From 9dfeacd8bad28acce5aaf6e82840c86d3d4fa25f Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Wed, 17 Jul 2024 01:36:21 +0200
Subject: [PATCH] place travel as glossary entries

---
 commands.tex | 30 ------------------------------
 config       |  2 +-
 systems.tex  | 31 +++++++++----------------------
 3 files changed, 10 insertions(+), 53 deletions(-)

diff --git a/commands.tex b/commands.tex
index 5f2cb660..66200122 100644
--- a/commands.tex
+++ b/commands.tex
@@ -263,36 +263,6 @@
   \end{nametable}
 }
 
-\newcommand\gatheringChart{
-  \begin{nametable}[ccX]{Gathering Table}
-    \textbf{Tundra} & \textbf{Forest} & \textbf{Result} \\\hline
-    11  & 10+ & Food for $1D6$ days. \\
-    10  & 9 & Nothing found. \\
-    8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\
-    7   & 6-7 & Screechmoss! \roll{Wits}{Wyldcrafting} (\tn[10]) or test for an encounter (1 in $1D6$). \\
-    6   & 5 & Creature encounter -- the \gls{gm} rolls $2D6 + 6$ on the local encounter table. \\
-    5   & & Snake bite: gain $1D6+4$ \glspl{ep}. \\
-    4   & 4 & Wrong mushroom: gain 3 \glspl{ep} at the end of the interval. \\
-        & 3 & Snake bite: gain $1D6+2$ \glspl{ep}. \\
-    < 4 & < 3 & Dirge fruit: after $1D6$ \glspl{interval}, the eater hears a distant screeching sound in their head, and will no longer be able to sleep.
-    Only an Air \gls{ingredient} provides a cure (one dose cures 10 people).
-    \index{Dirge Fruit \gls{plant}}
-    \\
-  \end{nametable}
-}
-
-\newcommand\marchingChart{
-  \begin{boxtable}[Xc]
-    \textbf{Terrain} & \textbf{Miles} \\
-    \hline
-       Good Road     &       5        \\
-       Rough Road    &       4        \\
-       Forest Path   &       3        \\
-       Lost City     &       2        \\
-       Dense Forest  &       1        \\
-  \end{boxtable}
-}
-
 \newcommand\calcFallingDamage[2]{%
   \setcounter{Strength}{#1}%
   \setcounter{enc}{#2}%
diff --git a/config b/config
index 3c99070c..ae38b2fd 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit 3c99070c7997982fa3b4a46995f354565a3db8e2
+Subproject commit ae38b2fdbd0fc9c182d946abbe1314e82be39c2f
diff --git a/systems.tex b/systems.tex
index 1c5a3fe3..597f0925 100644
--- a/systems.tex
+++ b/systems.tex
@@ -101,8 +101,8 @@ A bright torch adds a +3 Bonus.
 A tie means the character comes to a sudden halt, without Damage.
 Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage).
 
-\subsubsection{\Glsfmttext{caveMarching}}
-\glsdesc{caveMarching}
+\subsubsection{\Glsfmttext{caving}}
+\glsdesc{caving}
 
 \subsection{Journeys Past the \Glsfmttext{edge}}
 
@@ -119,13 +119,14 @@ Failure with a Margin of 1 gives the worst possible result -- the climber fails
 Success gets you to the other side, and failure gets you washed downstream.
 A tie gets you a bit of both.
 
-\makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area}
-Taking \pgls{interval} to forage 
-Groups can forage while on the road, but taking \pgls{restingaction} requires devoting \pgls{interval} to focussing on foraging.
-Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts.
+\subsubsection{\Glsfmttext{foraging}}
+\glsdesc{foraging}
+
+Using \pgls{bandAct} won't do much good unless the group is willing to split up a little (within earshot).
+However, if a group can split up entirely, going to different areas, they can each make a separate foraging roll, and gather far more resources.
 \index{Gathering Food}
 
-\gatheringChart
+Once an area has been foraged, it cannot be foraged again during the same season.
 
 \makeRule{navigate_land}{Navigating Land}{Intelligence}{Wyldcrafting}{by terrain type, Failure Margin adds 2 miles}
 \index{Navigation}
@@ -175,21 +176,7 @@ A successful roll indicates a working knowledge of the place.
 \index{Walking}
 \index{Marching}
 \index{Travel}
-depends on the terrain.
-Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile.
-
-Each \gls{interval}, the troupe can travel the initial distance easily.
-Every mile after that adds \pgls{ep}.
-
-By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
-Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
-
-\sidebox{
-  \marchingChart
-}
-An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening.
-With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total.
-The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long.
+\glsdesc{journey}
 
 Humans can endure a hard-march better than most.
 Despite their slow gait, they can out-pace almost anything in the long-term.%
-- 
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