Travel
In the Third Age, the cities, villages, and towns of Middle-earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. Whichever way the Company chooses to go, it will be a long and weary way before they get there.
A successful roll of TRAVEL may let a Player-hero estimate the length of a journey, read a map, and even evaluate whether a group of strangers on the road can be approached safely or if they should be left alone instead. A good TRAVEL Skill is an invaluable asset for the Guide of the Company when on a journey (see Chapter 6).
The country was much rougher and more barren than in the green vale of the Great River in Wilderland on the other side of the range, and their going would be slow…