Maps and travel
A map is a picture with pins on it: the region your campaign is in, a town, a keyed dungeon level from a book. Tap a pin to see the place, keep a note and a page number on it, open it from the session while you play, and share it with your players.
The sample world has one to look at: The Thornmere Valley, with a pin for each place, a few label pins with notes (the mill, the sluice gates) and a players' version of the picture without the sluice gates and the sluice line under the water.
Making a map
Maps in the sidebar lists your maps. New map first asks for the picture: Add a picture takes one from your phone's photos or your computer (with Who made it?, as for every picture), or tap one of the world's pictures. Then give the map a name and press Make the map. It opens on the whole screen, ready for pins.
The picture is an ordinary picture in Pictures, with its credits, filed under Maps. Its credits show in a small line on the map (Map: Hyperion).
Drawing a world map
With Canopy Plus you can also draw a world map yourself: shape its land and sea, its mountains and rivers, and Canopy draws the map. (The map maker is called Understory; on its own it's on the start page.) Under New map, below the world's pictures, choose Draw a world map. Give the map a name, then choose where to start:
- From a picture of your map: an Inkarnate or Wonderdraft export, a scan or a photo. Tap the sea once and Canopy traces the land.
- From one of the world's pictures: the same, with a picture already in the world.
- From open sea: an empty globe; draw the coasts yourself.
- Open a saved map: a map you made in Understory on its own, kept in your account.
The map opens on the whole screen, with its name, Undo, Redo, a menu and Done at the top. While you draw, every change is kept in your account (Changes kept under the name): close the tab or lose the signal and nothing is lost. Your world, and so your players, only get the new map when you press Done. Done saves it in your world and takes you to the map with its pins. If the new land puts pins in the sea, it says so and names them: tap a name to see that pin. Otherwise: Saved in your world. Pins stay where they were.
While you draw, your map's places show on the globe and the flat map as they do on the map: in the secret colour if no player has them yet. You move or change them on the map. Pins under Show hides them for a moment.
For more detail in one place (a continent, a kingdom, a town), turn the globe there and choose Map this area: that part opens as its own, finer map, and Up goes back. Each such map shows on the map above it as a dashed outline with its name, on the globe too. Tap the name (on the globe, anywhere inside the outline) to open it again. Map, then Your maps in the editor's menu lists them all.
At Done, each of those becomes a map of its own in Maps, inside the world map (or inside the map it was made in), with its own picture: see Maps inside maps below. The next Done gives it its new picture; its pins, its name in Canopy and how you shared it stay. A name you change in the editor (Name of this map, while that map is open there) is its new name in Canopy too, at Done. A map you made before this came to Canopy says so on the world map, with Make its map (or Make their maps): nothing to redraw. On one of those maps, Map, then Edit the map opens the editor right there.
To paint what covers the land, choose Biome (with the land tools): pick a forest, marsh, fields, desert or any of the twelve, then Paint with your finger, Fill a whole stretch of land at once, or Clear to give the land back its own colours. On the world map biomes are colour only; on a region map and finer they get trees and fields. They're part of the land, so every player sees them, and a name you give one follows its article (see Name a forest below). Biomes under Show hides them for a moment. Suggest biomes fills the land you haven't painted, from its heights, rivers and latitude.
Rock, cliffs and snow follow your heights: steep or rough ground turns to grey rock with scree below, area and town maps draw cliffs with teeth pointing down, and snow lies above a snow line that is lower the further you are from the equator. Rock and snow show with Terrain colours on. Your players see them as you do.
Coasts and lakes follow your heights too: gentle shores get a beach, steep ones stone or cliffs, and water is light in the shallows and dark in the deep. Land you paint Snow and ice freezes the sea beside it.
A drawn map is a map like any other: pins, sharing, the table. Players get its picture and nothing else. Nothing secret is drawn into it (places are pins, which follow what you share), so it never needs a players' version.
Map, then Edit the map opens it again. Leave without these changes in the editor's menu goes back to the map as it is in your world. If you left without Done, the map page says you have changes that aren't in your world yet: Go on drawing or Throw them away. A new map you started and didn't finish shows the same on Maps.
