Travel

Travel is an integral part of the game. Journeying and travel is just as important as the destination, and often time goals of the campaign revolve around exploration.

Sometimes, terrain is difficult. Rapids along rivers, steep slippery mountains, and knee deep mud are just some of the hard to navigate places your party might encounter. This halves the daily travel speed and sometimes, the GM might decide to make the characters make a check or face consequences.

In combat, difficult terrain halves speed and gives characters a difficult modifier on movement checks. Mounts work the same, but most sentitent mounts will not travel on extremely difficult terrain. Usually, creatures are immune to the difficulties of there native terrain. A camel can travel up a sandy desert hill and a sled dog can run for miles over deep, slippery snow, for example. Vehicles work the same as mounts, with some particularly narrow and limble vehicles able to navigate certain terrain like rapids or rocks.

## Survival

When traveling, no matter the method, survival is implanted in some way.

If the campaign has required food, the players will need to either have enough rations or hunt and forage to ensure they meet the two meal requirements. They will also need to have water at least once per day, the party can only last three days with no water.

A long rest is required every day. This is typically at night, so the party can sleep. Food is required to rest, even without the hunger system. Without rest, the exhaustion system comes into play. A party can go 1 day without rest at a fast pace, 2 days at a normal pace, and 3 days at a slow pace. The more days the character goes without sleep, the more exhaustion they get.

In order to rest, characters must have an item the allows them to rest. This can be a bedroll, a tent or some vehicles. Rest allows for certain activities like crafting, repairs and healing.

If the player wants a temporary boost to resolve, toughness, and strength, they can opt for a short rest in the middle of the day.

### Weather and Temperature

Weather and temperature is a very important part of travel and survival and can greatly effect gameplay. Temperature has no effect on gameplay normally, other than to add flavor to your world.

* **Extreme Cold**: At the end of each turn or every hour, the character must make a Toughness check. If they fail, they become hypothermic, if they succeed however, they get frostbite. There are four stages of hypothermia to advance through. Each failed check will result in an advancement in the level. If a character is waterlogged a Difficult modifier is applied to the roll.
* **Snow**: No matter the severity, snow is difficult to move through and see in. Snow works in a scale but effects the same things. Some vehicles are immune to mild and moderate snow, but heavy snow effects all vehicles.
	+ Mild Snow: -5 to speed. Moderate Snow: -5 to speed, difficult modifier to perception checks. Heavy snow: -10 speed, hard modifier to perception checks.
	+ If the sun is shining on the snow, a character must roll a perception check every turn to avoid Snow Blindness.
* **Strong Wind**: All ranged attack and perception checks gain a Hard disadvantage. Fire cannot be lit and flying creatures cannot fly. Very Hard checks are applied to navigating light and sailed water craft.
	+ In areas where the ground is loose (a sandy desert, for example) pieces of ground will be kicked up, imposing a very hard modifier on all perception checks.
* **Ice** (land): Once the character gets onto ice, they must make a difficult agility check or fall prone. Some vehicles are immune to ice.
* **Ice** (water): When a character steps onto a patch of frozen water, the GM will roll 3d10 x 10. If the characters weigh more than that number, the ice breaks and the characters fall into the water.
* **Frigid Water**: If a character falls into freezing water, they must make a check against hypothermia and will suffer level one exhaustion once pulled from the water.
* **Fog** (and other obstructions) - Fog and other obstructions (such as smoke or whiteout) works similarly to darkness, where it affects sight and perception. There are two scales
	+ Light Fog - characters can see 9 meters ahead and suffers a hard modifier to sight based checks. Heavy fog - Characters can see 6 meters ahead and suffer a very hard modifier to sight based checks.

There are two scales of Light. Darkness (in which a very hard modifier is applied to sight based things) and Dim Light (in which a difficult modifier is applied). In dim light, Characters can see up to 18 meters ahead, in darkness this is limited to 9 meters.

Some creatures can see in the dark, this is called Nightvision and is listed on the description page.

#### Natural Disasters

Natural Disasters are typically key events in a campaign and can greatly effect how characters travel and move about the world. Below are a list of natural disasters that can take place throughout Ilaria.

