16  Travel in the Reaches

This chapter is fully player-safe. The route descriptions, hazards, and waypoints are visible to players planning overland journeys. The GM encounter tables within each route are collapsed.

Four routes leave Varenhold’s gates and reach the campaign’s active locations: the Northern Road toward the Graymere Holds and Solenne, the Eastern Track toward the Dusk Parishes, the Ashfen Paths into the marsh country, and the River Trade route by barge.

Each route has a sense of itself. The Northern Road is maintained and feels it. The Eastern Track is not, and feels that too. The Ashfen Paths are their own thing entirely — not maintained, not unmaintained, just managed by people who know them as intimately as they know the back of their hands. The River Trade barge is the slowest and most social option, and some of the best information in the campaign floats downriver with the cargo.


16.1 How to Use This Chapter

Journey time: See the Appendix for base travel times. Times assume good weather and no complications. Adjust for season, condition of the road, and events from the encounter tables.

The d6 travel event tables below are GM-facing — they’re collapsed. What’s visible here is what players can observe: the route description, the waypoints, and the complication that connects back to the campaign factions. Use the GM tables when players are traveling and you want the road to feel alive.

Rolling on the tables: Roll once per half-day of travel, or when players pause and look around. Not every roll produces an encounter — some produce texture, some produce information, some produce nothing. The tables reflect what is actually on these roads, not a randomized action generator.


16.2 Northern Road: Varenhold to the Graymere Holds

Length: 2 days by horse, 4 days on foot (to nearest Hold settlement) Road quality: Maintained — the Holds have been quietly absorbing road repair costs for eight years Who uses it: Merchants traveling to and from the Holds and Solenne, Spire researchers on their way to the high-altitude light events, Parish pilgrims heading to Solenne for religious purposes

What players see: The road runs north through river meadow for the first few hours, then begins climbing as the land rises toward the high country. The amber sky follows you — there is no escape from the twilight until you are well into the passes, where brief moments of natural light have been reported. The road is in good repair because the Holds maintain it. The signs at relay stations are fresh. Waymarkers are spaced correctly. This is what a road looks like when someone with money and motivation maintains it.

Named Waypoint: The Crossholds Inn (8 hours north of Varenhold)

A large two-story stone inn at the base of the first significant climb. Run by a family that has been at this location for four generations — the current proprietor, Ven Harth, is seventy and has no plans to stop. The inn has a guest register going back eighty years; researchers from the Spire have been trying to get access to it for years to track historical travel patterns. Ven won’t allow it without a signed document from the Passage-Warden.

What’s notable: The register contains, among other things, every Spire expedition to the Holds for the past eighty years — dates, party composition, and Ven’s personal notes on their behavior. Two expeditions are described as “rude; damaged the east garden; did not apologize.” One entry, twelve years ago, describes a party led by “a Spire woman named Erem” who paid well, thanked the staff, and left marsh herbs as a gift. The party notes record this as highly unusual. (Arcana DC 12 to identify this as Erem of Saltgrass — she traveled with Spire credentials on her collaborative research trip. The collaboration that was later uncredited.)

Route Complication — The Hold-Lord’s Request

Passage-Warden Herath Koss has been trying to get a specific message to Varenhold without going through official channels — she doesn’t trust the official channels right now. She has asked Ven Harth to pass a letter to any Varenhold-bound travelers who seem trustworthy. The letter is addressed to Maret Lonn by name and contains information about the 40-day light cycle pattern (see world-lore.md, Graymere Holds). Players who accept the letter create a direct connection between the Holds and Maret Lonn’s Council faction.