Towns and villages on a drawn map are settlements: pins whose size shows as a symbol, with the name printed on the map (see Settlements on a drawn map below). Roads, named rivers, lakes and forests are Canopy's too (see Roads, rivers and lakes on a drawn map below).
Each Done keeps the map as it was before, so one change can be taken back: Map, Take back the last change. That's for you and your players alike.
A drawn map keeps three files in images/, named after it: its picture (World.png), everything you drew (World.understory.json), and its heights as a plain grey picture (World heightmap.png: black is 1000 m below the sea, white 3000 m above it), which any other map maker can read. After a Done there are also the same three from before, marked (before). They count towards the world's 1 GB and come along in Download as zip.
Without Canopy Plus, New map says so in one line, with About Canopy Plus, which opens the part of Getting started about Plus. When Plus ends, your drawn maps stay as they are: their picture, pins and file, for you and your players, at the table and in the zip. Only Edit the map needs Plus again.
Moving around
Drag to move the map, pinch (or scroll, on a laptop) to zoom, or use + and − in the corner. The square button shows the whole map again. Phones and tablets get a smaller copy of a big picture, so it opens quickly.
Adding pins
Press and hold an empty spot on the map (on a laptop, right-click it). A faint pin shows where it goes, and a box asks for its Name or number:
- Pick an article as you type: the pin stands for that place, and shows its name.
- New article writes a short new one from what you typed, like a name jotted down at the table: Brannoc's mill, ruined makes an article Brannoc's mill with "ruined" as its summary. New article as picks its template.
- Add as a label keeps it as just a name or a number, without an article: 14, Secret door. Numbers count up by themselves, so a keyed map of 22 rooms is quick to pin.
On the map, a pin for an article is filled in the colour of the theme's buttons; a label is a plain grey dot. With a campaign Active, a pin whose article none of its players has yet is drawn in the secret colour: its card says Only you see this, and On this map says Only you. Settlements on a drawn map get the same.
A pin that's just a name can become an article later: tap it and Write it. Canopy makes the article (a location), links the pin to it and opens it to write. If an article of that name already exists, the pin is linked to it instead. Picking an article in Change pin does the same, and the old name goes, so the pin isn't shown twice.
A pin can also have a Note (only for you: Secret door behind the altar) and a Source (p.47), like a beat.
To move a pin, press and hold it until it lifts, then drag it. A quick drag moves the map, never a pin, so you won't move one by accident.
On a drawn map, an article is pinned once: on that map, and on the maps of its areas above and inside it. Pick one that's already there and the box says so (Whispering Oaks is already on The Thornmere Valley.), with Show it, which takes you to that pin.
Settlements on a drawn map
On a drawn map, a pin for a town or village can show how big it is. Under Settlement size, pick Hamlet, Village, Town, City or Metropolis: the pin becomes that symbol (a ring, a dot, a ring with a dot, a double ring, a large disc), with its name on the map, larger for a bigger place. The size is the article's Size (a location, Settlement), so changing it on the article changes it on every map.
- A new name with a size picked: New article makes it a location, a settlement of that size. A settlement is always an article (a location). Its size is kept there.
- An article you pick: its size fills the row. If its article has no Size yet, the box says what it will be set to. If you pick another size, Canopy says what it would change (Its article says Village. Adding it as a town changes Size in Whispering Oaks to Town.): Add and make it a town, or Add as a village to leave the article as it is.
Tap a settlement to see its size, when it was founded and how many live there. Grow or shrink it asks before it changes the article (Make Whispering Oaks a town?): Make it a town or Keep it a village. On this map shows each settlement's symbol, with the sizes used on the map above the list.
To place one while you draw, choose Places, then Settlement, and tap the land; press and hold a settlement to move it. The form opens where the tools are, under the map on a phone or beside it on a laptop, and a ring marks the spot you tapped. Its card then says Settlement placed.: Place another settlement places the next one, and Back to the tools (or the X) brings the tools back.
A picture map already has its towns drawn in, so its pins stay plain dots.
