Rise of Nations
The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As you explore the region, you and your companions are expected to keep track of what you find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications. As the campaign progresses, additional rules for claiming resources, setting up patrols and establishing a border for a new kingdom will be added here.
Each hex on the map of the Stolen Lands is 12 miles across (between opposite sides) and covers approximately 125 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands.
Traveling (time to cross 1 hex)
|Party Speed||Plains||All Other Terrains|
|15 feet||11 hours||16 hours|
|20 feet||8 hours||12 hours|
|30 feet||5 hours||8 hours|
|40 feet||4 hours||6 hours|
|50 feet||3 hours||5 hours|
Exploring (time to fully explore 1 hex)
|Party Speed||Plains||Forest or Hill||Mtn or Swamp|
|15 feet||3 days||4 days||5 days|
|20 feet||2 days||3 days||4 days|
|30 feet||1 day||2 days||3 days|
|40 feet||1 day||1 day||2 days|
|50 feet||1 day||1 day||1 day|
Use the tables to reckon the time it takes to travel across a hex versus exploring that hex fully using the speed of the slowest member of the group. The dominant terrain type and any obstacles (such as water, encounters, bad weather, or stopping to rest) will affect exploration time. All of the Stolen Lands are considered to be trackless (until roads are constructed).
Forests: The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.
Hills: The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.
Mountains: Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.
Plains: The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses of two to six trees are not uncommon.
Swamps: Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.
Water: A river varies from 50 to 500 feet in width. There are sometimes infrequent bridges and fords that allow a river to be crossed easily but in most cases, travel across a river requires swimming or boating. If the PCs wish to try swimming, all members of the group must make DC 15 Swim checks. If all members (and all mounts) make the check, then that particular river crossing doesn’t impact travel time through the hex. Otherwise, add 1 hour to the amount of time spent traveling for each round of failed checks. Lakes are calmer than rivers and may be navigated with a DC 10 Swim check, but their larger size makes swimming across them dangerous.
Rewards For Exploration
For each hex of terrain fully explored, the party earns 100 experience points (this is in addition to earning experience for any encounters or combats resolved on that hex).