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		<updated>2026-09-11T18:29:38Z</updated>
		<subtitle>From Barbaripedia</subtitle>
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	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Rivercrawl</id>
		<title>Rivercrawl</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Rivercrawl"/>
				<updated>2021-08-24T23:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{stub}} The game structure of the &amp;#039;&amp;#039;Great River Campaign&amp;#039;&amp;#039; is a combination of [https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/ West Marches] hexcra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The game structure of the &amp;#039;&amp;#039;Great River Campaign&amp;#039;&amp;#039; is a combination of [https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/ West Marches] hexcrawl, [http://hillcantons.blogspot.com/2014/11/pointcrawl-series-index.html pointcrawl], and [https://alldeadgenerations.blogspot.com/p/the-classic-dungeon-crawl-theory.html dungeon crawl], run with the &amp;#039;&amp;#039;World Without Number&amp;#039;&amp;#039; system.&lt;br /&gt;
&lt;br /&gt;
== The Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
In this campaign, all player&amp;#039;characters are explorers traveling up the [[Great River]] to map its waters and search for valuable treasures and magical knowledge left behind by earlier civilizations that inhabited these lands in much more ancient times. The current civilization of the [[Murya]] that has settled the [[marshes]] at the end of the Great River in recent centuries is still young and highly dependent on old bronze weapons and armor as sources of metal, and the magical writings of peoples with much greater knowledge of arcane mysteries.&lt;br /&gt;
&lt;br /&gt;
Progress is measured in the value of treasures that characters discover and successfull bring with them on their return back to civilization. The recovery of treasures is the primary mechanic to gain [[experience]], though characters also gain small amounts from succesfully facing and overcoming the many dangerous creatures that make their homes deeper in the wilderness and ancient ruins. Character levels primarily represent how much experience charactwrs have with overcoming the challenges of the wilderness and surviving the many supernatural dangers. These experiences give characters advantages in combat that no training can provide, and deeper insights into the supernatural than can be taught, making explorers outstanding warriors and arcane scholars, equal to great warlords and old sorcerers.&lt;br /&gt;
&lt;br /&gt;
The Great River has only been partly been mapped by the people who have settled on the banks of the [[Lower River]], and the surrounding forests are full pf large ruins of which many have not been disturbed for thousands of years. By going deep into the wilderness and returning with tales of their discoveries and hauls of treasure, explorers play a very important part in the society of the river people.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
Unlike in most other campaigns, there are no fixed parties of adventurers. Instead, all player characters belong to a wider community of explorers. While their numbers are small, they are comstantly interchanging tales of their discoveries, which makes it a small world in which everyone knows about everyone. With the sheer number of ruins known on the banks of the Great River, there is no scarcity of treasures to be found, and most explorers are constantly trading their knowledge and information back and forth to help them survive the many new and strange dangers that await all of them.&lt;br /&gt;
&lt;br /&gt;
There is a certain amount of trust or at the very least respect among the explorers, and they band together in new and different groups every season, often even more frequently than that. Parties are formed on a per [[adventure]] basis as the planned expeditions require. Player&amp;#039;s can even have two or more characters to use on different adventures with different circumstances, or simply to make it possible to play in adventures while other caracters are currently tied up until their ongoing adventures continue.&lt;br /&gt;
&lt;br /&gt;
In addition to that, player characters can also have [[retainers]], of which players can always bring one along on adventurss to increase tbe capabilities of the party.&lt;br /&gt;
