Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Time & Travel 
 Usable Hours

Usable Hours

While there are twenty-four hours in the day, a good portion is used sleeping and resting. Another part is used for packing, preparing, eating and other routine chores. From the point of the game, this averages out that a character has effectively eight hours of usable time. This is for travel, research, training, projects or whatever. However, because elves do not sleep, they can function more hours of the day than other species. To achieve a long rest, they only need four hours of meditation; however, two further hours of light activity must also occur. In the end, an elf can perform a ten-hour day rather than eight.

To calculate the efficiency of an elf, calculate the total number of hours of the activity, then divide by ten rather than 8. If the activity is listed in days, it is assumed to be eight-hour days; therefore, multiply 8 times days to determine the total number of hours. For example, if an architecture project cost 100 labor-days, then this would be an 800-hour project. If this were performed by a single elf, it would take 80 days rather than 100. In general, 0.8 times normal give the time needed for an elf; however, in projects when working with other species, a more complicated formula may be needed. Project calculations are detailed in the GM Aide.

However, one should realize that an elf, while being more active, cannot speed up time itself. For projects like brewing where the batch requires n-number of days to fertilize, then an elf performing such tasks cannot create them any faster than any other species.

Finally, more functional time can be used than just eight (or ten) hours for short periods; however, there is a maximum exertion value that cannot be exceeded. This is equal to one’s Resilience score for physical activity, Judgment score for research or study, and Muse score for extended prayer or rituals. If one’s score is 12 for one of these, then twelve hours is the maximum that can be used. This upper limit is true even for elves. This means if a starting character, such as a gryf, has a Resilience score of 6, then not even the normal full day can be used.

This said, when exceeding the standard eight (ten) hour normal day to gain additional time for whatever the current quest might be, this is referred to as a forced march. Of course the extended activity may not actually be a march, as it could be a research project. For whatever reason, each additional hour is evaluated by the type of activity: physical, study or ceremony, then the appropriate sub-attribute Resilience/Judgment/Muse would be used for a check (TM:h) where h is the number of the hours of activity. Thus, if stretching through the ninth hour, it would be TM:9, and the tenth hour would be TM:10, and so on, up to the maximum. Those Target Mark values are accurate for elves too. If failing the check, then one point of Pain, Anxiety or Spite would be added. Of course, if exceeding the max-threshold for these penalties before reaching the time max, then the activity would be forcibly stopped as well.

An odd caveat for this is charm, possession, psionics or anything that removes the free-will of a creature. Such influenced beings could be forced to continue even if failing those checks, incurring those additional Pain or equivalent penalties. Sometimes this might break the charm but if not, the creature could be forced to work up to its maximum despite receiving those damages.

Finally, an additional risk when pushing past the limits is exposing everyone in the immediate area to disease, including the mounts and other pets. As explained elsewhere, diseases are created, not from germs as here on Earth, but rather through a more miasmatic process. For each additional hour of exertion, there is a 5% chance (“natural 1” on a d20) for one creature of every one hundred in the area to have to roll against a random disease chosen by the GM. If there are fewer than one hundred beings, then the odds are the same, but only checked every 2 hours of forced march. Should someone or something actually contract a disease, then its method of spreading to others is as its description will explain.

Traveling

Using the normal hours in the day, the distance one can travel can be calculated. This is easily found for daily travel because that distance is listed for the species and all the creatures in the bestiary. However, as with anything, there are a few twists to consider. For example, if only traveling half a day, a little over half the daily distance can be traversed. Also, a group could choose to travel at a heftier pace than average to gain a little extra distance as well. All of these options have offsets.

