One of the main tropes of fantasy adventure is the journey. This can take many forms and take characters near or far from their homelands.
Overland Travel:
The most common journey is going from point A to point B on solid ground. The movement speed of your character or the mounts or vehicles she rides determines how much ground she can potentially cover. This is further modified by terrain and possibly weather. Along the way there may be random (or non-random) encounters with fellow travellers, brigands, monsters or any manner of happenstance.
Water Surface Travel:
Generally this would be by ship or barge. River travel has the benefit of land being close by. Speed depends on the craft you are in and its propulsion (Sail? Oar? Oxen? Magic?), currents (travelling upstream is slower), weather as well as random encounters for better or worse. Renedge’s oceans are freshwater and thus drinking water supplies are not an issue. Swimming requires the non-weapon proficiency to do more then try to stay afloat. Your swim speed is determined by race (land-based critters do not swim very fast). Being in water usually restricts your combat ability as well unless trained or native to water or magic alleviates the issues (free action spell).
Underwater Travel:
Unless you are a member of a race that can breathe underwater, you need some method of respirating. This is usually handled by magic but sometimes there are mundane methods as well (magic is probably easier). The pressure of the depths isn’t an issue on Renedge. However, movement and combat ability is affected as described above. Underwater vehicles can be open or enclosed and with atmosphere and run on magic or mundane technology. Currents, illumination and navigation will affect your speed and ability to get anywhere.
Flight:
Be it an innate racial ability (wings, magic, etc) or on some sort of vehicle, flight is perhaps the fastest way to get from point A to point B. Innate flight may have limits of spell duration or physical endurance. Vehicular flight may have limits as far as fuel, magic or mounted creature endurance. Weather poses special risks in flight as do violent encounters. The penalty for failing to stay flying is a painful (possibly fatal) crash.
Spelljammer:
D&D in Spaaaaaaaaaaaaaaace. You need a spelljamming helm and a vehicle for it to attach to. You need a spellcaster to power the helm and steer the ship. If you thought unimaginable horrors can swoop in on you on land or from the depths of the ocean, wait until you see what creeps up on you in space. Speed is dictated by the power of the helm, the ship and the level of the spellcaster driving. Landing on Renedge is easy. Landing where you want on Renedge takes particular skill in navigation and spelljamming. The continents are functionally invisible from space without navigation aids and magic. There are also an awful lot of them. Good luck!
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