Main Site

is here to give you missions and quests for improvement of your life, and to bring you informations of importance to organize your life into a path of success.
The site is comprised mainly of Salem Missions, Salem Hunt and Salem Trade. Additionally, news appear on the site, as well as other artworks including games.

1.Establish a notebook to record your progress and achievements.
Use Photopea.com or other graphic program for visual side of your notebook.
Access your notebook for updates through the pencil icon of quick edition.
2.Use a grid to inform about your stage of mission works in Salem Missions.
3.Should you want directions about the site and the participation, use radio info.
4.Use a hero card to take part in quests of Salem Hunt and in Salem Trade available here or here.
5.Play Salem Hunt and learn all about it here.
6.Use a magazine to store things gained from the site downloadable here.
7.Play Salem Trade and learn all about it here.
8.Insert in your notebook whatever you please.


Advice: Independence and Autonomy of High Level are the best defence and weapon against Artificial Intelligence.


General Advice: Develop yourself through processing all experiences by own organic energy into the ability progress.


Attach all of own skills to each of own things.


Advice: Your possessions are your bodyparts. Make sure that all your owneries are on the same level of your own rpg progress and that they will reflect your further development too. This will protect them from surprising destructions and will strengthen them in event of theft.


Stances towards enemy = Attitudes of war:
Love = contrast & contradiction = law & peace.   BD Faer Wisper.
Lore = contact & contest = learning & power.   SM Sad Mass.



Advice: Stick to your chosen path to establish it at the basis of your progress.


To boost your basic progress, pick one of four swords and develop the ability to use it. The sword represents your individual war stance.


Advice: Development of sword use can be employed by energy aura processes.


A game of quests is being prepared. Example of the hero card is ready to present. This card will have to be updated with the player's stats manually. The beginning stats will be shown on a regulation sheet. Additionally, a weapon sheet will be created with information about stat boosts from different guns. And enemies will appear inside this very site for players to gain XP and rewards. Game will be played with dice.
Advice: Do not hurry the game-maker too much.


The game is ready in its initial stage. Go to the Main Site introduction to read points 4 and 5. 
The game is called Salem Hunt. Or shortly - Hunt.
Quest 1: Defeat the six savages. After the victory, claim rewards choosing one of each pair.
Update your hero card.
The game is in the stage of tests. 


From now, a magazine for weapons and other objects is available. Instead of publishing each of them separately in your notebook, you can insert them inside the Magazine and store them all together.
See point 6 of the introduction to the Main Site.


Many of us have trained for dangerous or difficult encounters by practising self-defence through acting. By developing practical honor, you will be able to solve all troublesome matters without altering your personal behaviour.

Advice: Your progress will hurry if you develop high independence and autonomy at the same time (see Mission 1).



Advice: Luck goes in all directions and so it must develop also in all directions.


Six new savages have emerged and are awaiting evaluation.


Increase your powers against criminality in areas and their order pointed by Criminality Act. Troubles are a horizontal direction of future time focus, while Constraints are a vertical direction of present time focus. Affection is the central point.


Advice: Focus on work against criminality in accordance with Act as the basic areas of necessary solutions.


New weapons are inside the Hunt Play page. They will all be used during the first 22 quests. The Power Class Sword is in fact a trophy reward for completing all 22 quests. This amount is designed to be one half of the entire game.
The stats of the new weapons may change and the stats of the Power Class Sword are hidden for now due to the trophy status of the sword and because it will be available only after the first half of the entire game.
Additionally, a second bow place has been introduced to the hero card. The hero card has been updated with it, and the bow place can be also obtained separately for insertion into existing hero card here.


Develop yourself in the areas of your diagnoses in a beneficial constructive direction. Transform all the effects of your diagnoses into a positive field of abilities. Make use of everything you have been attributed to create practically helpful outcomes. Get all the benefits of your diagnoses by turning them into environmentally positive skills.
Advice: If you have already been assigned a condition, it means you have it. By developing its benefits, the negative sides will disappear.


