Travel

**Traveling** through Halintar has some particular mechanics, based on the terrain being passed through and the method of movement. Utilize this page as well as the grid maps on the Halintar page itself in order to calculate the travel times from one location to another.

## Average Travel Times by Transport & Terrain

Note that these are the average travel times for each method of transport/terrain, and a group may go faster or slower depending on many factors. DMs may decide if a party goes faster or slower than the listed amount, typically based on Survival checks and anything else the group may do or run into during the day.

## Travel Details

These are the particular travel details for transportation method, terrain, and pacing.

### Transportation Method

#### Ground Travel

##### Walking & Horseback/Mount

The standard means of traveling through Halintar for humanoids involves either traveling by foot or by caravan/wagons pulled by horses. Though horses are inherently faster than the average humanoid, for long-term travel they're typically weighed down by equipment to the point of traveling at the same pace as humanoids themselves.

##### Land Vehicles

Any method of travel by land other than by foot or living creature mount + wagons is extremely rare. These methods must have their transportation speeds calculated manually, based on the vehicle's base movement speed and how long it can be pushed to move.

#### Sea Travel

##### Ships

The most common form of sea travel is executed via ships of various shapes and sizes. The speed of these ships is determined by the type of ship that's being traveled upon, the crew, and of course the temperament of the sea and sky it travels with.

When traveling for long distances in a campaign/oneshot setting, we recommend referencing the Unearthed Arcana "Of Ships and the Sea".

##### Submarines

In order to survive after betraying the goddess Ester Pyx, the Salt Dwarves invented what would eventually become their submarines. They use these to travel deep beneath the sea, to their mysterious home city of Caus Drukat.

As the ability to build and pilot submarines is a closely guarded secret, there's not a publicly known travel speed or methodology of submarine travel. If planning on utilizing submarine travel in a oneshot, please contact Lilgreenfox or Crabmalique (@Dragon-Gods) on the Discord server.

#### Draconic Flight

The iconic dragons of Halintar are renowned for their utility when it comes to traveling across the continent. If one is lucky enough to have a dragon to ferry them, they seem to travel from place to place practically instantaneously.

##### Orange and Brass Dragons

Orange and Brass dragons are the bulkiest of the six Halintar native breeds, and as such are not nearly as fast in traveling through the air. They move at about the same pace as any other flying creature.

However, their burrowing speeds allow them to traverse their home territories far faster than others. If their allies ride on their backs, they may "swim" through lava (Orange) or sand (Brass) as if they were flying through a moderate travel route. When in their home territory (the Southern Mantle and Northeastern Badlands, respectively), their flight is also not impeded by opposing air currents or tall mountains/dunes.

##### Silver Dragons

Silver dragons may not be as fast as their purple, bronze, and yellow kin, but they definitely have the most endurance. They can fly for up to 11 hours a day, and are not impeded by tall mountains or opposing air currents when traveling through their home territory of the Great Northwest.

##### Purple Dragons

Purple dragons are elegant and graceful fliers, moving faster than most of their other kindred. They are only beaten by the most slender and serpentine of the other dragon breeds.

As with other dragons, Purples have no issues with opposing air currents or tall mountains within their home territory of the Southwestern Fringe. Additionally, if traveling by night, they may choose to make Dexterity (Stealth) checks throughout their travel time even if they aren't moving at a slow pace.

##### Bronze Dragons

Bronze dragons are excellent fliers and swimmers, using their sail-like wings and tail fins to gallop through both sea and sky. However, they seem to tire out faster than their cousins.

These dragons are not impeded by stormy weather, thanks to their affinity for thunderstorms themselves. Additionally, they are not slowed by powerful currents in the seas or skies surrounding their native territory of the High North.

##### Yellow Dragons

The slippery Yellow dragons are wicked fast in the air and in the sea, using their aerodynamic serpentine bodies to move at a breakneck pace.

While traveling, these dragons have no issues with any sea or sky currents, regardless of their location. However, they still have issues traveling through air space with mountains, and move at an abysmal half the movement speed of humanoids when attempting to travel on the ground in their true form.

### Terrain

Certain terrain may impede or improve travel time.

 Easy Terrain
 Moderate Terrain
 Difficult Terrain

### Pacing

The pace at which a group travels through terrain also matters, as they may wish to travel stealthily, or rush their way to a destination. The pace of a group is decided at the start of the day, and any penalties or benefits that the pacing may cause are applied to all those in the party unless otherwise stated or decided by the DM.

It's also important to note that for the average living creature, 1 hour of rest is needed for every 3 hours of travel. Constant travel without rest will inflict a level of exhaustion by the end of the night regardless of pace, unless directly addressed by rules of magic, feats, etcetera.

#### Slow Pace

Travelers may wish to travel at a slower pace for several reasons. To travel at a Slow pace, one must move at 2/3 the listed speed for whatever method of transport they're taking.

If traveling at a slow pace, traveling party members can use the day's travel to take short rests (or a long rest over the course of the day, as long as there are some people maintaining full control over the method of transport), photosynthesize (weather permitting), or remove a level of exhaustion if afflicted with one.

Moving at a slow pace also allows Stealth checks to be used throughout the day to avoid detection. This is especially good if attempting to dodge being spotted by other travelers on the ground or in the sky, watch towers of nearby towns and cities, or monsters/bandits that may be roaming the territory.

#### Typical Pace

A typical pace is that of the ones listed in the chart at the top of the page. Traveling this way incurs no penalties or benefits.

#### Fast Pace

If in a rush to reach the destination, pacing can be rushed. This allows the travelers to move at 1.3 times their listed speed.

Going at a fast pace inflicts a level of exhaustion on all those traveling in the group, which does not go away after their first long rest after the traveling completes. Any Wisdom (Perception) checks made while traveling at a fast pace have a -5 penalty.