Creative

How Long Does It Actually Take to Walk 100 Miles in Your Fantasy Novel?

Realistic travel times, distances, and speeds for horses, walking, and wagons in medieval settings

By Chandler Supple15 min read
Calculate Your Journey

AI helps you plot realistic travel times and journey details for your fantasy world based on distance, terrain, and transportation method

Your characters need to get from the capital to the border fortress. You know it's a significant journey but you're not sure how long it should take. A week? Two weeks? A month?

You Google "how far can you walk in a day" and get answers ranging from 10 to 30 miles depending on the source. You know your characters are on horseback, but does that double the speed? Triple it? And what about when they hit the mountains or that swamp region?

Then you realize your chapter two says they left the capital, chapter three is them arriving at the fortress, and you never mentioned how long the journey took. Did they teleport? Did weeks pass off-page? Readers are going to notice the world makes no spatial sense.

Getting travel times right matters more than you think. It affects plot pacing, provisioning logistics, character exhaustion, and whether your world feels believably mapped or like locations exist in narrative space only. Once you understand realistic travel speeds and what affects them, you can make intentional choices about when to compress travel and when to let the journey breathe.

Base Travel Speeds: What's Actually Possible

Let's start with the real numbers. These are for fit, experienced travelers in decent weather on relatively reasonable terrain. Everything that follows this section is about what slows these speeds down.

Walking

A healthy adult can sustain 3 miles per hour on flat, clear terrain. That's walking with purpose, not strolling, but not race-walking either.

Most people can maintain this for about 6-8 hours of actual walking per day. That gives you 18-24 miles per day as a sustainable pace.

Push beyond that and you're into forced march territory: 20-25 miles per day for a few days, but fatigue accumulates. You can't sustain that for weeks without physical breakdown.

Maximum desperate speed, someone fleeing for their life with good fitness: maybe 30 miles in a day. But they're wrecked afterward and can't repeat it the next day at full speed.

This means: 100 miles on foot is 5-6 days of travel. 200 miles is nearly two weeks. 500 miles is about a month of walking.

Horseback (Regular Travel)

This is where writers usually get it wrong. Horses are faster than walking, but not as much faster as you think for sustained travel.

A horse walks at 3-4 mph (not really faster than a human). They trot at 8-10 mph. But you can't trot for eight hours straight. The horse tires, the rider gets beaten up by the motion, and the horse needs walking breaks.

Realistic sustained travel on horseback: 30-40 miles per day is standard. You're alternating walking, trotting, and brief canters. The horse needs rest breaks. You need to dismount periodically to walk and give the horse's back a break.

Pushing hard, changing to a fresh horse, or riding through normal rest hours: 50-60 miles per day. This is urgent travel. You can't sustain it for weeks without breaking down horses and riders.

So horseback roughly doubles walking speed for sustained journeys. Not the 5x speed boost fantasy books sometimes imply.

Wagon or Cart

Wagons move at the speed of the oxen or horses pulling them, which is walking speed. But wagons require roads or at least clear ground. They can't cross rough terrain.

On good roads: 15-20 miles per day. On rough roads or trails: 10-12 miles per day. In mud or after rain: sometimes 5 miles per day or stuck entirely.

Wagons are slower than walking if you're going cross-country, because wagons need paths. But they carry vastly more supplies, which matters for long journeys.

Fast Courier (Changing Horses)

Pony Express-style relay riding where you change to a fresh horse every 10-15 miles can cover 60-100 miles per day. This is extremely expensive (you need horses staged in advance) and wears out riders quickly.

Use this for urgent messages or "the king needs you immediately" summons. Not sustainable for general travel.

Boat (River or Coast)

Wind and current dependent. Sailing downriver with favorable wind: 50-100 miles per day. Upstream rowing against current: 10-20 miles per day. Coastal sailing with good wind: 80-120 miles per day.

Water travel is fast when conditions are right, which is why historically, water routes were preferred for long-distance travel and trade.

What Slows Everything Down

Those base speeds assume good conditions. Real travel is messier.

Terrain

Mountains cut travel speed in half or worse. You're going up and down, following switchbacks, dealing with altitude. That 20-mile-per-day walking pace drops to 10 miles, maybe 8 in serious mountains.

Forests without clear paths slow you down. You're navigating around trees, undergrowth catches at you, you can't see far ahead. Maybe 12-15 miles per day instead of 20.

Swamps are brutal. You might make 5-8 miles per day slogging through marsh, and you're exhausted doing it. Horses are nearly useless in swamps. You're on foot.

Desert is extreme heat, limited water, navigation challenges. You might travel at night and rest during day heat. Speed varies wildly but energy expenditure is high.

Snow depends on depth. Light snow on frozen ground might barely slow you. Knee-deep snow cuts speed in half. Thigh-deep snow might be 5 miles per day of exhausting struggle.

Roads vs. No Roads

Paved roads (Roman-style): full speed travel, sometimes faster because the surface is so good. These are rare in medieval fantasy.

Dirt roads, clear and maintained: normal travel speeds. This is your standard medieval road.

