4 STORIESREIMAGINED
Neutral ground

Gor
Where both realms trade.

in progress

North · neutral island · Neutral trade metropolis

Gor serves no throne. The city on its island in the north is where Valorians and Derions are customers instead of enemies. Here people trade, craft and earn – under the eyes of the Trade Council of Gor.

Market, office and trade council

Central market

Player market through the familiar auction windows, with price bands and limits against exploits.

Trading office

Your own office slot for proceeds and goods, plus market info with price history.

Living prices

Merchant prices follow supply and demand and settle back again. Rare goods only come from players.

Caravans and contracts

Delivery, procurement and crafting contracts from the trade council; caravans move prices.

Peace zone

The Bridge of Oaths may only be crossed unarmed – there is no fighting in the city.

Professions

Crafting uses the familiar crafting window from 4Story. Raw materials are gathered in mines, quarries and herb fields around Gor. Each character can learn up to two main professions and rise from apprentice to master.

Crafting quarter

Profession office, workshops and production sites for smithing, armour/leather, alchemy and workshop.

Blacksmith

Turns metal up to mithril into tools, weapons and upgrade materials.

Armour and leather

Makes bags and light armour from leather and cloth.

Alchemy

Brews healing and mana potions from herbs and magic stones.

Workshop

Builds cart parts, crates and workbench kits from wood and metal.

Gathering

Mine ore, wood and herbs at deposits with tools; daily limits keep macros away.

Guilds in progress

Guilds keep everything known from 4Story and get more: a guild type (combat, trade or crafting) with its own benefits, raw-material slots in the guild storage with withdrawal limits per rank, and guild contracts paid from the guild treasury. Bot guilds never take over player guilds.