The Adventure
The Adventure describes ongoing circumstances that arise during the campaign, related not only to the narrative and the defeating of monsters, but also to the lives of characters outside moments of danger and intrigue. The subject material includes managing the environment, moving and travelling through the setting, mastering tools and equipment, gaining allies, becoming rich and gathering materials and the inconsequentials necessary to increase the power, prestige and security of the player characters.
Everyday life, especially for characters embarking on daily adventures, has potentially endless details that need to be established in game terms. Thus there are many objects and places describe in the links below that suggest nothing more than places in the setting. Desirably, the DM should find some means of incorporating these commonplace things into the campaign, to give the characters a sense of "grounding" with regards to the scenes that surround them. As time goes on, more and more things can be added to our lists, which are virtually endless, since any object or ideal may be elaborated upon for game purposes.
As rulings are made, and precedents set, it is still hoped that the following list should exist as an aid to play and imagination, particularly by assuring that all players understand these details in the same way.
While adventures are bold, risky undertakings, there is something important to be said for characters who put down roots, assembling groups of associates, contacts, perhaps even a family, while building an edifice that provides wealth, security and peace of mind. A home to come back to, after the adventuring is over. Quests become empty if there is nothing, and no one, to fight for.
Links
- Addiction
- Aging
- Aid Rest
- Assisted Riding
- Bakery
- Boat Dock
- Bread (symbol)
- Bunkhouse
- Carter Post
- Chiefdom (entity)
- Chieftain
- Cistern
- Clan
- Clothing Insulation Calculator
- Clothing Insulation
- Coin (symbol)
- Combat
- Commoner
- Communal Holding
- Comrade (lay combatant)
- Death
- Dehydration
- Disease
- Diving
- Elder Authority
- Encounters
- Encumbrance
- Enlistment of Hirelings
- Experience (X.P.)
- Experience Level
- Falling
- Farmland
- Follower
- Food
- Forced Activity Checks
- Freight
- Fulling Mill
- Galley Kitchen
- Garner
- Gong Pit
- Granary
- Gravesites
- Gristmill
- Half-timbered House (dwelling)
- Hamlet
- Hammer (symbol)
- Healing
- Helpless Defenders
- Henchmen
- Heroes
- Hireling
- Horse Gaits
- Hovel (dwelling)
- Illumination
- Infravision
- Injury
- Intoxication
- Knowledge Points
- Language
- Leader
- List of Ranges
- Locality
- Locus
- Magic Item
- Malady Checks
- Man-at-arms
- Measurements
- Mercenary Hirelings
- Morale
- Mountain Climbing
- Nation
- Natural Abilities
- Nutrition & Preparation of Food
- On Guard (sage ability)
- Overland Travel
- Ox Tether
- Parley & Negotiation
- Planes of Existence
- Player Characters
- Progenitor
- Read & Write (sage ability)
- Rest
- Retainer
- Riding Animals & Mounts
- Roads & Routes
- Rouse Sleeping Creatures
- Saw Pit
- Shearing Station
- Sleeping for Rest
- Stable
- Standard Morale
- Sub-chief
- Taxation
- Temperature Grades
- Thorp
- Throwing a Grapple
- Torch
- Town
- Travel & Movement
- Tribe
- Underwater Adventures
- Waterpump
- Water Source
- Water Well
- Windmill
- Winepress