is knocked out naturally during combat. For more information, check out the* [*Knock Out*](/combat/end-of-combat/knock-out) *Page.*

### Bind

*If you choose to bind your surrendered opponent, your character will use one Rope in their inventory and your opponent will instantly receive the `Bound` role. If you lack 1 Rope in your inventory, the bind option will not be available to you. After your opponent is bound, it follows the same rules as though they were bound outside of combat. For more information, check out the* [*Binding*](/miscellaneous-mechanics/binding) *Page.*

### Release

*If you choose to release your surrendered opponent, your character will let them leave without harm. They will lose the `Surrendered` role and combat is considered over. This is the polar opposite of Death and is usually the moral option.*

{% hint style="info" %}
*When given the option to decide someone's fate, you have only 1 minute to choose. If you wait over 1 minute, the Bot will release your opponent automatically.*
{% endhint %}


# Knock Out

A page detailing the event of a Knock Out during Combat within Medieval Discord.

During combat, there are multiple ways a character might lose consciousness. When they do, the instance of combat is terminated and the conscious character is deemed the victor. Once unconscious, a character gets the `Unconscious` role and they become lootable.

{% hint style="info" %}
*If you want to know more about looting, check out the* [*Looting*](/items/looting) *page for an in-depth explanation.*
{% endhint %}

A character will get `Knocked Out`  during combat if:

* Their health drops below 6, but they do not die.
* If their attacker scores a positive maim roll while using a blunt weapon.
* If you surrender and the attacker chooses to knock you out.

A character may regain consciousness by using the `wake-up` command 10 minutes after they were `Knocked Out`. They may not use it before **10 minutes** but can wait however long they want after the minimum time has passed. When they wake up, their HP and Stamina will be set to **20%** of their max values.&#x20;

{% hint style="danger" %}
*Attacking an `Unconscious` character will instantly kill them!*
{% endhint %}


# Escape

A page detailing the event Escape during Combat within Medieval Discord.

Your character may choose to back out of combat entirely by using the `RUN` button. When attempting to run your character will try to disengage and flee to the nexus channel channel where they cannot be followed by their opponent. The `RUN` button will drain **20% of your max Stamina** and will initiate a roll that must be positive in order to succeed:

### *Escape Roll*

***Runner stats***

* (+)**Runner's Stamina:** `stm`
* **Runner's Armor:**&#x20;
  * **No Armor:** `+2`
  * **Gambeson:** `0`
  * **Chain Mail:** `-2`
  * **Brigandine:** `-4`
  * **Rosewoodian Plate:** `-6`
* (+)**Runner is Mounted:** `15`
* (+)**Runner is Bandit:** `2-4`

***Chaser stats***

* (-)**Chaser's Stamina:** `stm`
* **Chaser's Armor:**&#x20;
  * **No Armor:** `-2`
  * **Gambeson:** `0`
  * **Chain Mail:** `+2`
  * **Brigandine:** `+4`
  * **Rosewoodian Plate:** `+6`
* (-)**Chaser is Mounted:** `15`

***Modifiers***

* [**Environment Modifier**](/combat/combat-mechanics/combat-environment)**:** `em`
* (+)**Luck Roll:** `0-2`

**Success Threshold:**

* ***0 or less** Fail:* `The turn passes to your opponent.`
* ***1+** Success:* `The attacker loses sight of the runner and isn't able to follow them.`

{% hint style="danger" %}
*You won't be able to use the `RUN` button if your character is encumbered!*\
\
*If the person chasing the runner is encumbered, the Run attempt will be instantly successful!*
{% endhint %}


# Combat Rolls

> *Originally in MD, combat was painfully simple and based on RP, then we introduced dice rolls, and finally, we added the bot to automate combat. However, it hasn't always been this good. In the beginning, the Bot only calculated the end roll and it was left to the users to apply them. After that the Bot was given the ability to resolve combat, thus rendering the `r!defend` command obsolete. This is where weapon stats were expanded on for the first time. Now, VEA gives us the ability to expand even further. Combat rolls are completely automatic and user-friendly, combat has been expanded upon in every direction, and everything is documented here to allow easy access to critical information even in the middle of a fight.*

Previously, there were only two rolls in combat, the attacker's roll, and the defender's roll. Now, there are multiple, some belonging to the attacker and others to the defender. They have been divided into these two groups:

{% content-ref url="/pages/-MXHywh8c4f1SzX1I1Jf" %}
[Offensive Rolls](/combat/combat-rolls/damage-roll)
{% endcontent-ref %}

{% content-ref url="/pages/-MXHz1cCKyGANeRL149a" %}
[Defensive Rolls](/combat/combat-rolls/dodge-roll)
{% endcontent-ref %}

Combat is initiated when someone attacks another character. Every instance of combat has the same rolls, in the same roll order. The following is the roll order during combat:

1. ***Attack Roll***
2. ***Defense Roll***
3. ***Damage Roll***
4. ***Critical Roll***
5. ***Maim Roll***
6. ***Dodge Roll***
7. ***Counter Roll***

After the roll order is complete, **Damage Application** will follow.

{% hint style="danger" %}
*Running out of stamina mid-combat means you won't be able to use any of the attack moves. If so, the `ATTACK` button will be disabled until you gain enough stamina for at least one move.*
{% endhint %}


# Offensive Rolls

A page detailing the Attack, Damage, Critical, and Maim rolls within Medieval Discord.

## Attack Roll

### Description

*The Attack Roll determines whether the attacker is able to break through the defender's defenses and inflict damage on them. It is also the only roll that has to be initiated by a command. For a list of attacks, visit* [*Attack Commands*](/combat/attack-commands)*!*

### Variables

* (+)**Attacker's Strength:** `str`
* (+)**Weapon's Corresponding Stat:** `s/t/b`
* (+)**Attacker's Combat LVL:** `lvl`
* **Attack Roll Modifier:** `arm`
* [**Environment Modifier**](/combat/combat-mechanics/combat-environment)**:** `em`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#attack-roll)**:** `cm`
* (+)**Luck Roll:** `0-5`

{% hint style="info" %}
*If the Attack Roll is lower than the Defense Roll, the attack is considered to have failed and the turn passes to the previous defender without any damage application.*
{% endhint %}

## Damage Roll

### Description

*The Damage Roll rolling means the attack was successful. This roll determines how much damage will be inflicted on the defender if the attack lands.*

### Variables

* (+)**Attacker's Strength:** `str`
* (+)**Weapon's Damage:** `dmg`
* (+)**Attacker's Combat LVL:** `lvl`
* **Damage Roll Modifier:** `drm`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#damage-roll)**:** `cm`
* (+)**Luck Roll:** `0-3`

#### The following are applied after the variables, and in this order:

* (+)**Cavalry Damage Modifier:** `cdm%`
* (-)**Defender's Armor Damage Reduction:** `dmg%`
* (-)**Defender's Shield Damage Reduction:** `dmg%`

{% hint style="info" %}
*If you're unfamiliar with mounted combat, visit the* [*Mounted Combat*](/combat/combat-mechanics/mounted-combat) *page for a quick guide.*
{% endhint %}

{% hint style="success" %}
*Shield damage reduction is applied regardless of the equip slot of the shield; be it in the primary, secondary, or both slots at the same time!*\
\
*If you have two shields equipped at the same time, the bot will take the sum of their damage reduction and apply it.*
{% endhint %}

## Critical Roll

### Description

*The Critical Roll rolls a number of stats and requires a minimum of 20. If the variables add up to 20, then the damage from the previous Damage roll will be increased by 40-60%*

### Variables

* (+)**Attacker's Intelligence:** `int`
* (+)**Attacker's Combat LVL:** `lvl`
* **Critical Roll Modifier:** `crm`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#critical-roll)**:** `cm`
* (+)**Luck Roll:** `1-10`

{% hint style="danger" %}
*If a critical hit lands successfully, the defender's armor will lose 5 durability and their shield will lose 10!*
{% endhint %}

## Maim Roll

### Description

*The Maim Roll is a percentage chance to apply a Maim to an attack. If an attack with a maim lands, the Defender will be `Maimed`. Maimed characters have their max HP set to 2/3 of their original value and they gain permanent negative* [*SICS modifiers*](/character/cc/sics-stats/sics-modifiers) *depending on the type of maim. If the defender is already maimed, a second maim will instantly kill them.*

