Supplement Four
Mongoose
Your players need to get from point A to point B. You look at the map and see the Cimmeria lies between Aquilonia and Hyperborea. So, you draw a straight line across Cimmeria, guestimate the mileage and how long it will take your players to get across. Then you advance your campaign the appropriate number of days with your players starting next session in the witch country of Hyperborea.
We kind of take the details for granted, don't we? Now that I've developed Cimmeria a bit for my campaign, I know it's not as easy as "drawing a straight line across the country to guestimate mileage". There are areas in there that travelers will want to avoid--and I'm not just talking about physical obstacles and extremely rough terrain. I'm talking about cannibals and Cimmerian clans that are a step above savages. I'm talking about areas where certain types of nasty beasties congregate. I'm talking about more civilized Cimmerian clans that just don't tolerate non-clansmen moving across their territory. And, I'm talking about the odd roving danger, like the Vanir raiding band that has moved deep into the country looking for thralls or the bandit band up from the Border Kingdom trying their hand in a new environ.
This has made me think. You really need a guide to go through unknown territory, woudn't you? Or, you'd need to know the lay of the land pretty well yourself.
Even, as a GM, you didn't want to have any encounters moving your player party from Aquilonia to Hyperborea, part of the story should be to secure a guide--or at least add a lot of time to the travel to count for the time the PCs stay in friendly Cimmerian villages and learn from the locals which areas to avoid.
This should be true of any area in the Hyborean Age. I'm sure it's a similar danger to move through Shem as it is to move through Cimmeria.
This is just food for thought. We take for granted how easy it is to move cross-country.
It shouldn't always be that easy.
We kind of take the details for granted, don't we? Now that I've developed Cimmeria a bit for my campaign, I know it's not as easy as "drawing a straight line across the country to guestimate mileage". There are areas in there that travelers will want to avoid--and I'm not just talking about physical obstacles and extremely rough terrain. I'm talking about cannibals and Cimmerian clans that are a step above savages. I'm talking about areas where certain types of nasty beasties congregate. I'm talking about more civilized Cimmerian clans that just don't tolerate non-clansmen moving across their territory. And, I'm talking about the odd roving danger, like the Vanir raiding band that has moved deep into the country looking for thralls or the bandit band up from the Border Kingdom trying their hand in a new environ.
This has made me think. You really need a guide to go through unknown territory, woudn't you? Or, you'd need to know the lay of the land pretty well yourself.
Even, as a GM, you didn't want to have any encounters moving your player party from Aquilonia to Hyperborea, part of the story should be to secure a guide--or at least add a lot of time to the travel to count for the time the PCs stay in friendly Cimmerian villages and learn from the locals which areas to avoid.
This should be true of any area in the Hyborean Age. I'm sure it's a similar danger to move through Shem as it is to move through Cimmeria.
This is just food for thought. We take for granted how easy it is to move cross-country.
It shouldn't always be that easy.