MovementFirst Half Day (4 Hours)Each Hour AfterDaily
30 feetSlow8 miles1 mile12
Normal9 miles1¼ miles14
Fast10 miles1½ miles16
35 feetSlow9 miles1¼ miles14
Normal10 miles1½ miles16
Fast12 miles2 miles20
40 feetSlow10 miles1½ miles16
Normal12 miles2 miles20
Fast13 miles2¼ miles22
45 feetSlow12 miles2 miles20
Normal13 miles2¼ miles22
Fast14 miles2½ miles24
50 feetSlow13 miles2¼ miles22
Normal14 miles2½ miles24
Fast15 miles2¾ miles26
60 feetSlow15 miles2¾ miles26
Normal16 miles3 miles28
Fast17 miles3¼ miles30
70 feetSlow17 miles3¼ miles30
Normal18 miles3½ miles32
Fast19 miles3¾ miles34
80 feetSlow19 miles3¾ miles34
Normal20 miles4 miles36
Fast21 miles4¼ miles38
100 feetSlow23 miles4¾ miles42
Normal24 miles5 miles44
Fast25 miles5¼ miles46

The first thing a group must choose is what pace: fast, normal or slow. For a fast pace, a greater distance can be covered; however, things get missed. Conversely, a slow clip yields a short distance, but more things are noticed more often and certan activities can be performed simultaneously.

Examining each method, the following summaries can be determined: At a slow clip, the party is moving carefully and quietly. Everyone will have their Awareness checks’ TM lowered by 3 points. Further, if half or more of the party makes an Awareness check against a potential encounter while the opposing side fails by half its numbers, then the PCs will perceive the threat before the opposing side can, allowing avoidance or perhaps setting an ambush. However, if the PCs directly initiate combat and the range is close enough to matter, then all those on the opposing side who failed will be at surprise for the first round.

When traveling at a normal (or slow) pace, the party can forage. Use daily or weekly foraging rules from survival or other applicable skills. Those with a hunting skill could roll the odds here as well. But foraging food or hunting are performed at disadvantage when traveling at a normal pace, but are normal rolls if traveling slow. Finally, any navigation checks for avoiding getting lost have no adjustments at a normal clip but gain a +4 bonus to the roll if moving slow.

At a fast pace, however, foraging and hunting are not possible. Further, all Awareness checks become 3 points higher for the TM. This penalty is used for calculating surprise if it happens. Finally, navigation checks to avoid becoming lost suffer a -4 penalty when traveling at a fast clip.

Finally, the party will move at the base movement of the slowest creature. However, a 5-ft movement factor could be considered between the differences within the party for the calculation of base movement. In other words, if the humans of the group moved at a slow pace, while the dwarves moved at a fast pace, then the party’s movement figured as a normal 35. Obviously this means individuals can have a pace different from others within the group.

Steeds

Mounts and steeds are a common part of any fantasy role-playing game. In Enchanted Realms, anyone can get atop many mounts and ride in a general sense. However, having a steed may not give much of a benefit without certain skills, plus, one can be fairly costly. Further, some mounts require special training. Additionally, while on a mount, normal combat can be performed but if attacking without having the appropriate mountsmanship skill, then the dragoon’s attacks or actions will be at disadvantage. Finally, all this assumes melee is reasonable while mounted. For example, if fighting rats from atop a horse, the GM would rule that this could not be done.

Further limitations exist for riding of a steed. The first of which is the effects of pace. Without mountsmanship, the speed of the animal can only ever be normal or slow, making the miles traveled either in the middle of the range or the lowest value. Even with skills, the stealthy advantages on an opponent’s Awareness are not obtained at a slow pace when riding mounts without the base skill. Also, some mounts have limited movement rates without mountsmanship.

Additionally, there is a difference between movement in combat and the speed of travel. The popular riding horse has a 100 Movement rate, but this top speed is defined as the straightaway pace. However, when turning tight corners and effectively in combat, the maneuverability pace is used. For the horse this rate is 60 feet.