### Variables

* (+)**Attacker's Combat LVL:**&#x20;
  * **Levels 0,1, and 2:** `5%`
  * **Levels 3 and 4:** `4%`
  * **Levels 5 and 6**: `3%`
  * **Levels 7 and 8**: `2%`
  * **Levels 9 and 10:** `1%`
* **Maim Roll Modifier:** `mrm`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#maim-roll)**:** `cm`
* (-)**Defender's Armor:**
  * **No armor:** `No change`
  * **Gambeson:** `2%`
  * **Chain Mail:** `5%`
  * **Brigandine:** `10%`
  * **Rosewoodian Plate:** `20%`
* (+)**Luck Roll:** `1-3%`

{% hint style="warning" %}
*A **successful maim** with a `Blunt` weapon results in a `Knock out` and **not** a maim*
{% endhint %}

### Maim Types

* **Missing Left Arm** *\[CHR, STR, STM]*
* **Missing Right Arm** *\[CHR, STR, STM]*
* **Missing Left Leg** *\[CHR, STR, STM]*
* **Missing Right Leg** *\[CHR, STR, STM]*
* **Partially Blind** *\[CHR]*
* **Fully Blind** *\[CHR]*
* **Mute** *\[CHR]*

The first five maims can be received as a result of the Maim roll during combat *(all of these including fully blind can be a negative consequence of the* [*racketeer*](/commoner/infamy/thug#mechanics) *and* [*seek*](/commoner/infamy/headhunter#mechanics) *commands)*. The maim type you get is random. The last one can only be received through [interworld](/ooc-mechanics/interworld-rp) or [GM](/ooc-mechanics/game-masters-gms)s. However, every maim type can be received as a result of RP done through interworld or game masters. Every maim type impacts SICSs stats negatively. Some impact 3 stats, and the rest impact just one.


# Defensive Rolls

A page detailing the Defense, Dodge, and Counter rolls within Medieval Discord.

## Defense Roll

### Description:

*The Defense Roll is placed against the Attack roll and determines whether the attacker's attack will be possible at all. In the case of a tie, the attack will fail. Otherwise, if the attacker has a higher roll than the defender, the order of rolls continues normally.*

### Variables:

* (+)**Defender's Strength:** `str`
* (+)**Armor's Corresponding Stat:** `s/t/b`
* (+)**Defender's Combat LVL:** `lvl`
* [**Environment Modifier**](/combat/combat-mechanics/combat-environment)**:** `em`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#defense-roll)**:** `cm`
* (+)**Luck Roll:** `0-5`

## Dodge Roll

### Description:

*The Dodge Roll is the defender's best bet at winning combat if their Defense roll has failed them. The only other alternative is to trust in your stats and bear the brunt of your opponent's attack, hoping your damage will hurt them more. If the Dodge Roll is successful, it will completely negate the attacker's turn and move combat forward.*

### Variables:

* (+)**Defender's Stamina:** `stm`
* (+)**Defender's Combat LVL:** `lvl`
* **Defender's Armor:**&#x20;
  * **No Armor:** `+5`
  * **Gambeson:** `No Change`
  * **Chain Mail:** `-3`
  * **Brigandine:** `-7`
  * **Rosewoodian Plate:** `-10`
* **Defender's Current Carry Weight:**
  * **Encumbered:** `-10`
  * **50% or above Max Carry Weight:** `-5`
  * **Under 50% Max Carry Weight:** `+2`
  * **Under 20% Max Carry Weight:** `+5`
* [**Environment Modifier**](/combat/combat-mechanics/combat-environment)**:** `em`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#dodge-roll)**:** `cm`
* (+)**Luck Roll:** `0-5`

**Success:** `15 or more`

{% hint style="info" %}
*If the defender's dodge roll is successful, then the attacker will not lose any durability on their weapon and the defender will not lose any durability on their shield or armor!*
{% endhint %}

## Counter Roll

### Description:

***Only if** the Dodge Roll is successful, then the Counter Roll is rolled. If successful, then the attacker's attack is redirected back at them; **50% of the damage** of the attacker's attack is inflicted on their HP and **you take no damage.***

### Variables:

* (+)**Defender's Combat LVL:** `lvl`
* (+)**Defender's Intelligence:** `int`
* (+)**Defender Equipped Longsword:** `2`
* [**Combat Modifier**](/combat/combat-rolls/combat-modifiers#counter-roll)**:** `cm`
* (-)**Attacker's Stamina:** `stm`
* (-)**Attacker's Combat LVL:** `lvl`
* (+)**Luck Roll:** `0-3`