&lt;br /&gt;
== The Adventure Structure ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;Great River Campaign&amp;#039;&amp;#039; has a quite clearly outlined structure to help with enabling adventures with regularly changing characters snd players, but also to create gameplay sotuations and procedures not commonly found in most campaigns. Primarily, adventures are dungeon crawls, but this always also includes often extensive journeyes through the wilderness to reach a specific site and safely make it back to civilization loaded with heavy treasures. Dungeon crawling and wilderness exploration in this context is less about fighting monsters and based on the idea of a treasure hunt.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Sural</id>
		<title>Sural</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Sural"/>
				<updated>2021-08-23T19:21:22Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{Statblock|NAME=Sural|IMG=Sural.jpg|HD=2|AC=13|ATK=3|DMG=1d6|SHK=1/13|MV=&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;|FLY=-|SWM=40|ML=8|SKL=1|SV=14|XP=25}} {{stub}} &amp;#039;&amp;#039;&amp;#039;Surals&amp;#039;&amp;#039;&amp;#039; are huge black eels th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Statblock|NAME=Sural|IMG=Sural.jpg|HD=2|AC=13|ATK=3|DMG=1d6|SHK=1/13|MV=&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;|FLY=-|SWM=40|ML=8|SKL=1|SV=14|XP=25}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surals&amp;#039;&amp;#039;&amp;#039; are huge black eels that prowl the swamps and underground rivers of [[Kaendor]]. They mostly hunt smaller fish but will also lunge at land animals and people that step too close to the water to attempt pulling them under and drowning them.&lt;br /&gt;
&lt;br /&gt;
[[category:Aquatic]]&lt;br /&gt;
[[category:Beasts]]&lt;br /&gt;
[[category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Saruma</id>
		<title>Saruma</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Saruma"/>
				<updated>2021-08-23T19:09:47Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{Statblock|NAME=Saruma|IMG=Saruma.jpg|HD=6|AC=14|ATK=7|DMG=1d10|SHK=2/13|MV=30|FLY=-|SWM=-|ML=8|SKL=2|SV=12|XP=275}} {{stub}} &amp;#039;&amp;#039;&amp;#039;Sarumas&amp;#039;&amp;#039;&amp;#039; are huge lizards and one of the mo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Statblock|NAME=Saruma|IMG=Saruma.jpg|HD=6|AC=14|ATK=7|DMG=1d10|SHK=2/13|MV=30|FLY=-|SWM=-|ML=8|SKL=2|SV=12|XP=275}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sarumas&amp;#039;&amp;#039;&amp;#039; are huge lizards and one of the most dangerous predators in [[Senkand]] and [[Kemesh]]. Almost no other animals ever pick fights with a hungry saruma.&lt;br /&gt;
&lt;br /&gt;
[[category:Beasts]]&lt;br /&gt;
[[category:Creatures]]&lt;br /&gt;
[[category:Reptiles]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Kesk</id>
		<title>Kesk</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Kesk"/>
				<updated>2021-08-23T18:55:24Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{Statblock|NAME=Kesk|IMG=Kesk.jpg|HD=1|AC=13|ATK=1|DMG=1d4 (p)|SHK=&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;|MV=20|FLY=40|SWM=-|ML=9|SKL=1|SV=15|XP=13}} {{stub}} &amp;#039;&amp;#039;&amp;#039;Kesks&amp;#039;&amp;#039;&amp;#039; are large flying insect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Statblock|NAME=Kesk|IMG=Kesk.jpg|HD=1|AC=13|ATK=1|DMG=1d4 (p)|SHK=&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;|MV=20|FLY=40|SWM=-|ML=9|SKL=1|SV=15|XP=13}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Kesks&amp;#039;&amp;#039;&amp;#039; are large flying insects similar to bees that build large nests in caves in the forests, where they store large amounts of honey to feed to their young. Honey harvesting is the primary source of sugar for the people of [[Kaendor]].&lt;br /&gt;
&lt;br /&gt;
[[category:Beasts]]&lt;br /&gt;
[[category:Creatures]]&lt;br /&gt;
[[category:Insects]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Kerik</id>
		<title>Kerik</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Kerik"/>
				<updated>2021-08-23T18:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{Statblock|NAME=Kerik|IMG=Kerik.jpg|HD=2|AC=14|ATK=3|DMG=1d6 (p)|SHK=1/13|MV=30|FLY=-|SWM=-|ML=8|SKL=1|SV=14|XP=25}} {{stub}} &amp;#039;&amp;#039;&amp;#039;Keriks&amp;#039;&amp;#039;&amp;#039; are giant poisonous centipedes that...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Statblock|NAME=Kerik|IMG=Kerik.jpg|HD=2|AC=14|ATK=3|DMG=1d6 (p)|SHK=1/13|MV=30|FLY=-|SWM=-|ML=8|SKL=1|SV=14|XP=25}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Keriks&amp;#039;&amp;#039;&amp;#039; are giant poisonous centipedes that roam around woodlands and caves.&lt;br /&gt;
