You are not fixed where you were born. Once a day you can cross a border into a region next to the one you are standing in.
You will find it on the map. Open the region you want to go to and, if you can get there from where you are, it offers you the move.
| health | -10 |
| how often | once a day |
| where | a region next to yours, across a border that can be crossed |
It is instant. There is no journey, no time spent in transit, and no cost beyond the health. You are simply there.
Your move comes back when the world day turns, together with your work day and your training, and the countdown in the header says when. Travelling late in the day never pushes the next move later. See when your day comes back.
The ground you stand on decides where you can work and what you are paid in.
That is the whole point of the chapter. The job market you can see is the market of the country holding the ground under your feet, and a wage is paid in that country's currency. Stand in Orcmorsult and you can take Orcmorsult's work for Orcmorsult's money. Walk into Arados and you are in the Aradosi market instead, and the one you left is closed to you until you walk back.
Nothing else about you changes. Your companies stay where you founded them, your purse holds what it held, and your goods come with you.
These are two different things, and travelling changes only one of them.
Your country is wherever you are standing. It is not written down anywhere. It is read off the region you are in, so it changes when you move and it changes again if that region is ever conquered while you are standing in it. You can be moved into a different country without going anywhere.
Your citizenship does not change. An orc who walks into Arados is an orc standing in Arados, not an Aradosi. Nothing in the world naturalises anybody.
Your birthplace never changes either.
Twenty-five regions touch each other along fifty-six borders, and only thirty-six of them can be crossed. The other twenty are shut.
This is deliberate, not an oversight. It is what keeps every country to between three and six ways in or out, and it is why armies and plagues both have to travel the long way round. Bor Norex and Bor Sivellus share most of a border and no route across it; the forest between them is the reason.
A region on the far side of a closed border is simply not somewhere you can go. It is not offered, and if you ask for it anyway you are told you cannot reach it from where you stand.
Turn on Crossings to see them. The map's left-hand rail has a Crossings button under the four views, and it draws a line between every pair of regions that can be crossed between. It is an overlay rather than a fifth view: it sits on top of whichever colours you are already looking at, so you can see which of your neighbours you can reach and which of them is in drought at the same time. Your own crossings are drawn brighter than the rest.
The lines are straight and dashed on purpose. A line means "these two are connected", not "this is the road". The routes painted on the artwork wind around hills; a line between two regions may cut clean across a third, and it is not claiming you pass through it.
Ten health is exactly what a day's work costs, and exactly what a training costs, and all three come out of the same hundred.
They do not compete. Five meals a day restore far more than the thirty health that working, training and travelling all in one day would spend, at any quality of food. What limits you is that each of the three can only be done once a day, not your health. See Food.
You can strand yourself, in the sense that you can walk into a country whose offers you cannot take. You are never stuck: every move is reversible when the day turns, and no country can be cut off from its own capital. But the ten health is spent either way, so a move you did not want costs you a day.