While conflicts may be the most memorable moments of a game session, the exploration of the game world is another major aspect of Fabula Ultima. At the beginning of the game, your group will create the world together (see World Creation, on page 148); however, this does not mean you know everything about it. While you may be familiar with the main regions and cities, there are plenty of discoveries — and dangers! — awaiting our heroes.

## TRAVELING ACROSS THE WORLD MAP

When a group embarks on a journey, the Game Master makes use of the map sheet to track their movements. The basic unit of this system is the travel day: it is the average distance covered during a single day on the map (assuming the characters are traveling on foot). The length of one travel day when using your map sheet must be established by the group during World Creation.

For each travel day required by the journey, perform the following steps:

### JOURNEYS AND TRAVELS

For the sake of simplicity, travel days should always be rounded up to the next whole number — a journey taking two and a half days is rounded up to three days, for instance.

The Game Master always has final say on how many travel days a journey will take.

- W: The Game Master determines the threat level of the areas traversed by the group (see next page). If more than a single threat level is present, only apply the highest.
- 1W: Unless stopped by an encountered danger, the characters proceed to the next travel day (go back to step 1) or reach their destination.
- 3O: Perform a travel roll by rolling the die appropriate to the chosen threat level.
  - On a 6 or higher, the group encounters a danger!
  - On a 1, the group makes an unexpected discovery!

  The Game Master decides the location of each danger and discovery; if you need, mark its position on your map sheet.