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Travel

Outlined in this section are the rules for travel in Theraxis. Per each travel type will be info regarding distance per hex on a map, conditions and costs. travel by horse is different from ships, thus their pro's and cons must be considered. Travel is considered to be 8 hours per day, this due to the setting up and taking down of a camp and rest that is different from sleep. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.   Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. Vehicle Proficiency: If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.  

On foot

Travel on foot is the slowest, its perfect for smaller bouts, village to village travel. 1 hex on any land map is the distance someone can travel on foot for 1 day (8 hours in total). They can push on beyond that limit, at the risk of exhaustion.

Fast pace

At a fast pace you can cover the distance of 1,5 hex is one day. reaching your destination faster. This comes at several downsides.
  • -5 to perception checks.
  • disadvantage on Stealth checks.
  • each party member makes a Con save at the end of travel. or gain 1 point of exhaustion.

Rough terrain

Travelling through thick snow, desolate deserts or roadless wilderness will cause the doubling of travel time. 1 hex will take the party 1,5 to 2 days to cross. Examples of this includes:  
  • Travel through snowy or arctic environments like The Frost, Northwind, and Gaelia
  • Travel through thick forests with no road like Vildrun, the Wilds of Arnfell and Yer Täure, and Jidur rainforest.
  • Travel through uncharted mountain passes
  • Travel through roadless and desolate wastelands like the Scorching expanse, Gawad Mindin
Along with that, each type of rough terrain has its dangers. Extreme temperatures, weather or phenomena can spell doom for many a traveller

Mounts

Smaller troupes and singular travellers going longer distances might consider travel by mount. The distance travelled in a singular day is 1 hex per day. Due to humanoids and animals having a difference in endurance. You can push the mount to its limit in several ways.The mount can be taken beyond its daily limit in two ways. Any creature will be on the move for no longer than 8 hours in a day. Yet all creatures can be pushed beyond that. A mount can go beyond at the risk of exhaustion. One advantage of mounts is their carry capability, the ability to cary more than the average person more than makes up for the equal travel pace.

Fast pace

Travelling at a faster pace is what the mount is ideal for. You cover the distance of 1,5 hex per day. reaching your destination faster. There are less downsides to the player, however most of these downsides are now put on the mount.
  • The party has disadvantage on stealth checks.
  • Each party member rolls a Con save at the end of travel for their mount. At risk of tiring the beast. Forcing you to travel at a slower pace the next day. Characters with vehicle proficiency may add their proficiency bonus to the roll.
  One advent of the Fast paced mount is the ability to push further. The amount of time travelled in a day can be pushed to 2 hex per day. The downsides are heavier though.
  • -5 on perception checks
  • disadvantage on Stealth checks
  • Each party member makes a Con save at the end of travel for their mount. At risk of tiring the beast. Forcing you to travel 0,5 hex the next day. The DC increases by one point for each day of strain. Characters with vehicle proficiency may add their proficiency bonus to the roll.
 

Rough Terrain: Specialised

As discussed in the "on Foot" section, travel through rough or dificult terrain increases the time spent travelling. This can be combatted by acquiring the right mount. Travel through such terrain has the same setback as they do on foot. 1 hex can take 1,5 to to days to travel depending on the mount.
  • Travel through snow with Giant mountain goats or yaks, their fur being perfetly suited for the climate and weather.
  • Travel through deserts can be done with mounted Drakes and camels.
  • Travel through the mountains is suited for the goats and the larger breeds of horses.
  • Only Travel through the thick forests is not suited for mounts.
 
MountCostCapacitySuited for?
Horse (draft) 50gp 540lb Transport, Roads, plains
Horse (riding) 75gp 480lb Fast travel, Roads, plains
Horse (War) 400gp 540lb Battle, all terrain
Donkey 8gp 420lb Transport, plains
Giant mountain Goat 60gp 480lb Mountains, Snow
Camel 50gp 480lb Deserts, transport
Drake 120gp 540lb Deserts, mountains, battle
Elephant 200gp 1320lb Transport, deserts

Flight

In rare cases a mount has the capability of flight, think griffins, pegasi and giant eagles. Most of these creatures are noble adn magical in nature and wont allow just any person to ride them. Winged mounts are Incredibly rare, only few organisations do it regularly and even to them the flying mounts are a rank of honour(e.g.Woods Watchers)

Vehicles

below follows the section on vehicles, starting with wagons and other land based vehicles, all the way to air ships. It will detail price, use and its pro's and cons.

Wagons, Carts, Carriages

For travelling in large groups of hauling larger cargo. Wagons allow an adventuring pary to travel the same pace they would walking.1 hex per day, without the energy expended. Anyone on a wagon can perform menial tasks.
  • Helming: also known as driving, this party member is in charge of following the road, making sure the beast of burden listens to commands. This party member makes perception checks to look at the travel ahead and specific checks furing dangerous or otherwise interesting points of travel
  • Crafting small things: while the wagon is moving you can perform a few checks per leg of the journey to craft items.
  • Lookout: whether its assising the party member Helming or just sightseeing themselves. The Lookout performs occasional perception checks, trying to spot danger or curious sights.

Rough terrain: Specialities

In rough terrain vehicles become cumbersome to unusable. Using the right equipment can help lighten the burden. In the table of the stats section the various uses of the vehicle will be outlined. This isnt to say a certain vehicle will not work in a certain type of terrain, unless specifically listed.

Stats: price, capacity, use

Vehicle Cost Capacity Use
Wagon 35gp 2 up front, 2 in back/some supplies Smooth terrain (double price rough), not coverred
Cart 15gp 1 up front, 1 in back/ few baskets Smooth terrain, not coverred, less capacity
Carriage 100gp 2 up front, 4 in back/ supplies up top Most terrain, covered, mostly people transport
Sled 20 gp 2 up front, 4 in back/ some supplies snowy terrain, not coverred (double price cover)

Waterbourne vehicles

Continental map of Losaria

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