Worlds of Design: Medieval Travel & Scale

We previously established the fundamentals of world-building; with a world’s basic rules down, it’s important to consider how you get around in that world. And travel was very different (read: slower) in a medieval setting.

We previously established the fundamentals of world-building; with a world’s basic rules down, it’s important to consider how you get around in that world. And travel was very different (read: slower) in a medieval setting.

canterbury-tales-1730722_960_720.jpg

Picture courtesy of Pixabay.

It’s Not That Far…

As explained by Rick Stump in “Modern Minds and Medieval Distances,” there’s a psychological aspect to travel that should be considered when role-playing in a medieval world. There’s an old saying that 100 years is a long time to Americans but not to Europeans, while 100 miles is not far to an American but far for a European. The time or distance doesn’t change, of course, but the perception is quite different.

Maps can also be deceiving. Nowadays in Western countries there are usually paved roads from most anywhere to anywhere. So when you look at a map you think of distance as closely related to the number of inches between two points on the map. But this varies with terrain and especially with technology.

I’m in the early stages of designing a game about the American Civil War (ACW), and of course I knew that the war tended to be divided into eastern and western theaters. The reason is obvious on a certain kind of map, one that shows railroad lines or one that shows the Appalachian Mountains as a barrier, as they were in those days when the railroad lines didn’t go through the mountains. Railroads were the vital method of transportation for ACW armies.

Or look at a map of the Roman Empire. What’s not obvious is that water transportation was much quicker and much cheaper than land transportation, even with the fine Roman road network. So if you just look at the map you get a completely skewed idea of how transportation (and communication) worked.

I once found online an interactive map that showed the weeks of transportation from Rome (it's gone now, but Orbis is similar). You can easily see that it would be quicker to transport something from Rome to southern Spain than from Rome to northern Italy, especially because there are not big north-south running rivers in Italy sort of analogous to the Mississippi River in the United States. River transport was much cheaper than land.

Or is It?

The standard method of transportation in medieval times was walking. Even if you had a cart to carry goods you weren’t going to ride on that cart very much, nor would a cart with solid wooden wheels go very fast. At normal walking speed, which about 3 mph, it takes a heck of a long time to get most anywhere!

Yes, we have examples of forced marches by military units in times before mechanization that are sometimes mind-boggling, as much as 50 miles in 24 hours, though more commonly 20 miles in 24 hours. What you don’t hear about such events is that a lot of soldiers did not get to the end of the march, they dropped out for various reasons or struggled along far behind.

The U.S. Army 30 years ago would periodically send their troops on “12-mile road marches,” carrying about 80 pounds of equipment; that really wore out the guys I knew, who of course weren’t doing it every day, and did not look forward to it. I think the farthest I’ve ever walked in one day was 7 miles, without a backpack, and it sure ruined me for a while (thanks partly to flat feet).

Riding a horse would make this somewhat more comfortable but not much faster. Even when you ride a horse, for a significant part of a long journey you’re walking and leading the horse. Or you won’t end up with much of a horse.

You can see how much difference magical automobiles would make in a medieval world (provided roads are available . . .), let alone something like a magic carpet. We lose some of the sense of wonder such items would invoke in medieval inhabitants because we’re accustomed to modern technology. Even something as simple as a walkie-talkie with good range would be a great wonder in a medieval world, and very useful to military operations or dungeon and wilderness adventures. Splitting the party (which as we all know “you should never do”) would be much safer and more useful with a walkie-talkie set.

Yes, our fantasy characters are tougher than we are, and more inured to drudgery, but we should keep in mind the difference between a non-mechanized society and a modern highly mechanized society, both as players and as world builders.
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Hussar

Legend
Now, while there was long distance travel in the medieval, that's true, we're still talking a tiny percentage of people. So, yes, it is possible, but, certainly not commonly done. Sure, people did pilgrimages, but, it's not like they did it every year. The overwhelming majority of people likely wouldn't have traveled more than 20 miles from where they were born.