GM Only — Northern Road: d6 Travel Events

Roll once per half-day. On a 1-2, nothing happens — the road is quiet.

d6 Event
1 Quiet. The road is empty. A grey sky, a maintained surface, nobody else traveling this particular stretch right now.
2 A party of Hold merchants heading south, taking inventory as they travel. They are politely willing to share information about road conditions ahead, and mention in passing that the last Spire expedition through was “difficult people.”
3 A Solenne pilgrim walking north, alone, praying at each waymarker. She doesn’t want company but will accept food if offered. She has seen the light events at the high passes twice in her life and describes them with the fervor of genuine religious experience.
4 A Hold-lord’s courier on a fast horse passes southbound and doesn’t stop. Players who make a DC 13 Perception check notice the courier is carrying both Holds-standard saddlebags and a Compact merchant’s seal on a second bag. Two factions, one messenger.
5 A relay station has a fresh notice posted: “Crossholds Inn closed until further notice — family matter. Next accommodations: 6 hours ahead.” The inn is not closed. Someone removed the sign. It will be up again when the players arrive if they check. Investigation DC 12 to notice the notice has been recently removed and replaced at this station.
6 A small camp of Dusk Parish people — not farmers, but a family that has been walking north for two weeks, slowly. They are looking for Hold-territory work because Parish conditions have become untenable. They are not in distress; they are methodical. They ask if Varenhold is still worth going to. Whatever the players say, they listen carefully and decide accordingly.

16.3 Eastern Track: Varenhold to the Dusk Parishes

Length: 4 hours by horse, 8 hours on foot (to nearest Parish village, Greenhollow) Road quality: Poor — the Parishes have no road maintenance budget and Varenhold’s road budget doesn’t extend to east-of-gate maintenance Who uses it: Parish traders bringing produce and fish to market, Parish delegates like Harrow Seld, Compact agents assessing Parish food production, Varenholders visiting Parish relatives

What players see: The road starts as cobblestone and transitions to packed earth within an hour — the point where the city’s maintenance budget ends. After that, it follows the eastern river tributary, which means it is sometimes the road and sometimes the bank, depending on how wet the season has been. The countryside is not ugly, but it is tired: fields with low growth, most of the crop effort going toward root vegetables that don’t need warmth. The farmhouses have thick walls and small windows. The people you pass on the road have the specific efficiency of movement that comes from having done the same work in hard conditions for a very long time.

Named Waypoint: The Greenhollow Wayshrine (approximately halfway to Greenhollow)

A Wanderer’s Wayshrine, larger than usual, that functions as an unofficial rest point. Parish travelers leave small items here — yellow cords for safe passage, dried herbs for those who follow, occasionally coins in the Wanderer’s dish. The dish is never empty but it’s never full either. Helka of the Wayfarer’s Rest maintains a supply arrangement with the shrine keeper: any traveler from Varenhold carrying a specific knot-mark in their cord can get directions to Greenhollow’s care house directly.

What’s notable: Four fresh cords this week, all tied with the same hand — the Parish runner using the cord tradition as a distress signal (described in the Wayfarer’s Rest side quests in shops.md). Investigation DC 11 to notice all four cords are from the same person.

Route Complication — The Compact Assessment

A Compact agent has been traveling this road every three weeks, doing an unofficial assessment of Parish food production capacity. She’s not hostile — she’s mapping what might happen if the Compact offered to buy Parish agricultural contracts (essentially absorbing the Parishes into the Compact’s supply network, at the cost of Parish agricultural independence). Harrow Seld knows about these visits and has not been able to stop them. If players encounter this agent, she’s professionally candid about what she’s doing. Whether that’s a problem or an opportunity depends on what the players want from the Compact.

GM Only — Eastern Track: d6 Travel Events

Roll once per two hours of travel.