**Success:** `2 or higher`

{% hint style="info" %}
*If an attack is countered and it was supposed to maim the defender, it will NOT maim the attacker during the counter.*
{% endhint %}


# Combat Modifiers

This page lists every change to the combat rolls:

## Attack Roll:

* `Elder`: **-2**
* `Encumbered`: **-5**
* `Fingerless`: **-3**
* `Headhunter`: **+3**\
  *(When fighting Bandits, Outlaws, Bounties)*
* `Bandit`: **+3**\
  *(When fighting Merchants)*
* `Thug`: **+3**\
  *(When fighting Fame route characters)*
* `Invigorated`: **+2**
* `Drunk`: **-3**
* `Wasted`: **-6**
* `Maimed`: **-3**
* `Partially Blind:` **-5**
* `Fully Blind:` **-15**

## Damage Roll:

* `Elder`: **-2**
* `Invigorated`: **+5**
* `Drunk`: **-3**
* `Wasted`: **-6**

## Critical Roll:

* `Fingerless`: **-2**
* `Drunk`: **-3**
* `Wasted`: **-6**
* `Maimed`: **-3**

## Maim Roll:

* `Drunk`: **-3**
* `Wasted`: **-6**

## Defense Roll:

* `Elder`: **-2**
* `Bound`: **-10**
* `Drunk`: **-3**
* `Wasted`: **-6**
* `Maimed`: **-3**
* `Pregnant`: **-5**
* `Partially Blind:` **-5**
* `Fully Blind:` **-15**

## Dodge Roll:

* `Encumbered`: **-10**
* `Bound`: **-10**
* `Drunk`: **-3**
* `Wasted`: **-6**
* `Pregnant`: **-5**

## Counter Roll:

* `Fingerless`: **-1**
* `Bound`: **-10**
* `Drunk`: **-3**
* `Wasted`: **-6**
* `Maimed`: **-3**
* `Pregnant`: **-5**


# Combat Gear

> *Unlike most other RP servers, MD has realized the potential and need for combat in a medieval setting. With this knowledge in mind, we have opted against the usual PTK (Permission-To-Kill) system in place on most servers of this type, where two characters engaged in combat must both give consent to it and its resolution. We have also rejected the idea of having combat moderators that would handle combat. Both of these solutions are inadequate, and are prone to abuse by those who fail to be objective. Going off of that, we recognized the potential in dice-based combat due to its inherent objectivity. However, most dice-based combat systems are either completely reliant on luck rolls or they are too slow in manually implementing character stats. MD solves this by having a fully automated combat system based on a dice-stat synergy, complimented by a rock-paper-scissors mechanic when it comes to attacking and defending.*

Combat is handled entirely by the bot. The only thing characters need to take into account is which command they're imputing. Some of the most important variables in combat are the items you have on you that give you passive or active advantages in combat; this is your Combat Gear. Combat Gear consists of a character's weapons, armor, and shields.

## Weapons

Weapons are items that are proficient in dealing damage during combat. They are defined by their:

* **Value** *(the sell/buy price of the item)*
* **Durability** *(the item's condition)*
* **Weight** *(the number of pounds the item adds to your weight capacity)*
* **Slash** *(the item's ability to cut and tear)*
* **Thrust** *(the item's ability to pierce by force)*
* **Bash** *(the item's ability to inflict blunt damage)*
* **Damage** *(the amount of harm an item can inflict on someone else)*
* **Wield** *(whether an item is used single-handed or two-handed)*
* **Weapon Type** *(whether an item is good in cavalry, ground, or anti-cavalry combat)*

Here's a list of all weapons currently available in MD:

1. [***Arming Sword***](#user-content-fn-1)[^1]
2. [***Longsword***](#user-content-fn-2)[^2]
3. [***Falchion Sword***](#user-content-fn-3)[^3]
4. [***Dagger***](#user-content-fn-4)[^4]
5. [***Club***](#user-content-fn-5)[^5]
6. [***Quarterstaff***](#user-content-fn-6)[^6]
7. [***Mace***](#user-content-fn-7)[^7]
8. [***Spear***](#user-content-fn-8)[^8]
9. [***Pike***](#user-content-fn-9)[^9]
10. [***Halberd***](#user-content-fn-10)[^10]
11. [***Lance***](#user-content-fn-11)[^11]
12. [***War Hammer***](#user-content-fn-12)[^12]
13. [***Dane Axe***](#user-content-fn-13)[^13]