General Advice: Switch your energy to stable development of your diagnosed states and remember that each affliction is good and profitable in its basics.


Savage enemies attack yet again, this time with more power than before. It is possible that they are the last members of their tribe.


The world needs repairments! Educate yourself in the electronic systems of universal order and enter them to eliminate criminality. To enter, create an electronic clone of yourself and upload your bot into the systems.



Achieve the level of skills and abilities equal to the criteria and conditions of LOTR.
Advice: everybody is a persona from LOTR. The film and books are a prophecy about future. Become yourself and change the future into the present.


After you have developed all the ten skills to the max level of Monster, use this Amulet to turn all of them on and apply them to practical life. The Amulet can be placed in the Magazine, if you like.

Create your own mission! You can make the banner in any style you like, and if you want, you can use the site's style available here. But you can stick to your own personality if you choose to express your individualism in your own mission banner. You can create more than one!

Advice: If you want to make more than one mission, do not use numbers next to them and mark them with symbols or letters with or without the main number 11. That way you can also distinguish them as your individually chosen missions.


Let magic establish your own place inside culture and society of your choice. Develop your cultural and social role to gain power and influence over the course of your life.


Increase your life quality and life opportunities by establishing closeness to God.


Suprisingly as it seems, new enemies have turned up, and it is possible to fight them already.


A new wave of criminals has come forth. Test your new weapons against the Freaks!


It is the last attack of the band of Freaks, so stand up to the fight! Attractive rewards await also this time.


Salem is today 1 month old since its first day of activity. First elements of the site appeared on the eve of March 12, and on that day the site became fully established. To celebrate this first monthly birthday, may all your life change into a story. This rose will remake your life into one chain of story events, so keep it - and store it in a Magazine, if you like.


New enemies are here, and they are a tribe of more strength than the previous ones.


As of today, the Trophy of Salem Hunt can be admired. The trophy is an award for completing all 44 Salem Hunt quests. Below is the presentation. The Trophy is also included into informations on the Play page.


Horrors re-appear on the site. They are much stronger than they were before.


New Horrors arrive, and they have again gained more power.


The site has been visited by a new type of creatures.


The Hunt brings more and more opponents every day. Defeat the criminal machines who re-attack to avenge their previous defeat.


This very important thing should not be ignored. Increase your level of resistance to atomics.

This is another thing which is most important always to everybody. Make your privacy even better guarded.

This is surely the last time that swords can be tested against the tribe of the Machines.


New enemies appeared, and they are a technological group of Atoms.


Atoms are attacking the area aggressively.


Atomic bombarding has to finally stop.


The site has been spied out by a group of Agents, and they are tough opponents.


The Agents are convinced that this time they are going to win.


The Agents come back ready to fight.


Somebody pays criminals for committing their murderous deeds, and now we know who that is.


The Sponsors are not intending to leave.


Perhaps this is when the Sponsors will finally go away.


The last quest of the first half of the Hunt brings forth the caretakers of all criminals. Challenge the Patrons in a fight.


Musk is a dangerous weapon in hands of criminals. By strengthening your immunity towards this poison, you will have a stronger and clearer head in all meetings with them.

Increase the value of your social relations and become more popular in company.



By developing yourself, you can break through all the barriers.


The first half of the Hunt is ready to play. The second half will appear in the right column of the site only. Quests 23-44 will not be announced on the Main Site and will be accessible from the Salem Hunt tab in the right margin.


We live surrounded by suggestions, allusions, insinuations, and implications, which often force us to misinterpret the events around us. External opinions can influence our own perception for the worse. 
Independence of own observations and own opinions is not enough - develop the ability to understand only the pure truth of events.

Game Over is a new addition which accompanies the site, and soon a new game of Salem Trade will appear. Since it will be one of the main parts of the site, and joined with Salem Hunt, it will influence the looks of the main player card. The changed hero avatar will appear, in company of a second magazine for creatures obtainable in the Trade. The player card is best to be updated into the new version, once the new version comes to us together with the whole of Salem Trade.


