Travel rules
Travel rules documents Eldurae’s overland travel system. The world map is a hex grid at 1 hex = 60 miles. Per-day travel distance depends on mode (foot / mount / wagon / water), terrain class (road / off-road easy / off-road rough / off-road harsh), and pace. The DM uses this table to resolve in-fiction journey length. The party’s session-16 skiff voyage from the Eldwythe sewer outflow toward the White Lantern Shrine, for instance, is a multi-hex coastal voyage and resolves at the skiff rate of ~0.5 hex/day.
Map scale
The Eldurae world map is a hex grid. One hex = 60 miles. All travel calculations resolve in hexes-per-day for the journey’s mode and dominant terrain class.
Terrain classes
- Road — improved roads, paved or well-maintained tracks. Includes major freight roads (e.g. the road south to Aurelia), trade corridors, and well-trodden post routes.
- Off-road, easy terrain — plains, coast, hills, open desert. Travellable in any direction; visibility is generally clear.
- Off-road, rough terrain — forest, frozen lands, broken ground. Slower; navigation is harder; weather affects pace more.
- Off-road, harsh terrain — mountains, swamp, cursed land, volcanic badlands. Slowest land travel; many vehicles cannot pass at all.
Pace tables
On foot
| Terrain | Pace | Distance per day | Time per hex |
|---|---|---|---|
| Road | Fast | 0.5 hex | 2 days |
| Off-road, easy terrain | Normal | 0.4 hex | 2.5 days |
| Off-road, rough terrain | Slow | 0.3 hex | 3.5 days |
| Off-road, harsh terrain | Very slow | 0.25 hex | 4 days |
Horse / mount
| Terrain | Distance per day | Time per hex |
|---|---|---|
| Road | 0.6 hex | ~1.5 days |
| Off-road, easy terrain | 0.5 hex | 2 days |
| Off-road, rough terrain | 0.4 hex | 2.5 days |
| Off-road, harsh terrain | 0.25 hex | 4 days |
Carriage / wagon
| Terrain | Distance per day | Time per hex |
|---|---|---|
| Good road | 0.5 hex | 2 days |
| Poor road / trail | 0.4 hex | 2.5 days |
| Off-road, easy terrain | 0.3 hex | 3.5 days |
| Off-road, rough terrain | 0.25 hex | 4 days |
| Off-road, harsh terrain | Usually impossible without a road. |
Water travel
| Vessel | Distance per day | Notes |
|---|---|---|
| Skiff | 0.5 hex | The party’s session-16 vessel from the Eldwythe outflow. |
| Large riverboat / sailing ship | 1 hex | |
| Fast military ship | 1.5 hexes |
Worked examples
These resolve from the campaign’s current movement at the end of session 16.
Skiff from Eldwythe sewer outflow to the White Lantern Shrine
The party leaves the Eldwythe sewers in a small skiff at the end of session 16. The skiff rate is 0.5 hex/day. The s16 transcript and Phil Flowerforge’s note describe the voyage as “three days’ sail” to reach the shrine — which under this table is approximately 1.5 hexes, i.e. roughly 90 miles of coastal travel.
This places the White Lantern Shrine within plausible coastal distance of Aurelia (the shrine itself is documented as roughly half a day from the city — about 0.25 hex / 15 miles for a skiff, or possibly less for any party that lands and continues by mount or foot).
Aurelia approach via the freight road from the shrine
From the shrine to Aurelia proper is roughly a half-day’s travel by mount on the freight road — about 0.3 hex (~18 miles). Per the maintenance contract DM-corrections register, the shrine is not inside the city; it’s a waystation a measurable distance away.
Pre-campaign reference points
These help calibrate any new travel calculation against journeys the party has already done.
- Gloamhearth (s1) → Wyrmbough Grove (s2-s3) — short trip, near the same forest edge.
- Wyrmbough Grove → Mirestrand (s4) — multi-day.
- Mirestrand → Umbrafall (s4-s10) — extended overland journey via road.
- Umbrafall → Black Vein Quarry (s8) → return — out-and-back; the quarry approach is described as a day-and-a-half through bio-gloom forest.
- Umbrafall → Eldwythe (s12-s14) — fork in the road; Eldwythe sits at a road junction between Umbrafall, Arcanthys, and Aurelia.
- Eldwythe outflow → White Lantern Shrine (s16) — three days by skiff, southward.
How to use this page in a recap
When a session describes travel, the recap should note the mode and dominant terrain in the metadata, then cite this page rather than re-deriving distances. Example: “The party travels south along the freight road by skiff (water travel, 0.5 hex/day); three days’ sail covers ~1.5 hexes.” This keeps in-fiction travel times consistent across sessions and gives the DM a stable lookup if a player asks “how long would it take to get from X to Y?”
See also
- Eldurae - World Brief
- Sapphire Sea — the named open water; coastal voyage relevant to the s16+ arc.
- Greywater River — the only waterway leading inland; under Velkris’s toll.
- White Lantern Shrine
- Aurelia
References
- ^ DM world brief, 2026-05-17 (Discord lore drop)