Distances Between Locations in Dierde | World Anvil

Distances Between Locations

Port Menagerie

  to    

Oth'Mar

  to    

Village of Skola Vale

  to
  • River's Keep
    • By road: apx. 72 miles
         

    Travel & Pacing

    Other movement penalties may apply, if the party has some movement restrictions (due to swimming, climbing, crawling and difficult terrain)  
    Pace Per Minute Per Hour Per Day
    Fast 400 feet 4 miles 30 miles
    Normal 300 feet 3 miles 24 miles
    Slow 200 feet 2 miles 18 miles
    Draft Horse (40ft.)
    Fast 500 feet 5 miles 40 miles
    Normal 400 feet 4 miles 32 miles
    Slow 300 feet 3 miles 24 miles
    Riding Horse / War Horse (60ft.)
    Fast 800 feet 8 miles 64 miles
    Normal 600 feet 6 miles 48 miles
    Slow 400 feet 4 miles 32 miles
     

    Travel (Map Pace)

     
    Map Scale Slow Pace Normal Pace Fast Pace
    Dungeon (1 sq. = 10 ft.) 20 sq./min. 30 sq./min. 40 sq./min.
    City (1 sq. = 100 ft.) 2 sq./min. 3 sq./min. 4 sq./min.
    Province (1 hex = 1 mi.) 2 hexes/hr. 18 hexes/day 3 hexes/hr. 24 hexes/day 4 hexes/hr. 30 hexes/day
    Kingdom (1 hex = 6 mi.) 1 hex/3hr. 3 hexes/day 1 hex/2 hr. 4 hexes/day 1 hex/ 1 ½ hr. 5 hexes/day
    Draft Horse (40ft.)
    City (1 sq. = 100 ft.) 3 sq./min. 4 sq./min. 5 sq./min.
    Province (1 hex = 1 mi.) 3 hexes/hr. 24 hexes/day 4 hexes/hr. 32 hexes/day 5 hexes/hr. 40 hexes/day
    Kingdom (1 hex = 6 mi.) 1 hex/2hr. 4 hexes/day 1 hex/ 1 ½ hr. 5 hexes/day 1 hex/1 hr. 7 hexes/day
    Riding Horse / War Horse (60ft.)
    City (1 sq. = 100 ft.) 4 sq./min. 6 sq./min. 8 sq./min.
    Province (1 hex = 1 mi.) 4 hexes/hr. 36 hexes/day 6 hexes/hr. 48 hexes/day 8 hexes/hr. 60 hexes/day
    Kingdom (1 hex = 6 mi.) 2 hex/3hr. 6 hexes/day 1 hex/1 hr. 8 hexes/day 4 hex/3 hr. 10 hexes/day
     

    Pace Modifiers

     
    MOVEMENT SPEED / DETAILS
    Difficult Terrain ½ speed
    Climbing ½ speed (¼ for difficult terrain)
    Swimming ½ speed (¼ for difficult terrain)
    Crawling ½ speed (¼ for difficult terrain)
     
    • Climbing, Swimming and Crawling are at half speed (quarter for difficult terrain). Might require Str (Athletic) or Dex (Acrobatics) checks.
    •  
    • Forced March: Traveling more than 8 hrs in day risks Exhaustion. Each character must make a Con save throw at the end of each additional hr. DC 10+1 for each hr past 8 hrs. On a failed save, a character suffers one level of Exhaustion.
    •  
    • Mounts: Double travel distance for one hour (or more if fresh mounts available every 10 miles).
    •  
    • Vehicles: Wagons and carriages move at normal pace. Waterborne vessel have their own speed, and don't suffer pace penalties/benefits. Depending on a vessel (and crew), ships may be able to travel 24 hours a day.
    •  
    • Activities While Traveling: Characters performing activities while traveling (such as navigating, drawing a map, tracking or foraging) do not get a Passive Perception check.
     
     

    Airships

    Airships have not been seen in Dierde for a very long time. However, there is currently one very special one, Adventurer Class Airship of the Vale, v.2   The airship was found under Skola Vale, and although the ship's tricorn reported it was flight ready -- it was in serious need of complete repairs. It had sat under the Vale for countless centuries and so when the Menagerie found the ship it was only by luck and will of the gods that they were able to fly it at all -- along with the massive power from the Gem of Tharizdun they used to power it.   While they explored the Feywild it was repaired to a new ship with the help of the Elder of the Vale and others in the village who wanted to contribute to such a wondrous project.   This ship no longer needs the Gem to power as it can be powered by the assistance of a Professor Orb (or maybe even a new Mythal), but the Gem of Tharizdun might be too much for the current ship. It also requires the burning of a spell slot which powers the flight and offers other benefits.  
    Spell Level Slot Days of Flight Min. Req'd Crew Max Speed (Water/Air) Hull AC/HP Boost/ Dam Threshold
    0 0 10 4 mph 0
    1 .25 8 5 mph / 9 mph 0
    2 .50 4 7 mph / 10 mph 0
    3 1 2 7 mph / 11 mph 0
    4 1 1 7 mph / 12 mph 0 / 0 / +5
    5 2 1 7 mph / 13 mph 0 / +5 / +5
    6 2 1 7 mph / 14 mph 0 / +10 / +10
    7 3 1 8 mph / 15 mph +1 / +25 / +15
    8 3 1 9 mph / 20 mph +2 / +50 / +20
    9 4 1 9 mph / 25 mph +2 / +75 / +30 / +1 elemental protection
      Using a higher spell slot to start the ship grants advantages. Because of the magic elements which powers the lift and movement of the ship, the wind is not necessary for max speed, but wind can help/hinder a bit depending on circumstances.   Airship, Adventurer Class v.2 Size: Gargantuan vehicle (140 ft. by 45 ft. -- technically, 155 ft. x 85 ft.) Capacity: 10 Crew, 20 Passengers Cargo: 20 Tons, slowed to 3/4 normal speed if carrying half this load or more. Travel Pace: Depends on Spell Level Slot     Concerning "space travel" it is a bit complicated. As "space" is always a bit in flux so you could fly off Dierde one day and spend 2 weeks flying to get to one of the moons, but if you left a few minutes give/take it could have taken only 1/2 a day. As one leaves the planet they are constantly fighting many forces due to the elemental planes, the Astral Plane, The Weave, and other factors, which can bend time/space in so many ways that it is generally hard to perceive all of it.  
     

