Travel
At times people need to move outside their local area and travel far away. These long-distance travels are adventures in themselves, both at land and at sea. As The Realm generally has no paved roads outside hamlet, villages, towns, and major city hubs; except small networks around Grimsborg and a few crumbling ancient hubs. By and large, overland travel is considered cross-country, dangerous and expensive; one should avoid travelling alone, and if carrying visible merchandise one can expect to pay tolls to the various feudal lords on route, or be robbed.
The wiser traveller would use water-borne transport whenever possible, even if it means taking a detour. Travel by sea or by river boat is much faster and less dangerous than overland travel. But how far one can travel either way in a day, depends on several factors:
- Is the travel at sea or overland?
- Does the travel take place in areas close to major hubs or greater Hordes, in plains and lowlands at the caravan-routes, or in distant highlands, woods, and mountains? If the travel is along well-travelled routes, one can expect to sleep in an inn; if the travel is along a not-so-well-travelled route, one must be ready to sleep rough.
- In times and places when and where there is real winter it can be very difficult. Spring and autumn rains can transform unpaved roads into mud ditches.
- A rich traveller, or one in the employ of a rich lord can have spare horses, enabling about 50% longer distances per day than a ordinarily traveller.
A well-seasoned traveller can keep the below travel distance, in summer, in good areas for 5 days per week, taking two days off to rest:
Who | How Far | How Long |
Average, w. luggage | 15 km | 1 day |
Average, min. luggage | 20-22 km | 1 Day |
Militia Soldier | 25 km | 1 Day |
Infantry Soldier | 30 km | 1 Day |
Heroic Mortal | 40 km | 1 Day |
Mounted on regular horse | 30-40 km | 1 Day |
Mounted on warhorse | 45 km | 1 Day |
Mounted w. spare | 40-60 km | 1 Day |
Guild Caravan | 10 km | 1 Day |
Travel time on horseback is basically the same as on foot, just more comfortable. Horses have the following travel speeds;
- Walk:
- Trot: similar to human jog, a bit uncomfortable due to the up/down movement.
- Canter: Most comfortable for travel
- Gallop: Only used for most urgent needs, such as chase/flight
- Tölt:
- Skeid:
12-15mph (averaged to 10mph with the proper rests)
100mpd (if the distance is <= 100m, less if distance is greater.
20-30mpd (20+ and you have to begin watching the horse condition)
50-60mpd (this is well skilled riders on well trained horses)
Wagons only make <= 15mpd
Any horse that’s been overworked has to be walked before it can be set to rest
Horses are basically classified due to their usage;
Rouncey (all purpose; war, riding, packing), War (chargers, courser, destrier (very uncommon and rare warhorse –most likely stallions)), Transport (palfreys), Cart horses, Pack horses, agriculture or use.
Travel can be a lot slower though, especially if there aren’t any inns for miles. Your riders will need provisions, and hunting is called poaching when it happens to be on a lord’s land, and most of it was on a lord’s land.
With a great rider or walker, these numbers can be pushed further–14 miles for a walker who is well supplied and experienced (like an infantry) or 30 miles for a rider. But pushing to the max can only happen for so long before there’s a problem.
And, passage through lands largely depends on who you are and how much money you had, because on the better kept roads, there will be tolls and brigands.
Reasons for Delays
- Lame horse
- Broken axle
- Ruined food supply
- Stolen food & money
- Festival Traffic: This one requires explaination. Festivals were big business in parts of Europe (in particular France) and could result in traffic jams stretching for miles.
- Weather conditions
- Lack of water
- Illness of rider or horse
An experienced traveler will know what is worthwhile to carry and where to resupply for water, which is a large consideration for any journey.
Just as a side note…
-if the character and the people with him have never travelled that route,…
-there WILL be delays because they won’t know what to expect and how to supply correctly.
-for horse travel you don’t really want paved roads…
-as that’s pretty hard on their hooves…
-except with horseshoes…
Ocean Travel:
Ship Speed | Average Miles | Time Period | Wind Speed |
1 dot | 111 Miles (74 N* miles) |
24 hours | Gentle Breeze (8 knots) |
2 dot | 128 Miles (85 N* miles) |
24 hours | Gentle Breeze (8 knots) |
3 dot | 150 Miles (100 N* miles) |
24 hours | Gentle Breeze (8 knots) |
4 dot | 168 Miles (112 N* miles) |
24 hours | Gentle Breeze (8 knots) |
5 dot | 195 Miles (130 N* miles) |
24 hours | Gentle Breeze (8 knots) |
1 dot | 225 Miles (150 N* miles) |
24 hours | Gale (32 knots) |
2 dot | 255 Miles (170 N* miles) |
24 hours | Gale (32 knots) |
3 dot | 300 Miles (200 N* miles) |
24 hours | Gale (32 knots) |
4 dot | 345 Miles (230 N* miles) |
24 hours | Gale (32 knots) |
5 dot | 390 Miles (260 N* miles) |
24 hours | Gale (32 knots) |
*Nautical
Last Updated on 2023-08-10 by IoM-Christian