And, yes, I agree, most D&D worlds are FAR too big.
 

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grimslade

Krampus ate my d20s
A long time ago, ENWorld had a book club of sorts, and (Was it SHARK? Maybe) and others reviewed the book Caesar’s Legions which talked about some of the “life in camp” for the Legions, including their unbelievable conditioning, even by Caesar’s time.
Was it Caesar's Legion? I remember that thread. It was a good book and an even better discussion. Legio X and the Gaul campaign.

On topic, travel is slow without magical means. Magic, even low level magic begins to make travel less slow. The mundane impacts of magic are never fully appreciated.
 

Umbran

Mod Squad
Staff member
Supporter
The km are fixed, but how are they "clearer"? An extra variable like traffic still matters if you know the distance.

What it comes down to is that it is easier to create a comprehensible map with distances, rather than times.

Since I may have several different modes of travel, I have several different travel times between any two points on the map. I cannot, in one single picture, easily depict the times between all points by foot, by water, by air, and by teleport circle. If I try to use time, I need to work with several different maps, and switch between them if I change my method of travel in the middle of the trip.

This goes double for time-changers that are transient, like traffic, or weather conditions.

When there are many variables that impact travel time, it makes sense to have your maps by distance (which doesn't typically change much on human timescales) and let the reader derive time from that.
 

Hussar

Legend
Was it Caesar's Legion? I remember that thread. It was a good book and an even better discussion. Legio X and the Gaul campaign.

On topic, travel is slow without magical means. Magic, even low level magic begins to make travel less slow. The mundane impacts of magic are never fully appreciated.

Well, it's hard to measure the impact really. Take goodberry. Feed and water 10 people per casting per day. That's a HUGE speed advantage.

OTOH, in the real world, predators are a lot less dangerous than in fantasy D&D world. It's not like those pilgrims back then were getting munched on by dragons.

Trying to apply D&D magic into world building is a very deep rabbit hole.
 

Umbran

Mod Squad
Staff member
Supporter
The overwhelming majority of people likely wouldn't have traveled more than 20 miles from where they were born.

And, yes, I agree, most D&D worlds are FAR too big.

So, one group I'm playing with just finished Dragon of Ice Spire Peak. We are expecting to continue somewhat beyond the original adventure, and may be playing these characters to 10th or 12th level...

Right now, I expect all the campaign action to take place within a 50 mile radius of Phandalin.
 

pnewman

Adventurer
We were still doing it 25 years ago. Typically the standard was with 35 lb packs though. Although the most I ever carried was 120 lbs when we were going to invade Haiti. That was shortly after the Black Hawk Down incident and we only needed to go from the helicopter to the fence a few hundred yards away.

I remember hearing about Roman infantry walking 20 miles each day and then building a compound each night. Complete with a wall and ditch.

The Roman mile was 5,000 roman feet and the roman foot was 11.65 inches. This makes a roman mile 4,854 feet. Thus 20 Roman miles was more like 18.387 US miles; still a long way to walk but not quite as bad as 20 US miles.
 

The km are fixed, but how are they "clearer"? An extra variable like traffic still matters if you know the distance.

Which is clearer between "it takes an hour to reach the castle by horse" and "it's 50km by horse to the castle"? The first information may be subject to variables, but the second while exact it is useless without converting to time at which point even more variables enter the equation, such as elevation. Those 50km might be anything between flat road in great condition and uphill rocky with occasional chasms. If I tell you one hour, it doesn't matter if it's because it's 50km perfect road or 5km horrible road, those variables are already into account.

Exact distances are useful in the modern era because of fuel consumption and ticket prices, but still for a passenger it is not the primary information. That's why airplane passengers care about how long are the intermediate stops much more than whether the route minimizes the km.