&lt;br /&gt;
[[category:Beasts]]&lt;br /&gt;
[[category:Creatures]]&lt;br /&gt;
[[category:Insects]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Gavir</id>
		<title>Gavir</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Gavir"/>
				<updated>2021-08-23T18:37:45Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{Statblock|NAME=Gavir|IMG=Gavir.jpg|HD=1|AC=12|ATK=2|DMG=1d4|SHK=1/15|MV=20|FLY=60|SWM=20|ML=10|SKL=1|SV=15|XP=13}} {{stub}} &amp;#039;&amp;#039;&amp;#039;Gavirs&amp;#039;&amp;#039;&amp;#039; are large and highly aggressive aqua...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Statblock|NAME=Gavir|IMG=Gavir.jpg|HD=1|AC=12|ATK=2|DMG=1d4|SHK=1/15|MV=20|FLY=60|SWM=20|ML=10|SKL=1|SV=15|XP=13}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gavirs&amp;#039;&amp;#039;&amp;#039; are large and highly aggressive aquatic birds that are a threat to bargemen and sailors all along the [[Great River]].&lt;br /&gt;
&lt;br /&gt;
[[category:Beasts]]&lt;br /&gt;
[[category:Birds]]&lt;br /&gt;
[[category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Burak</id>
		<title>Burak</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Burak"/>
				<updated>2021-08-23T17:09:24Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Statblock|NAME=Burak|IMG=Burak.jpg|HD=6|AC=14|ATK=5|DMG=2d8|SHK=&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;|MV=50|FLY=-|SWM=-|ML=7|SKL=1|SV=12|XP=275}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buraks&amp;#039;&amp;#039;&amp;#039; are huge grazers found deep in the forests of [[Senkand]] and [[Kemesh]].&lt;br /&gt;
&lt;br /&gt;
[[category:Beasts]]&lt;br /&gt;
[[category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Calendar_of_Kaendor</id>
		<title>Calendar of Kaendor</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Calendar_of_Kaendor"/>
				<updated>2021-08-23T09:52:14Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A year in Kaendor has 381 days, which are divided into 24 months of 16 days. Since this leads to a calendar year being 3 days too long, every 6th, 11th, and 16th year is a lea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A year in Kaendor has 381 days, which are divided into 24 months of 16 days. Since this leads to a calendar year being 3 days too long, every 6th, 11th, and 16th year is a leap year with only 23 months.&lt;br /&gt;
&lt;br /&gt;
The 16 days of a Moon have no individual names and are simply called the first day, second day, and so on. For shorter periods, people regularly use &amp;quot;Half Moon&amp;quot; to refer to an 8-day span, which is considered a week for any situation where it matters.&lt;br /&gt;
&lt;br /&gt;
Each Moon begins and ends during a night of the New Moon (between the 16th and the 1st), and the Full Moon always falls on the night between the 8th ad the 9th.&lt;br /&gt;
&lt;br /&gt;
The year is divided into three main seasons.&lt;br /&gt;
&lt;br /&gt;
The 22nd to 3rd Moon are &amp;#039;&amp;#039;&amp;#039;Winter&amp;#039;&amp;#039;&amp;#039;, and while temperatures usually don&amp;#039;t get very cold in [[Senkand]], water levels in the rivers tend to be noticeably lower during this season. [[adventure|Adventures]] during winter are possible but might face additional challenges.&lt;br /&gt;
&lt;br /&gt;
The 4th to 9th Moon are the &amp;#039;&amp;#039;&amp;#039;Flood Season&amp;#039;&amp;#039;&amp;#039;, during which water levels are exceptionally high and the currents make traveling upstream almost impossible. No adventures take place during flood season.&lt;br /&gt;
&lt;br /&gt;
The 10th to 21st Moons are the main &amp;#039;&amp;#039;&amp;#039;Trade Season&amp;#039;&amp;#039;&amp;#039; on the [[Great River]] and the [[Southern Sea]] and when most adventures take place.&lt;br /&gt;
&lt;br /&gt;
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[[category:Culture]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Adventure</id>
		<title>Adventure</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Adventure"/>