This lends itself to another concept of running endurance which is called active time. This is the same idea as travel time for humanish characters. Mounts have similar limits for active time to be ridden. Some have great endurances and can move at their straightaway pace for the entire travel day. Others, however, have short durations and have to drop to a prosaic pace for the remainder. Some still may have shorter than 8 hour days for traveling. As an example, horses can only run at their top straightaway speed (100 feet) for around four hours. After that, they can continue for another four hours but only at a prosaic pace (40 feet movement). This means horses are great for covering long distances in half of a day, but their total day travel not as advantageous.

Of course, the animal could be pushed beyond its limits of its straightaway duration. Doing so does risk the health of the steed, but there is a greater risk. As discussed elsewhere, disease and even part of morality is based upon the concept of the miasma theory. One of the sources of “bad air” is when exhaustion and overworked lungs from mistreated mounts who have been ridden beyond their limitations. Using the guidelines of the forced march would be similarly applied for a mount, yet again, the production of disease that results could become a bigger concern.

Below is a chart of the most common mounts, listed with movement rate. Remember mileage values below are based on optimal terrain, such as a road. Thus if traveling through grasslands or plains, the distance would only be 80% of what is listed. However, some mounts travel through different terrain types better and have higher efficiencies than normal.

Honestly, this table is likely overkill; however, some crunchy groups will want these types of details. If one’s table group doesn’t want to “math” this much, then using some simple averages is also perfectly fine.

