Have you ever heard that you are never more than three feet from a spider? If that makes you uncomfortable, don’t worry, it’s only MOSTLY true.
In our favorite fantasy games, recovering from injuries is instantanoeus and magical. But in real life, even a small cut can be healing for year. So, in the real Medieval world, who would you go to if you needed to recover from your injuries?
And so our three-part series on the history of sailing and seafaring draws to a close. We know we spent a lot of time on it. But it’s only fitting considering how the history of sailing intersects with the history of timekeeping.
Just because you have a ship that can survive a voyage across the open ocean doesn’t mean you should voyage across the open ocean. First, you need a good reason. Second, you need to actually know where you’re going and how to get there.
Travel in role-playing games is a matter of progression. Each new discovery allows a little more freedom to explore. Just like in real life. Let’s talk about the history of sailing.
Everything in D&D is marked in 5-foot squares. So it makes sense that the whole game is meant to be played on a grid. But everything is also marked out in minutes and seconds and hours. Where’s the grid for time. That’s a weird question, I know. But answering it leads to a powerful tool.
We’re two years old! It’s our anniversary! And that means we can take it easy this week and phone in another crappy lost episode! Take that, suckers!
It’s rare to find a word that comes up in every fantasy except D&D. It’s also rare to discover bars of nonexistent metal in real life. That’s the story of orichalcum.