Travel rules

Start-class article

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

TerrainPaceDistance per dayTime per hex
RoadFast0.5 hex2 days
Off-road, easy terrainNormal0.4 hex2.5 days
Off-road, rough terrainSlow0.3 hex3.5 days
Off-road, harsh terrainVery slow0.25 hex4 days

Horse / mount

TerrainDistance per dayTime per hex
Road0.6 hex~1.5 days
Off-road, easy terrain0.5 hex2 days
Off-road, rough terrain0.4 hex2.5 days
Off-road, harsh terrain0.25 hex4 days

Carriage / wagon

TerrainDistance per dayTime per hex
Good road0.5 hex2 days
Poor road / trail0.4 hex2.5 days
Off-road, easy terrain0.3 hex3.5 days
Off-road, rough terrain0.25 hex4 days
Off-road, harsh terrainUsually impossible without a road.

Water travel

VesselDistance per dayNotes
Skiff0.5 hexThe party’s session-16 vessel from the Eldwythe outflow.
Large riverboat / sailing ship1 hex
Fast military ship1.5 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

References

  1. ^ DM world brief, 2026-05-17 (Discord lore drop)