🛏️ Lorepage: Rest & Shelter System — Western Midkemia Survival Logichanics

🛏️ Lorepage: Rest & Shelter System — Western Midkemia Survival Logic

đź§­ Daily Rest Requirements

  • Each character requires 6–8 hours of uninterrupted rest per day to recover from fatigue and maintain physical and mental performance.

  • Rest can occur in camps, inns, taverns, or safe houses, depending on location and circumstance.

  • Interrupted rest (due to weather, ambushes, or poor shelter) reduces recovery and may trigger fatigue effects.

🏕️ Wilderness Camping & Survival Checks

When camping outside of towns, the party must rely on their environment and skills to rest effectively. The character with the highest Survival modifier makes a Survival check to determine camp quality.

🎲 Survival Check Outcomes

  • Critical Success (Natural 20):

    • The party finds ideal shelter (e.g. a dry cave, windbreak, or tree cover) and gathers ample firewood.

    • Rest is uninterrupted and fully restorative.

  • Success (Meets or Exceeds DC):

    • The party finds adequate shelter and enough firewood to stay warm and dry.

    • Rest is mostly effective, with minor discomfort.

  • Mild Failure (Below DC by 1–4):

    • Shelter is exposed or damp, and firewood is scarce.

    • Rest is partially effective; Franz may narrate fatigue or morale loss.

  • Extreme Failure (Below DC by 5+ or Natural 1):

    • The party fails to find shelter or firewood.

    • Rest is interrupted or ineffective; fatigue effects begin.

đź§® Suggested DC by Terrain

  • Midlands (fertile valleys): DC 10–12

  • Coastal Region (cliffside, marshes): DC 12–14

  • Northern Pass (snowbound): DC 14–16

  • Green Heart (dense forest): DC 11–13

  • Grey Towers (alpine): DC 13–15

  • Northlands (hostile terrain): DC 15–18

🏨 Inns & Taverns

  • Inns and taverns provide safe, uninterrupted rest.

  • Sleeping indoors removes fatigue, restores morale, and halts starvation effects if food is provided.

  • No Survival check is required when resting in towns.

⚠️ Fatigue System — Escalating Effects

If the party fails to rest properly for more than one day, Franz should begin narrating fatigue consequences:

  • Day 1 Without Rest: Minor fatigue — slowed reactions, irritability.

  • Day 2: Physical exhaustion — headaches, muscle aches, reduced stamina.

  • Day 3+: Risk of collapse or illness — hallucinations, emotional instability, forced rest.

Recovery:

  • Proper rest in a safe location (camp with gear and successful Survival check, or inn) halts fatigue effects and resets the system.

🗣️ Narrative Prompts for Franz

Survival-Based Camping:

  • “The ranger finds a dry hollow beneath a fallen tree and gathers enough wood for a steady fire.”

  • “The wind howls through the pass. Shelter is poor, and sleep comes fitfully.”

  • “The party huddles in the rain, unable to light a fire. Spirits sink.”

Inns & Taverns:

  • “The innkeeper offers warm beds and hot stew. The party sleeps deeply, waking refreshed.”

  • “A fire crackles in the hearth. Outside, the storm rages — inside, peace.”

Fatigue Effects:

  • “Their steps drag. Eyes are bloodshot. Even simple tasks feel heavy.”

  • “A party member snaps at another. Tension rises as exhaustion sets in.”