Movement Details
MOUNT | BURDEN | BEST  ACTIVE   PROSAIC   RECOVERY  |-- PACE --| Terrain 
 Carry  Cart BARDING    Straightaway  Maneuverability  Unskilled Rider  Prosaic  Half-Day  Daily  Note 
Borgaaz800 lbs5000 lbsPlate6 hrs2 hrs10 hrs60 ft40 ftn/a30 ft14-18 mi19-24 miNormal
Centuries of crossbreeding have produced this domesticated bovine-like creature with their ancestry from gorgonops, bear, oxen and boar. One stands about four feet to the shoulder and weighs nearly 1000 pounds. It has cloven back feet and clawed paws in the front. These beasts can be loaded with 800 pounds of pack. They can be ridden and even trained to fight, but this such training is far more difficult than typical war beasts, making their use as mounts reserved only for high stations in orkane society. Orcs can ride without a skill. Others can ride these beasts but require mountsmanship training.
Camel1,000 lbs2,000 lbsLeather8 hrs0 hrs8 hrs60 ft45 ftn/an/a14-18 mi28-36 miDesert
Camels can run for reasonable speeds with a strong endurance. They are not as fast as a horse in a short race. However, they can complete well for the entire day. Further, Camels can travel on sand better than nearly any other. In deserts, camels move at 80% efficiency rather than the normal 60% penalty.
Canivox200 lbs1200 lbsLeather6 hrs2 hrs12 hrs70 ft50 ftn/a50 ft16-20 mi32-36 miPlains
This is a doglike creature that is a domestic cousin to the epicyon; however, the nhoblits have bred this mount to have a sturdy back capable of supporting the weight of a rider. However, their shoulder height prevent them from carrying any other than small-sized riders. Gnomes have also been known to ride them when acquired from the nhoblit lands. Further, the canivox can move on plains at the same speed as a road. Maintenance for one costs 5 bits per month.
Dolphin300 lbs800 lbs*None8 hrs0 hrs8 hrs60 ft45 ftn/an/a14-18 mi28-36 miAquatic
Most likely ridden by aquatic races, dolphins can swim are great speeds. If a land-dweller were to ride one, he or she would need to have the sea horse skill as well as having a tamed dolphin trained to be ridden. Should one keep a dolphin as a pet, they cost 5 bits in expenses monthly.
Elephant2,000 lbs8,000 lbsPlate12 hrs0 hrs12 hrs45 ft35 ftn/an/a11-15 mi22-30 mi
33-45 mi (12hr)
Limited
Elephants are large and powerful, but slow and expensive to maintain. However, because they can walk for 12 hours, they are capable of traveling distances that come close to a horse. Nonetheless, a rider must be driving the mount the whole time, which means either risks of exhaustion -- or the beast can have a houdah strapped to it where a second driver can rest for part of the journey. Most humanish beings can only have 8 hours of active travel; however, sleeping for 4 of the 12 hours in a houdah allows this extended time of elephant travel. These mounts have no climbing ability and can only traverse flat ground but can carry 2000 pounds. Elephants require 50 bits in maintenance each month in food alone. Barding and tack cost 10 bits per month to maintain.
Eagle, Giant250 lbsn/aNone6 hrs0 hrs12 hrs75 ft60 ftn/an/a19-21 mi28-30 mi
(6hr max)
Flight
Giant eagles require an aerial reins skill to ride. They must also be born in captivity to be able to be trained to ride. Their availability is more rare compared to most mounts, and maintenance costs run around 25 bits per month.
Goat, Terrac300 lbs500 lbsLeather8 hrs0 hrs10 hrs65 ft50 ft-10 ftn/a16-18 mi32-36 miNormal
These bovidae are not really beasts of burden, but some specific breeds can be ridden by dwarves. However, they are not pack animals and can only carry dwarves due to centuries of controlled breeding to create uniquely-shaped shoulders and withers of the riding stock. One nice advantage of goats is their ability to traverse mountainous and rocky terrain, allowing them to climb up to 45° angles in such environments. They still suffer the 20% movement rate, but they can cross such terrains when others may not be capable of it. Goats cost are low, averaging about 3 bits per month.
Gryphon600 lbsn/aNone8 hrs0 hrs16 hrs120 ft90 ftn/an/a28-32 miles56-64 milesFlight
These massive bird-mammals can be domesticated and have backs large enough to carry up to three human-sized riders. They can transport up to 600 pounds while flying. Like all other flyers, to ride one, an aerial reins skill is needed; however, if the initial rider is skilled, other passengers do not need to be. While capable of traveling great distances, the downside to using a gryphon as a mount is their diet of horse meat, making their monthly maintenance cost at least 100 bits. They also require a long recovery time before flying again.
Horse500 lbs2,500 lbsChain4 hrs4 hrs12 hrs100 ft60 ft-15 ft40 ft22-26 mi28-32 miNormal
 (Draft Breed)800 lbs4,000 lbsPlate3 hrs5 hrs12 hrs75 ft40 ft-15 ft30 ft18-20 mi22-25 miNormal
When it comes to speed, horses are the fastest of all land-based mounts; however, they may not be the best for the greatest distance in a single day. While they are reasonably sure-footed, horses can only manage rough terrain up to 30° angles. Horses can carry up to 500 pounds. Draft breeds vary. Further, their height and withers make dwarves less fit to ride them. Special saddles are needed for dwarves and without one, miles per day drop to 34. The maintenance cost of a riding horse runs 12 bits per month. While draft horses have a higher expense of 15 bits due to additional food. However. if the draft horse is a war-trained horse where special barding, tack and saddles are needed, then the monthly maintenance becomes 25 bits before factoring in any barding.
Lepuus400 lbsn/aLeather8 hrs0 hrs12 hrs60 ft50 ftn/an/a14-18 mi30-34 miForest
