Wanderers: Difference between revisions
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== Requirements == | == Requirements == | ||
* Race must be one of the following: [[antaeun]], [[avan]], [[b'rogh]], [[brownie]], [[centaur]], [[dwarf]], [[elf]], [[firbolg]], [[gnome]], [[halfling]], [[human]], [[leprechaun]], [[mold man | * Race must be one of the following: [[antaeun]], [[avan]], [[b'rogh]], [[brownie]], [[centaur]], [[dwarf]], [[elf]], [[firbolg]], [[gnome]], [[halfling]], [[human]], [[leprechaun]], [[mold man]], [[shadowperson]], [[snakeman]], [[spell weaver]] | ||
* Not a Member of: [[Civilized city dwellers]], [[Little people's league]], [[Nomads of the wild]], [[Cult of the devourer]], [[Clan of the mountainfolk]] | * Not a Member of: [[Civilized city dwellers]], [[Little people's league]], [[Nomads of the wild]], [[Cult of the devourer]], [[Clan of the mountainfolk]] | ||
== Location == | == Location == | ||
The guild is located near the main road between Vaerlon and Cenedoiss, close to the Astug's hut and Shipwright. | |||
== Features == | == Features == | ||
| Line 39: | Line 39: | ||
careful maintenance Cost: 1 | careful maintenance Cost: 1 | ||
charming storyteller Cost: 2 | charming storyteller Cost: 2 | ||
communal magic Cost: | communal magic Cost: 2 | ||
eidetic memory Cost: 2 | eidetic memory Cost: 2 | ||
good day for fishing ain't it Cost: 1 | |||
good deeds beget good things Cost: 1 | good deeds beget good things Cost: 1 | ||
happy | happy camper Cost: 1 | ||
hardened by the world Cost: | hardened by the world Cost: 2 | ||
harmless visitor Cost: 1 | harmless visitor Cost: 1 | ||
hidden treasures Cost: 1 | hidden treasures Cost: 1 | ||
inspiring orator Cost: 2 | |||
jack-of-all-trades Cost: 2 | jack-of-all-trades Cost: 2 | ||
loreweaving Cost: 2 | loreweaving Cost: 2 | ||
| Line 56: | Line 57: | ||
ride into the night Cost: 1 | ride into the night Cost: 1 | ||
rugged wanderer Cost: 2 | rugged wanderer Cost: 2 | ||
study the sagas Cost: 2 | study the sagas Cost: 2 | ||
tempered by the road Cost: 1 | tempered by the road Cost: 1 | ||
we can eat at the next camp Cost: 1 | |||
weathered traveller Cost: 2 | weathered traveller Cost: 2 | ||
welcomed friend Cost: 2 | welcomed friend Cost: 2 | ||
| Line 66: | Line 66: | ||
<pre> | <pre> | ||
Against all odds: | Against all odds: | ||
While most wanderers are just travellers some of them also excel in combat | |||
and take on jobs from communities that put them against the mightiest of | |||
foes. Years of experience have made these particular individuals | |||
extremely defiant. | |||
Effects: Increases defiance based on amount of rooms explored. | Effects: Increases defiance based on amount of rooms explored. | ||
Always prepared: | Always prepared: | ||
Effects: You have a personal supply of firewood always with you for refueling | Camping is a big part of wanderers life and some times they have to camp | ||
in quite hostile terrain where gathering firewood is practically | |||
impossible. Many of them carry their own personal supply of firewood for | |||
refueling their campfires. On the journey across the landscape they then | |||
pick up suitable firewood to resupply their personal stash. | |||
Effects: You have a personal supply of firewood always with you for | |||
refueling campfires. | |||
Careful maintenance: | Careful maintenance: | ||
Many wanderers are experts at maintaining their gear on the road and | |||
making sure they don't get any damage while in use. Ain't nobody got time | |||
to go and find a smith to repair your gear or buy a new one when you a | |||
travelling far away from home. | |||
Effects: Worn items never take damage. | Effects: Worn items never take damage. | ||
Charming storyteller: | Charming storyteller: | ||
Many of the wanderers are very charming people which helps a lot when | |||
meeting total strangers in new communities. Few correct words and | |||
gestures can be an insane icebreaker in such situations or to get your | |||
will across, what ever your goal might be.Stories collected while | |||
travelling help a lot with this as it allows you to colour your own | |||
stories and words with experiences of yourself and others. | |||
Effects: Increased charisma and wisdom based amount of rooms explored. | Effects: Increased charisma and wisdom based amount of rooms explored. | ||
Communal magic: | Communal magic: | ||
Effects: While casting | As with everything wanderers do their magic is also communal. They often | ||
specialize in magic that can be chanted together as a group. This | |||
