Journey Rules in Harn | World Anvil
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Journey Rules

Movement Rates

Movement rates are at GM discretion. The table is merely a guide.
Rates are given in Leagues per watch, which is approximately equal to Km/hour.
A Hârnic League is 2.5 miles (4 Km). Five leagues equal one hex on a regional map.
 The table lists movement rates for vegetation types under three topography classes.
 Foot means walking at a steady pace, horse means walk/trot when mounted, and cart or wagon rates assume average (see below) loads and draft animals. 
Generally, pack animals move at the Foot rate.  

Weather Modifications

rates (at GM discretion).
Rain falling for two or more watches will create mud on trails and unpaved roads, reducing movement by 50%.
Ground cover, such as grass or gravel, prevents mud except for very heavy rain (one or more days).
If there is no mud, rain reduces movement by only 10–25%. 
Snow less than knee-high slows movement by 25–50%; for roads/trails, reduce only 20% if hardpack.
Snow deeper than kneehigh slows movement dramatically; for this, and for blizzards, all movement should be at most one-quarter rate.
Individuals wearing skis can move at Foot rate; 

Transportation

This section summarizes the capacities and requirements of various transport modes. Note that these are average capacities.
 Porters 
Human porters are not normally used on Hârn or northwestern Lythia, but are fairly common in Anzeloria (southern Lythia).
Where slavery is permitted, some caravan masters include slaves/porters with their expeditions, partly to haul goods, and partly as guards.
The cost of hiring a porter is 1d per day. Foundering
Animals may move for two watches per day, but require one hour of rest, grazing, and watering after each watch of moving.
If animals force march for one watch, they require two hours of rest, grazing, and watering after it.
Grazing must occur in daylight hours; animals will not graze at night, but will eat fodder if provided.
Expeditions sometimes carry fodder/water for their animals if grazing/water is likely to be insufficient, but this additional load must also be carried.
 If the proper resting periods are ignored, or if adequate food/water is unavailable, animals are subject to foundering.
A chance of foundering is given on the Pack Animal table and this is a cumulative daily chance. Partial availability of food/water reduces the risk at GM discretion. 
Example: With horses the foundering chance is 10% after one day without any food/water, 20% after the second day, and 30% after the third. 
Forced Marches 
A force march is moving for over two watches per day, or moving faster (25%) than normal over a watch.
Force marching justifies a foundering roll at the end of each watch as applicable.
 Example: A mounted party travels for four consecutive watches. After the third watch there is a 10% chance for the horses to founder.
After the fourth watch there is a 20% chance for them to founder.
 Pack/Draft/Riding Animals 
Horse: These animals are sometimes used as pack/draft animals, but are more commonly used as mounts.
The load noted is for the average cob; superior or inferior animals may be modified, and GMs may wish to modify for other types of horse.
Higher or lower-quality food will change the feeding requirements accordingly.

 Donkey: Used mainly as as pack animals. Their daily food/water requirements and foundering chances are similar to horses.

 Mule: A crossbred horse/donkey, the mule is an efficient pack animal, but almost impossible to train as a draft animal.
On difficult routes, such as the Silver Way (Tashal/Azadmere) they are the most common mode of transport.

Ox: Sometimes used as pack animals, but more often as draft animals to pull wagons, carts, and plows. They are capable of pulling heavier loads than any other beast, but because of their sensitive, unshoeable hooves, they must be driven slowly and with great care.

 Camel: The most common beast of burden on the long-distance caravan roads of Dalkesh and Beshakan. They are often used as mounts in these areas. Their movement rate is the same as for horses.
Their humps contain a fat reserve which is burned under adverse conditions.
 They can survive for some time with inadequate food and water, depending on load and weather conditions.
Camels are notoriously illtempered and intractable; they will sometimes refuse to move for no apparent reason.
Vehicles
There are dozens of different wagons used in western Lythia. For the sake of sanity, we have reduced these to two principal types: carts and wagons (defined below). Each vehicle requires a teamster and draft animals.

 Cart: Defined as any two-wheeled vehicle for hauling goods.
Their movement rate is generally the same as the Foot rate on roads/trails, and they can be used on rougher trails than can wagons
. Carts are generally pulled by a single ox, and the load and speed given assumes this.
If a pair of oxen are used, increase load by 50% but decrease speed by 10%.
Horses may be used instead of oxen; for horses, decrease load by 20%, but increase speed by 50%.
The chance of mechanical breakdown is 5% per watch moved. The GM may vary this based on terrain and force marching.

 Wagon: Defined as any four-wheeled vehicle for hauling goods. Wagons can only be used on the best of roads; they are almost useless for offroad travel.
Wagons are generally drawn by two oxen, and the load/ speed given assumes this.
If four oxen (never three) are used, or horses are used instead of oxen, percentage adjustments to load/speed are the same as for carts.
The chance of mechanical breakdown is 8% per watch moved. 

Sled: Under snow/ice conditions, sleds move at double the Foot rate, but are, of course, useless without such conditions.
Sleds are most commonly used in Ivinia and Altland, but are seen in other parts of Lythia when the climate is favorable.
Sleds can be drawn by any draft animal, often by trained dogs. The load/ speed given assumes a team of six dogs and is roughly equivalent to one horse in food/water requirements. GMs may check for the team as a whole or for individual dogs as desired.

 Barges: Ships and barges are the most efficient means of transport when their use is possible, roughly five times as efficient as land transport.
In western Lythia, barges are extensively used for moving goods on navigable rivers. The load capacity of a vessel is (roughly) equal to the square of its length (in feet) × 50 pounds.
The common river barge, about 30 feet in length, could carry about 45,000 pounds (22.5 tons) of cargo.
Barge movement rates depend on the speed of the current and whether the barge is floating downstream or being pulled upstream. Detailed maritime movement rules are provided in Pilots’ Almanac.  

Tolls

Tolls may be levied by anyone who thinks they can be collected. Travelers passing through the smallest village, or the range of any tribe, may be challenged and ordered to pay a “toll.”
Such unofficial tolls may be avoided if the travelers are well armed. Throughout civilized Lythia, various authorities have established official tollhouses on major highways and caravan routes.
Such tolls can vary, but standard rates are shown on the table.

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