Roads, rivers and lakes on a drawn map
To draw a road, choose Places, then Road, and tap where it starts and each place it goes: it finds its own way over the land, round steep slopes and over passes. Drag a bend to send it another way. Tap on another road and yours joins it there, with no settlement needed. Drag your finger instead of tapping and the road goes exactly where you draw. Finish road, then name it (choose Done or another tool before that and the form opens all the same, so the road isn't lost): New route makes the route, with its distance from the map. The settlements it passes go under the route's Along the way, each with how far it is from the start along the road; bends and spots without a settlement don't count. Pick a route you already have and Add road. If its article says another distance, choose Use 46 miles or Keep 40 miles; if it starts, ends or stops somewhere else, choose Use the map's or Keep the article's. Nothing in the article changes unless you choose. Add as a label keeps a name only. Choose Track, Road or Highway under Kind. The form opens where the tools are, under the map on a phone or beside it on a laptop, and a ring marks the spot you tapped. Its card then says Road added.: Draw another road to go straight on (it keeps the same Kind), or Back to the tools.
Where roads meet, Canopy draws a crossroads, a small ring both roads share: move it and both follow. Tap it to Make it a settlement (both roads then stop at the new village) or Add a label. Two roads that only cross don't meet until you tap where they cross and choose Make a crossroads.
Where a road crosses a river, Canopy draws a bridge, or a ford on a track: tap it to make it the other (Make it a ford, Make it a bridge), or to name it (Name this bridge, then New article or Add as a label).
A river you draw is part of the land, and every player sees it. To give one a name, choose Places, then Name a river, and tap it: New article makes its page, a natural feature (a location in a world without that template). A named river is drawn by Canopy, so players only see it, and its name, once they have its article. Lakes keep their water on the map; only the name follows the article. Lakes your rivers form are named the same way: tap the lake. Its card then says River named. (or Lake named.); Back to the tools when you're done naming.
Up close, a river shows rapids where it runs steeply and a waterfall where it drops over a cliff. They come from your heights: make the drop steeper and you get a waterfall. A named river's waterfalls and rapids go with it: Canopy draws them on its line, and players see them once they have the river.
Tap a road to see where it goes and how long it is (From, To, Length), Read its route, or Change road (its name or route, its kind, or Take it off the map). Canopy says what it took off, with Undo, which puts the road back with its bends and bridges. Tap a river or lake for Change name; Take the name off puts a river back into the picture at the next Done, and Canopy says what it took off, with Undo. When you change a road later and its route no longer matches, its card offers Use the map's or Keep the article's. On this map lists them under Roads (with the bridges you named) and Rivers and lakes, and Find on this map finds them too.
To change a road's way, tap it in Places → Road and choose Change the way. Its stops show as handles: drag one to move it, onto a settlement or another road if you like; tap one and Take out stop; tap the land to carry the road on from its end. Drag from one stop to the next to draw that stretch again by hand. Save road keeps it, Cancel puts it back.
A road whose settlement is no longer on the map can't be drawn. On this map lists it first under Roads, with what's wrong; its card offers End it where Millford was, or put the settlement back. A route's page, like a place's, shows its small map with the road.
One your players don't have yet (in the Active campaign) is drawn dashed in the secret colour, and says Only you see this.
Name a forest. A forest, marsh or any land you painted can have a name too. Choose Places, then Name a forest, and tap inside it: the whole stretch lights up, and the form says Name this forest (or Name this marsh, Name these fields, Name this desert…). Type and pick an article, then Name it, or New article (a natural feature) or Add as a label. Players see its name once they have its article. Its trees are part of the land and always on the map. Canopy writes the name across the forest and its card says Forest named.; Back to the tools when you're done naming. Tap it later for its card (Broadleaf forest on Thornmere), Read or Change name, and Take the name off in Change name. A forest that grows, shrinks or turns from oak to pine keeps its name. If you paint over the spot you tapped with something else (bare land, or fields where the forest was), Done says The Whispering Oaks is no longer on the map., and its article stays. On this map lists named forests under Areas, and the forest's page shows it on its small map. If two named forests grow into one, the name given first shows, for you and for each player of the names they have.