* **Cyclones** - a severe storm that forms at sea and hit the coastlines. These most typically occur in the tropical regions, some so commonly they are seen as the worst of the stormy season. These bring extremely strong winds, flooding and heavy rain. The winds are incredibly destructive to the environment and can knock over man made structures. Sea and air travel is impossible during a cyclone.
* **Tsunami**: A undersea earthquake causes a massive (anywhere from 3 to 30 meters on average) to form and crash into the coast. This causes massive damage to infrastructure and typically will destroy everything in its path. Tsunamis are typically accompanied by earthquakes. The safest place to be during a tsunami is far at sea or on very high ground.
* **Earthquakes**: Earthquakes are caused by shifting plates and cause the ground beneath your feet to shake as if a large creature was moving underneath. Earthquakes are recorded on a scale. Some small level earthquakes can be caused by spells. Earthquakes can trigger landslides, volcano eruptions and tsunamis if powerful enough.
	+ *Light*: The ground trembles, no damage is caused. *Moderate*: The ground shakes noticeably. Buildings are damaged, but nothing that can't be easily repaired. *Strong*: The ground shakes considerably, cover should be taken. Major damage is taken to buildings and towns, some things are destroyed. *Major*: The ground shakes as if it is being torn apart, most buildings are destroyed or seriously damaged. *Great*: The ground shakes so hard great gashes may form, very few buildings will survive such an event.
* **Volancoes** - Volcanoes are a common form of mountain, especially in continents along the Croatimoata ocean (called the Ring of Fire), There are many different types of volcanoes, and many different things they might erupt. Most eruptions are triggered by earthquakes or other disturbances. The most common forms of volcanoes are shield volcanoes (who do not violently erupt, simply trickkling out spewage through steam), lava domes (whose lava does not flow far from the volacones mouth), cinder cones (who can only erupt once, before becoming inactive), stratovolancoes (the msot dangerous, what most people think of when hearing volcano), and supervolcanoes (powerful volcanoes that can reap continent wide destruction).
	+ Not all volcanoes erupt lava! some other interesting materials might be corrosive, volaitle gas, choking smoke or thick pyroclast that mummifies a population.
* **Wildfires** - caused by various things, these are catastrophic fires that will burn through great swathes of natural land and create eerie, desolate landscapes. Some regions will have a wildfire season, where lighting fires and using flame spells might be unwise...
* **Landslides** - these avalanches of rock, snow and mud will quickly trap and kill those not quick enopugh to outrun them. A chase will have to be initiated to escape these earthy floods.

## Land Travel

The GM will follow an Hour-by-hour approach to the travel, allowing the players to shoot off and explore what they please as landmarks and interesting features appear. At the end of the day, players require a long rest and generally need a short rest when traveling all day.

Before travel is initiated, players must determine marching order. This can just follow player preference. Players in the front are in charge of noticing landmarks and approaching creatures and players in the back make sure the party is not being followed. Players in the middle can chart maps, forage for food or pick up on details the front and back plays may not have noticed. The GM should have a set of planned encounters, and regularly roll on the Random Encounters table to keep travel fresh and entertaining.

**Travel Speeds**

* Fast paced: 48 km per day, MUST rest at the end of the day or face Exhaustion. +10 to perception checks, will overlook certain landmarks and edible plants.
* Normal Paced. 38 km per day.
* Slow paced. 28 km per day, sometimes slow pace is required to to disease or injury. If the party wants to travel stealthily, they must move at a slow pace.

Unless you have the swim skill, your speed in the water is half of your regular speed. The same goes for climbing, crawling and other abnormal movements. Aquatic and amphibious creature might be faster on water than on land. A character can hold there breath for a number of minutes equal to there toughness bonus. A character can survive without air for a number of turns equal to there toughness bonus - 2 (minimum of 2) .

### Tracking and being followed

Tracking can be used to follow and find large monsters or parties. it is also the basis for the party being followed. In order to track a creature the leader of the party must make a tracking check if the weather changes, the party crosses a large obstacle (such as a river) and after a rest. The GM can also choose to make the party make a tracking check each hour, if going hour-by-hour.

Tracking can be more easy or more difficult based off of conditions. For example, fresh snow will grant you a easy modifier while barren snow will give you a very hard modifier. The days that have past since the creature came through might also factor into the tracking.

All these rules are applied to being followed as well. The last member of the party can make a perception check to see if they are being followed each hour. They can also make an action to cover there tracks and purposefully obscure there path, with a Camoflauge check.

## Water Travel

Water travel is generally much less exciting than traveling by land, so the GM will generally follow a Montage style approach to traveling. However, certain circumstances call for the hour-by-hour approach used on land (Going down a winding river on canoes, for example).

In this, the GM will describe the journey as it goes on, pausing after mentioning specific key landmarks or features to allow the players an opportunity to explore. Encounters can happen on the water, but these are planned rather than random.

Speed on the water depends on what craft you are using.

If the party is traveling on the open ocean, with no landmarks in sight, the GM will require an hourly navigation check to make sure the party does not become lost. This check will become harder depending on the time of day, weather and conditions of the water. From a large ship, sight is extended to 16 meters. From a smaller vessel, sight is the characters normal range of 36 meters.