Map Travel

From World of Charun

Travel around the world can happen in several different ways, such as transiting through a door, a portal etc. The most common way of covering great distances, however, is through map travel. Just as the name implies, travel happens on a map where the available destinations appear, which are then chosen and journeyed to.

Different Maps

There are numerous maps that can be travelled on. The principle is the same regardless of the map used - a destination is chosen and travelled to.

  • The World Map is the largest one. It details travel through sailing to various harbors and islands, and shows the entire continent of Charun.
  • Regional Maps detail entire regions, such as the Heartlands or Necharam.
  • National Maps detail realms, such as Atalheim or Fearann.
  • Territory Maps can come in any sizes, detailing everything from a subterranean complex of caves to a city or a woodland area, such as Talewood.


There are a number of factors that decide the outcome of map travel. Not bringing enough provisions for the trip, a good enough scout or survivalist, a sufficient amount of silver or even a skilled enough sailor can lead unexpected trouble.

  • Party Travel: All partymembers stick together and aren't separated during map travel.
  • Provisions: Certain destinations require each partymember to bring a set amount of provisions with them, all depending on the distance.
  • Price: Reaching some destinations costs silver. This is the case with most destinations when sailing on the World Map, but there may be other destinations as well where the characters are following a guide. All characters need to have the amount of silver in order to travel.
  • Factional Destinations: Some destinations only appear to members of a certain faction.
  • Secret Destinations: The worlds is full of places that aren't found on regular maps. In order for these destinations to appear as choosable destinations, one character in the party needs to own a certain map or equalent.
  • Skill Checks: Each destination has a percentage associated with them, which determines how big the chance is that a skill check is made. The engine automatically has the most skilled character in the party roll the check. The skill checks are divided into four categories:
    • Traverse is used in vast wilderness areas, where it's not a question of avoiding foes as much as finding the way. Failure will send the characters to a generic area representing the wilderness in question, from where travel needs to be attempted again. It is in other words possible to get lost and die of starvation. Skill used: Survival.
    • Avoidance is used in the majority of areas, where the characters need to detect and avoid foes. Failure will send the characters to an ambush area where they are attacked by foes. Skills used: Spot or Listen, depending on which one is higher. Survival may be used if a character has the Track feat.
    • Sailing is used when traveling on the World Map. It is a combination of navigating and finding the way, as well as that of avoiding foes. Failure will send the characters to a boarding attack area. Skill used: Seamanship.
    • Mountaineering is used in a selected few areas where characters are trying to ascend a mountain or equivalent. Failure will exhaust the characters, and send them back to where they started from. Skill used: Athletics
  • Skill check failure: If the skill check is failed, the party will be sent to an area representing a random location within the region. These areas are known as "Random Encounter Areas". If the failed skillcheck is Avoidance, the chances are good there will be ambushing foes present.
  • Fleeing from a random encounter area: If the characters decide to choose flight, rather fight, they can exit the random encounter area and be sent back onto the map. However, the Skill Check DC will be harder now that they are pursued, and the chances are greater that they'll run straigth into another foe.

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