The race of lepuus are giant rabbits capable of being used as mounts. Wood elves in the northern regions have been riding them for centuries. They have virtually no combat ability, but they are more dexterous than they appear and can turn in a very tight radius. This translates to treating forested area as normal rather than difficult terrain. They are not great climbers but are capable of making 40-foot jumps over their normal movement every 2d4 rounds. Leppus adapt well to nearly any weather. Monthly maintenance for one is 8 bits.
Lizard Steed1,000 lbs1,500 lbsChain2 hrs2 hrs14 hrs70 ft50 ft-15 ft30 ft12-15 mi
(4hr max)
n/aHills, Mountains
Not as fast as horses, lizards can carry heavier riders and have great climbing ability when needing to cover rocky terrain. There creatures can also act as pack animals, carrying up to 1000 pounds. With assistance with their front claws, Further, they can ascend and descend any rough terrain of even 60° angles and perfectly smooth surfaces up to 45° at a climbing-movement rate of 50 feet, even while mounted. Hills can be traversed at their best speed suffering no terrain efficiency penalty. These steeds can cross mountainous areas at 60% efficiency rather than the normal 20% penalty. The downside to these mounts is they have a limited activity for traveling, only able to be used for 4 hours at a time before needing a significant rest. However, no better mount exists for crossing mountains. A steed of this type can travel 10½ miles per day in the mountains, while the next best would be the the llama at 9 miles and the terrac goat at 6 miles. Even dwarves can only walk about 4 miles daily over mountains. Lizard steeds eat less, making their maintenance only 6 bits per month, but if barding is used, then an additional 5 bits is required.
Llama250 lbs750 lbsLeather6 hrs0 hrs8 hrs50 ft40 ft-10 ftn/a12-16 mi18-24 mi
(6hr max)
Hills, Mountains
Llamas are slow-riding mounts. They are pack animals, beasts of burden and steeds for lighter and smaller races. They can carry up to 250 pounds. Llamas are often kept as guards because of their perception and communication abilities. Further, llamas have an 80% efficiency in hills and 40% in mountains. Like goats, llamas have a low maintenance cost – only 3 bits monthly.
Mule600 lbs2,000 lbsLeather2 hrs6 hrs9 hrs60 ft40 ft-15 ft40 ft12-16 mi18-24 miNormal
Mules are pack animals, which may be ridden by dwarves, nhoblits, human children, or anyone under 5 feet tall. While slower than a horse, mules can be loaded with up to 600 pounds of items. Their maintenance cost runs 8 bits per month.
Osprider150 lbs250 lbsNone10 hrs0 hrs8 hrs70 ft50 ft-15 ftn/a16-20 mi32-40 mi
40-48 mi (10hr)
Special
While only a little faster than walking speed, Osprider’s endurance allows them to outpace horses and camels for all day distance, which is even better if the rider is an elf able to ride for 10 hours. Of course, the ospriders are often a status mount, with the appeal coming from the appearance and prestige. Despite their plumage and puffery, they are excellent mounts for treacherous terrain, as they ignore flat difficult terrain, and they can climb sheer edges of 75° at a movement rate of 40 feet without requiring any checks. However, they cannot climb perfectly smooth surfaces greater than 30°. Also, they cannot use barding of any type due to their frangible builds. Ospriders require special grooming to make the seating area able to be ridden. Because of their prestige, adornments are often included in the grooming which can up their maintenance cost to whatever the rider is willing to spend, but ornamentation will have a minimum 5 bits monthly addition. Feeding ospriders is relatively cheap at 5 bits per month; however, again, the celebrity of owning one of thes riding birds often comes with quality name brand foods which could go well over the limit. However, this means the absolute minimum maintenance for an osprider is 10 bits monthly. However, if ownership is based on a social network, not properly feeding expensive foods and not employing decorative grooming could lead to snobbery, meaning the proper socialite will normally spend 25 bits per month on the low end.
Oxen750 lbs6,000 lbsChain8 hrs0 hrs12 hrs35 ft35 ftn/an/a9-10 miles16-20 milesNormal
Oxen are not good mounts; however, the are excellent pack-animals for pulling. Oxen can pull eight times their burden (or 6,000 pounds) when teaming. Also, their speed is constant and they cannot move at a “fast” pace. They also offer no bonus or penalty from skilled riding or lack of skill.
Pegasus200 lbsn/aNone8 hrs0 hrs12 hrs90 ft75 ftn/an/a20-24 miles40-48 milesFlight
Pegasi are strong fliers but are not great beasts of burden, as their bone structure is lighter than other equines. They can only carry 200 pounds in flight and about the same when traveling by foot. Pegasi are not domesticated as other livestock, but they will allow ally riders if a relationship is well established. Part of the maintaining the relationship is caring for one, which runs around 20 bits each month in food. Obviously, these magnificent beasts require an aerial reins skill to ride.
Seahorse, Giant400 lbs600 lbs*None6 hrs0 hrs6 hrs50 ft40 ftn/an/a12-15 mi18-22 mi
(6hr max)
Aquatic
The giant seahorse cannot be domesticated by surface people. They will die if kept in captivity. However, if during an underwater adventure (and the ability to breathe under the sea), a PC could ride one if having the sea horse skill.
Timber-Elk400 lbs1,200 lbsChain4 hrs2 hrs12 hrs80 ft50 ft-15 ft40 ft18-22 mi25-30 mi
(6hr max)
Tundra
Timber-Elk are not great with speed but can carry up to 400 pounds. However, they can only travel on relatively flat ground, only able to climb hills of less than 20° angles. The advantage of Timber-Elk is their ability to travel in tundra, snow and ice at 80% instead of the normal 60% efficiency. The Timber-Elk eats 10 bits monthly.
Wolf, Dire80 lbs600 lbsLeather2 hrs6 hrs12 hrs100 ft50 ftn/a50 ft16-20 mi30-36 miNormal
Goblins would likely be the only rider of a dire wolf.