				<updated>2021-08-22T22:59:42Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;#039;&amp;#039;The Great River Campaign&amp;#039;&amp;#039;, an &amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039; specifically refers to a single expedition into the wilderness, which begins with the forming of a party at a [[safe town]] and ends when [[experience|XP]] are calculated and awarded after returning to a safe town. During adventures, time is tracked precisely day by day, but between adventures, players can let as much time pass as they want, to recover from injuries, learn new spells, or wait for deliveries from craftsmen before they set out again.&lt;br /&gt;
&lt;br /&gt;
The start date for an adventure has to be a date after all PCs in the party have completed their previous adventures and had time to recover and travel to the starting location of the new adventure. A party also can only visit a site on a date after all previous parties exploring the site had left it. It is not possible to explore a site on dates earlier than other adventures that have already happened or are currently going on.&lt;br /&gt;
&lt;br /&gt;
=== Scheduling an Adventure ===&lt;br /&gt;
&lt;br /&gt;
To begin an adventure, at least three players and a GM have to agree on a time to play, and the players have to announce where the party will be going. The players can invite additional players to tbe adventure later, but group sizes should not get bigger than six players. (The creatures and treasures of a site depend only on its location, not the party that is going to visit them.) The players and GM should also estimate how long the adventure might take and discuss whether the whole group will be able to play together frequently enough to complete the adventure in a timely manner. Adventures do not have to fully explore an entire site and players may always agree to return early to wrap up the adventure. Players who are interested can always start a new adventure to a previously visted site with a new party.&lt;br /&gt;
&lt;br /&gt;
Players can always play in multiple ongoing adventures with different characters of they want to play more frequently than the groups they play in can get together.&lt;br /&gt;
&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Safe_Town</id>
		<title>Safe Town</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Safe_Town"/>
				<updated>2021-08-22T22:35:33Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A &amp;#039;&amp;#039;&amp;#039;Safe Town&amp;#039;&amp;#039;&amp;#039; is a technical term for an important element of the &amp;#039;&amp;#039;Great River Campaign&amp;#039;&amp;#039;. While there are many settlements on the Great River, only a small number of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;Safe Town&amp;#039;&amp;#039;&amp;#039; is a technical term for an important element of the &amp;#039;&amp;#039;Great River Campaign&amp;#039;&amp;#039;. While there are many settlements on the [[Great River]], only a small number of them are treated as &amp;quot;safe&amp;quot;. Safe towns are location that qualify for the start and end of an [[adventure]]. They are places from which parties can set out on adventures, and where the treasures they have collected are counted as &amp;quot;returned&amp;quot; for awarding [[experience|XP]].&lt;br /&gt;
&lt;br /&gt;
In a safe town, characters do not make [[random encounter]] checks and can freely rest for as long as they want until they have recovered from all their injuries. PCs can also freely move between any safe towns on the [[Lower River]] to join parties for future adventures, but they must have traveled there as an adventure at least once.&lt;br /&gt;
&lt;br /&gt;
The initial known safe towns are [[Surat]], [[Kohal]], [[Vahri]], [[Menai]], [[Dar Valan]], and the [[Last Tavern]].&lt;br /&gt;
&lt;br /&gt;
[[category:Locations]]&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Experience</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Experience"/>
				<updated>2021-08-22T22:22:30Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: /* XP Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;The Great River Campaign&amp;#039;&amp;#039; uses the original &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; rules for &amp;#039;&amp;#039;&amp;#039;Experience&amp;#039;&amp;#039;&amp;#039; instead of the rules in &amp;#039;&amp;#039;Worlds Without Number&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
