Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links

Wandering Heroes in Mystara

by Robin

The following is based on real life notices
Wandering Knights are always allowed to take residence amongst the upper class (mostly keeps, mansions and such), they rarely take residence of the lower class (farms, hovels), even if the space and food available might be very limited. Most would be honored if the Knight is known to be good or having done good deeds.(I use my Reputation Mechanics to determine this in the case of (N)PC's
Wandering Paladins/Avengers have the same rights, yet these prefer to take residence at temples & Cloisters of the same or allied faith, and rarely take the homes of commoners inconsideration. As Paladins and Avengers are actually the same, yet of opposing faith, reputation within the vision of the commoner would decide honor or fear and anger.
Wandering Clerics prefer taverns and homes of known clergy (many clergy own a tavern apparently), and would be welcomed at almost any belonging to their faith. While settled and cloistered clerics are more closed in social behavior, and hence not interesting at all, wandering clerics are almost welcomed everywhere, as long as they are willing to use their powers/knowledge of the gods to help (really, magically, and psychological). Clerics are due their ability to heal often treated better than Knights and Paladin's/avengers.
Wandering Thieves/Rogues are just normal ccommoners, and if a known thief they will even be disliked and barred, and can only rely on friends, collegues and the thief/merchant guilds he is aligned too. These than often have local tasks too do, before allowing other benefirs of these guilds can be applied.
Wandering Rakes, Scouts, however are welcomed as knowledgeable specialists if their reputation is ok, and often required to help for free lodging and basic food.
Wandering fighters in armor really have to depend on their reputation, however without armor, they have more chances to be accepted.
Wandering mages are regarded as dangerous, however good their deeds may have been and their reputation is. Commoners don't understand magic and will nearly alway be baffled and fearful of it. Mages hence have to depend on taverns and Inns, or known locals who have accepted magic (other mages, alchemists, apothecaries, schools)
Wandering Elves and Dwarves are mostly welcomed at the houses of their craft of clan.
Wandering Hin/halflings are mostly welcomed at any local , and are known to help to pay for this welcome in deeds.
Wandering Merchants are the most open to wandering character classes as they are in the same general conditions

Wandering Adventurers carry their reputation outloud on their shoulders, they are mostly very dirty when coming from adventure(Blood, gore, water, mud, vermin, precious bodyparts, mementoes, and such). And this dirt and filth is even more than locals. The average knight washed once a year, clerics once a week, mages depending on their alignment and experiments rannging from not at all to once a month, Thieves, rakes, scouts farmers, local workfolk; between once a month in a local river to once a year or less. However if gouged with filth all these will tend to wash as soon as possible with a cloth, sponge and bucket.
Adventurers are known to be loaded with all kinds of filth especially when returning from an adventure, and the elven saying; the tread of a hero is preceded by the air of its suddenly quite understandible. Elves are the cleanest of the races as they wash up to twice a day if possible(and have no social fear to be naked) or at the earliest oppurtunity. Hin wash daily, or twice a week depending on circumstances. Dwarves are like humans, they are however proud of their beards which are cleaned at any stop with brush, water, wax, oil and such.

I would add that Locals are mostly aware of locally unknown people, afraid of magic, afraid of adventurers, as wghat they did often brings more problems when they leave; example floods and forest fires caused by faulty spells (or sidedamages), humanoids reaction on the adventurers killings spreading havoc locally.
Thieves are always disliked, yet Rakes are excepted, and scouts are often useful.
Clerics (especially of other faiths) are annoying, irritant and bothersome.
Fighters are often violent(especially in bars/taverns/inns), and are regularly frowned upon.
Paladin and avengers depend on how the locals hear about these individuals; if the ally the faith they are accepted or embraced, if they are opponents, they might find closed doors whereever they go,
If adventurers do not pay their taxes (and especially their clerical tithes) and excert violence in doing so, the locals will withdraw if possible and any forced action will make it even worse, destroying their reputation. Rich people, rulers do not always like adventurers as they often create more problems.
Mages are generally feared as they think they know all (being obnoxious and irritant), yet ignore (or are unaware) of any side effects caused by their magical actions