Land Progression
In Penance there is as in all MMORPG personal progression, but the real story is how you live your life. Where were you when the first coronation parade marched?
Township
All colonizable areas are pre-loaded with township caravan in place. Each player will be restricted to a choice of six starting area known as a fiefdom. Chose random or spawn specific to find your friends. Complete the quests and carve the living kingdom out from the land. Elect your ruler or become one yourself!
The completion of the ‘We are in danger” quest will regenerate the settlement to a burrow. This building will control all elections, taxation, and Repentant contracts. All crown actions are also taken from this building or a graduated version of it. These buildings are the focal point to progress the kingdom.
Your starting areas are intended for level 1 – 15. Your next two zones are level 16 – 30. The final cap zone is 31 – 40. This will complete the area referred to as the pve area but take note the buffs and anti-invasion debuffs may not stop them from trying!
Players choosing to stay in the pve area may continue dungeon crawls, crafting carriers, and endless shard spawns. Also, there will always be a endless supply of entertainment at the tavern. Maybe even join a tournament and leave with a heavy coin purse or maybe a rare trophy for display at your home! 50 can be reached anywhere!
Royalty has its own progression to bring about content by conquest in an attempt to seize the stairway and win the season getting their souls to salvation. Working tirelessly against you are two factions. Of which one is the player driven apposing Kingdom and the other are the outright forces of hell. Upon completion of a season all pvp areas, leader boards will be wiped and prepared for the next kings strategic conquest. PVE areas remain unless crushed by invasion.
This reset will not affect Tournament Island. This is a solid 6-month to 12-month rotation. (TBD) or PVE areas.
No matter how many seasons come and go every Calander year a whole new campaign Story line will drop. Complete with World boss raid island, 15 new mobs, 6 shard dungeons, 1 new shard log for each type and a complete loot table for all new items to be created!
Also, CRS players will walk among you. If in their assessment of things around them they can do things like grant favor of God buff or instant raid level events. Help those that need it for God is watching!
Townhall
Townhall covers all merchants (nonprivate), taxation, quest mobs for fiefdom/kingdom progression, private Repentant contracts, Deeds, Royal Tournaments, and crown generated quests. Progression of this building maintains previous items of interest or replaces them with new ones as well as may add all new features. Progression:
Townhall – Townhall 2 – Keep 1 – Castle (1 per Kingdom)
Keep1 is replaced by War Keep and upgraded to Chateau in pvp areas. You cannot process goods in pvp zones and must be shipped to pve land for processing.
Country store
The country store is a processing plant for lack of better term. Almost all goods from harvested ones to looted ones need to be processed before real use can be made of them. Remember only crafters have the ability to process goods. Noncrafter classes will have to sell these wares to merchants either directly or using the trading and shipping network.
Modules maybe be constructed by the crown which will process your ore, gems, grains, wood, hides, spices and textiles. Once completed these goods are held two hours and then abandon them if your repentants wagon hasn’t loaded them for the trip to your home.
At top kingdom progression the building is torn down and the crown may now build new buildings that replace the modules. We feel the list is self-evident.
Lumber Mill – Grainery – Foundry – Quarry
Tavern
This will be one of the most visited buildings in the game. Starting with basic and advancing stables for private storage of mount and pets away from home.
Low-cost basic starter housing. It will have little to no customization, but the cost is unbeatable! It will be instanced by floor, with a open floor format to encourage social action with others. Private vault unlocked with residency.
One main factor in Penance is relaxation. This is a pooled resource which is refilled in many ways. All time spent in the tavern playing any mini games provides a bonus to relaxation regeneration. Entertainers (a world class) may group and perform music from the stage when built to also provide a buff to relaxation. (If pool is full gain a extra 30% relaxation listening to music).
All mini games may launch a tournament at the behest of the crown. All players may compete for trophies, titles, and prized coin purses!
Church
This is a straightforward building. It directly affects the faith pool of all Repentants in the burrow through worship services. Each tier of the building has a greater affect.
Players must go here to replenish their piety wich fuels or effects various things in the world like Repentants moral and powering the clergy buildings shields.
Crafters with kings can launch festivals from the clergy building to provide fiefdom and world buffs alike. One powerful example is a wedding.
This building upgrades and evolvesbut maintaining or replacing lower tier items.
Church – Chapel – Cathedral
Public buildings
Each zone (Three fiefdoms equal a zone) has a resource modifier set. In aligned zones the crown may build public buildings. Crafters and contracted Repentants maybe harvest goods from these structures.
Mines – Arborist – Herbalist – Quarry – Trapper –
Farmhouses are private homes but also fall in line with resource modifiers.
Port authority
This building complex is opened through kingdom progression. This is a complext which allows for the building of Stategic buildings.
Tally House, is the control building for ALL international trade routes and movement of goods from the pvp world to the pve world. The guild Tally House is the same structure on estate port authority complexes.
The marina allows for private ship storage and allows for shipwright and lighthouse.
Private homes
Private homes are straightforward personal ownership of land. Vaults are much large in your private home and maybe upgraded. Squires and other Repentants are unlocked for private contracts in your home. Combat classes can add extra decorations in their homes to make up for the lack of crafting modules.
When crafting modules are added to a home, they become a merchant shop/home. You may now use your Repentants in your home to craft and crate your wears.
A farmhouse when available for build is where crops planted from seeds found in the forest and herbalist shops. Silos roasting racks and many other modules can be added even to convert the farmhouse to a ranch for hide production. Farmhouses have room for a private stable.