practice has changed how they cast their spells, causing it to channel | |||
some of that magical energy to other spell casters near them, allowing | |||
them to hasten their spell casting. | |||
Effects: While casting you occasionally hasten other casters around you | |||
based on amount of rooms explored. Cannot be taken with inspiring orator. | |||
Eidetic memory: | Eidetic memory: | ||
Some wanderers are able to instantly and vividly recall sounds, visions | |||
and experiences that they have had previously. This makes them extremely | |||
good at tasks they repeat often as they have build up a library of | |||
experience in their mind that they can call upon at any time when needed. | |||
Effects: Easier to learn by doing. | Effects: Easier to learn by doing. | ||
Good day for fishing ain't it: | |||
Effects: | There are many ways to acquire food in the wilds while travelling through | ||
them such as hunting and gathering but fishing is the true king of | |||
wilderness cousine. And when you are travelling through some of the most | |||
amazing fishing spots in the valley it would be shame not to stop there | |||
for a moment and pull up a few salmons. | |||
Effects: Improves your fishing luck. | |||
Good deeds beget good things: | Good deeds beget good things: | ||
Helping out others is a key code of honour for wanderers and they often | |||
pick up random jobs and help out in many ways when they visit | |||
communities. This is why they are such welcomed guests in any community | |||
across the valley. And it is known that good things will come to those | |||
who perform good deeds. | |||
Effects: You receive more karma. | Effects: You receive more karma. | ||
Happy | Happy camper: | ||
Effects: Improves relaxation you receive from camping and sleeping. Improves camp building. | Camping is as big part of life to wanderers as is being on the road. Many | ||
wanderers never settle down properly or own any kind of place the would | |||
call home, other than the road. So making the best out of camping | |||
situation creating as relaxing camps as possible is key to some of them. | |||
Effects: Improves relaxation you receive from camping and sleeping. | |||
Improves camp building. | |||
Hardened by the world: | Hardened by the world: | ||
Wandering hardens you in many ways. It builds up your endurance, makes you | |||
more resistant to the outside influences and even attacks from your | |||
opponents. But some times the best thing to have is just a very thick | |||
skin to survive anything the world might throw at you. | |||
Effects: Increases natural armour based on amount of rooms explored. | Effects: Increases natural armour based on amount of rooms explored. | ||
Harmless visitor: | Harmless visitor: | ||
Wanderers are very well known around the valley for being benevolent | |||
visitors who help out in the communities they visit. Many of them are of | |||
very various races and backgrounds, which normally would bother the many | |||
guards in those communities but they are willing to look past their | |||
prejudices when it comes to wanderers. Even if some of them may not be | |||
exactly as benevolent as many think they are. | |||
Effects: Guards ignore you. | Effects: Guards ignore you. | ||
Hidden treasures: | Hidden treasures: | ||
Wanderlust makes you visit the weirdest of places around the valley and | |||
trains your eye to look at any odditions in your environment. | |||
Surprisingly this is very effective at finding hidden things, especially | |||
treasure that someone may have left behind. And who doesn't love a bit of | |||
extra treasure to fill their pockets? | |||
Effects: Increases treasure find based on amount of rooms explored. | Effects: Increases treasure find based on amount of rooms explored. | ||
Inspiring orator: | |||
Some wanderers are masterful orators with decades of practicing reciting | |||
sagas and telling stories. They are also able to weave this skill into | |||
their spell casting to make it extremely inspiring, causing others to | |||
spring into action. | |||
Effects: While casting you occasionally hasten melee attackers around you | |||
based on amount of rooms explored. Cannot be take with communal magic. | |||
Jack-of-all-trades: | Jack-of-all-trades: | ||
Effects: If your skill or spell is under 40% it receive extra 5% to skill/spell checks. | Some people are extremely good at picking up new skills and are | ||
immediately familiar with them. They rarely become masters at these | |||
skills but the fact that they can pick up any task and succeed in it | |||
