Wanderers: Difference between revisions

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   withstand the influences          Cost: 1  
   withstand the influences          Cost: 1  


<pre>
Against all odds:
Effects: Increases defiance based on amount of rooms explored.
Always prepared:
Effects: You have a personal supply of firewood always with you for refueling camps.
Careful maintenance:
Effects: Worn items never take damage.
Charming storyteller:
Effects: Increased charisma and wisdom based amount of rooms explored.
Communal magic:
Effects: While casting a spell you occasionally hasten other casters around you.
Eidetic memory:
Effects: Easier to learn by doing.
Gifted orator:
Effects: More effecting preach and similar stuff?
Good deeds beget good things:
Effects: You receive more karma.
Happy campter:
Effects: Improves relaxation you receive from camping and sleeping. Improves camp building.
Hardened by the world:
Effects: Increases natural armour based on amount of rooms explored.
Harmless visitor:
Effects: Guards ignore you.
Hidden treasures:
Effects: Increases treasure find based on amount of rooms explored.
Jack-of-all-trades:
Effects: If your skill or spell is under 40% it receive extra 5% to skill/spell checks.
Loreweaving:
Effects: Increases spell damage based on amount of rooms explored.
Master of everything:
Effects: Increased mastery gain.
Mobile library:
Effects: Increaess carry weight.
Noted compassion:
Effects: Chance not have to pay the divine favour upkeep of blessings.
On the road again:
Effects: No endurance point cost on roads and paths.
Practiced tenacity:
Effects: Reduces endurance loss from melee.
Ride into the night:
Effects: Gives nightvision.
Rugged wanderer:
Effects: Increases hit point maximum based amount of rooms explored.
Spoken tradition:
Effects: Verbal spells are more powerful.
Study the sagas:
Effects: Increases your experience rate based on explore.
Tempered by the road:
Effects: Increases physical resistance.
Traveller's rations:
Effects: You have a special commmand to dig your travel packs for some tasty morsels.
Weathered traveller:
Effects: Increased endurance point regeneration and maximum based amount of rooms explored.
Welcomed friend:
Effects: Increased reputation gain.
Withstand the influences:
Effects: Increases asphyxiation, sonic, magic, poison and psionic resistances.
</pre>






[[category:racial guilds]]
[[category:racial guilds]]

Revision as of 14:19, 1 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

It is located in located in X.

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: 1 
 eidetic memory                     Cost: 2 
 gifted orator                      Cost: 1 
 good deeds beget good things       Cost: 1 
 happy campter                      Cost: 1 
 hardened by the world              Cost: 3 
 harmless visitor                   Cost: 1 
 hidden treasures                   Cost: 1 
 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 
 spoken tradition                   Cost: 2 
 study the sagas                    Cost: 2 
 tempered by the road               Cost: 1 
 traveller's rations                Cost: 1 
 weathered traveller                Cost: 2 
 welcomed friend                    Cost: 2 
 withstand the influences           Cost: 1 


Against all odds:
Effects: Increases defiance based on amount of rooms explored.

Always prepared:
Effects: You have a personal supply of firewood always with you for refueling camps.

Careful maintenance:
Effects: Worn items never take damage.

Charming storyteller:
Effects: Increased charisma and wisdom based amount of rooms explored.

Communal magic:
Effects: While casting a spell you occasionally hasten other casters around you.

Eidetic memory:
Effects: Easier to learn by doing.

Gifted orator:
Effects: More effecting preach and similar stuff?

Good deeds beget good things:
Effects: You receive more karma.

Happy campter:
Effects: Improves relaxation you receive from camping and sleeping. Improves camp building.

Hardened by the world:
Effects: Increases natural armour based on amount of rooms explored.

Harmless visitor:
Effects: Guards ignore you.

Hidden treasures:
Effects: Increases treasure find based on amount of rooms explored.

Jack-of-all-trades:
Effects: If your skill or spell is under 40% it receive extra 5% to skill/spell checks.

Loreweaving:
Effects: Increases spell damage based on amount of rooms explored.

Master of everything:
Effects: Increased mastery gain.

Mobile library:
Effects: Increaess carry weight.

Noted compassion:
Effects: Chance not have to pay the divine favour upkeep of blessings.

On the road again:
Effects: No endurance point cost on roads and paths.

Practiced tenacity: 
Effects: Reduces endurance loss from melee.

Ride into the night:
Effects: Gives nightvision.

Rugged wanderer:
Effects: Increases hit point maximum based amount of rooms explored.

Spoken tradition: 
Effects: Verbal spells are more powerful.

Study the sagas:
Effects: Increases your experience rate based on explore.

Tempered by the road:
Effects: Increases physical resistance.

Traveller's rations:
Effects: You have a special commmand to dig your travel packs for some tasty morsels.

Weathered traveller:
Effects: Increased endurance point regeneration and maximum based amount of rooms explored.

Welcomed friend:
Effects: Increased reputation gain.

Withstand the influences:
Effects: Increases asphyxiation, sonic, magic, poison and psionic resistances.