Day 36: Why be an adventurer?

September 1, 2009

So, if you read my responses to some of the Take 10 questions, most of the inhabitants of Husk don’t think particularly highly of adventurers:

Are you crazy?  What do you think you’ll accomplish out there, anyway?  What, you don’t like farming?  You know, there’s lots of poor souls out in the Wastes not lucky enough to be able to farm a decent crop, much less keep it safe like we do in Husk.

So, it’s natural to ask, why gather at the Stout & Castle?  Why slog out into the Wastes?

The first reason is the thrill of exploration. Some folks may be content to live their whole lives within a mile or two of Husk. Others want to see a slice of the mad wonder of the Wastes before they pass on. For those folk, the waters of the Lonely, the endless forests of the Trackless, and the shining cities of the ruined Dominions can be more than places in an old man’s tall tales. For the explorer, experience revives reality.
The second reason is far more practical: the acquisition of wealth.
Under the rocks and sands of the Wastes are the ruins of a dozen or more civiliazations, each with their great achievements and their hidden vaults. Gold, jewels, and magical artifacts promise an easier life for those who can obtain them. In Husk, like anywhere that still has trade, gold goes a long way – sometimes further than the dearest friend.

The first reason is the thrill of exploration. Some folks may be content to live their whole lives within a mile or two of Husk. Others want to see a slice of the mad wonder of the Wastes before they pass on. For those folk, the waters of the Lonely, the endless forests of the Trackless, and the shining cities of the ruined Dominions can be more than places in an old man’s tall tales. For the explorer, experience revives reality.

The second reason is far more practical: the acquisition of wealth.   Under the rocks and sands of the Wastes are the ruins of a dozen or more civiliazations, each with their great achievements and their hidden vaults. Gold, jewels, and magical artifacts promise an easier life for those who can obtain them. In Husk, like anywhere that still has trade, gold goes a long way – sometimes further than the dearest friend.

The third reason is desire for a better life – not just for oneself, but for others as well.  If everyone in Husk just keeps their head down, then someday, Husk will wither like an old weed – if nothing comes and plucks it out, eventually, it will wither and die.  There won’t be any places left like it.  A long time ago, a Waster named Tag and a Tiefer named Crucia were called fools for heading out into the Wastes.  But they found the Husk, and people called them fools when they decided that they could make it a safe place for folks to live.   If it wasn’t for them, none of this would be here in the first place.  Out there under the sands and the rocks are the ruins of a dozen or more great civilizations – and somewhere down there, there’s got to be something that can help make this world a little safer, a little easier, or a little greener.

First session is tonight.  I’m PUMPED.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: