Moving from one civilized region to another is faster than if either were uncivilized (roads, landmarks, etc. make it easier to find one's way). In uncvilized lands, having a hero with the land navigation skill helps as well. Perhaps the map should be implemented purely as nodes and connections... Then only rangers and sailors could explore new areas to find new nodes. Knowledge of the world is kept at the faction level. Rangers and sailors can explore an area to achieve a deeper knowledge, allowing them to search and move more effectively. Everyone else must use the nodes they create. Thus, non-explorer types will ususally stick to the roads and civilized areas. Non-explorer types (armies, caravans, etc.) will only travel by roads and rivers. Both routes and rivers can be guarded by towers that can block passage or exact a tribute. Routes are built on shortest-path algorithms between cities. How to handle crossroads? Crossroads would be a good way to find other routes and rivers. Routes pass through the center of regions, rivers follow the borders of regions. Rivers start in the highlands, near mountains and flow downhill to the coast. Section 3: Travel Magic Travel magic is not based on any particualr nuns or verbs. There are many ways to accomplish magical travel, including the below: Autoteleport, Spell The Autoteleport spell transports the caster to another location. If the caster does not know the other end point, the location is a random region. Gate, Spell The Gate spell opens a portal through which heroes other than the caster can step into a new location. The caster must know the far end of the portal to open the far end. Failing to do so causes anything that steps through to land in a random location. If the caster attempts to step throught the portal, it is destroyed. Travelling Cubes, Artifact Travelling cubes come in pairs, a mage may move herself and some amount of cargo between whatever locations the travelling boxes happen to be in. Initially, there is only one pair of travelling cubes in the world, held by some random monsters. Finding a cube and researching it will allow the mage to find spells related to their construction. Seven League Boots, Artifact Seven League Boots allow a single hero to cross an entire province in only one day. Initially, there is only one pair of Seven League Boots in the world, held by some random monsters. Finding the pair and researching them will allow a mage to find spells related to their construction.