Movement
Last updated
Last updated
There are two types of movement: overland, which is used in exploration of wilderness, and close quarter, which is used in delving into points of interest.
Overland movement is for exploration and long distances, and requires a hex map. Each hex on such a wilderness map represent a type of terrain; either flat or rough.
The hex on the wilderness map is one league wide, and each of these hexes is divided into 12 oxgangs. An oxgang covers roughly one mile of distance in any direction. To cross a hex, one must travel through four oxgangs.
[visual of hex here]
Movement rates over flat and rough terrain types are given below.
Terrain | Per Day | Per Watch | Per Hour | Per Minute |
---|---|---|---|---|
After travelling non-stop up to the limit per day, a character needs to encamp.
When resting in safety, treat all event cards as βnothing interesting.β
When travelling at night, use rough terrain limits. When moving through a hex where there is a path or a road, use flat terrain movement rates regardless of the terrain type.
A mount such as a horse or a cart, travels roughly the same speed as a human would for an extended period of time, the only difference being that the beast requires rest and not your character.
You cannot travel on your mount through rough terrain as you must lead the animal through the difficult terrain.
Close quarter movement is for when your character delves into points of interest. There are three speeds of movement in close quarters; these are walk, which is quiet, trot, which is cautious, and run, which is hasty.
Speed | Per Punct |
---|---|
Flat
6 leagues
2 leagues
2 miles
40 yards
Rough
3 leagues
1 league
1 mile
20 yards
Walk
20 yards
Trot
30 yards
Run
40 yards