Travel

Travel is measured in leagues, hexes, and phases.

Measure

Meaning

1 League

3 miles

1 Hex

1 league across

1 Phase

Roughly 6 hours

A hex is an abstract area of terrain, danger, landmarks, and discovery.

Travel measures meaningful progress, not exact footsteps.

The Four Phases

Each day is divided into four phases.

Phase

Common Use

Dawn

Break camp, prepare, set out

Day

Travel, explore, interact

Dusk

Make camp, forage, conceal

Night

Rest, keep watch, hide from danger

A phase is a meaningful unit of action.

What can be done in a phase depends on terrain, weather, danger, and intent.

Travel

Travel Speed

During one travel phase, the party may move the following distance.

Terrain

Hexes per Phase

Road or Path

3

Open Plains

2

Difficult Terrain

1

Difficult terrain includes forest, marsh, hills, mountains, broken ground, ruins, snow, dense wilderness, and hostile country.

The Referee may reduce speed when terrain is especially dangerous or unclear.


Daily Travel

Characters may travel 2 phases per day safely.

A third travel phase is a forced march.

A forced march may cause:

  • Fatigue

  • Lost supplies

  • Slower recovery

  • Missed signs or danger

  • A harder time making camp

The Referee may call for a Save or impose a Condition such as Drained or Staggered.

Travel beyond three phases in a day is rarely possible without magic, mounts, roads, or desperation.

Mounted Travel

Mounted travel doubles speed on roads and open plains.

Terrain

Mounted Travel

Road or Path

6 hexes per phase

Open Plains

4 hexes per phase

Difficult Terrain

No benefit

Mounts still require food, water, rest, and safe footing.

In harsh terrain, mounts may become a burden instead of an advantage.

Weather

Weather changes the journey.

It may reduce speed, hide landmarks, damage gear, exhaust travelers, or make a route impossible.

Weather

Road or Path

Open Plains

Difficult Terrain

Normal

3

2

1

Rain or Fog

2

1

1

Storm

1

Impassable

Impassable

In severe weather, the Referee may also impose:

  • Fatigue

  • Damaged gear

  • Reduced visibility

  • Navigation errors

  • Dangerous encounters

  • Lost time or supplies

A route may become impassable when the fiction demands it.


Visibility

Characters can usually see across their current hex, if terrain allows.

From high ground, they may glimpse into nearby hexes.

Obvious features may be seen automatically.

Examples include:

  • A tower on a hill

  • Smoke on the horizon

  • A river valley

  • A road or bridge

  • A large ruin

  • A settlement

Hidden locations are not revealed without exploration.

Seeing a feature does not reveal what it is.

A black tower may be abandoned, occupied, cursed, or something worse.

Entering a Hex

When the party enters a hex, the Referee describes what is obvious.

The party usually learns:

  • General terrain

  • Obvious landmarks

  • Large visible structures

Nothing else is found without exploration, searching, scouting, or local knowledge.

A hex should feel like a place, not an empty square.

Movement Within a Hex

Distance within a hex is abstract.

Think in points of interest, not exact measurements.

Examples:

  • Camp → Ruin

  • Village → Shrine

  • Road → River

  • Hilltop → Cave Mouth

  • Ford → Watchtower

Moving between points may take part of a phase, a full phase, or more.

The time cost depends on:

  • Terrain

  • Risk

  • Weather

  • Visibility

  • Clarity of the destination

  • Whether the route is known

A clear route may take part of a phase.

A hidden, dangerous, or uncertain route may take a full phase or require exploration.


Travel Procedure

When the party travels, follow this order:

  1. Choose destination or direction

  2. Choose travel phase

  3. Determine terrain and weather

  4. Move the party

  5. Describe what is seen

  6. Check for encounters, discoveries, or consequences

Keep travel fast unless danger, discovery, or choice matters.

Referee Guidance

Use travel to create pressure, not bookkeeping.

Track phases, supplies, danger, and discovery.

Do not measure every mile.

Let roads, weather, terrain, mounts, and local knowledge matter.

A good route is treasure.

A bad road is a threat.

The map shows distance.

The journey reveals the world.