What's on a map
On this map (beside the map on a laptop or a tablet on its side, or the On this map button on a phone) lists every pin, road, river, lake and named area, with buttons to jump to each. Find on this map searches them. Tap a road to see all of it on the map. Pins are listed by name, numbers in order, and Find on this map searches their notes and sources too; tap one to centre the map on it.
Tap a pin on the map to see it: its name, the article's summary, your note and source. Read opens the article; Change pin changes its name, article, note or source, or takes it off the map. On a phone, Back closes the pin first.
From a place's page
A place's page has Put on map under its details: pick the map (if you have more than one), then tap where the place is. Once it's on a map, the page shows a small map centred on it; tap it to open the whole map there.
At the table
In a session, a place you open in the side panel or the sheet shows its small map too. Tap it and the map opens in the same panel or sheet, centred on the place, so you never leave the session or Table mode. Pins on it open in the same place, and Back (the button at the top, or your phone's) goes back to where you were.
Maps inside maps
A map can sit inside another map: a town inside a region, a dungeon level inside the town. It shows on the map above as a dashed outline with its name; tap the name to open it. At the top of a map inside another, the names of the maps above it lead back up (The Thornmere Valley › Thornmere town), and Up goes to the map it's in. On this map (beside the map, or the On this map button on a phone) also lists the Maps inside this map.
To make one, open the map above, then Map, Map this area. Move and zoom until the frame holds the area, press Use this area, pick its picture (as for a new map: Add a picture or one of the world's pictures), give it a name and press Make the map. Pins work on it like on any map, numbered pins included.
A map you made before can go inside another too: Map, Put it inside another map, pick the map, then show where it is and press Put it here. Change where it is moves it; Take it out of … makes it a map on its own again. Deleting a map keeps the maps inside it, as maps on their own.
A pin for an article shows on the maps above and below the map it's on, at the same spot: a pin on a region map shows on the world map too, and a pin on the world map that falls inside a region shows on the region's map. It looks like any pin there. On a busy world map, pins from a region show once you zoom in on it; towns and cities always show. On this map lists them under From other maps, with the map each is on, and Find on this map finds them too. Label and numbered pins stay on their own map, and a map inside shown as a spot (not an area) doesn't carry pins over.
You can move a pin on any drawn map it shows on. Moved on a more detailed map, it's kept there from then on; moved on the world map, it stays on its region's map as long as it's still inside that region. Its card elsewhere says Placed on …: tap the map's name to open it. Each move says where the pin is now, with Undo. On picture maps, a pin moves only on the map it's placed on, since a picture isn't to scale. A pin on a picture map shows on the maps above it, but a pin from the map above doesn't show on a picture inside it.
For your players, a map inside another is shared like any map. They see its outline on the map above only when you've given them both; a map you haven't given them doesn't show at all, not its name, its outline or how many there are, and its breadcrumbs never lead to a map they don't have. A pin from another map reaches them only when they have its article, as on any map. Its card says Placed on … only when they have that map too; otherwise nothing names it.
Changing a map
Map at the top of a map changes its name, Change the picture swaps the picture (a version without a grid, a publisher's update) and keeps every pin where it was, and Delete map deletes it. Deleting a map leaves its picture in Pictures and doesn't touch any article.
Renaming an article updates its pins, roads, rivers and lakes. Deleting an article asks what to do with its pins (or its road, river or lake): keep them, with its name as a label, or take them off the map.
In your files
A map is a note in maps/, named after the map, with its pins in the frontmatter. Positions are fractions of the picture (0 to 1), so a picture of another size keeps every pin in place. It's in Download as zip, opens in Obsidian, and comes along when you import the world.