PCs and [[retainers]] gain XP primarily by returning with treasure from their [[adventure|adventures]] back to a [[safe town]], or by &amp;quot;facing and overcoming dangerous opponents&amp;quot;. Generally speaking, most sites have opportunities to make four times as many XP from treasures as from opponents. All the XP gained from an adventure are shared equally by all surviving PCs and retainers. (Though retainers require twice the XP to reach higher levels.)&lt;br /&gt;
&lt;br /&gt;
=== XP Requirements ===&lt;br /&gt;
&lt;br /&gt;
All character classes advance at the same XP values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;XP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|2nd&lt;br /&gt;
|2,000&lt;br /&gt;
|-&lt;br /&gt;
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|4,000&lt;br /&gt;
|-&lt;br /&gt;
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|8,000&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|32,000&lt;br /&gt;
|-&lt;br /&gt;
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|64,000&lt;br /&gt;
|-&lt;br /&gt;
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|120,000&lt;br /&gt;
|-&lt;br /&gt;
|9th&lt;br /&gt;
|240,000&lt;br /&gt;
|-&lt;br /&gt;
|10th&lt;br /&gt;
|360,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== XP from Treasure ===&lt;br /&gt;
&lt;br /&gt;
XP from treasure are equal to the value in silver pieces of all the things the party has picked up during the adventure and carried to a safe town. Treasure that is left behind or lost during the return journey does not provide any XP, but PCs can set out on further adventures to recover them. After the XP have been awarded to the characters in the party, the players are free to divide the treasure as they want.&lt;br /&gt;
&lt;br /&gt;
While magic items don&amp;#039;t have any actual market values, they still contribute to XP from treasure.&lt;br /&gt;
&lt;br /&gt;
=== XP from Opponents ===&lt;br /&gt;
&lt;br /&gt;
XP from opponents are gained when the party was confronted by NPCs or creatures that either threatened them or blocked their progress, and the players successfully managed to get past that obstacle. To gain XP, the party must have been in danger of getting hurt and accomplished what they meant to do. Sneaking past guards does provide experience, but running from enemies until they give up does not. Ultimately this is at the discretion of the GM based on common sense. &lt;br /&gt;
&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Morale</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Morale"/>
				<updated>2021-08-22T22:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Morale&amp;#039;&amp;#039;&amp;#039; is a mechanic that applies to all NPCs and creatures.&lt;br /&gt;
&lt;br /&gt;
During combat, enemies and allied NPCs may become frighting and flee from the fight. In those situations, a morale check is made, which is rolled with 2d6. If the number rolled exceeds the morale score of the combatants, they lose discipline and begin fleeing immediately. This is separate from combatants deciding that the situation requires an ordered retreat and is instead a panicked flight that may happen even when the group still has the upper hand.&lt;br /&gt;
&lt;br /&gt;
Morale checks are typically made the first time a member of the group is killed or incapacitated, when the group loses its leader, and when the group has lost half of it&amp;#039;s members, but additional checks may be made any time a group is facing with a display of extraordinary power targeted at it.&lt;br /&gt;
&lt;br /&gt;
PCs never make morale checks, but [[retainers]] and [[hirelings]] do.&lt;br /&gt;
&lt;br /&gt;
(&amp;#039;&amp;#039;The Great River Campaign does not use the optional Instinct mechanic from Worlds Without Number.&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=System_Strain</id>
		<title>System Strain</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=System_Strain"/>
				<updated>2021-08-22T21:47:01Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;System Strain&amp;#039;&amp;#039;&amp;#039; is a mechanic unique to &amp;#039;&amp;#039;Worlds Without Number&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Abilities that restore hit points like First Aid or &amp;#039;&amp;#039;Healing Touch&amp;#039;&amp;#039; can be used unlimited times, but characters are limited in how many times they can receive such healing. Any time characters receive healing other than the natural healing from resting, they gain 1 point of System Strain. The maximum System Strain that characters can gain is equal to their Constitution score. Characters who have reached their maximum System Strain can not gain any further healing other than natural healing from resting.&lt;br /&gt;