The game Salem Trade will go through transformation of prices in each country. Prices inside countries will be varied and individual, and the changes will positively affect their height. All products will be generally on the same level of trade appeal. The modifications are planned to take place in a short future.
Almanach is wanted to be traditionally changing within time intervals, however currently this change will be the only one - until the possibility to have the game co-worked by an electronic program. Should electronic changes of almanach become possible, it will undergo modifications in prices every week. Because for now new changes will not be made electronically, this planned transformation of prices will be singular and therefore aiming to be the best possible for players.
Additionally, there is an option now to name your trade business through a special store card. It can be inserted into a magazine for workers. See the page of Salem Trade Play.


Corrections have been made inside Regulations of the Trade game. Please excuse the wrong information from before, which stated that trade is unlimited. Trade is in fact limited by country demand for product established by dice throw, and now Regulations make it clear that trade is once in turn per product.


The site has developed by emergence of two new games, and now new ideas for Salem Hunt have been born. Plans encompass transformation of dice throw 1 and dice throw 6 from current single spell effect to a spell group effect. Dice throw 1 will be a potion spell, and dice throw 6 will be a wand spell. Potion spell group will be six spells: the old HP Boost, and new Vampirical Bite which will work in the same way; and additional four spells. Wand spell group will be also six spells: the old Double Strikes, and new Double Resistances, which will too work in the same way; and additional four spells as well.
The additional four spells of each type, eight in total, will be skills developed in addition to the old skills of HP, Age, Knife, Bow, Knife Resistance, and Bow Resistance. They will be therefore progressed by XP point allocations. The eight spells will be added to the hero card at the bottom.
Casting the additional eight spells will be slightly different than the four mentioned already.
Dice throw 1 + X: Choose Potion Spell
HP Boost, Vampirical Bite = equal 10-60% enemy hp **SS-Spell Singular
Shower, Swamp = equal skill points x1-6 (dice for stage=height determinant) **SS-Spell Singular
Stardust, Moonstone = equal skill points if higher age contra enemy age x1-6 (dice for age=success determinant) **SM-Spell Multiple def. works to the end of fight every turn
Dice throw 6 + X: Choose Wand Spell
Double Strikes, Double Resistances = if higher age contra enemy age x1-6 **SM-Spell Multiple
Raindrop, Earthquake = equal skill points if higher age contra enemy age x1-6 (dice for age=success determinant) **SM-Spell Multiple
Meteor, Eclipse = equal skill points x1-6 (dice for stage=height determinant) **SS-Spell Singular
The names of spells may change in future. The dice fight system alongside spell functionals will be presented on an additional Regulation Card. Furthermore, Wands and Bottles will be introduced as two new hero items, which will increase the number of used items to ten (two knives max, two bows max, four rings max, wand, bottle). Neither of items is ever obligatory to be worn. (Except for start of game when you don't have yet any XP and need some skill points.)
Wands and bottles will enhance the eight spell skills by adding power to each of them equally. There will be five wands and five bottles and their enhancements, ten in total. Throughout second half of the game you will be rewarded for quests with: enhancements of rings, knives and bows whose basics appeared in the first half, and basic wands and bottles, and enhancements of wands and bottles. Gold is considered to become also a type of quest reward.
The game will be prolonged from 44 to 48 quests. Which means that the first half is not entirely over, as two more quests will be added. The quest rewards will be: Patron lvl1 – one wand and one bottle, Patron lvl 2 – 1000 Gold, Patron lvl 3 – enhanced Class Sword. Because currently there is only one level of Patrons, and the enhanced Class Sword had already been awarded, the players who have it will not lose it, but additionally will get one wand and one bottle, and will be invited to fight Patrons lvl 2 and lvl 3, with only 1000 Gold awaiting them in reward. While new players will get the sword only at lvl3 of Patrons.
Wands and bottles and gold and item enhancements are a novelty of the second half of the game, and this novelty is introduced at the end of the first half through Patron fights, for which the first wand and the first bottle, the first gold, and the first enhanced item are obtained.
The first half possibly will become updated with the new dice fight system as well, for new players to develop the eight spell skills from the beginning. Amount of XP earned per each fight will not change.
All items will provide skill points as well as spell skill points, spells, and spell power increases. Double Strikes spell will be enhanced by an item with such spell power increase, causing the existence of quadruple strikes if the spell is cast additionally during fight.