---
type: map
title: The Thornmere Valley
image: "[[Thornmere Valley.webp]]"
pins:
- id: ivy-hall
x: 0.42
y: 0.31
article: "[[Ivy Hall]]"
- id: area-14
x: 0.61
y: 0.7
label: "14"
note: Secret door behind the altar
source: p.47
---
A drawn map's roads, named rivers, lakes, forests and crossroads are there too, under roads:, rivers:, lakes:, areas: and crossroads::
roads:
- id: the-coast-road
route: "[[The Coast Road]]"
kind: road
length: 46 miles
stops: [ harlow, [ 0.52, 0.81 ], eastwick ]
meets: [ cr-1 ]
legs: [ land, hand ]
line: [ [ 0.27, 0.61 ], [ 0.31, 0.7 ] ]
crossings:
- at: s3
x: 0.29
y: 0.66
article: "[[Cliff Bridge]]"
rivers:
- id: the-sluice
article: "[[The Sluice]]"
source: s3
line: [ [ 0.55, 0.39 ], [ 0.56, 0.41 ] ]
falls: [ [ 0.5, waterfall ] ]
lakes:
- id: glass-mere
article: "[[Glass Mere]]"
lake: l2
at: [ 0.48, 0.66 ]
areas:
- id: whispering-oaks
article: "[[Whispering Oaks]]"
cover: broadleaf
area: area-1a2b3c4d
at: [ 0.45, 0.2 ]
angle: 4.2
outline: [ [ 0.38, 0.12 ], [ 0.52, 0.12 ], … ]
crossroads:
- id: cr-1
x: 0.52
y: 0.81
label: Crossways
A stop is a pin's id (the road moves with that settlement) or a spot; legs says how each stretch was made (following the land, or by hand); line is its course, so the map reads without the map maker. A named area keeps its biome (cover), where its name goes (at, tilted by angle) and its outline. A bridge or ford is written where the road crosses a river, with kind: ford (or bridge) only when you changed it. A named river's falls are its waterfalls and rapids, each at a place along its line counted in points (0.5 is halfway from its first point to its second); the map maker writes them at Done. A road or river without an article has label: instead. A crossroads is a spot two or more roads share, with an optional label: or article:; each road's stop there stays a spot at the same place, so the map still reads anywhere. A road's meets: lists the crossroads it stops at; Canopy writes it again at every save.
A players' version adds one line, playersImage: "[[Thornmere Valley (players).webp]]". A map inside another says which and where, as fractions of that map's picture: in: "[[The Thornmere Valley]]", then where: with x, y and, for an area, w and h. One made from a drawn map also has region:, which part of the drawn map it is. A shared map or pin is written in the campaign's file as map: "[[The Thornmere Valley]]", with pin: area-14 for one pin.
Sharing a map with your players
With a campaign Active in the sidebar, a map has a share button under its name, like an article: Everyone or chosen players, In the primer or During play. You can also Share a map on the campaign's Players tab, or hand one out with Hand out… in a session.
What players see on it follows what you already shared, so there's nothing else to keep in step:
- A pin for an article shows when they have that article. Share Ivy Hall, and its pin appears on their map.
- Any other pin (a label like The Sunken Chapel, a numbered room) stays hidden until you hand it out. Tap the pin and use its share button, pick it in Hand out… (Pin: The Sunken Chapel), or add it to a beat's Handouts, so it goes out when the beat happens. Handing out a pin also gives them the map, if they didn't have it yet.
- Notes and sources on pins never go to players, nor do your notes on the map, nor pins they don't have: not their names, not where they are, not how many.
- Settlements follow their article, like any pin: players see a town's symbol and name once they have its article, and its size comes from that article.
- A road on a map follows its route: players see it once they have the route. A road without a route (a label) is handed out like a label pin (Road: Old cart track). A road that stops at a place they don't have still runs there, without naming it.
- A named river or lake follows its article: until they have it, a river isn't on their map at all (nothing of it is in the picture, nor its waterfalls and rapids), and a lake is only water, without its name.
- A named forest or marsh follows its article, like a lake: the trees are always on their map, and the name shows once they have the article (a label one once you hand it out).
- Bridges and fords follow their road, and a bridge's name its own article. A bridge is never drawn over a river they don't have: their road just runs on.
Tapping a pin shows whether its players have it: for a pin with an article, the share button of that article.
See as a player (on the Players tab, or See it as in a share button) opens the map exactly as they get it. At the table, the map in Table mode has a See as player switch, to show it to the table without your secrets (see At the table).