## Armors

Armors are items that protect characters during combat by reducing the amount of damage they take. They are defined by their:

* **Value** *(the sell/buy price of the item)*
* **Durability** *(the item's condition)*
* **Weight** *(the number of pounds the item adds to your weight capacity)*
* **Slash** *(the item's ability to defend against cuts)*
* **Thrust** *(the item's ability to protect against direct trusts meant to pierce)*
* **Bash** *(the item's ability to defend against blunt damage)*
* **Damage Reduction** *(the amount of harm negated during the Damage roll in Combat)*

Here's a list of all weapons currently available in MD:

1. [***Gambeson***](#user-content-fn-14)[^14]
2. [***Brigandine***](#user-content-fn-15)[^15]
3. [***Chain Mail***](#user-content-fn-16)[^16]
4. [***Rosewoodian Plate***](#user-content-fn-17)[^17]
5. [***Sparring Armor***](#user-content-fn-18)[^18]

{% hint style="danger" %}
*Each attack that lands on you will drain your armor's durability by 2 points!*
{% endhint %}

## Shields

Shields are items that serve to protect characters when they are equipped by reducing the amount of damage they take, however, unlike armors, they may also be used in combat to inflict damage. They are defined by their:

* **Value** *(the sell/buy price of the item)*
* **Durability** *(the item's condition)*
* **Weight** *(the number of pounds the item adds to your weight capacity)*
* **Slash** *(the item's ability to cut and tear)*
* **Thrust** *(the item's ability to pierce by force)*
* **Bash** *(the item's ability to inflict blunt damage)*
* **Damage** *(the amount of harm an item can inflict on someone else)*
* **Damage Reduction** *(the amount of harm negated during the Damage roll in Combat)*
* **Wield** *(whether an item is used single-handed or two-handed)*

Here's a list of all shields currently available in MD:

1. [***Round Shield***](#user-content-fn-19)[^19]
2. [***Heater Shield***](#user-content-fn-20)[^20]
3. [***Kite Shield***](#user-content-fn-21)[^21]

{% hint style="danger" %}
*Each attack that lands on you will drain your shield's durability by 5 points!*
{% endhint %}

{% hint style="info" %}
*To check a specific weapon, armor, or shield and all the information regarding them, simply use `r!item-info <item name>` in any channel.*&#x20;
{% endhint %}

[^1]: The arming sword (also sometimes called a knight's or knightly sword) is a single-handed cruciform sword whose design comes from the swords of the Scandinavian raiders of the Viking Age.

[^2]: The longsword is the pinnacle of swordmaking. It has its origins in France or Germany and is recognizable by its cruciform look and longer blade. As such it is a two-handed weapon usually carried by knights and nobility.

[^3]: A falchion (from the Aqvintian word "fauchon", ultimately from the Latin falx "sickle") is a one-handed, single-edged sword of European origin, whose design is reminiscent of the Persian scimitar. The weapon combined the weight and power of an axe with the versatility of a sword.

[^4]: A dagger is a double-sided blade used for stabbing or thrusting. Daggers often fulfill the role of a secondary defense weapon in close combat.

[^5]: A simple blunt weapon usually used for non-lethal combat, although it has the ability to kill.

[^6]: The term refers to a shaft of hardwood between five and seven feet in length, sometimes with metal tips, ferules, or spikes. While it is a good weapon overall, it truly shines in the hands of a master.

[^7]: A mace is a simple weapon that uses a heavy head on the end of a handle to deliver powerful blows. Perfect against armored opponents.

[^8]: A spear is a pole weapon consisting of a shaft, usually wood, with a sharpened head. It is the most common weapon in most armies and goes well with a shield.

[^9]: A pike is a pole weapon, a very long thrusting weapon used extensively by infantry both for attacks on enemy foot soldiers and as a counter-measure against cavalry assaults.

[^10]: The halberd consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants. It is also sometimes called the French Volgue.