Rough trails: speed drops 20-30%. You're watching your footing, avoiding rocks and roots, picking your way.

No trail, cross-country: speed drops 30-50% depending on terrain. You're navigating, dealing with obstacles, making path decisions constantly.

Weather

Rain turns roads to mud. Mud cuts speed dramatically. You might make half normal distance or get stuck entirely waiting for ground to dry.

Extreme heat forces more rest breaks, travel during cooler parts of day, higher water needs. Might reduce daily distance by 20-30%.

Extreme cold means more energy just staying warm, difficulty with numb fingers, reduced daylight hours in winter. Similar reduction.

Wind affects horseback riding especially. Strong headwind is exhausting for horse and rider. Strong enough wind forces you to stop and shelter.

Storms can halt travel entirely for a day or more.

Group Size and Composition

Solo traveler or small group: maximum speed. You set your own pace, take breaks when needed, adjust on the fly.

Large group: travels at the speed of the slowest member. Coordination takes time. More breaks needed because not everyone needs rest at the same time.

Children, elderly, or injured in the group: significantly slower. You're limited to what they can sustain. Maybe 10-12 miles per day instead of 20.

Pack animals or herding livestock: adds delays for animal care, feeding, watering. Animals move at their own pace.

Supplies and Load

Light travel (small pack, minimal supplies): full speed possible.

Full camping gear, food for multiple days: heavier load slows you down. Maybe 15 miles per day instead of 20.

Heavy trade goods or armor: significantly heavier. Maybe 12-15 miles per day and you're exhausted.

This is why wagons are valuable despite being slow. They move the load off people's backs.

Planning a journey for your characters?

River's AI helps you calculate realistic travel times, plot journey details, and structure travel sequences with accurate distances and authentic complications for your fantasy world.

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Daily Travel Structure: What Actually Happens

Don't just write "they traveled for five days." Understanding the daily rhythm makes travel scenes feel real.

A Typical Day on the Road

Wake at dawn or before. Break camp (30-60 minutes). Eat breakfast (cold food or quick cooking).

Travel from sunrise for 3-4 hours. Morning travel while everyone's fresh and temperature is cool.

Stop for midday rest and meal (1-2 hours). This is when heat peaks in many climates. Rest the horses. Eat. Rest your feet.

Travel another 3-4 hours in afternoon. Pushing toward a campsite with water if possible.

Stop with enough daylight left to make camp (at least an hour before dark). Set up shelter, gather firewood if available, cook evening meal, see to animals.

Total travel time: 6-8 hours of actual movement. But the entire day is consumed by travel, camp chores, and recovery.

Rest Days

For journeys longer than a week, you need rest days. Every 5-7 days, take a day to rest, do laundry, repair equipment, let animals graze and recover, and let travelers' bodies heal from the accumulated fatigue.

This is usually in a town or village where you can resupply. Or at a good water source with grazing if you're in wilderness.

Skipping rest days means accumulating fatigue that eventually forces you to slow down or stop anyway. Better to plan them.

Travel Hours by Season

Daylight hours matter. Summer: you have 14-16 hours of daylight. You can travel longer if needed. Winter: maybe 8-10 hours of daylight. You're traveling less and camping more.

This affects long journeys significantly. A summer journey might be two weeks. The same distance in winter might be three weeks or more.

Provisioning: Food and Water Logistics

Your characters need to eat and drink. This affects travel planning.

Water

Humans need about 2 liters per day minimum, more in hot weather or during exertion. Water weighs 1 kg per liter (2.2 pounds).

You can't carry more than a few days' water. Travel routes follow water sources: rivers, streams, springs, wells. You plan your daily stops around water access.

Desert travel is limited by water availability. You can't sustain travel for more than 2-3 days between water sources without animals to carry huge water supplies.

Horses drink 5-10 gallons per day (20-40 liters). They need water even more critically than riders.

Food

Hard travel burns 3,000-4,000 calories per day. You need substantial food.

Carrying food: you can carry about 2-3 pounds of food per day (dried meat, hard bread, cheese, dried fruit). Multiply by the number of days until you expect resupply.

For a week-long journey, that's 15-20 pounds of food per person. Plus cooking gear, bedding, clothing. You're at 30-40 pounds of pack weight, which is heavy but manageable.

For longer journeys, you need to resupply in towns or hunt/forage along the way. You can't carry a month of food on your back.

Horses and Pack Animals

Horses need 15-20 pounds of food per day (grain and hay). They can graze but still need supplemental food for hard travel.

Pack horses can carry 150-200 pounds. This is how you extend range: pack animals carry supplies, meaning humans don't have to.

But pack animals need feeding, watering, and care. They slow your travel slightly but extend your range significantly.

Story Uses: When to Compress, When to Expand

You don't need to describe every day of travel. But you need to account for time passing.

Montage Travel

"The journey to the border took two weeks. They followed the river road through increasingly sparse settlements..."

Summarize travel when the journey itself isn't the point. Give enough detail to make time passing clear and establish what kind of journey it was (hard, easy, boring, tense) but don't scene it all.

