The Old World: Where Every Road Leads to Danger
Travel in the Old World isn't a vacation—it's a survival horror experience. Between the bandits, beastmen, bad weather, and worse roads, leaving your village is essentially signing up for a death lottery. Think of it as a road trip where the GPS is trying to kill you, the rest stops are haunted, and your car is a mule with attitude problems.
Travel Methods: Pick Your Poison
Daily Travel Distances: Managing Expectations
Random Encounters: The Spice of Death
Navigation: Getting Lost with Style
Roadside Inns: Shelter or Slaughterhouse?
Wilderness Survival: Nature Wants You Dead
Rivers and Waterways: Wet and Dangerous
River Travel Considerations:
- Advantages: No bandits (usually), faster than walking, can sleep on boat
- Disadvantages: River pirates, limited routes, can't run away easily
- Cost: shillings per person per day; more for a cabin
- Speed: Downstream 3-4 mph, Upstream 1-2 mph
- Hazards: Rapids, river trolls, nixies, sudden storms
Pro tip: Never lean over the side. River creatures are always hungry.
Essential Travel Gear: Don't Leave Home Without
The Experienced Traveler's Checklist:
- ✓ Rope (at least 20 yards)
- ✓ Torches or lantern
- ✓ Flint and steel
- ✓ Bedroll (or freeze)
- ✓ Rations (1 week minimum)
- ✓ Waterskin (2 if possible)
- ✓ Map (even if wrong)
- ✓ Compass (if rich)
- ✓ First aid supplies
- ✓ Spare boots
- ✓ Rain cloak
- ✓ Small shovel (for burying companions)
Total cost: More than you have
Travel Complications: Because It's Never Simple
Real Travel Example
Journey from Altdorf to Middenheim (a long road north):
Day 1: Leave Altdorf on foot. Make 20 miles. Sleep in haystack.
Day 2: Rain starts. Make 12 miles. Boots ruined. Find expensive inn.
Day 3: Bandits attack! Lose fight, lose money. Walk 15 miles in underwear.
Day 4: Find merchant caravan. Work as guard for food. Make 18 miles.
Day 5: Caravan attacked by beastmen. Barely survive. 10 miles.
Day 6-8: Hide in woods. Eat berries. Probably poisonous. 5 miles/day.
Day 9: Find road again. Roadwardens suspicious. Detained 1 day.
Day 10-15: Actually make progress. 20 miles/day.
Day 16: Reach Middenheim. Denied entry (look like vagrant).
Total: 16 days, over 200 miles, lost everything, gained the Bloody Flux.
"They say travel broadens the mind. In my experience,
it mainly broadens the collection of scars."
- Karl the Well-Traveled (missing three fingers and one ear)