House Rules


1 silver coin is worth 24 brass coins (not the standard 25)



Wilderness Travel

Traveling through the Empire is fraught with peril even the roads have danger but traveling through the wilderness of the Empire poses even more risk and specialized skill. Surviving in such areas can be broken down into four roles for each character to play either as a Guide, Scout, Huntsman or Look-out.

When necessary the GM will call for each character to assume a role, explain their actions and possibly make a skill roll based on their actions. Success in each role avoids or diminishes the risk of leading the company into a hazardous situation.

One companion has the responsibility of guiding the group during their journey. The guide of the company is responsible for the overall direction they are attempting to travel in. As well as decisions such as when the group should stop for a rest, or how to manage their reserves of food.

  • A guide could rely on their knowledge of the area either formal (Education) or informal (Folklore) when searching. In situations where you are trying to track, a guide relies on their senses (Observation) to make their decisions.

A scout is called upon to find the best past through the wilderness, leaving a well-trodden path is difficult and dangerous, involving climbing up steep hills, wading wide streams or scaling doubtful paths along cliff-sides. They also find a suitable location for setting up camp.

  • A scout can operate in two distinct ways; using their knowledge of the environment to find the most efficient path (Nature Lore), or forcing their way through with their physical ability (Athletics).

When travelling with haste, a company can soon run out of provisions, especially when completing a journey that is going to take several weeks.

  • A hunter can forage for food (Nature Lore) or if they are skilled with a ranged weapon could hunt for prey (Ballistic Skill).

A journey brings a group through wildly different territories, most of them dangerous. The lookout has the vital duty of keeping aware of danger. This puts them in the position of saving the lives of all members of a group, or of dooming them all through inattention.

  • The look-out operates by keeping alert to danger (Observation), or steeling themselves to avoid being lulled into a false sense of security (Discipline).

Sometime a party has a problem that requires a persons complete focus, it may be something that everyone is aware of or some idea you come up with to benefit the party.

  • In these situations the GM and yourself will work to find what is appropriate for the situation.

Travel Sheet

House Rules

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