NFRP World

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The world: creatures, plants, ruins and events

The wilds of the NFRP world: archive beasts, herbs, chakra metal and gems, sealed ruins to explore, and the events that come to your colony.

In short

Archive creatures, herbs and poisons, chakra metal and gems, three kinds of sealed ruins to explore, and the events that visit you: monster incursions, chakra storms and wandering masters who teach for silver.

Creatures
  • Mist wrath wolf and thunder wrath wolf hunt in packs. Mist wolves breathe out a blinding mist in a fight; thunder wolves call down lightning, and their bite crackles.
  • Blade hood snake: a huge serpent with blades along its hood.
  • Crystal serpent: a calm crystal snake. Tame it and shear it for crystal shards.
  • Pyro hydra: a rare three-headed fire drake of the deserts that breathes fire. Avoid it unless you are ready.
  • Snarl beast: a horned lion whose snarl stuns everyone around it.
  • Bleyk: a huge horned pack animal with tough skin. It can be ridden through Giddy-Up.
  • Keel turtle: a slow giant with a spiked shell.
  • Poison monkey troupes, berserker wasp swarms (their sting can drive a victim berserk), the sand-buried dust digger and swarms of hell moths whose scales burn.
  • Many can be tamed, some only by a Monster Trainer's techniques.
Plants
  • Healing: belan tree nuts stop bleeding; all-heale, yulpris root and lavender work as herbal medicine (yulpris is as good as real medicine).
  • Poisons: larkspur seeds and desert thornapple are what alchemists make debilitating and death poison from.
  • Drugs and remedies: fletharane smoke (a hallucinogenic social drug), nightcall (sharper senses and a quicker step, but mildly addictive), cinderbloom (a rub against fire) and northern wind (a pipe weed against the cold).
  • Frostcap makes frostcap oil, a weapon coating that adds frost.
  • Zalantar (strong black wood) and golden beech (beautiful golden wood) are trees with their own woods.
Materials
  • Chakra metal ore: a metal for weapons and armour. Weapons made of it drain a little chakra with every hit.
  • Spirit gem veins: A and S rank seals need spirit gems.
  • Ruby, sapphire, emerald and amethyst veins: cut them into gems (below) or sell them rough.
Ruins

New maps sometimes hold a ruin, and travellers sometimes tell of one nearby (a quest).

  • Sealed clan tomb: a stone hall with spike traps and an inner chamber. Its sealed casket keeps its contents hidden until you break the seal (the Open order, or right-click). Breaking it wakes the tomb's guardians (stone and bone golems, blade hoods, snarl beasts), and some seals carry a poison ward. Inside: technique scrolls, seals, silver, gems, spirit gems at high ranks, sometimes a clan weapon, and now and then a clan's preserved bloodline tissue, the tomb robber's prize. Tombs on quest sites are richer and better guarded.
  • Ruined shrine: broken walls, an altar and a sealed offering urn. Praying at the altar gives a three-day blessing (faster chakra, a calmer mind); each shrine has three blessings in it. The urn is sometimes guarded by hell moths or wrath wolves.
  • Abandoned training ground: old training posts, a few practice weapons and sometimes a forgotten technique scroll. An hour at a post teaches melee, once a day per person, and now and then the carved notes teach a D-rank taijutsu technique.
Events
  • Monster incursion: a pack of maddened archive creatures comes out of the wilds. If the Order of the Venator is friendly, its hunters sometimes follow the pack and join the fight.
  • Chakra storm: a violet storm. Every ninja recovers chakra much faster and hits harder with techniques, but lightning strikes at random. Stay under a roof.
  • Wandering master: a master of a friendly faction visits for about a day and offers lessons for silver: open the letter, choose a ninja and one of up to three techniques that fit their build. Two lessons per visit, up to B or A rank. Prices: D 150, C 350, B 750, A 1500 silver.
Mineral Alchemy (crystalmancers)

Gems are cut and harnessed at the alchemy table.

  • Gem cutting (any crafter, Crafting 5): two rough gems make one cut gem.
  • Harnessed gems (Crystalmancy discipline only):
    • Worn on the belt: awareness stone, chain of knowledge, gem of the wise, gem of vitality, spirit amber, skull of strength, eye of the tiger, troll stone, chakra gem, negotiator's gem, gem of charming. A belt gem takes the same slot as a talisman or a shield belt.
    • Used up: healer's gem and fairy tear stone (close wounds), death's tear (cures the worst condition), wolf fang, swarm amber and hydra tooth (call wolves, berserker wasps or a bone golem for a while).
    • Thrown: death plume, devil's heart, fluor gas, stinkstone, stone of a thousand cuts, thunder egg, whistle stone, Qurna's folly (seals the chakra of everyone hit, so no techniques for about two hours), and the wall gems: escarpment (stone), glacier (ice), briar (thorns) and fire curtain raise a short wall across the way they were thrown, which crumbles after about an hour.
    • Gem eyes: vision stone, blue-eyed gem and tiger's eye, installed by surgery like an artificial eye.
    • Gem buildings, placed like furniture: sunstone (light), heating stone, frost crystal, growing stone (plants nearby grow 50% faster) and plenty stone (makes pemmican).
  • Crystalmancers can also make their old crystals and grenades from crystal shards and rough gems instead of jade.