&lt;br /&gt;
There are also other effects like dehydration, starvation, severe heat or cold, and various poisons that can cause 1 point of System Strain. If such effects cause characters&amp;#039; System Strain to exceed their maximum, they die.&lt;br /&gt;
&lt;br /&gt;
System Strain recovers by 1 point for every night of rest. The [[Healer|Healer&amp;#039;s]] art &amp;#039;&amp;#039;Refined Restoration&amp;#039;&amp;#039; doubles this natural recovery. Drinking [[skok]] also recovers 1 point of System Strain, though it comes with its own side effects. There are also special magical potions and rare mystical healing springs whose waters can recover System Strain.&lt;br /&gt;
&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Retainers</id>
		<title>Retainers</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Retainers"/>
				<updated>2021-08-22T19:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Retainers&amp;#039;&amp;#039;&amp;#039; are NPCs in the permanent employment of PCs. Unlike [[hirelings]], they can have classes and levels, gain [[experience]], and follow parties into caves and dungeons.&lt;br /&gt;
&lt;br /&gt;
Retainers will never knowingly or willingly betray PCs, and even in the most extreme cases of disagrement simply leave without causing the PCs any trouble. Non-fighting retainers are particularly well suited to watch over PCs possessions while they are away on adventures.&lt;br /&gt;
&lt;br /&gt;
Retainers are generally paid a regular wage by the PC who employs them, similar to hirelings, but also demand a full share of the treasure of any adventure they take part in. Retainers with [[Healer|healing magic]] are very rare and particularly thought after and usually demand significantly higher compensation. At the end of an adventure, retainers get XP like PCs, but strictly following the lead of others and not taking any own initiative, require double the amount of XP to reach higher levels.&lt;br /&gt;
&lt;br /&gt;
PCs can have multiple retainers employed, as shown below, but only one retainer can accompany each PC on a single adventure. While employed as retainers, they remain NPC and will not share their wealth or equipment with PCs or other retainers. Players can however turn a retainer into a regular PC between adventures or if their PC dies during an adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Maximum Number of Retainers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Charisma Score&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Retainers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Morale&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
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|-&lt;br /&gt;
|4-5&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|9-12&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|16-17&lt;br /&gt;
|6&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|7&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While retainers are NPCs, they are controlled during encounters by the player who hired them. Control of a retainer can also be given to another player, for example if a PC died or is otherwise incapacitated and the player didn&amp;#039;t bring an own retainer to the adventure.&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]]&lt;br /&gt;
[[category:Retainers]]&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://barbaripedia.spriggans-den.com/index.php?title=Hirelings</id>
		<title>Hirelings</title>
		<link rel="alternate" type="text/html" href="http://barbaripedia.spriggans-den.com/index.php?title=Hirelings"/>
				<updated>2021-08-22T18:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Hirelings&amp;#039;&amp;#039;&amp;#039; are NPCs who can be temporarily hired or permanently employed as guards or servants. They receive a fixed wage either per day or per [[moon]] and will leave immediately if not getting paid. Hirelings roll [[morale]] in the same way as any NPCs or creatures and may flee when encountering dangers. Hirelings that accompany PCs on adventures roll morale at the end of the adventure to determine whether they continue to offer their services to the PC or seek better work elsewhere.&lt;br /&gt;