    Time & Travel

     

    TIME

    • One round equals about 6 seconds.
    • One minute equals 10 rounds.
    • A short rest equals 1 hour.
    • A long rest equals 8 hours.
     

    TRAVEL PACE (8 hours moving over long distances)

    • Fast pace: 400 feet per minute, 4 miles per hour, 30 miles per day; -5 penalty to passive Wisdom (Perception) scores.
    • Normal pace: 300 feet per minute, 3 miles per hour, 24 miles per day.
    • Slow pace: 200 feet per minute, 2 miles per hour, 18 miles per day; able to use stealth.
    • Difficult Terrain: Reduce listed distances by half in dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground, etc.
    • Forced March: Constitution saving throw DC 10 + 1 per hour after 8 hours to avoid gaining level of exhaustion.
    • Mounted Gallop: Double travel distance for one hour, or more if fresh mounts available every 10 miles.
     

    Waterborne Vehicles (may travel 24 hours a day)…

    • Galley: 4 miles per hour, 96 miles per day
    • Keelboat: 1 miles per hour, 24 miles per day
    • Longship: 3 miles per hour, 72 miles per day
    • Rowboat: 1.5 miles per hour, 36 miles per day
    • Sailing ship: 2 miles per hour, 48 miles per day
    • Warship: 2.5 miles per hour, 60 miles per day
     

    House Rules On Travel

    BY LAND
    • Gallop: 800 ft. per minute, 8 miles per hour (max. 1 hour)
    • Fast: 400 ft. per minute, 4 miles per hour, 30 miles per day
    • Normal: 300 ft. per minute, 3 miles per hour, 24 miles per day
    • Slow: 200 ft. per minute, 2 miles per hour, 18 miles per day
     
    BY LAND
    • Adventurer on foot … 3 miles per hour
    • Pony, mule … 4 miles per hour
    • Elephant, mammoth … 4 miles per hour
    • Warhorse (heavy horse) … 5 miles per hour
    • Riding horse (light horse) … 6 miles per hour
    • Modern tank (M1 Abrams) … 45 miles per hour
    • Modern automobile (varies) … 55 miles per hour
     
    BY SEA
    • Keelboat (river cargo boat/yacht) … 1 miles per hour
    • Rowboat … 1.5 miles per hour
    • Sailing Ship … 2 miles per hour
    • Warship … 2.5 miles per hour
    • Longship … 3 miles per hour
    • Galley … 4 miles per hour
     
    BY AIR
    • Broom Of Flying … 5 miles per hour (under 200 lbs.), 3 miles per hour (200 to 400 lbs.)
    • Carpet Of Flying (6 ft. x 9 ft.) … 3 miles per hour (up to 800 lbs.), 1 miles per hour (more than 800 lbs.)
    • Carpet Of Flying (5 ft. x 7 ft.) … 4 miles per hour (up to 600 lbs.), 2 miles per hour (more than 600 lbs.)
    • Carpet Of Flying (4 ft. x 6 ft.) … 6 miles per hour (up to 400 lbs.), 3 miles per hour (more than 400 lbs.)
    • Giant Bat (small rider only) … 6 miles per hour
    • Giant Vulture … 6 miles per hour
    • Hippogriff … 6 miles per hour
    • Carpet Of Flying (3 ft. x 5 ft.) … 8 miles per hour (up to 200 lbs.), 4 miles per hour (more than 200 lbs.)
    • Dragon (adult or older) … 8 miles per hour
    • Giant Eagle … 8 miles per hour
    • Griffon … 8 miles per hour
    • Wyvern … 8 miles per hour
    • Nightmare … 9 miles per hour
    • Pegasus … 9 miles per hour
    • Roc … 12 miles per hour
    • Modern Helicopter (Bell Jet Ranger) … 100 miles per hour
    • Modern Propeller Aircraft (Cessna 172) … 150 miles per hour
    • Modern Airliner (Boeing 747) … 560 miles per hour
    •  
      PACE OPTIONS (for people and creatures, not magic items or ships)
      • Fastest Possible: Increase speed by 100% (double) for one hour, then need to rest.
      • Faster Than Normal: Increase speed by 50% but suffer -5 penalty to passive Wisdom (Perception) scores.
      • Slower Than Normal: Reduce speed by 33% but able to use stealth while travelling.
       

      FORCED MARCH

      Pace assumes travel up to 8 hours a day for creatures under their own power. For each additional hour of travel beyond 8 hours, make a Constitution saving throw at the end of the hour. The DC is 10 +1 for each hour past 8 hours (DC 11 after 9th hour, DC 12 after 10th hour, and so forth). On a failed saving throw, creature suffers one level of exhaustion. This rule only applies to creatures; ships may travel continously for 24 hours a day. Magic item may or may not operate for 24 hours, depending on concentration required to control the item.
* Dierde World Map (Biomes Equirectangular) | MAIN
Dierde World Map | Equirectangular (Biomes)

Distances Between Locations

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