Galian Travel System v3.0
(2-Sols Standard, Heavier Terrain Slows You)
ON FOOT (NEW BASELINE)
Terrain | Sols per Hex | Notes |
---|
Plains / Light Hills | 2 sols | New baseline |
Roads | 1 sol | Fast, low risk |
Forests | 2.5 sols (round to 3) | Dense growth slows progress |
Mountains | 3 sols | Requires climbing checks or pathfinding |
Swamps/Jungle | 3 sols | Muck, humidity, bugs—hellish |
Snow/Wastes | 3 sols | Freezing winds; requires winter gear |
Enchanted Terrain | 2.5 sols | Magical interference & disorientation |
→ Still allows for strategic travel, but without stalling momentum.
HORSEBACK TRAVEL
Mount Type | Plains | Roads | Forest | Mountains | Notes |
---|
Riding Horse | 1.25 sols | 0.75 sols | 2 sols | 2.5 sols | Must rest after 8 sols of riding |
Warhorse | 1.5 sols | 1 sol | 2.5 sols | 3 sols | Slower but sturdier |
Fae Elk / Exotic Mount | 1 sol | 0.5 sols | 1.5 sols | 2 sols | Expensive, rare, terrain-efficient |
✅ Mounted travel now meaningfully speeds up long journeys without being game-breaking.
WAGON TRAVEL (2 beasts)
Terrain | Sols per Hex | Notes |
---|
Roads | 1.25 sols | Most efficient method for safe long travel |
Plains | 2 sols | Even ground, no problem |
Forest | 3.5 sols | Risk of tipping/snagging |
Mountains | 4 sols | Only on carved passes or dwarven roads |
Swamps/Jungle | 5 sols | Often impassable or extremely risky |
Great for merchant caravans or noble entourages—not suited for wild zones.
SHIP TRAVEL (Wind-Powered)
Vessel Type | Hexes per Sol | Notes |
---|
Sailboat | 1 hex / sol | Coastal only |
Merchant Galley | 2 hexes / sol | Needs 4+ crew |
Warship | 3 hexes / sol | Minimal weather penalty |
Spellwake Cutter | 4 hexes / sol | Arcane sails; Silverweave elite tech |
Region | Sea Hazard Risk |
---|
Sea of Mor’Ratha | Moderate |
Spellwake Sea | Low |
Leviathan’s Grasp | High |
Abyssal Sea / Sapphire Sea | Very High |
⚠️ Encounter rate is 15–40%, depending on region and ship type.
TRAIN TRAVEL
Line Type | Hexes per Sol | Notes |
---|
Standard Rail | 6 hexes / sol | Between major cities only |
Mountain Rail (Okenshield) | 4 hexes / sol | Slower tunnels, high maintenance |
Underground Rail | 5 hexes / sol | Shielded from surface threats |
Requires access, tickets, and possibly noble permits.
AIRSHIP (Arcane Thruster-Powered)
Class | Hexes per Sol | Fuel / Access |
---|
Courier Blimp | 2 hexes / sol | Cheapest, weather vulnerable |
Trade Hauler | 3 hexes / sol | Requires mana crystal fueling |
Skycutter Frigate | 5 hexes / sol | Elite use, military clearance |
Dread-Class | 6+ hexes / sol | Unique campaign assets |
Bypasses terrain completely, but:
- ⚠️ Prone to arcane storms
- ⚠️ May need flight clearance over noble lands
SHORTCUT SYSTEM
Conditions for Unlocking Fast Travel:
- Must have been there at least once
- Or have a map + local guide
- Must follow a road, ferry line, caravan trail, or magic gate
Shortcut Type | Sols per Hex (on foot) | Notes |
---|
Major Road | 1 sol | Always open, low encounter chance |
Teleport Circle | 1 sol prep, instant | Requires sigil + mage access |
Caravan Trail | 1.5 sols | Shared travel with NPCs, encounter risk |
River Ferry | 1 hex / sol | Rivers only, stops at key trade points |
Airship Route | Instant (1 sol dock time) | If public docks exist |
Optional: Grit Travel Modifiers
To spice it up when needed:
Condition | Effect |
---|
Storm / Blizzard | +0.5 sol per hex or Disadvantage on checks |
No rest after 3 sols | CON Save DC 12 or gain Exhaustion |
Overloaded | Add +0.5 sol/hex or Disadvantage on terrain saves |
Chased / Hunted | Speed up: +1 sol fatigue per 3 sols pushed |
Daily Supply & Ration Use (Per Sol)
Each character consumes the following per sol of travel:
Item | Quantity Used per Sol | Notes |
---|
Rations | 1 unit | 1 meal + water—standard issue |
Water | 1 waterskin (or 2L) | Must be refilled every sol or from wild source |
Firewood / Heat Source | 1 bundle (or equivalent fuel) | If in cold terrain or The Veil hours |
Torches / Light Source | 1 torch every 4 bruns (2 hrs) during The Veil | Or use magical light (0 cost) |
Spell Components | As needed per spell | Subtract if casting daily utility spells |
Mount Feed | 1–2 units per mount | Horses, wagons, and beasts require full meals and water |
Optional: Weight and Encumbrance Rules (Quick System)
Gear Category | Weight | Max Days Carryable (w/o wagon) |
---|
Light Rations (1 unit) | 1 lb | 7–10 days per PC average |
Waterskin (full) | 5 lbs | 1 sol of water per skin |
Firewood Bundle | 10 lbs | Carried only for cold zones |
Torch | 1 lb | Most PCs carry 3–5 |
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