* This equates to pulling power in the water.

Barding

The mounted warrior would want to protect his expensive mount wherever possible. To this end, it would be logic to armor the mount as well as its rider. There are three types of barding that can be used: leather, chain and plate.

Leather barding provides a mild protection for horses or borgaaz. This grants an Armor Base 12 to the mount. If the creature, such as a lizard steed, already has that degree of Defense, then the leather barding offers no further protection. The downside to leather barding is it will slow the mounts base movement by 5 feet. Leather weighs 10% of the animal's base burden weight or 25 pounds, whichever is greater.

Chain barding takes the form of a coat that a horse would wear, fitting around the base of the neck and hanging down to the horse’s hips. An extended coif-like garment protected the neck and head. Similar dressing would be used for other steeds. Padding often is worn underneath to prevent pinching due to the weight of the rider. This grants an Armor Base 15 for the mount. If for some reason the beast of burden is equal or exceeds that value, then the chain barding will not aid the mount. Lastly, the wearing of this barding lowers movement by 10 feet. Chain barding weighs 20% of the animal's burden or 50 pounds, whichever is greater.

Plate barding encloses the mount’s body in plates and has an articulated extension for the neck. The head of the steed will be guarded, but protection does not extend to the jaw and underside of the head; however, these areas being hard to attack anyway. This will convey an Armor Base 18 to the mount but with a movement penalty of 20 feet. This plated protection weighs 30% of the animal's burden or 75 pounds, whichever is greater.

Vehicles

In ages where human and animal muscle-power are the primarily available power to propel vehicles, and roads are often little more than dirt tracks, land vehicles are inherently limited. However, the rich and adventurous hire engineers and invest into magical solutions. But for most, carts and carriages are the largest feasible conveyances, and chariots are usually the only military type that have seen widespread use. Carts and wagons are essential for goods transport in many places. Also, coaches can be a major form of long-distance transport. That said, this section explores the magical and specially-engineered land vehicles. Rest assured, there are other transports (seafaring vessels and airships), but those are more reserved for the GM’s knowledge

Pulling and Teaming

How fast can these vehicles move? It’s an important question to ask, but one difficult to answer. Often it depends on the weight, the pulling power of the animal or other method of moving the vehicle. Must of it depends on the types of animals and the hitching.

This begins with the pulling burden of an animal. Most weights are listed in the mounts section. However, if it is not listed, then its max pulling burden is calculated by 20 times its Strength score plus its own weight. Thus, a 100 pound mastiff can pull 140 pounds. Likewise, for determine the requirements of a necro-tank, the max pulling power of a skeleton is 60 pounds.