d6 Event
1 The road is empty. A grey sky, a rutted track, someone’s goat watching from a field fence. It’s very quiet.
2 A Parish food cart heading into Varenhold — preserved fish and root vegetables. The driver is one of Harrow Seld’s extended family (choose: cousin, sibling, neighbor). She is carrying private correspondence from parish elders alongside the official manifest. She’s trying to decide whether the players look like people who could deliver it.
3 A grey sickness Stage-1 patient is on the road — not in crisis, just slowing down, sitting when she needs to, walking when she can. She’s been to the Healing House in Varenhold and is going home. She knows Lira Anwick by name and has a great deal to say about her, none of it anything except admiring.
4 A Compact agent’s horse is at the roadside with a thrown shoe. The agent (polished, professional) is waiting for someone to come along. She’s friendly, will share her assessment of Parish conditions (bleak), and mentions in passing that she’s doing the third assessment this month. If players press her on why three in a month: the Compact is preparing a formal proposal. She doesn’t say to whom.
5 Three children from Greenhollow are on the road heading toward Varenhold for their first-ever market day. They have a carefully counted amount of money (nine marks) and a list of specific things they were sent to buy. Two of the three have never seen the city. The third has been once, and is explaining it to the others. Everything he says is approximately correct but delivered with an authority that suggests the limits of his actual knowledge.
6 A Parish elder is sitting by the road, apparently resting. She is not resting. She has been sitting here for three hours, watching the sky, counting something. If asked, she says she is counting the moments when the light changes — a barely perceptible variation she’s been tracking for decades. She has recorded 847 such moments. The pattern, if analyzed (Investigation DC 14), correlates with the 40-day light cycle the Holds have documented in the passes. Same phenomenon, visible from ground level if you know what to look for.

16.4 Ashfen Paths: Varenhold to the Saltgrass Clan Territory

Length: 5 hours on foot (Ashfen Gate to Saltgrass Clan territory), 3 hours on horse (if your horse is comfortable in marsh) Road quality: Not applicable — these are paths, not roads, maintained by generations of Clan knowledge Who uses it: Ashfen Clan traders, Wadewalkers, Varenhold merchants with marsh oil supply agreements, occasional Restorers visiting Edoran’s preferred retreat spots

What players see: The transition from road to path happens abruptly at the marsh edge — one moment cobblestone, the next a packed-earth path that requires attention. The reed channels are everywhere. The amber sky reflects in still water. The smell changes immediately: salt, growing things, something organic and not unpleasant. The paths are real — well-worn, clearly used — but they don’t announce themselves the way roads do. Missing a fork means following a dead-end channel for twenty minutes before you notice. Players without a guide or a successful Survival check (DC 12) take 1.5× the normal time and arrive with damp boots.

Named Waypoint: The Reed Crossing (approximately two-thirds of the way)

A wooden bridge over a wide channel that Clan traders have maintained for generations. The bridge is unmarked on any official Varenhold map — Orya Doss’s maps include it; the Archive’s do not. A small platform beside the bridge has a carved wooden box containing: three strips of dried marsh herb (leave one if you take one; the tradition is not enforced but is noticed), a rolled map segment showing the next hour’s path, and a notebook. Players who read the notebook find observations about the marsh written in three different hands over the past few months: water temperature at this crossing, wind direction, marsh bird activity. The most recent entry, three days ago: “herons back at the east fork. first time in four years.” (Nature DC 11 to understand why this is significant — the herons left because a specific reed species declined; their return means the reeds are recovering. The reeds recover when ambient light increases slightly. The twilight is marginally improving. Nobody knows why.)

Route Complication — The Reed Clan’s Position

The Reed Clans (interior, less affected by twilight disruption than Saltgrass) have a patrol that operates along the border of Clan territory. They are not hostile to visitors, but they are gatekeepers: do you have permission to proceed to Saltgrass territory, and from whom? The patrol consists of two Wadewalkers who are younger than Erem, skeptical of Varenhold’s intentions, and operating under Reed Clan elder instructions that default to “escort back to the gate” for unannounced visitors. Getting through requires either Erem’s introduction (if players have met her), a History DC 13 showing genuine knowledge of Clan protocol, or a Persuasion DC 14 demonstrating genuine respect rather than extraction intent.