[^11]: A thrusting polearm used by cavalry against other riders or infantry. When used dismounted, it is no better than any long stick. However, when used on horseback, it has the potential to kill someone faster than any other weapon.

[^12]: A war hammer is a weapon of war intended for close combat action, the design of which resembles the hammer. It is the weapon of choice when going against armored opponents.

[^13]: Originally a Viking weapon, it was adopted by the English and French. It is a two-handed crescent-shaped axe that is highly versatile in all forms of combat.

[^14]: A garment of stuffed and quilted linen used to soften blows and stop slashing attacks. Comparatively easy to produce, and therefore the most common type of armor.

[^15]: A flexible body armor of overlapping steel plates with an exterior covering of linen. Used by more affluent members of society, it is also a favorite among young nobles since it allows a larger degree of customization when compared to simple full plate.

[^16]: A type of armor consisting of small metal rings linked together in a pattern to form a mesh. The most common armor of the past two or so centuries, but still highly valued for its price-to-protection ratio.

[^17]: Protective armor made of multiple steel plates riveted together to form a whole. This particular design is specific to France and southern Italy and was developed in Rosewood sometime during or after the Fifty Years' War. It is the pinnacle of armor smithing. Nobles will often have a surcoat with their coat-of-arms on it, dressed over the armor.

[^18]: A lightly-padded gambeson meant for training and sparring.

[^19]: Round shields are easy to make. They are mostly wood and have a simple design that can be used by any soldier or noble.

[^20]: Heater shields are the staple shields of today. They are relatively inexpensive to make and offer good protection, plus they double as a good surface for noble coats of arms.

[^21]: A kite shield is a large, almond-shaped shield rounded at the top and curving down to a point or rounded point at the bottom. Excellent for both infantry and mounted combat.


# Combat Level

> *Initially, combat was supposed to be something used by every character on an almost equal footing. This has proven to be too unrealistic and too general. Combat now is something that should be exclusive to those charcters that mean to do harm onto others, those who practice fighting regularly because it is part of their core idenity. For the average person who just wants to make money, start a family, have a craft, combat should be their last choice in confrotnations and basically only engaged in instances where their life or the life of someone dear to them is in danger.*

Each character has a combat level that represents their overall cXP *(Combat Experience)*; in other words, how long they have been fighting and how good they are at it. The more a person invests in combat, the better they will become due to the passive modifiers each combat level gives them. There are three ways to earn cXP:

{% content-ref url="/pages/-MXI-4UalRKEnwZ7\_vr3" %}
[Training](/combat/combat-level/training)
{% endcontent-ref %}

{% content-ref url="/pages/-MXI-8ErDBApm3FNYhnJ" %}
[Sparring](/combat/combat-level/sparring)
{% endcontent-ref %}

{% content-ref url="/pages/-MXI-7yhd\_QDD1opeKID" %}
[Live Combat](/combat/combat-level/live-combat)
{% endcontent-ref %}

## Levels:

* **\[Lvl. 1]** - `(0 cXP)`
* **\[Lvl. 2]** - `(10 cXP)`
* **\[Lvl. 3]** - `(40 cXP)`

*Levels 1-3 can be earned by Training, Sparring, or engaging in Live Combat. However, after Level 3, training will stop giving you cXP.*

* **\[Lvl. 4]** - `(100 cXP)`
* **\[Lvl. 5]** - `(180 cXP)`
* **\[Lvl. 6]** - `(250 cXP)`

*Levels 4-6 can be earned by Sparring, or engaging in Live Combat. However, after Level 6, sparring will stop giving you cXP.*

* **\[Lvl. 7]** - `(330 cXP)`
* **\[Lvl. 8]** - `(400 cXP)`
* **\[Lvl. 9]** - `(500 cXP)`
* **\[Lvl. 10]** - `(700 cXP)`

{% hint style="info" %}
*Depending on your combat level, your character will receive different roles IC corresponding to their skill in combat:*\
\
**\[Level 1]** - `Rookie`\
**\[Levels 2 and 3]** - `Amateur`\
**\[Levels 4 and 5]** - `Experienced`\
**\[Levels 6 and 7]** - `Skilled`\
**\[Levels 8 and 9]** - `Battle-hardened`\
**\[Level 10]** - `Unmatched`
{% endhint %}




---

[Next Page](/llms-full.txt/1)