fairly well is immensely valuable. Life of a wanderer seems to be very | |||
attractive to these kind of people as they get to experience many new | |||
things on their journeys. | |||
Effects: If your skill or spell is under 40% it receive extra 5% to | |||
skill/spell checks. | |||
Loreweaving: | Loreweaving: | ||
There are many types of magic throughout the valley. From communal | |||
cantrips to more academic approach of the mages and anything in between | |||
and outside of it. Lot of the magic is steeped in sagas and stories of | |||
the communities, races and people. This verbal part of it is a focal | |||
point for building up the magic required to invoke the energies into the | |||
wanted magical effect. Wanderers study and learn these stories on their | |||
travels, which allows them to pinpoint the key elements in them that | |||
powers the magic. | |||
Effects: Increases spell damage based on amount of rooms explored. | Effects: Increases spell damage based on amount of rooms explored. | ||
Master of everything: | Master of everything: | ||
Wanderers who become jack-of-all-trades often stay as such, someone who | |||
can do a little bit of everything but never master any of those skills. | |||
Naturally it makes sense that there are also some who then become masters | |||
at everything. Such gifted individuals are very rare but do exist and are | |||
usually a big envy of the others who easily they cruise through life. | |||
Effects: Increased mastery gain. | Effects: Increased mastery gain. | ||
Mobile library: | Mobile library: | ||
Effects: | Some wanderers like to be prepared for everything and they end up carrying | ||
all of their possession with them. It is somewhat impressive sight when | |||
you see a a mold man carry a massive well-organized backpack that crush | |||
many bigger races. | |||
Effects: Increases carry weight. | |||
Noted compassion: | Noted compassion: | ||
Great deeds of compassion or great amount of small deeds of compassion do | |||
not go unnoticed in the valley. People of the valley are extremely | |||
greatful of all of the help some wanderers provide. So much so that even | |||
their patron gods may some times take notice and grant help to those | |||
compassionate pious wanderers. | |||
Effects: Chance not have to pay the divine favour upkeep of blessings. | Effects: Chance not have to pay the divine favour upkeep of blessings. | ||
On the road again: | On the road again: | ||
Effects: | Good shoes get you really far but proper walking style also helps | ||
massively. Armies their their troops to march to allow them to move in | |||
tight formations for very extended periods. Wanderers have also learned | |||
ways of walking the roads and paths that make it almost effortless, | |||
allowing them to reach very far out destinations without need for rest. | |||
Effects: Reduced endurance point cost on roads and paths. | |||
Practiced tenacity: | Practiced tenacity: | ||
Trips on the roads often lead wanderers into unknown dangers and to fights | |||
with locals and the creatures of the wilds. Often these scuffles become | |||
long lasting fights, especially while trying to run away from a pack of | |||
wolves or something even worse. In such situations you need a lot of | |||
endurance and tenacity and that is exactly what some wanderers definitely | |||
do not lack. | |||
Effects: Reduces endurance loss from melee. | Effects: Reduces endurance loss from melee. | ||
Ride into the night: | Ride into the night: | ||
Effects: Gives | Normal travellers usually prefer the safety of the daylight for their | ||
travels as it usually ensures that some of the worst things you might | |||
encounter on travels might not have yet crawled out of their holes to | |||
haunt the night. For wanderers this is obviously waste of precious travel | |||
time and some of them are so used to travelling at night time that their | |||
vision has adapted to such conditions. | |||
Effects: Gives infravision. | |||
Rugged wanderer: | Rugged wanderer: | ||
With years of wandering many wanderers end up with a lot of wounds and | |||
cuts, broken bones and all kind of injuries. Nothing that time or a | |||
little bit of healing magic can't heal. But repeated experiences like | |||
these will build up your ruggedness against future injuries. | |||
Effects: Increases hit point maximum based amount of rooms explored. | Effects: Increases hit point maximum based amount of rooms explored. | ||
Study the sagas: | |||
Wanderers study the stories and sagas of the communities and memorize the | |||