GM Only — Ashfen Paths: d6 Travel Events

Roll once per hour of marsh travel.

d6 Event
1 Quiet. The marsh makes noise — birds, water, reeds — but nothing is watching the players in particular. The path is clear.
2 A Clan trader passes going the other way, carrying a standard marsh herb bundle. She gives a brief nod — the Clan courtesy for “I see you and don’t object to your presence.” If players return the nod correctly (Insight DC 10 to recognize it, no check to copy it), she pauses and asks where they’re going. She can shorten their travel time by 30 minutes with better path directions.
3 The path forks where it shouldn’t — a new fork has appeared after recent rains. The right fork leads to the Reed Crossing. The left fork leads to a dead-end channel that is beautiful, completely still, and full of a specific marsh grass that grows here and nowhere else in the Reaches. Survival DC 12 to know immediately which fork is correct; otherwise the players spend 20 minutes figuring it out. Finding the dead-end is not a failure — the marsh grass is a Clan signal marker indicating “clan activity nearby, be cautious,” and recognizing it (Nature DC 14) is useful information.
4 A Restorer is in the marsh, apparently on a private walk rather than any official activity. He looks lost — politely so, as if being lost in the marsh was the plan and he’s not ready to admit it wasn’t. He is looking for Edoran’s retreat location, which Edoran hasn’t told anyone in the Restorers. He will not tell players this. Investigation DC 13 to deduce it from his vague directions and uncomfortable pauses.
5 A heron — the specific large grey species that has been absent from the north marsh for forty years — is standing in the channel. Just standing. Players who have seen the Reed Crossing notebook know what this means. Players who haven’t can still make a Nature DC 11 check to note “this isn’t a marsh bird you normally see this far north.”
6 Erem of Saltgrass is on the path, returning from somewhere the players don’t know about. If this is the first time they’ve met, she evaluates them on the spot: do they treat the marsh correctly (not walking through reed beds, staying on the path, not pointing at wildlife), and do they ask intelligent questions? First impressions count double in the marsh, where there’s nowhere to escape a bad one.

16.5 River Trade: Varenhold to Parish/Marsh by Barge

Length: 8-10 hours downstream to eastern Parish landing, 4-6 hours upstream return; 6 hours to Ashfen Gate waterway junction Road quality: Not applicable — river Who uses it: The city’s primary food supply line; Compact grain shipments; Parish fish caravans; occasional passengers who prefer slow and social to fast and solitary

What players see: The Graymere River barges are flat-bottomed working boats with a covered cargo section and a narrow walkway around the perimeter. They move slowly — downstream is faster — and the passengers (if any) share the deck with cargo, rope, and the barge crew of two or three people who regard passengers as a necessary inconvenience and occasionally, if the passenger is interesting, a genuine pleasure. The river itself is unchanged by the twilight: still moves, still floods in spring, still carries the same fish. The river has not noticed that the sun is gone. This is oddly comforting.

Named Waypoint: The Greyfall Locks (three hours downstream)

A manually operated lock system that raises the river level by fifteen feet to accommodate the spring flood plain. Four lock workers operate it, two per shift, with a small keeper’s house at the top of the lock. They have been operating this lock for their entire professional lives and collectively know everything that travels up and down the river. They are not gossips — they are archivists of the ordinary. Players who spend an hour at the lock talking to the workers can learn: what Compact shipments have been moving in what direction, whether anyone unusual has traveled the river recently, and what the water level means for this season’s food supply. No skill check required; patience required.

What’s notable: The lock keeper’s house has a guest book with entries going back thirty years. One entry, nine years ago, in a handwriting the keeper identifies as “a young woman, academic type, Spire scholar”: “Tested ambient field readings at the lock — identical to northern pass readings, adjusted for altitude. The pattern holds.” No name signed. The date matches Erem’s collaborative research period.

Route Complication — The Supply Diversion

A Compact sub-contractor has been diverting grain — not from manifests, but from what the manifests don’t list: the informal supplements, the small additional quantities added by individual traders above the official shipment. This is the same problem Wess encounters in the Grain Measure side quest (SQ1). Players traveling by barge encounter the logistics of it in real time: a barge with a manifest that doesn’t quite add up, a cargo section that seems smaller than the bill of lading suggests, a crew member who is noticeably not meeting the lock keeper’s eyes during the stop. Investigation DC 12 to identify the discrepancy; Persuasion DC 13 to get the crew member to talk.

