Endros Gameplay

### Traveling

* Traveling generally expects an appropriate pack animal. Traveling without one severely impacts what you can carry and/or encumbrance limits.
* It's common for travelers to offer their services to trade caravans when traveling. This offered a degree of group protection, night watches, etc. Caravans will pay higher wages to members of the mercenary guild based on their rank.
* Daily travel on roads is roughly 24 kilometers (15 miles) on foot, or 32 kilometers (20 miles) with a common horse.
* Daily travel on sea is between 3-8 KM/H (2-5 MPH), depending on the wind speed and boat quality. (Assume roughly 100 km / day)
* Lesser races may avoid the main routes used by humans due to the fear of being attacked, so there may be segregated trails in areas of the world.

### Lodging

* Inns did not offer individual rooms. Many beds were placed in a single room, and beds were shared with strangers.
* Travelers would often stay at a residence, usually of someone of roughly equal status. It was expected for the traveler to exchange news or information in exchange for lodging. This is how a lot of news was spread. It was also useful for wealthier citizens such as merchants to learn things supply, demand, and prices in other areas.
* If nobody offered a room to a traveler, they could go to the church (or "hospice") - although that was typically only done by the sick or desperate peasantry.

### Encumbrance & Fatigue

Encumbrance will be considered in this campaign, but kept as simple as possible. It primarily only affects combat. You can carry more than what is listed, particularly if you have a high constitution. Bulk is more likely to cause encumbrance than weight, although weight should be considered if the character is being excessive. Characters can generally equip the following without having to worry about any form of encumbrance:

* Two mid-sized sheathed weapons or items (swords, shields, etc), or a larger number of small sheathed weapons (daggers, knives, etc).
* A mid-sized pack that is reasonably filled (but not crammed).
* A few smaller accessible goods (pouches, trinkets, belt of throwing weapons, etc).

Any personally carried supplies that meaningfully exceed these descriptions will cause encumbrance. Encumbrance adds penalties to any physical actions, and causes fatigue while traveling. Fatigue is a status effect that penalizes physical actions, and only wears off after resting. An appropriate rest requires at least 25% of the travel time spent encumbered.

### Weapon Laws

* Travelers typically have to check their weapons when entering a city, leaving them at an appropriate station (such as an inn, government ministry, keep, etc) and will not have access to them during their stay without an appropriate permit.
* Certain authorities may consider crossbows illegal except by permitted soldiers during times of war, and at the appropriate locations.

### Slavery Laws

* All slaves must be registered with local governments.
* Slaves can only be bought or sold through licensed slave traders, which are usually either an extension of the government or national guilds.

### Settlements

* Settlements tend to be larger (as opposed to smaller villages) due to the risk posed by monster attacks, magical storms, threats from warring nations, etc.
* Settlements have meaningful defenses in place to provide protection against the threats they face.
* Races that manage to survive as tribes often have very fast birth rates, excel at hunting, or have other means to recover from threats.
* Some races may rely on other culture's settlements for protection, or even accept being enslaved as a viable alternative to living in the wild.