Survival in Dyrhal
The road takes from you in ways that do not show until you need what it took.
A day holds twelve segments of two hours each. At the start of each one the party chooses: travel, act, rest, or sleep. Travel moves you. Action changes the situation. Rest pays down immediate exertion. Sleep pays down what the road has done to you.
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What the road collects
- The Rule of Two — two consecutive travel or action segments, then you rest. Press past it and it is a forced march, and the debt is Lingering Fatigue.
- Two kinds of tired — Fatigue clears with a rest. Lingering Fatigue clears one point per sleep segment, and you cannot sleep off a week of bad decisions in one night.
- Something is out there — every segment rolls against the Encounter Step, from Safe on a patrolled road to Hostile in deep wilderness and war ground.
- Injury has thresholds — at half Health you are Wounded and bleeding fatigue every round. At zero, the Trauma Check decides between incapacitated and dead, with no appeal.
- Scars are permanent — coming back from zero costs a Toughness test, and failing it takes something you do not get back.
- Retirement is an ending — a character who can no longer march can still matter, through the people they were tied to.
Combat is dangerous. Retreat is often wise.