What sort of advice would you give tourists and hikers who want to travel your setting? Any cultural norms to follow...

What sort of advice would you give tourists and hikers who want to travel your setting? Any cultural norms to follow? Any places or people to avoid?

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Stop hitchhiking.

If you're not immune to radiation, you're probably going to have a bad time.

Don't travel by yourself after dark or you'll never be heard from again

1. Never forget your light source and your 10 foot pole.
2. Diplomacy can work; but have a weapon handy.
3. No killing the guards. Outlaws are okay; keep your ears open out-of-town.
4. Bring a camera; not only for memories, but for blinding rogues. (Town guards might give bounty for information on unknown troublemakers, too.)

You're gonna' need to liscence for that.

Burn the heretic.
Kill the mutant.
Purge the unclean

If you're not perception-specialized, there are thirty more goblins that you can't see, not just the two demanding a toll. Just pay the little bastard or be ready to take on all of them. (Hint: pay the little bastard. If you diplomance right he can be useful later.)

Tourists? This is nam.

Stick to the main roads as the wards there will keep most monsters away from it. Merchants are always on the road so if your willing to pay or offer a hand in what they are doing then you could always earn some cash and a place to eat/sleep. It's not recommended that you camp outside at night as the wards won't stop all monsters and that doesn't even include various bandits who try to wayleigh people on the road

If you are travelling in the Scar Lands just know that different Tribes of the Confederation arn't exactly friendly and receptive to outsiders. Particularly stay away from the Hound Soldiers as those guys are crazy.

If travelling to Dragon Claw just know that people there tend to be very particular about manners being generally distrustful of people they don't know already but if you can get into the good graces of one then they can introduce you to others. Just be warned that anything bad you do will reflect on the person who introduced you so be mindful of your actions.

1.a Be born in the inner rims
1.b Be rich as fuck and move to the inner rims
2. Hike wherever you feel like, nothing here will hurt you

Suck as much dick as possible, trust me it will save your life

What advice would you give to a person travelling anywhere Earth? Sounds like a stupid question, doesn't it. And so does yours.

Neanderthals in Iraq are slave-taking cannibals.

Neanderthals in Europe like seafood and woven blankets.

African Rome is pretty cool.

The Crow People of the central Eurasian steppes are cannibals who do NOT take slaves.

Cthulhu lives in the glaciers.

Avoid elven realms, they will enslave you.
Avoid dwarven confederacies, you'll end up in prison for life for breaking some obscure law.
Avoid panotian principalities, they'll turn you into a frog.
Avoid goblin empire, you will spend the rest of your life paying your debt to them.
Avoid gnome lands, an explosion would get you sooner or later.
Avoid blemmian holdings, the nature will kill you even if the locals won't.
Avoid orcish fiefdoms, they're constantly in a state of war.
Avoid halfling counties, they don't take kindly to outsiders.
Avoid arimaspian domain, they're just pure evil.
Avoid human states, they will think you're a spy.

There's a very nice uninhabited 3x5 island in the Crucible Sea, I suggest that you make it your first and final stop if you value your life.

I felt bad that nobody was replying to your pointlessly butthurt post.

I guess what you really felt bad about was nobody bumping your shit thread.

1. Better stay home.
2. Most people don't care about politics, they either want to survive or make profit. Or just enjoy the impunity.
3. Foreign trains are usually well guarded, if you have skills they need, you can travel with them.
4. If you don't have a radio receiver, buy or make one. A transmitter could be useful too.
5. Don't buy anything from fairies.
6. Never join mass dances.
7. Grenades are great.

...

You're better off dead honey.

Turn around and go north until you get tropical, its what all the rich folk did.

Shits bad.

Do not under any circumstances go to Venus (and not for the reasons you're thinking).

>Read the traveler's guide
>If you see people with red hair, run
>If you see a large armored man on a big horse with a big weapon offer him a drink
>Never trust the perfumed silk clad merchants
>If you see three or more small grey people, be wary of your surroundings, one or two is okay
>Abandoned temples are abandoned for a reason, curiosity will kill you
>Don't travel alone
>Keep a journal or musical instrument
>Always have a days worth of clean water and food
>Trust in the Gods, but rely on yourself.
>Have fun.

immortalpedia.wikia.com/wiki/Immortalpedia_Wikia#The_setting_of_.22Immortals.22
(setting still in progress)

Just a friendly word of advice, stranger- this here is Blackwood, last spot of civilization on the whole damn continent. Once you head into the badlands, you'll be on your own for grub, water, and anything else you may need. The orcs out there don't trust anyone who ain't earned their respect, and frankly, they ain't got much to trade. If you head west far enough, you'll hit the Dragonridge mountains, and they have that name for a reason. Too far south and you'll come across the ruins of the empire of the Dwarves, and while it's been years since anyone laid eyes on a 'real' dwarf, they're out there, and they're dead hostile to strangers.
Basically, ain't nothin' in the badlands that's friendly, and if the natives don't kill you on sight, most of the wildlife will, and that's assuming you don't fall off a ridge or get caught in a wellstorm.
Saddle up, greenhorn.

