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Summary

From corner to corner, As’dra stretches an impressive length and houses a diversity of terrains that either make a messenger's job a breeze or a life-risking adventure. Our Traveling system is required no matter the character. Players are welcome to opt how they desire their character to move, but must abide by the minimum of the basics when shuffling individuals across the playing board.

By default, residents in As’dra cannot teleport across the domain. Someone in Sleeping Dragon, for example, cannot then post in Farryn’s Isle without factoring in travel time and terrain. Liquid time allows players to pre-date or post-date threads.
Basics

The average area of a character can move in As’dra is 200 roots per day. See our Geography map and toggle on “Scale” for reference. One square is 100 roots. This means that a character may move any 2-squares in one IC day, unless the territory is classified as Difficult.

Difficult terrain is any square that has the following:
  1. Water crossing
    1. Time depends on: weather, and size of the crossing. A river may take less than traveling to Farryn’s Isle across the sea.
  2. Cliffs
  3. Mountain/s
  4. Hostile borders
    1. Borders in times of Alert and War have a greater chance of Guards that will slow progress.
Difficult tiles will take an entire IC day.

Traveling is also affected by weather.
  1. Northern territories are slowed to 1.5 squares a day during winter.
  2. Southern territories are slowed to 1.5 squares a day during summer, with the exception of the Farryn’s Isle ferry. The ferry will operate as normal, unless affected by BWP weather.
  3. BWP may have additional restrictions, and will be noted in an official announcement.
Rolling

The following information underneath this portion is optional.

For characters known for their stamina, or speed, they may be able to cut corners when it comes to Traveling. Any character is allowed to do a dice roll in our RNG fates forum for a chance to cut traveling time, but they also risk the chance of slow-downs if they fail the check (DC). DCs are factored by terrain of the square, as well as rolled weather. Weather is rolled 1d3, with 1 being poor weather, and 3 being great weather, for traveling purposes.

DC will be dependent on the terrain and weather (season). In addition, players are limited to rolling twice per “adventure” (e.g. if a character is traveling from Teggedell to Issan Estate), before the difficulty rises a level per roll. After four rolls, characters will gain a “debuff” (-2) for exhaustion. Squares with roads gain a “road buff” (+1).

You may use any of the following attributes for your travel rolls:
  1. Strength
  2. Dexterity
  3. Constitution
  4. Wisdom
Perks can be applied to those stats for bonuses.

Successes will amplify a character’s travel by 100 roots, allowing them to travel an additional square per success.

Rolls that are critical successes will shorten a character’s travel time in half for a whole day (aka they can travel a maximum of 400 roots), but they will have disadvantage dice for their next roll.
Rolling as a Group

Traveling as a group (at least two characters) will effect how dice are rolled. Each individual's modifier will be factored into the roll (positive and negative) for each check. In addition, groups will be allowed a total of three rolls before they gain the exhaustion debuff.

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