Once calculating the power, then its normal movement (or maneuverable movement rate) minus 10 feet is used for pulling up to the halfway point carry burden and the pulling burden. Above that weight, it is half movement rate. For example, a horse has 500 pounds of carrying burden and 2,500 pounds of pulling burden. It has a 65 foot movement rate; thus it can pull a weight up to 1,500 pounds at 55 feet movement rate, and above that at 30 feet. Likewise, that dog can pull 110 pounds at 50 feet of movement.

Next is the hitching and teaming calculations. For each additional animal, up to the most the vehicle will allow, half of pulling power is added for the extra animal. This is based on the weakest animal if a hybrid combination of creatures is used. Thus, if two horses are used, then the total pulling power becomes 6,250 pounds. This is two horses at 2,500 pounds for a total of 5,000; then half more for one extra horse, tallying to 6,250. If three horses are used, the total weight becomes 10,000 (2,500 x 3, plus 1,250 x 2). However, if one horse and one ox are used, then the total pulling power is 9,750 pounds.

Optionally, a GM might allow for differences in driving configurations. Those three horses could pull up to 4,500 using a 55 movement rate and up to 10,000 at 30. But the GM might that is the three-abreast configuration. If hitching in a unicorn pattern, two in back and one in the front, then it drops the maximum burden to 9,000 pounds but would allow the speed between 4,500 and the top weight to be 40 movement rate instead. Of course a little higher cost in hitching would be required as well. Most often, this is too crunchy for most players; however, it is mentioned to acknowledge that the GM might consider minor adjustments for different methods of hitching.

VehiclePowered ByCapacityLimits
Transport
BicyclePedal Chain200 lbsRoads, Grasslands, Plains
Carriage1 to 2 Animals4,000 lbsRoads
Clockwork Tread WagonGnomish Fire10,000 lbsAny Terrain
Coach2 to 4 Animals4,000 lbsRoads, Grasslands, Plains
Dog Sled6 to 10 Medium Animals600 lbsDesert, or Snow-covered Tundra
Gryphon Gondola1 Grphyon400 lbsFlyer must have aerial reins
Houdah1 Elephant800 lbsDriver must have mountsmanship
Mule Cart1 Mule, Pony or Ram1,500 lbsRoads, Grasslands, Plains
Phlogistene BalloonAlchemy1,000 lbsCaptain must have balloonery
Wagon2 to 4 Animals8,000 lbsRoads, Grasslands, Plains
Wildlands Wagon1 to 2 Animals3,000 lbsRoads, Grasslands, Plains
Military
Chariot, Heavy1 to 3 Animals3,000 lbsRoads, Grasslands, Plains
Chariot, Light1 Animals2,000 lbsRoads, Grasslands, Plains
Clockwork Spider-WalkerGnomish Fire250 lbsAny Terrain
Dwarven Battle-RamPedal Chain2,500 lbsRoads, Grasslands, Plains
GliderAir200 lbsFlyer must have aerial reins
War Wagon2 to 4 Animals6,000 lbsRoads, Grasslands, Plains

Bicycle: Wooden and spoked wheels, this vehicle follows the rules of mounts for movement required for mounting and dismounting. It has a top speed of 50 feet + the rider’s Body score. Further, it has a maneuverability rate of 50. It can be ridden at the straightaway speed on roads and flat surfaces for 15 minutes per point of Resilience in a single day.

Carriage: The carriage is a small, open vehicle used to get around large towns and cities. Up to four human-sized beings can occupy the carriage. Its body is suspended on leather straps for comfort.

Chariot, Heavy: The primary difference between the heavy and the light chariots is a heavy one has a more robust hitching structure, allowing up to three animals to pull it. Also, it has a larger platform. Depending on its size and configuration, up to two warriors beyond the driver can be supported. Both heavy and light chariots can inflict trampling damage if the driving occupant has the war charioteering skill.