All these changes are advised to be made with help of electronics, and therefore the game-maker is advised to wait with applying these changes until the possibility of work with electronic applications. Therefore they currently do depend on the date of annulment of hacking blockades which cause lack of access to contemporary electronic programs. Should the date turn out to be far in time still, the changes may be introduced manually by the game-maker.
Additionally, also the announced changes of Almanach in Salem Trade are dependant on the same date of hack blocks annulment, but may in case of necessary long wait be also applied manually earlier. Clothing stores are planned in the Salem Trade for the way to spend gold, and these will also appear when the world access hackery is over.



Items from the second half of the game Salem Hunt are now available to see on the Play page. They include wands and bottles. Decision was made not to introduce enhancements for wands and bottles, as they are entirely new objects of the second half. Modifications of the item statistics may be made in the future. Changes have already been made in the regulations, and now Points and Doubles accumulate, while Minimals and Twos don't. All this will be applied when the second half of the game appears.



Salem Hunt has yet again changed the statistics of the new weapons, which will appear in the second half of the game. Additionally, regulations have been created for the new fighting system. For now however the game cards of enemies will not be published, so active play pertains only to old rules. For curious players, here are the new regulations which will be in power only when the second half of the game becomes entirely publicated, and the first half becomes prolonged to 24 quests. Upon that also the Hero Card will beget a new version.




This is further info on development of Salem games. Salem Hunt will beget new regulations, which concern fighting skills, only for the second half of the game – quests 25-48. The old regulations will still pertain to the first half of the game – quests 1-24.
That means that there will be no changes made for the already existing quests 1-22. None of rewards achievable from these quests will be altered. The enhanced class sword will remain to be a reward for quest 22.
However there will be two more quests added to the first half, number 23 and 24, and they will too fall under the old game regulations.
New regulations will bring an enhanced fighting system, and they will be appliable to quests 25-48. The new regulations are published in the immediately previous post here on Main Site.
Because of them, the Hero Card will beget an improved version, presented here. 
The improvement will be only in the form of additional magical skills – and they will be locked for players until completion of quest 24. Points can only be allocated into these eight fields after finishing the first half of the game.
And that will be the reward for quest 24, in fact. Success at quest 23 will present players with a new type of weaponry: a wand and a bottle, however without possibility to use them, and victory at quest 24 will present players with new fight abilities and a possibility to use wands and bottles.
The trophy will be awarded to players only after completion of the final quest 48.
That's about Salem Hunt. The most important information here is that there will be no changes made to the first half. The Hero Card will have a new version, however it should not be difficult to transfer all data from the older version, and this new version will be necessary only since quest 25.
When it comes to Salem Trade, no new improvements are being planned, except for the clothing stores. The clothes will be made for the figura presented on the Hero Card, therefore once they are created, the Hero Card will have yet another version which will feature an improved player silhouette possible to be dressed up in different garments. However the clothes should not be created manually in the 21st century, and their quantity ought to be of circa 1000 different items, therefore this particular game development in form of clothing stores will not occur until decent electronic programs become once again accessible on the free market of the world.


New quests come forth which sum up the first half of the Hunt. The second half will be based on new regulations, which are already in the Hunt Play page. What's important, the Hero Card is now in the new version which is valid both in the Hunt and in the Trade.


