Adventurers on Imarand
Most common folk envy the freedom enjoyed by adventurers, but their fear of twin worlds many dangers holds them back. Nobles and wealthy merchants often view adventurers with great suspicion, rightly fearing their ability to overturn the established social order with a few well-placed spells or sword thrusts. Some react by employing adventurers and sending them off on dangerous quests in which they are likely to die or at least not pose a threat. Others surround themselves with bodyguards or spend coins to discreetly undermine the position held by powerful adventurers in society.
An adventurer who attaches himself to a wealthy or noble patron earns a place in society commensurate with the influence and station of the patron. Those who threaten or intimidate the local power structure invite all manner of trouble: legal, financial, and violent. Adventurers who abuse their power are seen as little more than bandits, whereas those who use their power to help others are blessed as heroes.
Groups of adventurers often assemble informal companies, pooling their resources to share treasure, responsibility, and risk. These companies stand a better chance of receiving official recognition and licenses from governments or blessings from established churches, but individual members are more limited in their chances for advancement. On the other hand, informal adventuring bands take the greatest risks and offer the greatest rewards to individual members, but these freewheeling groups are often seen as lawless mercenaries in established kingdoms or city-states.
Travelers Lodges
The simple traveler's lodges are scattered along the main roads of Terria, build for traveler's to give them a relatively safe place to sleep and protection from the elements. All traveler's cabins are the same: a round stone hut in the middle of a large round fireplace and above a hole in the roof for smoke to leave. The fireplace doesn't leave much space in the cabin, but in winter travelers are happy for its heat.The use of the traveler's cabins is free, but there will be expected of you that you leave behind something useful for the next person who uses the cabin, if only some freshly cut firewood. Travel back and forth between Terria and Ianna can be done through the Ether. But even overland travel in the realms itself can be confusing. Some areas on Terria and Ianna can warp both time and space. The occurrences can manifest themselves as either Dwealmors or Ether Storms, both are feared on Ianna and Terria because of their unpredictable nature.
Gods walk among Mortals
As some point a character might encounter a god, primordial, spirit of one of demigods that walk on the worlds. While they retain their godly power and their domains in the heavens some choose to make a home among the mortal they serve.As a general rule the gods are demanding but caring beings, the primordials distant and stubborn, and many of the spirits and demigods, roam from place to place are unattached and proud.
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