Chariot, Light: Drawn by a single animal and crewed by a driver and possibly one archer. However, its platform is not large enough to have to two melee combatants; thus, if the second occupant is a fighter, range weapons must be used. Further, the chariot is 12 to 15 feet long, occupying three linear hexes on the map.

Coach: The coach is a stagecoach, used for long-distance commercial transportation. It has no greater capacity that the carriage, but it is covered and has stronger straps for suspension. Customers are typically willing to pay more for an inside ride.

Clockwork Spider-Walker: This is an advanced vehicle of gnomish engineering, typically used for scout and reconnaissance missions. Unlike other vehicles, walkers can rotate on the spot without forward momentum. They have a top speed of 60 feet. The GM will have more details.

Clockwork Tread Wagon: This is another advanced vehicle of gnomish engineering. It is essentially a wagon with alchemechanical tread for movement, somewhat like an armorless tank. It has a movement rate of 40 feet.

Dwarven Battle-Ram: This apparatus of dwarven pedal-tech is a lumbering metal box with four wheels. Inside, eleven dwarves work furiously at cranks and treadles. The driver is in the front, and the others are in two lines of five each behind him. This allows a movement rate of 75 feet for straightaway rates and 50 for maneuverability. It is functionally limited to operating on roads and other smooth, flat surfaces. It may be found hurtling around the beautifully cut main tunnels of dwarf mines and cavern-cities. Dwarven armies use these to drive off besiegers, mostly by spreading terror (or at least confusion) amongst them. It might also show up on the attacking side in a siege, to assault gates or doors with flat approach roads. It is fitted with a powerful ram, which can inflict trampling damage similar a chariot, except on a single d8. It acts as a Strength 25 for competitions as a siege weapon.

Glider: Little more than a fancy kite, gliders are made with wood, often daintwood, and coverings of darkleaf (goluka). These are similar to Earth hang-gliders. They lack the carrying capacity to be useful transports, but one could be employed for reconnaissance and the occasional clandestine assault, if finding a way to launch them to an adequate altitude and range.

Gryphon Gondola: Strapped to the belly of a gryphon, this small carrier can hold two human-sized persons. However, this small structure weighs around 50 pounds. The total weight carried by a gryphon is 600 pounds and there must still be a mounted driver. Nonetheless, the one in the gondola can be resting or sleeping, not using activity time.

Houdah: A houdah is strapped to it where a second driver can rest for part of the journey. If sleeping for 4 of the 12 hours of elephant travel in a houdah, it will allow drivers to switch when one has reached his or her maximum activity time before the elephant’s does.

Mule Cart: A simple two-wheeled vehicle pulled by one animal able to hold 800 pounds. Those with two axles can hold 1,500 pounds.

Wagon: A larger vehicle with four wheels, generally using at least two draft animals. This is due to the 8,000 pound capacity that such a vehicle can carry.

War Wagon: This vehicle is basically a mobile barricade, developed with wooden armor exterior and firing slits for crossbows or archery weapons. Those inside effectively have full cover. They cannot be engaged in melee until breaching the wagon.

Wildlands Wagon: This somewhat cinematic vehicle is used to transport high-value loads across a lawless and bandit-ridden wilderness. It looks like a stagecoach at first glance, but the body is mostly just a hollow (but rugged) box; some of the load space may be concealed, to facilitate smuggling. The driver, and optionally a single guard or passenger, ride inside, using a periscope to look around and with reins passing through a slot in the bodywork. Riding outside to return fire at enemies is a desperate option.

Turning Radius

Another factor when running a combat with vehicles in it is the turning radius. It will not likely come up often, but the rules are need if it does. Turning radius is also true for mounts. Unless highly flexible, such as a giant serpent, all mounts and vehicles follow the simple rule when turning 60° on the hex map, it cannot turn again until the most rear hex of its token reaches the hex prior to the turn. Below is an example of a riding horse (2 hexes long) and a light chariot (3 hexes long).