A new game of cards and boards has made its way onto the site of RPG Salem. It is called Carnival, in Polish: Karnawał. And the game is entirely in the Polish language. However it is not made in full yet, and is being produced currently, therefore this publication of Karnawał is purely for presentation - and additionally for tests.
Should you like to test Karnawał, you are welcome to do so. There is one part of the game which has not been made yet, and that's the cards of daily fates. There are 12 done so far and 420 have to be prepared.
The game's title and general mathematical concept stems from the astronomical calendar, which counts the year as 468 days in length, of 13 months, with Carnival being a month number 13. Every month astronomically is 36 days long. There may exist years which count only 432 days due to infected weather and atmosphere, and then the Carnival does not take place. Carnival occurs after December before January.
The game is published in the right margin of this site.


The game of Karnawał is entirely ready as of today, 11th of January 2020.
It remarkably features a typo of fullstop instead of colon in two places on all fate cards, and a typo of "z" instead of "ze" on those fate cards which mention a war with dragons.


There is an additional page for the Karnawał game made of a ranking chart for future winners. And at the same time the game of Game Over has developed, as new fight possibilities have appeared. The new additional fight options are described in the rules on the player card. It is surely a pity that they haven't been there earlier, however at least they are here now. They will hopefully allow the players to win their fights more easily, and even to defeat the great black rag of Quest 2. And the King Rags of Quest 3 - as the game now features three quests. Altogether there are 18 opponents to fight with in Game Over.


Game Over has undergone a change in its rules which is considered to be an improvement. This demanding and challenging game now has rules which will make it easier for players. Namely, doubles, triples and quartets are made after 2/3/4 couples of any tribe. So every couple counts into the pool of couples usable for creation of doubles, triples or quartets. These new rules of card deals pertain to both players and enemies.


A new board game is being created! It is titled "Calendar" and is a life simulation game. It is not ready yet and the date of its publication on this site is still unknown. But the initial exemplary cards can be viewed already. 
Calendar is about work. The main aim is to change the world work situation by somehow removing the current labor minister. You can achieve this aim in five ways, each demanding a different skill development. The game is about developing skills (there are ten) and at the same time earning money. The goal is to rid the world of the politics of the labor minister in as short a time as possible. One of the ways is shown on one of the cards. The possible ways are: become the new labor minister, organize a strike and remove the labor minister, arrest the labor minister, organize a cabaret and convince the labor minister to change her actions, or use own influence skill and convince the labor minister to resign from position.
The game touches five main problems of world labor situation: non-developmental work, narrowly-specialised work, lack of pay for private work, externally imposed time of work, and necessity of family financial support in addition to salary. All these problems create conditions of the game, in which the player will have to gain self-development and achieve the main goal. The sooner it is achieved in term of days, the better the result. Possibly a ranking for player comparison will therefore also be made.
In the game the player will operate a weekly calendar. He will have to choose his daily activities from hobbies and jobs. Jobs will bring money but few skill points, hobbies will bring skill points but no money. In order to be able to perform more than one activity per day and in order to increase the skill points brought by the activities, the player will have to pay a daily rent for home and a daily sum for food. Not paying will allow only one activity per day and only the basic worth of skill points. There will be five levels of home rent and five levels of food cost. Home rent of level 1-5 means daily activities amount of 1-5, and food fee of level 1-5 means gained skill points multiplication by 1-5. 
Jobs will be possible to undertake only from monday to friday, so only hobbies will be possible to be done during weekends. A small gift of 100 gold will be issued every day to player from his in-game family. And not paying anything for home and food will be equal to living and eating at family home.
Salary for jobs will depend on amount of skill points possessed for a skill represented by a given job. It will be 50, 100, 200, or 300 gold per one job activity. The levels of home rent and food fee will also each cost 0, 50, 100, 200, or 300 gold per day. There are 16 hobbies and their job equivalents. 
Below are examples of future game cards. They are all sketches, nothing finished yet.
And in case you wondered, logic means intelligence and legic means knowledge and perhaps I will use these synonyms in the game, or perhaps not.
This game is being made as a gift for a friend.


Game Over now consists of four quests, and the final one introduces the boss of all rags, called Rag God. His HP is 5000 and he is the final opponent of the game. The Player Card in PSD has been updated with quest 4.

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