the travelling company
The members of the Company assume different roles during a
journey. A journey role summarises roughly what a Player-hero
is doing for the length of the trip and comes into play when
the Company experiences an event (see Journey Sequence).
There are four journey roles to cover:
- Guide,
- Hunter,
- Look-out,
- and Scout.
JOURNEY ROLES:
ROLE FUNCTION
Guide In charge of all decisions concerning route,
rest, and supplies.
Hunter In charge of finding food in the wild.
Look-out In charge of keeping watch.
Scout In charge of setting up camp, opening new
trails.
ASSIGN JOURNEY ROLES
A travelling Company must cover all four available roles. If
there are more than four Company members, more than
one Player-hero may be assigned the same role — with the
exception of the Company’s Guide (there can be only one
uide, but more than one Player-hero can stand as a Lookout
or Hunter, etc.). Conversely, if the Company counts less
than four Player-heroes, then one or more adventurers will
have to take on the duty of multiple roles (still, only one
Player-hero can be the Guide).
journey sequence
If a Company is undertaking a very long Journey (more than
20 hexes), the Loremaster should split the itinerary into a
number of legs, to be considered as separate journeys.
Journeys are resolved by applying the following sequence:
1. Set Journey Path
2. Make Marching rolls
3. Ending the Journey
SET JOURNEY PATH
Using the Player's map, the Company shows the
Loremaster the route that they intend to follow.
The itinerary must connect the location where the
Company is at the start of the journey, and the location
chosen as destination.
When tracing their journey path, the players must
consider that their itinerary can rarely be drawn ‘as the
crow flies’ — that is, connecting the starting point to
the destination in a straight line. Instead, due consideration
must be given to the lie of the land.
For example, high mountain ranges and swift-running rivers
can be traversed only across passes or over bridges or fords.
Then, the Loremaster checks the map on the back end
papers and draws the Company’s itinerary on a copy
of the journey log, using its hex grid, as a path traversing
a number of hexes equal to those required to
reach the destination (not counting the starting hex).
The path drawn on the journey log must not necessarily
conform to the shape of the path as traced by the players on the
map — the only requirement is that it must be composed of
the same number of hexes.
This notwithstanding, the players are encouraged to
annotate any prominent landmarks they are traversing or passing
by, like ruins, or river fords and bridges. Players may also mark
those hexes that contain different types of terrains, as seen
on the region map, to eventually facilitate the Loremaster in
assessing the duration of the journey.