Hussar
Legend
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Most people probably traveled less than 50 miles from home for much of history. But there have always been exceptions.
Thank you. This was the only point I was actually trying to make. It’s nice when we agree.
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Most people probably traveled less than 50 miles from home for much of history. But there have always been exceptions.
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And it may very well be a major undertaking with guards, and nobody has claimed it isn't. Literally nobody has said that some 0th-level peasant can walk that distance unarmed and alone and never be harmed.
How is a trader traveling and having beasts of burden (or beasts up for sale) not sounding like activities a caravan could engage in? Or that it wouldn't involve guards?Didn’t you claim exactly that by saying an overland trader could travel and forage? Doesn’t sound like a caravan to me.
But in any case we actually all agree on the main point in that travel isn’t very easy. So cool.
Why? Its certainly not true for the real world in history.Most people probably traveled less than 50 miles from home for much of history. But there have always been exceptions.
Why? Its certainly not true for the real world in history.
Many professions required travel. Traders, couriers, in central Europe also craftsmen, etc.
Then there were all the religious travels. Small local pilgrimages for special events like weddings, births, etc. which might or might not be within 50 miles. And once in a lifetime travels people undertook like going to the Holy Land, Rome, Santiago or Mecca for example.
In the US maybe, but in other countries travelling is much more common.A lot of people even now rarely travel more than 50 miles from home. When I lived in Folsom CA (outside of Sacramento) we were about an hour's drive from Tahoe, the world famous ski resort. Some of the people in my D&D group had never seen snow. I grew up in a family that took regular road trips across the country, but many people simply don't have the means, opportunity or desire.
Did a significant percentage travel? Sure. More than 50%? That's what I doubt. The head of a family may take that once in a lifetime trip, but did they take their wife? Did every head of a household make that trip? Much like today I'm sure some people traveled widely. Some people did a once in a lifetime trip. Many people never left their home town or city.
Or take Otzi the Iceman. I happened to read an article about him and based on analysis, odds are he never traveled much more than 30 miles from home. It's not that people didn't visit nearby villages, just that to get more than 50 miles for most people would likely take at least a couple weeks of travel. A lot of people couldn't do that.
Even if people are only visiting and trading with nearby villages, they still need roads to get to that next village which establishes a network of road. It's just probably not that common that someone would traipse the entire trade route.
Record keeping is pretty iffy for much of history, so I make no claim of authority.In the US maybe, but in other countries travelling is much more common.
Also, don't forget that you can't really compare todays society. Religious pilgrimages were much more important in the past, even when they were only performed to go on sort of a holiday.
Many professions had to travel, either regularly like merchants, envoys, nobles or mercenaries, or occasionally like priests needing to be blessed by higher priests, ect.
In central Europe it was law that most craftsmen had to travel around for 2-3 years to collect experiences before they can become a master (a tradition still alive today, but not required by law anymore).
If a pilgrimage site was "nearby" (which does not have to mean within 50 miles) people travelled there close to annually for special events (marriages, births, ect.). And yes, long range pilgrimages were also undertaken by all kinds of people and not only the rich elite as least once in their life. For Muslims the pilgrimage to Mecca is one of their pillars and every muslim is supposed to do it once. Which is why the roads and infrastructure there were created to handle thousands of pilgrims.
Christians too had big pilgrimage destinations, not only Jerusalem but also Santiago and Rome which were frequented often enough for pilgrimage to be a economic factor in those areas.
Because most of the world doesn't have the geography of Ulster?Why wouldn't it impact the nature of travel by road and footpath in a pseudo-late-medieval fantasy world?
I’m having trouble parsing some of this, but my point is that Dal Riata just isn’t indicative of general norms, pretty much anywhere.Even the discussion between the "realistic" travel considerations between Calimport and Water Deep. Almost nobody made that trip, those who did, almost nobody did the entire trip on foot or horseback, compared to those who travel between those by ship. Considering Forgotten Realms is a magical realm, the number of walkers or riders which is probably less than 1% of those who traveled between those cities, or probably significantly higher than the number of people who have "flown" or teleported between the two. Magic certainly exists in a fantasy setting, but unless it's gonzo magic that everyone has access, the likelihood of the number of people who travel via arcane means as immensely less than those who travel via mundane means. Thus what's the real difference between real world cultures, and those of the Forgotten Realms, at least for the majority of people?
A small quibble, I’ve heard from a few sources over the years that it wasn’t uncommon at all to go to the next town over in Medieval Europe, or most times and places. Including for women and children, depending on the social dynamics. (Women had a lot more freedom in pagan Northern and Western Europe than in Christian Europe or Hellenic Pagan Europe, for instance)Many people never left their home town or city.
Record keeping is pretty iffy for much of history, so I make no claim of authority.
However, assume 30% of people went on pilgrimage in their lifetime. Another 5% were traders that went farther than a few villages over (for most of history 90% were farmers). It's a lot, but still less than the majority.
While you can argue that war is the most common reason for travel, I think it ignores a lot of factors. Like, most farmers traveled short distances once or more a year, at some points in pre-modern history.While this thread has concentrated on pilgrimage, the most common reason for travel was in fact war with regular musters of normal folk being led north to fight the Scots, or south to fight the French. Its estimated there were maybe 15,000 English troops at the Battle of Crecy (and that was just one battle in the Hundred Years War).