oral traditions of them. They teach these stories to other wanderers and | |||
also happily recite them in the places they visit. This gives them great | |||
view into lives of the people around the valley and also new viewpoints | |||
on learning new things. | |||
Effects: Increases your experience rate based on explore. | Effects: Increases your experience rate based on explore. | ||
Tempered by the road: | Tempered by the road: | ||
Effects: Increases physical resistance. | Roads of the valley are dangerous with many highway robbers, monsters and | ||
just weather and elemental conditions. Years on the road tempers even the | |||
hardest scholar in the ways of melee combat and makes them more resistant | |||
against attacks directed at them. | |||
Effects: Increases physical resistance based amount of rooms explored. | |||
We can eat at the next camp: | |||
Effects: You have | Wanderers don't want any distraction on their journeys that forces them to | ||
stop for rest, to eat or anything else. Many of them have learned to | |||
suppress their sense of hunger and thirst to extremes. Some times they | |||
are on a verge of starvation and dehydration when they get to their next | |||
designated camping area. | |||
Effects: You have reduced thirst and hunger. | |||
Weathered traveller: | Weathered traveller: | ||
Effects: Increased endurance point regeneration and maximum based amount of rooms explored. | Trekking the roads and wilds is very tiring process. Wanderers like to | ||
push themselves to the absolutely limit of their endurance while | |||
travelling to reach as far locations as physically possible for them. | |||
These regular training builds up incredible endurance for them and also | |||
makes them exceptionally quick to recover from any trips so that they are | |||
ready for a new one as soon as possible. | |||
Effects: Increased endurance point regeneration and maximum based amount | |||
of rooms explored. | |||
Welcomed friend: | Welcomed friend: | ||
Wanderers help out with a lot of tasks throughout the communities in the | |||
valley and especially in the provinces. These communities remember those | |||
who help to uphold and improve their community. This allows wanderers to | |||
build up a really good reputation in these communities. | |||
Effects: Increased reputation gain. | Effects: Increased reputation gain. | ||
Withstand the influences: | Withstand the influences: | ||
Effects: Increases asphyxiation, sonic, magic, poison and psionic resistances. | Wanderers encounter all kinds of dangers and influences on the road and | ||
when visiting different communities, some which might not be as inviting | |||
as first thought. Through exprience they have learned how to withstand | |||
these influences and not be swayed or harmed by them. | |||
Effects: Increases asphyxiation, sonic, magic, poison and psionic | |||
resistances based on amount of rooms explored. | |||
</pre> | </pre> | ||
[[category:racial guilds]] | [[category:racial guilds]] | ||
Latest revision as of 20:46, 3 May 2026
Guild Info
Wanderers are a loose group of people who travel the communities of the valley, never staying in one place for long before moving along to the next trip on the road. They aren't very organized in any way and are usually loners on their personal adventure but occasionally few of them may group together on a journey. The wanderers have a strict code they all adhere to which compels them to help people in need and be kind to the people they meet. They often pick up random small odd jobs in communities and help them out with whatever needs they have, be it hunting a dangerous creature in the nearby woods or to help build a new storehouse. This has spread knowledge of their benevolence across the communities in the valley and wanderers are a welcome sight and visitors anywhere. On their travels wanderers collect stories and sagas and they enjoy sharing them with other wanderers and people they visit in exchange of new stories. Because of this they may be the only people holding up the oral traditions and history of many smaller communities.
Requirements
- Race must be one of the following: antaeun, avan, b'rogh, brownie, centaur, dwarf, elf, firbolg, gnome, halfling, human, leprechaun, mold man, shadowperson, snakeman, spell weaver
- Not a Member of: Civilized city dwellers, Little people's league, Nomads of the wild, Cult of the devourer, Clan of the mountainfolk
Location
The guild is located near the main road between Vaerlon and Cenedoiss, close to the Astug's hut and Shipwright.
