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]], [[orc]], [[shadowperson]], [[snakeman]], [[spell weaver]]
* 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 ==


It is located in located in X.
The guild is located near the main road between Vaerlon and Cenedoiss, close to the Astug's hut and Shipwright.


== Features ==
== Features ==

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

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.