Enchanted Realms Rulebook
Overview
Now that the character has been completed and ready for game play, it's time to select starting equipment. Enchanted Realms has chosen not to micro-manage inventory on the character sheet. This is why there is an entry for “standard equipment.“ This is something all adventurers begin with unless the GM states otherwise; thus, we assume its contents are always available unless circumstances of the story have left the character impoverished. The group and GM might determine a few other common items, but this will include a leather b, a belt, a wool blanket, leather boots, a quart-sized bottle, two changes of clothing, a canvas coin purse, a pair of wool gloves, fift feet of cotton rope, a scarf, torches of wood and tallow, and a gallon waterskin.
At the minimum, a character is permitted at least a light weapon and armor appropriate based on the skills obtained in the paideia. However, the GM may allow a starting allowance to purchase items. A fair number would be around 400 bits, but this could be adjusted by the GM based on history, background, inheritance, etc.
Furthering the idea of not micro-managing inventory, Enchanted Realms encourages a maintenance-fee system of personal economy. The idea is essentially that money will be routinely budgeted to ensure the standard items, weapons, armor and such are kept clean, repaired when needed, and remain in optimal condition. This works out to an average expense which is subtracted monthly. It may not be perfect, but it’s close enough and much easier than counting pennies. Obviously items that suffer irreparable damage or become lost are handled as an exception, but typically items with a price tag less than 50 to 100 silver bits are just not watched so closely.
In Roll20, to acquire the equipment, the GM could make the “Starting Market” map available for players to use the VTT interface to stock their character's personal inventory.
Nature of Things
Something to remember about Enchanted Realms is that it is different from Earth science. One might think about Plato’s Allegory of the Cave as a base concept of the nature of things. With a bit of shintoism mixed in, the creation of a thing is similar to the Plato’s Forms. This is not overly mind-blowing, as fantasy gaming has often used the concept of things having a truename. This idea is similar. No one has ever seen a perfect circle nor a perfectly straight line, yet we all know what they are. During the creation process of materials, equipment, tools, whatever, the final product becomes connected to the perfect Form of that object.
Okay. So what? This is a game book not a textbook on ancient philosophy. True, but this idea of perfect Forms of the true object, combined with the shinto idea that kami spirits (神) inhabit and control all matter, means when an object is created it gains power and properties from both a spiritual and a meta-physical sense. This should not be confused with magic but rather that objects, equipment, gear and so on, have a unique way of connecting with a person’s lifesong. Inanimate objects themselves do not have a lifesong, but their true identities become a factor of how they interact with living beings.