Agreed. I'd further add that if we're going for a medieval setting, travel times and known distances might be one and the same. The best measure to use for a fantasy rpg is the "league", a unit that historically varied from country to country but was fundamentally defined as approximately the distance a person could walk in an hour. Usually it's about 3 or 3.5 miles when actually legally defined, and in some instances actual measurements on that scale may be undertaken, but more often than not it was used for distances where nobody was doing any exact measurements. Rough terrain leagues might actually be a lot shorter than nice well maintained road leagues. A unit that is sometimes an exact distance and sometimes a measure of average travel time is probably both the most "authentically medieval" unit we can hope for for travel distances and the most helpful in a fantasy rpg context.

If we take a look at a famous late medieval map of England (the Gough Map) we see why giving things in miles isn't really more exact than hours:

1920px-Gough_Kaart_(hoge_resolutie).jpg


This map seems to be created based on arranging towns relative to one another based on what were considered the travel distances between them, then drawing the coast at it's reported distance from each, etc, which in most instances was probably more or less based on reported travel times. It is roughly England shaped, but I wouldn't consider distances someone gave me in miles based on it or the underlying information to be more accurate than distances given in travel time. The purported number of miles (or leagues, or whatever) between two places was more likely based on travel times than any sort of accurate surveying.

Now, if the whole adventure is taking place in some advanced, bureaucratic empire with a corp of cartographers surveying the realm then perhaps it makes sense to have everyone talk about distances in precise units.
 

Lanefan

Victoria Rules
I see the inverse of this in new GMs making their first maps.*

Invariably, they make the continents huuuuuuge, thinking they need all that distance of untamed terrain so locations are suitable marching (and random encounter) distances away from each other. Years of rpg books that made the same assumptions not only in their maps but also their estimate of travel times as if forests where just slower roads. (And why I preferred hex maps where the general size of the hex was the slowest land speed a party could travel.)

As a side note: Educating said new GMs on this is tough and many of them aren't a fan of the news.

*One newbie wanted to run a West March, but give each participating GM a couple of continents to work with. I could already see how much potential content was never going to see the light of day (or the table.)
Part of that comes from a reasonable desire to be able to run adventures in different settings (arctic, tropical jungle, desert, forest, etc.) and thus requiring all those things to appear on the map. To achieve this the map has to cover a pretty big swath of territory, at least on a north-south axis.

The jarring thing for new DMs is the sheer amount of in-game time it takes to get from point A to point B, no matter how big their maps are. :)

On a different note: the problem with using units of time to represent distance e.g. Karnos is 6 days away from Torcha is that this assumes too many things, not least of which is that any given traveller will go via the shortest route. This isn't much of an issue when there's only one road, but in the example someone gave of Cambridge being 2 hours from Oxford by car it is, as there's dozens of different routes one could take when driving from one to the other.

It's even less useful when there's no road between the two sites and the travel must be cross-country.

In all cases, however, the actual straight-line distance in miles is what it is, and is thus much easier to use.
 

Lanefan

Victoria Rules
Travel times instead of distances are a common mode of expression today. I always talk in road mileage, my sister (who travels with her husband far more than I do) always quotes time, and rarely knows the actual distance (her husband does the driving, I do most of the driving for my wife and I). Sources like Google Maps regard the shortest route as shortest time, not distance.
IME Google Maps and other trip-planning software range from dubiously-useful to outright garbage.

Just for kicks once, when planning a trip to GenCon some years back I checked several different trip-planners to see what route they'd suggest I use to drive from here (Victoria BC) to Indy. I think I checked six, and got five different routes - none of which matched the route I'd already planned out for myself (and then used) and every one of which had a longer estimated drive time than did mine!
 

Lanefan

Victoria Rules
I measure driving distances in time generally. How far is it? It's a hour away, or two hours away, not it's 125km. I'm Canadian though, so we're about as spread out as you can get.
I'm also Canadian and I use (imperial!) distance every time. Telling me something's an hour away says nothing about under what conditions that hour was measured (as opposed to the conditions when I'm about to make the drive), or whether the hour assumes obeyance of (*) speed limits, or how much gas it's going to take me to drive it.

* - or, in heavy traffic, the ability to even achieve
 

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