Starting Knowledge
Most knowledge of the outside world will be what is carried by merchants, soldiers, adventurers, and other travelers. It may all be true, or none of it is true.
SKILLSYou can assume you know what someone of your class, or secondary skill, if any, knows.
All characters know how to start a fire, but rangers, druids, and certain secondary skills: foresters, hunters, and trappers will have a better chance of starting one in the rain or with wet wood.
HEALINGIf you don't have a cleric or enough gold, healing will be slow.
True healing potions are expensive, moreso than Healing Elixirs.
LETHALITYNot all encounters should be a fight. Choosing to fight means you are betting your life that you will win. You will die if you choose to fight when you should run, or you don't run soon enough after the fight starts to go against you.
Running, avoiding, negotiating/bribing, are all valid strategies.
RAISE DEAD & RESURRECTIONThis is a rare thing. We are fated to die, and a true believer in the powers of light faces their death without fear.
Only the greatest heroes who have divine favor to perform a divine mission, may find renewed life until their quest is complete.
The undead are servants of the dark powers, and those who fear death the most fall prey to the lies of eternal life promised by these cults.
Clerics tend to follow the Great Light, the sun, or the Lesser Light, the moon. Some may worship specific deities whose tenants align with the powers of light.
Druids speak of the natural order and that all die when their time has come, and return to the earth/elements.
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