(from the back of the book)
not only exploring dark dungeons or the liberation of kidnapped princesses is a major challenge in the life of a hero. travel itself is. Countless treasures and ancient mysteries still awaitdiscovery, guarded by terrible beasts or aboriginal tribes, and often it is necessary to reach distant and unknown regions to find them.
In Aventuria there are still areas that are only insufficiently researched and require experienced wilderness lore: the steaming jungles of the south, the snow-covered plains of the Far North, the sky-high and barren peaks of the Brazen Sword, the vast expanses of tundra, or the impenetrable forests of the Middle Empire. Other continents like the distant Myranor or Uthuria lure the explorers, as are unknown worlds and globules, and the dangerous, ever-gray limbo.
Wege des Enrdckers deals with many aspects of travel: How do you feed yourselve by hunting and gathering, what is a good bed and what to consider when creating a campfire? How do you prepare before a journey into the unknown, and what can happen on the way? Where can I get a local guide and information on residents and dangers of the area?
It is therefore suited for all games not featuring cities.