Since mundane camping matters are not that interesting compared to the other events of the campaign, they will not be the subject of much game time (see Roleplaying). Some players (perhaps those with outdoor hobbies themselves) enjoy thinking about every little item their character might have in their camping equipment, but you are not required to do so. At the very least, camping equipment always includes some form of shelter and bedding for your character, such as a personal tent and bedroll.
Over the course of the Adventuring Age, the camping equipment available in Lur-Asko has become surprisingly advanced. Wealthy adventurers can afford the latest in lightweight and compact gear, leaving room for their other equipment. If you would rather save your starting coin for other needs, incredibly affordable equipment is available as well, at the cost of greater weight and bulk. The price, weight, and carry slots of each depend on your own WGT:
| Camping
Equipment |
Weight | Carry slots | Price |
| Common |
10 + 5xWGT |
WGT/3 | 0 (infras) |
| Mixed | 8 + 2xWGT |
WGT/5 |
20 + WGT |
| Advanced | 6 + WGT | 0 | 100 + 4xWGT |
Effects of Camping Equipment & Going Without The main function of camping equipment is to save your character from the hassle of going without it. Whenever your character would require camping equipment (that is, outside of a city, village, base, or ship) and they don't have it, you waste 2 rests per day. This means that your first two 4-hour rests every day have no effect on your trauma, exhaustion, insight, or Willpower use; your character is too uncomfortable or too busy improvising solutions without their tools. This rule is unaffected by whether or not your character is asleep or awake during the rests.
Camping equipment also allows your character to treat cold and heat hazards as 1 degree lower when resting; see Environmental Hazards.
Cold Weather Gear If you plan on adventuring in the winter - or anytime in Hal'Tayat - and do not happen to be an elf or Vitur Roc, you will need extra clothing and equipment to protect yourself from the cold hazard. Like camping equipment, the weight and price depend on your WGT and budget (cold weather gear always uses 0 carry slots):| Cold weather
gear |
Weight | Price |
| Common |
8 + 2xWGT |
0 (infras) |
| Mixed |
4 + WGT/2 |
10 + WGT/2 |
| Advanced | 2 + WGT/3 | 80 + 3xWGT |
Insendite Torch Insendite torches are Alacrian or elven devices resembling torches or lanterns, but much more powerful and convenient. They are a moderate light source whether carried or dropped. As a free action, they can be reduced to a dim light source, or restored to moderate. They can be worn/put away while lit, and emit no heat. Their light varies from white to blue, depending on the model, and they can be purchased from tech shops in cities.
Insendite torches weigh 1 pound, and use 0 carry slots. They cost 15 coins. The torch lasts for around 1 season of typical adventuring use.
Flare Gun Flare guns are designed to fire insendite/volatite-based projectiles high above to illuminate a battlefield, or to signal others. A flare fired into the air will hover at medium range altitude for around 30 seconds (6 turns), and is an extreme light source for the duration. A flare fired into the ground lasts the same duration but is only a bright light source. Firing a flare is a major action, though the gun only requires 1 hand to use. Firing a flare gun always reverts the user to Low Stealth. The gun must be reloaded as a major action before firing another flare. Both gun and flares can be obtained from tech shops in cities.
Flare guns weigh 3 pounds and occupy 1 carry slot. They cost 80 coins. Flares cost 15 coins each, and are available in a variety of colors. They weigh 1/2 pound each and occupy 0 carry slots.
If used as a ranged weapon, flare guns can only perform incompetent attacks; they cause no damage, but any hit has a 50% chance of igniting an unarmored character.
Rope Rope has a variety of uses. In adventuring life, it is often used to ease climbs or restrain captives. It is available in any city and most villages at various lengths, at a cost of 1 coin per 50 feet. Every 10 feet of rope weighs 1 pound and occupies 0.3 slots. Add together the lengths of all rope you are carrying before calculating weight and carry slots (i.e. you cannot carry infinite rope by chopping it into 9 foot sections). Rope sold to adventurers is typically treated against moisture, made out of Alacrian synthetics, or otherwise weatherproofed.
For the purpose of Climbing rules, turning a rope into a knotted rope takes about 1 minute per 10 feet of length, and shortens the total length to 75%. Un-knotting the rope takes about the same time. Rope that is carried knotted has its carry slots increased by 1.5 (doubling its slots-per-length, given the length reduction to 75%). Rope that has been frequently cut and tied back together may follow similar rules, at the GM's discretion. Both climbing-knotted and frequently-retied rope may be unsuitable for certain purposes, such as restraining a character (see Restraint).
Adventurers are presumed to know knots and rope techniques, without requiring an Ability to apply these rules.
Untracked Gear In Legends, you do not need to track small, everyday items in your inventory, nor do they count weight or carry slots against you. Managing the details of such items and mentioning them would simply waste game time, and in any case, Lur-Asko has mastered the art of miniaturizing and streamlining the gear of adventurers. Examples of untracked gear include:
-Clothing (including all everyday outdoor wear, and basic protections such as gloves and boots, but not including armor or cold weather gear).These items are considered to be included in a character's carrying rig. The GM may also state that other small, needful items resembling these are also part of your untracked gear, so long as they are not listed elsewhere in the rules.