Hunting (technology)

From The Authentic D&D Wiki
Revision as of 19:31, 4 June 2020 by Tao alexis (talk | contribs)
Jump to navigationJump to search
Hunting.jpg

Hunting is one of the first technologies a region develops, using skills and tools to gather meat and vegetable-based foods.

Like all technologies, the development of hunting and gathering is distinguished by the development level at which techniques, process and societal relationships appear. The page below describes the technology according to its sub-technologies (shown as minor headings). Details are further classified into tools, culture, blocks, improvements and associated references.

Development 4

Predatory Hunting

Practice engaged in by all non-developed intelligences, in which the predator stalks, kills and eats its prey. Distinguished from scavenging, which eats material after it has been found dead. Predators are adapted and often highly specialized for hunting, with acute vision, hearing and smell.

Blocks
Barbaric Camp: a primitive humanoid settlement thriving in a fertile wilderness region. May be friendly, may even have goods that can be bartered for; will ordinarily have no contact at all with civilization. Usually adjacent to grazing land, verdant or watered land blocks.
Barren: dry tract of thin vegetation (semi-desert or tundra), usually grass but possibly micro-scrub or moss & lichens, suitable for vermin monsters. Typically lacks sustenance to support herbavorous creatures. Not suitable for ural settlement, even at the subsistence level.
Beastland: a verdant or barren area that spontaneously spawns wandering monsters into the Prime Material Plane, typically as rarely as once a year. As these monsters venture outwards, it is often difficult to locate the originating beastland.
Cliff Faces & Canyons: vertical or nearly vertical areas of exposed rock, acting as impassable barriers or choke points where passage is enabled between high topographical formations.
Dunes: large masses of windblown sand, most common in desert environments but sometimes located near beaches. An area of dunes is called an dune expanse; large dune expanses are called ergs or sand seas. These are notably devoid of any vegetation.
Dungeon: a labyrinthine environment serving as a mixed biome for numerous creatures, not usually more than two miles deep. Denizens might exist independently at different levels, or they might be obedient to an overarching master race.
Fringe Barrens: Barrens located on the edge of verdant or occupied lands.
Grazing Land: untapped hunting grounds with extensive grass supporting large herds of meat-bearing animals.
Lakeland: watered land with numerous bodies of fresh water, often acting as barriers to travel. Lakelands also occur where geological shield formations block or minimize river drainage.
River Rapids: sections of a river where the river bed has a relatively steep gradient, causing an increase in water velocity and turbulence.
Roncaria: rough scrubland abounding with brambles and briars, prickly scrambling vines or shrubs, ground thorns or other impassable vegetation. Commonly interspersed with grazing land.
Shingle Land: gravelly areas existing as sandless beaches or as extensive desert areas.
Verdant: mixed meadowland and rich vegetation, wild but excellent for hunting and future homesteading. Excellent habitat for large herbivorous browsing monsters; animal trails abound.
Watered Land: unoccupied verdant land with rich soil and an extensive water table near the surface. Springs are common.
Waterfall: an area where water flows over a vertical drop or a series of steep drops in the course of a stream or rive. Waterfalls also occur where meltwater drops over the edge of a tabular iceberg of ice shelf. Plunge pools are common features of waterfalls.