RULEBOOK CONTENTS
SECTION 1 - INTRODUCTION
section 2 - Starting to play Serim Ral
section 3 - General Information
section 4 - Miscellaneous Orders
section 5 - Castles
section 7 - Thief / Rogue Abilities
section 8 - Rangers / Hunters
section 9 - Magic
section 10 - Combat
section 11 - Repeat Orders
section 12 - Religions
section 13 - Advanced Classes
Appendices
SECTION 8 - RANGERS / HUNTERS
8.1 - FORAGING
8.2 - HUNTING
8.3 - MAPPING THE TERRAIN
8.4 - MUSTERING TROOPS

As well as the orders listed below, Rangers also have extended PATROL range (2 squares instead of the usual 1) and have better chances of hiding than other classes (except Thieves).


8.1 - FORAGING (180)

Rangers have far superior foraging skills, compared to other leaders. As well as being able to forage for food (as all other leaders can), Rangers can forage for any of the items that terrain squares can produce, i.e. Stone, Wood and Iron.

The chances of finding any of these items depends on the terrain, the weather and the level of the Ranger. Typically, a Ranger will find items equal to 50% of that terrains production at first level, if they spent a full 160 hours foraging.

The format for this command is -


{Leader} FORAGE {Amount} {Item} {Time}

Ordersheet Example:
LONGSTRIDER FORAGE 200 STONE 50

In the example above, Longstrider would scour the terrain and attempt to collect up 200 units of stone. The {Time} option allows a Ranger to specify the maximum length of time they wish to spend whilst foraging for items. For instance, if Longstrider had only managed to find 150 stone after 50 hours of searching, he would then stop, leaving plenty of time for other important duties.


8.2 - HUNTING (390)

Rangers and Sheriffs of 4th level or greater can search for creatures and supplies abandoned on adjacent squares. If any are found, they will attempt to move to them, movement time allowing. Syntax for this order is -


{Leader} HUNT

N.B. Magical artefacts are too well hidden to be discovered whilst hunting.


8.3 - MAPPING THE TERRAIN (430 and 762)



Rangers can produce a map showing the terrain a number of squares distant equal to their level. i.e. - a 10th level Ranger could produce a map showing the terrain 10 squares in all directions. Ranger maps will show up large armies, settlements and places of historical interest. At 7th level Rangers will be sufficiently skilled at cartography to be able to show the boundaries between neighbouring kingdoms. Rangers will automatically attempt to Map each turn (762 in the Order Of Events), providing they have sufficient time left after completeing all other orders. However, if you need to order them to map, this will happen at 430 in the OOE. The syntax for is -


{Ranger Name} MAP



It takes 40 hours to produce the map which will be centred on the Ranger.




8.4 - MUSTERING TROOPS (160)

At 6th Level Rangers gain the ability to MUSTER troops into their army. This is the equivalent of issuing a TAKE order on the square that the Ranger is on and also the surrounding 8 squares simultaneously. The syntax for this order is:-


{Ranger Name} MUSTER {Amount} {Item}


{Ranger Name} MUSTER {Amount} {Item} AND {Amount} {Item}


{Ranger Name} MUSTER {Amount} MUSTER {Amount} {Item}


{Ranger Name} MUSTER {Amount} {Item} AND {Amount} {Item}


{Ranger Name} MUSTER {Amount} ALL


{Ranger Name} MUSTER {Amount} ALL EXCEPT {Amount} {Item}

Inanimate objects will not answer to a Rangers call to muster. Mustering will take 20 hours.

Script:93ms

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The Rule Book
Introduction
Starting to play
Choosing your race
The gods
Naming your leaders and castles
Choosing your character classes
Aliases and titles
Sending us your start-up sheet
General Information
Time and Weather
Serim Ral geography
Experience and health
Feeding your troops
Encumbrance
Alignment
Winning the game
Miscellaneous Orders
Placing bounties
Contacting other empiress
Destroying items
Disbanding troops
Finding new leaders
Following
Foraging for food
Leaving your items
Movement
Patrolling your lands
Profiling monsters
Renaming leaders and castles
Slaughtering for food
Recruiting and taking items
Finding & taking artefacts
transfers
visiting taverns
special locations
realm names
Castles
Castle production
Castle related orders
Building new castles
Citadels
Creating extensions
Delivering
Demolishing castles
fortifications
manufacturing
purchasing
surveying the land
Thief / Rogue abilities
hiding
sabotage
smuggling
spying on the enemy
stealing
visiting taverns
Rangers / Hunters
foraging
hunting
mapping the terrain
mustering troops
Magic
casting spells
unearthing new spells
brewing potions
drinking potions
scrying
Combat
training your troops
attack and retreat
capturing enemies
defending
pillaging
dealing with prisoners
armour, weapons & bows
sieging enemy castles
friends & foes
Repeat Orders
remembered orders
cancelling remembered orders
deferring remembered orders
Religions
changing your religion
listing fellow worshippers
sacrificing to your god
head priests
head priest abilities
section 13 - advanced classes
changing class
Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet
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