Features
Available culture abilities are:
against all odds Cost: 1 always prepared Cost: 1 careful maintenance Cost: 1 charming storyteller Cost: 2 communal magic Cost: 2 eidetic memory Cost: 2 good day for fishing ain't it Cost: 1 good deeds beget good things Cost: 1 happy camper Cost: 1 hardened by the world Cost: 2 harmless visitor Cost: 1 hidden treasures Cost: 1 inspiring orator Cost: 2 jack-of-all-trades Cost: 2 loreweaving Cost: 2 master of everything Cost: 2 mobile library Cost: 1 noted compassion Cost: 2 on the road again Cost: 1 practiced tenacity Cost: 2 ride into the night Cost: 1 rugged wanderer Cost: 2 study the sagas Cost: 2 tempered by the road Cost: 1 we can eat at the next camp Cost: 1 weathered traveller Cost: 2 welcomed friend Cost: 2 withstand the influences Cost: 1
Against all odds: While most wanderers are just travellers some of them also excel in combat and take on jobs from communities that put them against the mightiest of foes. Years of experience have made these particular individuals extremely defiant. Effects: Increases defiance based on amount of rooms explored. Always prepared: Camping is a big part of wanderers life and some times they have to camp in quite hostile terrain where gathering firewood is practically impossible. Many of them carry their own personal supply of firewood for refueling their campfires. On the journey across the landscape they then pick up suitable firewood to resupply their personal stash. Effects: You have a personal supply of firewood always with you for refueling campfires. Careful maintenance: Many wanderers are experts at maintaining their gear on the road and making sure they don't get any damage while in use. Ain't nobody got time to go and find a smith to repair your gear or buy a new one when you a travelling far away from home. Effects: Worn items never take damage. Charming storyteller: Many of the wanderers are very charming people which helps a lot when meeting total strangers in new communities. Few correct words and gestures can be an insane icebreaker in such situations or to get your will across, what ever your goal might be.Stories collected while travelling help a lot with this as it allows you to colour your own stories and words with experiences of yourself and others. Effects: Increased charisma and wisdom based amount of rooms explored. Communal magic: As with everything wanderers do their magic is also communal. They often specialize in magic that can be chanted together as a group. This practice has changed how they cast their spells, causing it to channel some of that magical energy to other spell casters near them, allowing them to hasten their spell casting. Effects: While casting you occasionally hasten other casters around you based on amount of rooms explored. Cannot be taken with inspiring orator. Eidetic memory: Some wanderers are able to instantly and vividly recall sounds, visions and experiences that they have had previously. This makes them extremely good at tasks they repeat often as they have build up a library of experience in their mind that they can call upon at any time when needed. Effects: Easier to learn by doing. Good day for fishing ain't it: There are many ways to acquire food in the wilds while travelling through them such as hunting and gathering but fishing is the true king of wilderness cousine. And when you are travelling through some of the most amazing fishing spots in the valley it would be shame not to stop there for a moment and pull up a few salmons. Effects: Improves your fishing luck. Good deeds beget good things: Helping out others is a key code of honour for wanderers and they often pick up random jobs and help out in many ways when they visit communities. This is why they are such welcomed guests in any community across the valley. And it is known that good things will come to those who perform good deeds. Effects: You receive more karma. Happy camper: Camping is as big part of life to wanderers as is being on the road. Many wanderers never settle down properly or own any kind of place the would call home, other than the road. So making the best out of camping situation creating as relaxing camps as possible is key to some of them. Effects: Improves relaxation you receive from camping and sleeping. Improves camp building. Hardened by the world: Wandering hardens you in many ways. It builds up your endurance, makes you more resistant to the outside influences and even attacks from your opponents. But some times the best thing to have is just a very thick skin to survive anything the world might throw at you. Effects: Increases natural armour based on amount of rooms explored. Harmless visitor: Wanderers are very well known around the valley for being benevolent visitors who help out in the communities they visit. Many of them are of very various races and backgrounds, which normally would bother the many guards in those communities but they are willing to look past their prejudices when it comes to wanderers. Even if some of them may not be exactly as benevolent as many think they are. Effects: Guards ignore you. Hidden treasures: Wanderlust makes you visit the weirdest of places around the valley and trains your eye to look at any odditions in your environment. Surprisingly this is very effective at finding hidden things, especially treasure that someone may have left behind. And who doesn't love a bit of extra treasure to fill their pockets? Effects: Increases treasure find based on amount of rooms explored. Inspiring orator: Some wanderers are masterful orators with decades of practicing reciting sagas and telling stories. They are also able to weave this skill into their spell casting to make it extremely inspiring, causing others to spring into action. Effects: While casting you occasionally hasten melee attackers around you based on amount of rooms explored. Cannot be take with communal magic. Jack-of-all-trades: Some people are extremely good at picking up new skills and are immediately familiar with them. They rarely become