When the picture players get changes (Done on a drawn map, Take back the last change, Change the picture or a new players' version), they see The map changed under New since you last looked.
The players' version
Players see the map's whole picture. If anything secret is drawn on it (a secret door, a name they shouldn't know yet), give the map a players' version: Map at the top, then Add a players' version, and pick the same map without your markings. Players then get that picture and never yours, even where you show yours in an article; the pins stay where they are. It has its own credits, and goes in Maps in Pictures.
When you share a map that has no players' version, Canopy says so once, before it goes out.
The sample campaign, The Drowned Crown, shares The Thornmere Valley: its players see the places they have, and a later beat (The spire under the water) hands out the Sunken Chapel. The sluice gates are never shared, and they're only drawn on your version of the picture, with the sluice line under the water. See as Robin shows the difference.
Travel: routes between places
How far is it, and how long does it take? A route is a short note that joins two places: a road, a mountain pass, a river trip, a sea lane. Canopy turns your routes into days, so the answer is the same every session. No map needed.
Adding a route
A place's page has Roads and routes, listing the routes from it with their distance and terrain. Add a route, then pick the other place, or type a new name (it's jotted down as a new place, to write later). Say How far and the Terrain, and press Add route.
- How far is a distance: 40 miles, 65 km, or a bare 40 in your world's unit.
- Routes go both ways. Tick One way only for a river downstream or a one-way portal.
- More offers two things most routes don't need:
- Takes: a set time, the same for everyone at any pace: a ferry, a zipline, a portal. Write it short (20m, 1h 30m, 1d 4h, 1w 3d: weeks, days, hours and minutes, in any order) or in words (2 days, half a day, 6 hours). A day of travel is 8 hours. When a route has Takes, Canopy uses it instead of working the time out from the distance; the distance is still shown.
- Only for: tick the ways of travelling that may use it (a zipline on foot only, a narrow stair that's no place for a cart). None ticked means everyone. The names come from Travel settings; a way you rename or remove later is simply ignored.
- The route is an article of the built-in Route template, so it has its own page for the inn halfway, the toll bridge and the bandits. Tap its distance in the list to open it.
Stops along a route
A long road passes villages, inns and fords. You don't need a route for every stretch: put them Along the way. A road drawn on a map fills these for you (see Roads, rivers and lakes). A route's page lists its places in order, from where it starts to where it ends, each with how far it is from the start and how much further than the stop before: Millford, 12 miles · Ashby, 20 miles (8 more).
- Add a stop, next to Along the way: pick the place, or type a new name (it's jotted down as a new place, like Add a route). Say How far from the start, and press Add stop. Leave the distance empty if you don't know it yet. As soon as you type a number, a line says between which stops it will go, so a typo shows before it lands.
- The form stays open after each stop, so you can type in a whole road from your notes in one go. Press Done when you've finished.
- A stop goes in its place by its distance. Tap Change on a stop to change its distance, or Take it off the route (its page stays). Move up and Move down are there for a stop without a distance.
- Distances are from the start, like milestones, so adding or taking off a stop in the middle changes nothing else.
- On a long road, Find a stop at the top of Along the way finds a stop by name.
- A stop without a distance is listed, but How far to… can't travel to it on this route, and says so: Old Mill is on the Harlow Road, but the route doesn't say how far along, so Canopy can't say how far it is. Say how far opens the stop's Change. Canopy never guesses.
- A distance past the end of the route, or not further than the stop before it, isn't used, and the route's page says which stop is wrong.
- Every stretch has the route's own terrain and Only for. A route with Takes (a set time) has no stops.
A stop's own page lists the route under Roads and routes, with its neighbours on the road: Thornmere, 7 miles, road, on the route Thornmere to Whispering Oaks. In the sample world, The Ford Inn sits 7 miles along the road from Thornmere to Whispering Oaks.
How far to…
How far to… on a place's page asks three things: where to (the places your routes reach are one tap each, or Another place…), Travelling (on foot, horse, cart…) and Pace. Canopy finds the quickest chain of routes and answers in plain words, with each leg and the day you arrive:
Rosegarden to Ivy Hall: 46 miles, about 2½ days on foot. Via Thornmere.