We also see many mercenary ‘Free companies’ rising from the 11th century following the fall of feudalism, population increase and Muslim conquest of western mediterranean (Italy, Spain etc). The population increases meant that many younger sons of noble families were spare and pursued mercenary work to occupy their time.
War also lead to displacement of farmers who were forced to flee the warzones to the city and subsequent rise of bourgeoisie (both merchants and mercenaries) free from the landbased nobility and instead working in a market economy. IMHO DnD adventure parties are mercenary companies of this type, the idea that PCs are peasants another anachronism.
Also In England at least you have the meeting of Parliament and gathering of the House of Lords and their retinues. The Royal Court was also highly mobile (and still is)
Wasn't travel heavily restricted throughout much of Japan's history?But, here's the trick. Historically and even into modern times, the overwhelming majority of people would only visit a couple of temples a year. Remember, this is an island only a couple of hundred miles across. Probably less. So, depending on where you lived, most of the temples are within a day's travel, just not within a day of all the others.
I would greatly appreciate some ideas for how to make travel more fun. One of the difficulties I run into, is that my group tends to make a bee line for wherever their destination is. When their charactesr are traveling, they'll ignore whatever adventure hook I throw at them because "it's not the mission" and this will just delay them. For example, in a Deadlands Hell on Earth game, the PCs came across evidence that two of their rival factions were working together. I expected them to take an interest and find out what was going on, but they skipped over that in its entirety because that's not what their mission was.So, anyone got ideas about making travel fun, or is this just irreperably an "argue about worldbuilding" thread from which nothing useful at all will come.
Day by day can work in hostile territory, but so can breaking it into legs of travel and then treating travel a bit like more limited downtime.I would greatly appreciate some ideas for how to make travel more fun. One of the difficulties I run into, is that my group tends to make a bee line for wherever their destination is. When their charactesr are traveling, they'll ignore whatever adventure hook I throw at them because "it's not the mission" and this will just delay them. For example, in a Deadlands Hell on Earth game, the PCs came across evidence that two of their rival factions were working together. I expected them to take an interest and find out what was going on, but they skipped over that in its entirety because that's not what their mission was.
Short of having interesting things happen or adventures to go on while traveling, I'm not quite sure how to make it fun. Perhaps set it up similar to a dungeon? Just focus on a day of travel where they have to surmount various obstacles such as hostile creatures, geographic features such as rivers, ravines, & rakes, or magical and mundane phenomena including gysers, magical wild zones, or the skeletal remains of giants.
I feel you here.I would greatly appreciate some ideas for how to make travel more fun. One of the difficulties I run into, is that my group tends to make a bee line for wherever their destination is. When their charactesr are traveling, they'll ignore whatever adventure hook I throw at them because "it's not the mission" and this will just delay them. For example, in a Deadlands Hell on Earth game, the PCs came across evidence that two of their rival factions were working together. I expected them to take an interest and find out what was going on, but they skipped over that in its entirety because that's not what their mission was.
Short of having interesting things happen or adventures to go on while traveling, I'm not quite sure how to make it fun. Perhaps set it up similar to a dungeon? Just focus on a day of travel where they have to surmount various obstacles such as hostile creatures, geographic features such as rivers, ravines, & rakes, or magical and mundane phenomena including gysers, magical wild zones, or the skeletal remains of giants.
Ask them what they’re working on, how they pass the time, what they do in the hours between sundown and sleep, etc, and make clear that they can do any downtime stuff that makes sense on the road, or one night at a time in the towns where they stop (when traveling in settled regions).
Remember that people didn’t just go right to bed when the sun went down. Even before widespread candles, folk burned rushes or used oil lanterns burning vegetable oils for light so that they could keep working for several hours after it got dark, usually making things, repairing clothes, etc. In D&D, light is much easier to come by, and PCs can get rather a lot out of regular use of the downtime activities, especially using tools, gambling in taverns, etc.
One possibility might be to incorporate the journey into the adventure: perhaps not the entire trip, but definitely as the party gets closer to their destination the effects of whatever challenge they're heading towards might become visible. They can't just walk up to the dragon's lair, they need to make their way through the desolated countryside and track it down. The local vampire lady has minions guarding her lands to stop random parties of heroes from showing up at her castle. The magical forces emanating from the evil temple have warped the local populace, but provide clues about the challenges within.I would greatly appreciate some ideas for how to make travel more fun. One of the difficulties I run into, is that my group tends to make a bee line for wherever their destination is. When their charactesr are traveling, they'll ignore whatever adventure hook I throw at them because "it's not the mission" and this will just delay them. For example, in a Deadlands Hell on Earth game, the PCs came across evidence that two of their rival factions were working together. I expected them to take an interest and find out what was going on, but they skipped over that in its entirety because that's not what their mission was.
Short of having interesting things happen or adventures to go on while traveling, I'm not quite sure how to make it fun. Perhaps set it up similar to a dungeon? Just focus on a day of travel where they have to surmount various obstacles such as hostile creatures, geographic features such as rivers, ravines, & rakes, or magical and mundane phenomena including gysers, magical wild zones, or the skeletal remains of giants.