Distance, Movement, and Time

Bleak Forest is about more than carrying out the will of the Fates and setting the cosmic cycle right. It’s also about the journey. Where the characters go, how long it takes them to get there, and how far they can push themselves all matter. Tracking time, movement, and distance gives those choices weight and gives the characters’ journey through the Forest a tangible structure.

Distance, Time, and the Hex Hierarchy

Bleak Forest uses a nested hex system that scales by a factor of four at each tier: 8 km, 2 km, 500 m, 125 m, and 31.25 m. Distance and time therefore share the same structure. A Leagueis a fixed distance of 4 km. The time required to travel one league depends on your Base Movement, load, terrain, and weather. Base Move 9 travels one League per hour before modifiers, providing the system’s central reference point, while the other movement rates scale cleanly above and below it.

Map Tier Hex Width Crossing-Time Rule Primary Use
Overland 8 km (2 Leagues) 8 ÷ final trekking speed (hours) Route planning, weather, regional travel, and faction territory.
Operational 2 km (½ League) 2 ÷ final trekking speed (hours) Scouting points of interest, local hazards, and dungeon approaches.
Exploration 500 m (⅛ League) 0.5 ÷ final trekking speed (hours); careful movement takes at least 1 Tick Foraging, tracking, stealth, camps, and close terrain interaction.
Encounter 125 m (1⁄32 League) Use the declared tactical movement mode and 6-second rounds Chases, ambushes, long-range exchanges, and approach distance.
Combat 31.25 m (1⁄128 League) Resolve by 6-second rounds and combat movement rate Melee, positioning, weapon range, and theatre-of-the-mind zones.

Each tier contains four hex-widths of the tier below it. The 125 m Encounter tier preserves the exact 4:1 progression between the 500 m Exploration tier and the 31.25 m Combat tier.

The League and the Travel Budget

The Eight-Hour Travel Day

A full day contains six 4-hour Watches, but a standard travel day allows only 8 hours of active movement: two Watches spent travelling. Before terrain and weather, an Encumbered character at Base 3 covers 16 km, a heavily loaded character at Base 6 covers 24 km, a medium-loaded character at Base 9 covers 32 km, and a lightly loaded character at Base 12 covers 40 km. Apply terrain and weather multipliers to these distances. Use the slowest traveller’s final rate for a group moving together. Travel beyond two Watches in the same day is a Forced March.

Operational Scouting and Exploration

When your party leaves a major route to look for a landmark, approach an encounter site, or find a way through a local hazard, use 2 km Operational Hexes. Before accounting for terrain and weather, crossing one takes 60 minutes at Base 3, 40 minutes at Base 6, 30 minutes at Base 9, or 24 minutes at Base 12.

When you slow down to forage, follow tracks, hide your passage, set up camp, or take a closer look at the terrain, switch to 500 m Exploration Hexes. Before terrain and weather, crossing one takes 15 minutes at Base 3, 10 minutes at Base 6, 7½ minutes at Base 9, or 6 minutes at Base 12.

To keep things simple at the table, careful movement through an Exploration Hex always takes at least 1 Tick (10 minutes), even if you could cross it faster. That leaves time for stopping to search and interact with your surroundings.

From Encounter to Combat

When an encounter begins within an Exploration Hex, use 125 m Encounter Hexes to establish approach distance, pursuit, or long-range fire. Four Encounter Hexes span one Exploration Hex. Crossing an Encounter Hex uses the movement mode declared for that round. Tactical walking covers 2 m at Base 3, 4 m at Base 6, 6 m at Base 9, or 8 m at Base 12 per 6-second round; crossing 125 m therefore takes about 63, 32, 21, or 16 rounds respectively. Running covers 6, 12, 18, or 24 m per round. When precise positioning matters, shift to 31.25 m Combat Hexes and resolve movement round by round using the character’s combat movement rate.

Range Bands

Time Units

Movement

Humans and humanoids have a Base Movement set by how full their Inventory is. Base Movement governs walking, running, combat movement, trekking, climbing and swimming. A group travelling together uses the lowest current Base Movement among its members.


Base 12 is a fit adult under a light load, keeping up a comfortable 5 km/h walking pace. Base 9 is 4 km/h, Base 6 is 3 km/h and Base 3 is 2 km/h. For Base Movement 3–12, trekking speed is Base Movement ÷ 3 + 1 km/h; Base Movement 0 always means a speed of 0.
Tactical rates are short-burst abstractions; never convert them into hourly travel speeds. Trekking speed governs all movement measured in Marks, Watches, Leagues and travel hexes.
Load Inventory filled Base Movement Trekking speed Per Watch / Travel day Notes
Light Empty to 30% 12 5 km/h 20 km / 40 km —
Medium 31–60% 9 4 km/h 16 km / 32 km —
Heavy 61–90% 6 3 km/h 12 km / 24 km —
Encumbered 91–99% 3 2 km/h 8 km / 16 km Cannot run
Immobile Full Inventory 0 Cannot move 0 km / 0 km At Risk

Tactical Movement

Mode Distance per 6-second round (Base 3 / 6 / 9 / 12) Effect
Walking Two-thirds Base Movement: 2 / 4 / 6 / 8 m Allows mapping and careful observation of your surroundings.
Running Twice Base Movement: — / 12 / 18 / 24 m Prevents mapping and other careful activity. A runner is automatically surprised, cannot surprise others, and may draw attention through noise. Encumbered characters cannot run.
Combat Half Base Movement: 1.5 / 3 / 4.5 / 6 m You may move this distance and still take an action, such as attacking, casting, advancing or retreating.

Strategic Movement

Trekking: Calculate trekking speed as Base Movement ÷ 3 + 1 kilometres per hour. Base 3 travels at 2 km/h, Base 6 at 3 km/h, Base 9 at 4 km/h, and Base 12 at 5 km/h. During one 4-hour Watch, these rates cover 8 km, 12 km, 16 km, and 20 km respectively; during the standard 8-hour travel day, they cover 16 km, 24 km, 32 km, and 40 km before terrain and weather. A standard day contains six Watches: up to two may be spent trekking, up to two resting, and the remainder on encounters, exploration, foraging, repairs, and other activities. To determine any map crossing time, divide the hex width by the modified trekking speed.

Forced March: Any travel on foot beyond two Watches in the same day is a Forced March. Make a Corpus save at the end of each additional hour travelled. On a success, that hour is completed at the current trekking rate. On a failure, add 1 Fatigue to Inventory; halve the character’s trekking speed from the beginning of the next hour until a Full Rest removes that Fatigue.

Special Movement

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