Stops along a route are places like any other: you can travel to and from them, and a village on two routes joins them up. Each stretch is its own leg, with the day you arrive. When a trip passes more than three places, the answer names the route instead of every stop: Wintermere to Kingsport: 900 miles, about 45 days on foot, along the North Road.
When no chain of routes joins the two places, Canopy says so and offers Add a route: it never guesses a number. A ship stays on water; people on foot take the boat on a river or at sea. A route Only for some ways of travelling is skipped for the others, and Canopy looks for another way round; when there isn't one, it says why (The only way there, the Ivy Line, is on foot only.).
Short trips are said in clock time (about 20 minutes, about 5½ hours), longer ones in days. A route with a set time is named in the answer: Ivy Hall to Rosegarden: 45 miles on foot plus 5 minutes on the Ivy Line, about 2½ days in all.
Pace
- Carefully: staying hidden; two thirds of the speed, but quiet and keeping watch.
- Normal.
- Hurrying: a third faster, with less attention to the surroundings.
- Forced march: half as fast again, with longer days. Tiring: people and animals need rest after a few days. Canopy says so, but what it costs in your game is up to your rules.
The answer names the pace (about 7 days on foot, moving carefully).
Travel settings
Travel in the World menu holds the speeds. You don't need it: Canopy's speeds are roughly historical and work as they are.
- Measured in: miles, kilometres, or The world's own unit (1 league is 3 miles). Changing it converts the speeds.
- Ways of travelling, each with how far it gets in a day on open land: On foot 20 miles (32 km), Horse 30 (48), Messenger with fresh horses 60 (100), Cart or wagon 15 (24), River boat 30 (48), Sailing ship 100 (160). Add a way of travelling for a griffin or a sky barge.
- Terrain slows travel: road and open land 100%, forest and hills 75%, mountains, swamp and desert 50%. A cart or wagon goes at half that again in mountains and swamp.
- Pace: rename the paces, change how fast they are, add your own.
Back to Canopy's speeds puts the defaults back. The settings are saved in canopy.yaml, so they go with the world when you download or import it.
Routes and your players
A route is shared like any article, and its road on a drawn map goes with it. Players only get the routes you've shared, joining places they have; GM only lines and Later passages in a route stay with you, as everywhere. Their How far to…, and yours when you See as a player, only uses the routes they have, so a short answer can't give away a secret path.
Players only get the stops they have; the others are left out of Along the way entirely: not their names, not their distances, not how many there are. A stretch counts for a player when they have the route and the places at both its ends, so they can travel the part of a road they know. Their list says how far each place is from the one above it (12 miles from Harlow). When they don't have one of the route's ends, that end isn't named and the route's Distance is left out, since the total would say how far the hidden place is. You see a stop no player in the Active campaign has with the eye-off icon, and one line: Only you see The Ford Inn. In the sample world, The Ivy Line is a rope slide from Ivy Hall down to Thornmere: one way, 5 minutes, on foot only. The Sluice Tunnel from Ivy Hall to Whispering Oaks is never shared: on foot you're through it in a few hours, while See as Robin goes the long way round through Thornmere, about a day.
In your files
---
type: route
title: Thornmere to Whispering Oaks
from: "[[Thornmere]]"
to: "[[Whispering Oaks]]"
distance: 14 miles
terrain: road
---
Stops along a route are two lists in the same order: the places as whole links, and how far from the start each one is (written like Distance, or "" when you don't know yet). Canopy always writes both together:
along:
- "[[Millford]]"
- "[[Ashby]]"
alongAt:
- 12 miles
- ""
If the two lists aren't the same length (a line went missing in a hand edit), every stop is still listed but none can be travelled to, and the route's page says so. A stop that's also one of the route's ends, or listed twice, is ignored. A one-way route adds oneWay: One way only; a set time is takes: 20m, and the ways of travelling it's for are a list under onlyFor: (- On foot). A time typed in distance by hand is read as Takes too. Renaming a place updates its routes, stops included. The travel settings are under travel: in canopy.yaml.