GM Only — River Trade: d6 Travel Events

Roll once per two hours of river travel.

d6 Event
1 A slow stretch. The water is still. The barge crew is working quietly. Something floats past that the crew identifies as a marsh reed cluster from upriver — they see these sometimes when the marsh is high. Nothing else.
2 Another barge passes going the opposite direction. The crews exchange information in the shorthand of river workers: water level at the next lock, weather upstream, whether anyone has had trouble. If players are on deck and listening, they catch that the upstream barge is moving lighter than it should be for a grain shipment — it has delivered something, but not grain. Perception DC 12 to notice the waterline.
3 A Parish fisherman is at the bank with a full net. He is ecstatic — it’s a good catch, by his standards, and his standards have been recalibrated over fifty years of the river still being good while everything else declined. He waves at the barge. He wants to sell directly to the city rather than going through the market. He has been trying to negotiate this for three years. He asks the players if they know anyone at the Grain Measure.
4 The barge passes the location where the Lowmark’s main waterway outflow meets the river. The water here has a distinctive cloudy quality that the crew ignores completely — they have been ignoring it for years. Arcana DC 14 or Medicine DC 13 identifies this as the runoff that Sevra Dain has been tracking in her waterway notes: the grey sickness incidence in the Lowmark correlates with proximity to this water. The pattern has been there for years. The crew is unaware.
5 A Compact barge pulls alongside to negotiate passage order at the Greyfall Locks — the etiquette requires the smaller barge to yield. The Compact barge captain is professionally pleasant and mentions in passing that his current cargo is “non-standard Spire order.” He doesn’t say more, but the cargo section has a specific amber lantern glow from inside that is visible through the seam of the cover — the high-resonance amber that Helv Onn has been supplying to the Theoretical Division.
6 The Greyfall Lock keeper flags the barge to stop — not an emergency, but an unusual request: she has a passenger who needs transport upriver, back to Varenhold. The passenger is a former Spire Scholar (resigned three months ago, per the gm-tools.md encounter) who has been staying at the lock keeper’s house and is ready to go back. She has something she needs to return to Fenn at the Spire Reference Desk. She won’t say what, but the parcel she carries is the size of a notebook. It’s Varen Toss’s materials, complete — she is his colleague, and she tracked them down from the lock keeper’s guest book entry.

16.6 Travel Hazards

These apply to any route. Roll at GM discretion or when players are moving through difficult terrain or poor weather.

Hazard Effect Avoid/Mitigate
Marsh path confusion +1.5× travel time, arrive tired (-1 to first check at destination) Survival DC 12, or Clan guide
Nighttime travel (city bells won’t carry) DC 13 to stay on road; mistake costs 2 hours Lantern required; Nature DC 11 to read river direction
Reckoning surveillance on the road Players’ destination or purpose becomes known to Reckoning within 24 hours Perception DC 13 to spot watcher; Stealth DC 15 to travel without being identified
Bad weather (heavy rain, flooding) Northern Road and Eastern Track impassable until water recedes; Ashfen Paths require guide Waiting 4-8 hours, or Survival DC 14
Grey sickness patient on the road Moral encounter; practical delay N/A — the encounter is the content

16.7 Faction Activity on the Roads

The roads are not neutral territory. All four active factions have reasons to be on them.

Faction What They’re Doing on the Roads Player Implication
Restorers Moving information and supplies between Varenhold and Dusk Parish supporters Players who help road logistics earn Restorer goodwill without attending meetings
Reckoning Surveillance: watching the Eastern Track for Petra Vane’s movements; watching Northern Road for unauthorized Spire communications Players may be surveilled without knowing; or may discover they’re being watched
Merchants’ Compact Assessing everything: Parish food capacity, Hold road costs, Varenhold amber output The Compact’s road presence is visible and professional; they don’t hide it
Desperate Nothing official; individual members traveling for private reasons that often turn out to be relevant Chance encounters with Desperate members are often the most humanizing — they’re workers on the road, not activists