masters at these skills but the fact that they can pick up any task and succeed in it fairly well is immensely valuable. Life of a wanderer seems to be very attractive to these kind of people as they get to experience many new things on their journeys. Effects: If your skill or spell is under 40% it receive extra 5% to skill/spell checks. Loreweaving: There are many types of magic throughout the valley. From communal cantrips to more academic approach of the mages and anything in between and outside of it. Lot of the magic is steeped in sagas and stories of the communities, races and people. This verbal part of it is a focal point for building up the magic required to invoke the energies into the wanted magical effect. Wanderers study and learn these stories on their travels, which allows them to pinpoint the key elements in them that powers the magic. Effects: Increases spell damage based on amount of rooms explored. Master of everything: Wanderers who become jack-of-all-trades often stay as such, someone who can do a little bit of everything but never master any of those skills. Naturally it makes sense that there are also some who then become masters at everything. Such gifted individuals are very rare but do exist and are usually a big envy of the others who easily they cruise through life. Effects: Increased mastery gain. Mobile library: Some wanderers like to be prepared for everything and they end up carrying all of their possession with them. It is somewhat impressive sight when you see a a mold man carry a massive well-organized backpack that crush many bigger races. Effects: Increases carry weight. Noted compassion: Great deeds of compassion or great amount of small deeds of compassion do not go unnoticed in the valley. People of the valley are extremely greatful of all of the help some wanderers provide. So much so that even their patron gods may some times take notice and grant help to those compassionate pious wanderers. Effects: Chance not have to pay the divine favour upkeep of blessings. On the road again: Good shoes get you really far but proper walking style also helps massively. Armies their their troops to march to allow them to move in tight formations for very extended periods. Wanderers have also learned ways of walking the roads and paths that make it almost effortless, allowing them to reach very far out destinations without need for rest. Effects: Reduced endurance point cost on roads and paths. Practiced tenacity: Trips on the roads often lead wanderers into unknown dangers and to fights with locals and the creatures of the wilds. Often these scuffles become long lasting fights, especially while trying to run away from a pack of wolves or something even worse. In such situations you need a lot of endurance and tenacity and that is exactly what some wanderers definitely do not lack. Effects: Reduces endurance loss from melee. Ride into the night: Normal travellers usually prefer the safety of the daylight for their travels as it usually ensures that some of the worst things you might encounter on travels might not have yet crawled out of their holes to haunt the night. For wanderers this is obviously waste of precious travel time and some of them are so used to travelling at night time that their vision has adapted to such conditions. Effects: Gives infravision. Rugged wanderer: With years of wandering many wanderers end up with a lot of wounds and cuts, broken bones and all kind of injuries. Nothing that time or a little bit of healing magic can't heal. But repeated experiences like these will build up your ruggedness against future injuries. Effects: Increases hit point maximum based amount of rooms explored. Study the sagas: Wanderers study the stories and sagas of the communities and memorize the oral traditions of them. They teach these stories to other wanderers and also happily recite them in the places they visit. This gives them great view into lives of the people around the valley and also new viewpoints on learning new things. Effects: Increases your experience rate based on explore. Tempered by the road: Roads of the valley are dangerous with many highway robbers, monsters and just weather and elemental conditions. Years on the road tempers even the hardest scholar in the ways of melee combat and makes them more resistant against attacks directed at them. Effects: Increases physical resistance based amount of rooms explored. We can eat at the next camp: Wanderers don't want any distraction on their journeys that forces them to stop for rest, to eat or anything else. Many of them have learned to suppress their sense of hunger and thirst to extremes. Some times they are on a verge of starvation and dehydration when they get to their next designated camping area. Effects: You have reduced thirst and hunger. Weathered traveller: Trekking the roads and wilds is very tiring process. Wanderers like to push themselves to the absolutely limit of their endurance while travelling to reach as far locations as physically possible for them. These regular training builds up incredible endurance for them and also makes them exceptionally quick to recover from any trips so that they are ready for a new one as soon as possible. Effects: Increased endurance point regeneration and maximum based amount of rooms explored. Welcomed friend: Wanderers help out with a lot of tasks throughout the communities in the valley and especially in the provinces. These communities remember those who help to uphold and improve their community. This allows wanderers to build up a really good reputation in these communities. Effects: Increased reputation gain. Withstand the influences: Wanderers encounter all kinds of dangers and influences on the road and when visiting different communities, some which might not be as inviting as first thought. Through exprience they have learned how to withstand these influences and not be swayed or harmed by them. Effects: Increases asphyxiation, sonic, magic, poison and psionic resistances based on amount of rooms explored.