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Travel System
At the start of a session, the group and WorldKeeper must agree on whether to use the Travel System. This system adds depth to the narrative by incorporating journey-based challenges, environmental storytelling, and divine influences.
Travel should feel like an adventure of its own, rather than just a transition between locations. Events will test endurance, decision-making, and adaptability, offering rewards and hardships along the way.
For quick Travel, advance one Minor Time and randomly select one of the Travel Roles represented by the traveling Heroes. Present that Hero with a challenge. The role identifies who takes the lead; it grants no bonus and does not require a particular Pathway. Let the player describe an approach, choose a fitting ability and Control or Impulse, agree the Difficulty and consequences, then resolve one ordinary Performance. Describe the result and continue the journey. A group challenge can involve the whole party; the WorldKeeper sets its Difficulty from the circumstances rather than applying an automatic per-Hero increase.