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Adventure

   
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It is time for your adventure, for you to go out into the world and prove yourself to us.

Origins and History

Adventures have been in existence from the very beginning of Strions as a species. Initially as a way to discover more about the planet they inhabited (Strion) and to find places that were safe to build settlements. Even after settlements had been founded there was still much more for Strions to learn about the planet they live on. They needed to know what plants they could eat, what natural shelter could be found, if the other animals were friendly or hostile (if they existed at all). There was so much more that they could learn and see that for the first few generations of Strions, they adventured almost continually, searching for and gaining new knowledge.   Eventually their lives began to settle down, they adventured less and focused on building a community and a way of life. However, they still felt like there was more to know that they weren't searching for, and so they created adventures as we know them today.

Format of an Adventure

The Adventure Ceremony

An adventure occurs once a year and begins with the adventure ceremony. Here, all young Strions due to come of age are gathered together and given the goal of their adventure. This a huge community event where everyone comes together to celebrate those who are taking their first steps into adulthood. During this time Travel Packs are given out to those on the adventure and a Journeywalker is selected by the council.

The Journeywalker


The Journeywalker is a Strion who is selected to lead the adventure. They are often chosen because they are good at communicating, trustworthy and people will listen to them. This role is very demanding as they are held responsible for the other members of their Adventuring Party and the overall outcome of the adventure.   In a hostile environment, there are so many things that could go wrong, and the Journeywalker is there to make sure that these do not happen and that everyone returns home safe.

Purpose

Furthering Discovery

One of the key purposes of an adventure is to bring back a specific discovery that will benefit the community. The specifics of this will be chosen by a council of elders who will decide will be most beneficial at that time. It may be searching for a new location to settle in, looking for a new species of plant or animal or maybe even looking for a specific material to be used in construction. Some adventure goals are easier than others, however the longer time goes on and the more adventures that return, there is less and less to find out. It becomes more difficult to complete an adventure and so where an adventure may have lasted for a few months in the past, they may take up to a year or more.

Learning Life Skills

Strion is a planet with a hostile climate and a dangerous mist clouds its surface. A secondary purpose of the adventurers are to tech adolescent Strions life skills that they will need to survive as adults. As children, they had their parents and other community members to protect them from danger and getting lost. However, as an adult they will be expected to travel alone through the mists whether it be to get to work, or to see their friends and family. They must learn how to navigate this environment safely, but also know what to do when things go wrong and how to protect themselves if they get lost.

Cultural Significance

Honouring Ancestors

By going on an adventure, even if only once in a lifetime, Strions are following in the footsteps of their ancestors long ago. Who, when greeted with an unfamiliar planet and environment chose to explore it and find out all they could about their home. By choosing to go out into the wilderness with limited food, no access to shelter and a goal that must be completed, they believe it brings them closer to their ancestors who lived this way for many years before they began a new way of life.   Older strion's also believe that this makes younger Strions more grateful of the homes and communities they have, and learn the dedication it took to get to the place they are today. That without constant curiosity, exploration and discovering, the way of life as they know it would not exist.

Coming of Age

During their adventure is when an adolescent Strion first becomes independent of their parents. They have to think for themselves, cook for themselves and look after themselves without anyone their to hold their hand. It has become a core part in a young Strions development and helps them learn the skills they need to thrive in adulthood. They also learn how to get along with other people and build relationships through their Adventuring Party. During this time they become independent, and when they return to their family and community they have grown up and are now ready to enter the adult world.

Important Discoveries

Many discoveries are made through adventures which have a significant positive impact on their communities. Over the course of history these shaped both culture and industry and have significantly changed the way of life on Strion. Some examples of these are Plant Shelters, electricity and Mudstone.
Plant Shelters
Plant Shelters were an accidental discovery by an adventuring party after they completed their initial goal of having to find a new species of plant. They found the plant after a few months of searching, but when they did, it was a wide open windswept area and was barely alive. Through quick thinking, a member of their party decided to cover it with a kind of clear membrane that they found in their emergency supplies. Because of this the plant was not blown away and they were able to return from their adventure with more than one discovery (an outcome that does not occur often). This idea of covering plants to protect them was then introduced widely throughout the agriculture industry.
 
Electricity
Electricity was discovered by an adventuring party that became trapped in one of Strions many lightning storms. They were afraid for their lives, and yet still managed to make one of the most life changing discoveries in Strionan history. Through complete accident, they found that the lightning carried an electric current that could be harnessed and used as a power source. Although, unfortunately, this discovery did cause injury to a few members of the party, it revolutionised Strionan technology and allowed for many more discoveries to be made.
 
Mudstone
Mudstone was one of the earliest discoveries from an adventure, occurring way back when adventures were not like how we know them to be now. Whilst looking for a place to settle, the wandering Strions found that when the moisture from the atmosphere came into contact with certain dusts and dirts it could be used to create a clay like material that could be moulded and then set. This discovery meant that Strions were able to build permanent structures in ways that they had not before. These structures could protect those inside them from the unpredictable weather and even seemed to have some resistance against the lighting storms. Because of this, many settlements were built that were more structurally sound than anything that had been built before.   This discovery is often credited as the outcome of the first true adventure which sets the tone for all adventures that came after it. Without this discovery, Strions would not have realised all the good that could from exploration and their society would be nowhere close to the way it is now.
 

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