Off the top of my head...


If an area you are about to enter looks strange or has different natural characteristics that what you are used to, it's better to avoid it until you can learn about possible dangers existing there and prepare for it if you need to travel through.


Avoid large cities along the border of the desert unless you are have documented valid certification of your allegiance to whoever the current worlock overseer is. Best to learn who it is and obtain the right docs, beware of scams and charletans selling false docs. Failure to oblige will result in the seisure of any and all goods in your possession, and serving in the sandstone mines dragging wagons of cut rock to the sinking city for the remained of your soon to be short life.


If the locals say, don't go somewhere because of ________ don't go there unless you want to die.


Avoid the south unless you have proper defence to extreme heat and fire damage.


Don't lean over the side of the airships, they tend to bank suddenly when heated updrafts catch an extended wing.


DO NOT visit one Mantphother warren after staying in any other Mantphother warren. Pheromones stick on you lasting for days and if you 'smell' like an invader you will be treated as such.


Avoid the darklands in the north, not only will everything that lives there kill you, it will hurt the entire time you are dying.


DO NOT insult a Lalvlalff unless you are prepared for a verbal duel which may cost you your life should you lose.


I could go on and on. Its a dangerous world.

>If the locals say, don't go somewhere because of ________ don't go there unless you want to die.
This. I like this in settings. The locals know the area, and villages are full of strapping young lads that want to prove how big their sack is. Odds are if it wasn't that dangerous someone would have killed it/conquered it for bragging rights already.

If the villagers say something is dangerous, its probably dangerous. I've always been irked by settings that make adventurers gods among ants.

classic

Learn some good stories, and always be willing to carry news, and you'll be able to sleep with a roof over your head and a warm meal in your belly anywhere in the grave.

Do not approach the Pyromancy Towers.
Avoid areas littered with totems.
DO NOT drink from any rivers that flow South.
Be respectful of the nature around you, especially in heavily wooded and isolated areas.
If you encounter a Servant of the Order on your travels, please cooperate, we are currently undergoing a province wide Demon hunt and they are very on edge.
Avoid climbing mountains as there maybe Dwarves within that will not hesitate to shoot you.

Be sure to swing by the chapel and buy a talisman of warding or two in the event of encountering a slave of Dark, you probably won't survive the encounter but the talismans may give you a shot.

...

It really, really depends on where you are. If you're somewhere fucked up no amount of advice will help you. If you cross paths with dangerous monsters or powerful creatures in a bad mood, no amount of advice will help you.

In every other circumstance, these ten pieces of advice WILL help you:

1. Stick to roads that have milestones if you can help it.
2. Don't forget to make an offering to the goddess of the winds every time you set off on a journey, travel is also in her portfolio.
3. Travel with other people if you can help it, especially for long journeys. Avoid adventurers though, they're trouble magnets.
4. Always ask for directions. Don't be ashamed. Just don't take shortcuts or panoramic routes unless you're certain the area is safe.
5. Always ask the locals if there's trouble anywhere nearby. If there is, don't go there.
6. Don't skulk around at night, try to find an inn or a caravansary if you can. Camping is usually safe but warm food and a nice bed are better.
7. Don't eat fruits, mushrooms, vegetables or bugs you find in the wilderness unless you're 100% positive they're safe and edible. Don't eat anything you don't see other humans eat, in general. If said human is a saurial, ask if it's safe for non-saurials to eat; if he/she isn't sure don't touch it.
8. Be wary of harpies, or mermaids if you're close to large bodies of water. If you're a girl they probably won't try to rape you but they can still be annoying as fuck to deal with. Ask the locals, they'll know if there's flocks or schools of them about.
9. Avoid monsters and non-humans in general. If you can't, and they're intelligent, try to reason with them. Otherwise run. Don't be a hero. If they look harmless it doesn't mean they are.
10. Most places have guilds, associations or other organizations that can help you. Finding work shouldn't be too difficult if you're not picky. Just avoid adventuring, it's not for the sane nor the mundane.

Roads and towns are there for a reason. Abandoned ones even more so.

Don't travel alone
Don't camp in wilderness
Don't trust southern halflings. Northern are chill though.