&lt;br /&gt;
Hirelings are generally basic NPCs without class levels or any special abilities. More powerful assistants with a closer connection to specific PCs are generally [[retainers]].&lt;br /&gt;
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== Recruiting Hirelings ==&lt;br /&gt;
&lt;br /&gt;
Hirelings can generally recruited by asking around in taverns or markets for people seeking work. Word generally spreads quickly in most towns and villages and interested NPCs will respond on the same day.&lt;br /&gt;
&lt;br /&gt;
== Mercenaries==&lt;br /&gt;
&lt;br /&gt;
Mercenaries are trained and equipped warriors who will fight for pay. They are commonly used to guard boats and animals, secure camps, and protect the homes of wealthy PCs. Mercenaries will follow parties deep into the wilderness but not enter caves or dungeons.&lt;br /&gt;
&lt;br /&gt;
Mercenary generally offer their services as groups of 6 or 12, but can also be hired individually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mercenaries (group)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;per day&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;per moon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Common mercenaries (6)&lt;br /&gt;
|20 sp&lt;br /&gt;
|320 sp&lt;br /&gt;
|-&lt;br /&gt;
|Common mercenaries (12)&lt;br /&gt;
|32 sp&lt;br /&gt;
|512 sp&lt;br /&gt;
|-&lt;br /&gt;
|Elite mercenaries (6)&lt;br /&gt;
|100 sp&lt;br /&gt;
|1,600 sp&lt;br /&gt;
|-&lt;br /&gt;
|Elite mercenaries (12)&lt;br /&gt;
|160 sp&lt;br /&gt;
|2,560 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mercenaries (single)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;per day&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;per moon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Common mercenary&lt;br /&gt;
|2 sp&lt;br /&gt;
|32 sp&lt;br /&gt;
|-&lt;br /&gt;
|Common mercenary leader&lt;br /&gt;
|10 sp&lt;br /&gt;
|160 sp&lt;br /&gt;
|-&lt;br /&gt;
|Elite mercenary&lt;br /&gt;
|10 sp&lt;br /&gt;
|160 sp&lt;br /&gt;
|-&lt;br /&gt;
|Elite mercenary leader&lt;br /&gt;
|50 sp&lt;br /&gt;
|800 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Common Mercenary:&amp;#039;&amp;#039;&amp;#039; 1 HD; light armor, shield, spear, sword, shortbow.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Common Mercenary Leader:&amp;#039;&amp;#039;&amp;#039; 2 HD; medium armor, shield, sword.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Elite Mercenary:&amp;#039;&amp;#039;&amp;#039; 1 HD; medium armor, shield, spear, sword, longbow.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Elite Mercenary Leader:&amp;#039;&amp;#039;&amp;#039; 2 HD; heavy armor, shield, sword.&lt;br /&gt;
&lt;br /&gt;
== Servants ==&lt;br /&gt;
&lt;br /&gt;
Servants are all kinds of hirelings who are not trained to fight. They can be hired to assist with certain tasks on adventure, but are more commonly employed to serve in the homes of wealthy PCs.&lt;br /&gt;
&lt;br /&gt;
Sailors will go into the wilderness but stay at the ships. Carriers going into the wilderness require double the regular pay for work in rural areas. Most other servants will not follow PCs on adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Servants&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;per day&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;per moon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alchemist&lt;br /&gt;
|10 sp&lt;br /&gt;
|160 sp&lt;br /&gt;
|-&lt;br /&gt;
|Bronzesmith, carpenter, mason&lt;br /&gt;
|5 sp&lt;br /&gt;
|80 sp&lt;br /&gt;
|-&lt;br /&gt;
|Carrier (rural)&lt;br /&gt;
|1 sp&lt;br /&gt;
|16 sp&lt;br /&gt;
|-&lt;br /&gt;
|Carrier (wilderness)&lt;br /&gt;
|2 sp&lt;br /&gt;
|32 sp&lt;br /&gt;
|-&lt;br /&gt;
|Engineer&lt;br /&gt;
|10 sp&lt;br /&gt;
|160 sp&lt;br /&gt;
|-&lt;br /&gt;
|Herbalist&lt;br /&gt;
|5 sp&lt;br /&gt;
|80 sp&lt;br /&gt;
|-&lt;br /&gt;
|Sailor&lt;br /&gt;
|2 sp&lt;br /&gt;
|32 sp&lt;br /&gt;
|-&lt;br /&gt;
|Sailor, captain&lt;br /&gt;
|10 sp&lt;br /&gt;
|160 sp&lt;br /&gt;
|-&lt;br /&gt;
|Servant&lt;br /&gt;
|1 sp&lt;br /&gt;
|16 sp&lt;br /&gt;
|-&lt;br /&gt;
|Scribe&lt;br /&gt;
|3 sp&lt;br /&gt;
|48 sp&lt;br /&gt;
|-&lt;br /&gt;
|Worker&lt;br /&gt;
|1 sp&lt;br /&gt;
|16 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]]&lt;br /&gt;
[[category:Rules]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

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