STAGE · Getting around
The map and danger
Draft — Draft: checked against the game source, not yet read through end to endAvailable from the startUse the world map to choose a destination and route, then treat terrain, location type and nearby threats as separate parts of risk.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
Read the map
Choose a named place on the world map to set a destination. The route overlay shows how the journey crosses roads, tracks and open ground. Region boundaries, climate and location types help you understand where you are headed (danger and regions); they do not by themselves tell you the strength of every opponent inside a location.
The map also distinguishes settlements from other destinations. A road journey can pass through a town, while a dungeon or other location begins a separate visit. Some places appear only after they are discovered or made available by the game's world systems.
Think about danger
Treat travel risk in layers. The route exposes you to travel encounters and possible pursuit (overworld travel); the destination determines the location you enter; and the enemies within it follow that place's own rules. Slow down near a chase, use Cautious travel if you want its encounter-avoidance roll, and check the destination before committing to a trip.
This page does not assign one fixed danger rating to every map pixel. Spawned sites and dungeon tiers can depend on world state and system rules. See the later Spawned and Elite dungeons later guide for those destinations.
Common mistakes
Choosing a dungeon by distance rather than type. Danger comes from what kind of place you enter, not how far from town it is; a nearby crypt can be far worse than a distant mine (danger and regions). Cost: a death and one tenth of the carried purse.
Walking into the Wrothgarian Mountains as ordinary wilderness. The Open Zone adds open PvP and much stronger foes; the map does not mark every risk at its edge (the Open Zone later). Cost: carried items and cart contents.
Following a chase marker as if it were a destination. The Overworld draws pursuit and encounters around your route; chasing one can pull you off the path into harder ground. Cost: time and a fight you chose by accident.
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Sources & checked facts
src/systems/travel/travelRoute.js: route costs and route planningsrc/systems/travel/regionChase.js:BAND_REACH_PX,REGION_BANDS_NEAR_PXsrc/systems/travel/travelThreat.js: travel threat contextsrc/systems/travel/travelViewFilters.js: Overworld map filterssrc/formats/mapsFile.js,src/formats/mapsTables.js: world map and location recordsResearch:
handbook/research/V1.md(walking, map and travel danger context)