Use this for getting characters where they need to be when the journey isn't central to plot or character development.

Expanded Travel Scenes

When travel serves story purpose: character bonding, relationship tension, worldbuilding, encounters, challenges.

Show specific days. Camp scenes. Conversations during the day's travel. The exhaustion, the boredom, the moments of beauty or danger.

Use realistic travel details to ground it: tired horses, sore feet, running low on water, arguing about pace, deciding whether to push on or make camp.

Urgent Travel

When characters need to travel fast, show the cost. Pushed horses. Exhausted travelers. Skipping meals. Sleeping rough without proper camp. Developing injuries or illness.

You can push beyond normal travel speeds, but there are consequences. Show them. Maybe they arrive in time but they arrive half-dead from exhaustion.

Making Distance Feel Real

Readers develop a sense of your world's geography from how long travel takes. If the capital and the border fortress are a two-week journey apart, readers understand that's significant distance. The kingdom feels large.

If characters teleport around without time passing, the world feels small and fake. Distance stops meaning anything.

Establish Reference Distances

Pick a few key journeys and establish their duration. "Three days to the coast." "A week's ride to the mountains." "Two weeks to the border."

Later references to these locations call back to those times. "We don't have two weeks to reach the border" means something because readers remember it's a two-week journey.

Show Time Passing

Even in montage travel, show time. Chapter ends with leaving. Next chapter, mention "four days later" or "after a week on the road." Small phrases that anchor time.

Weather changes, beard growth, wearing holes in boots, dwindling supplies all signal time passing.

Consequences of Distance

If something urgent happens at the capital and your characters are two weeks away, they can't respond immediately. The distance matters. Use this for tension.

Communication is slow. A message takes as long to travel as a person does (or longer if sent by foot messenger rather than mounted courier). Information is out of date by the time it arrives.

Building your fantasy world?

River's AI helps you develop consistent geography, calculate realistic travel times and distances, and create journey sequences that make your world feel authentic and well-mapped.

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Common Mistakes and How to Fix Them

Horses as Motorcycles

Characters gallop for hours or cover 100 miles in a day regularly. Doesn't work. Horses tire. Galloping is a sprint, not sustainable.

Fix: Use realistic daily distances (30-40 miles normal, 50-60 if pushing). Show walking and trotting, not constant galloping. Show horses needing rest and care.

Zero Travel Time

Characters are in one location one chapter and another location the next with no time passing. Teleportation without magic.

Fix: Even a single line. "Three days later, they reached..." That's all it takes to make distance real.

Inconsistent Travel Times

The journey from A to B takes two weeks in chapter three. The same journey takes three days in chapter fifteen.

Fix: Keep notes on your key distances. A to B is always roughly the same time unless you're showing different urgency or traveling conditions.

No Supplies or Logistics

Characters travel for weeks without mention of food, water, or resupply. They never seem to run out of anything.

Fix: You don't need to detail every meal, but mention supplies. Running low on water. Stopping in a village to resupply. Hunting for food. Small touches make it real.

Ignoring Terrain and Weather

Travel speed is identical whether crossing desert, mountains, or plains. Rain and snow don't slow anyone down.

Fix: Adjust travel times for terrain. Mention weather affecting the journey. Mountains take longer. Swamps slow everything. These details matter.

Practical Examples for Common Distances

Let's put numbers to typical fantasy scenarios.

Village to City (50 miles)

Walking: 2-3 days. Horseback: 1-2 days. Wagon: 3-4 days.

This is a significant journey but doable in a few days. Local travel between settlements.

Capital to Border (200 miles)

Walking: 10-12 days. Horseback: 5-6 days. Wagon: 12-15 days.

This is the kind of journey that matters. You're leaving the heartland for the frontier. It takes time and planning.

Cross-Country (500 miles)

Walking: 25-30 days (month+). Horseback: 12-15 days (two weeks). Wagon: 30-40 days (month+).

This is a major expedition. You're crossing significant portion of a kingdom or continent. Multiple resupply stops needed. Weather and season matter significantly.

Coast to Mountains (100 miles, rough terrain)

Walking: 6-8 days (mountains slow you down from normal 5 days). Horseback: 3-4 days. Wagon: difficult or impossible depending on roads.

Terrain changes everything. Those mountains add days to the journey.

When to Break the Rules

These are guidelines for realism. But you're writing fantasy. Sometimes you need to bend them.

Magic Changes Everything

Teleportation, flying mounts, magical roads that compress distance. If your magic system allows fast travel, use it. But make it rare or expensive or risky. If fast travel is common and easy, distance stops mattering entirely and your world loses scale.

Story Pacing Needs

Sometimes you need characters to arrive faster than realistic travel allows. Okay. But try to at least nod to the compressed timeline. "They rode hard, changing horses twice" or "pushed themselves beyond endurance." Acknowledge you're bending reality even if you don't dwell on it.

The Rule: Be Consistent

Pick your world's travel speeds and stick to them. If journey A takes two weeks, similar distances under similar conditions should take similar time. Consistency makes your world feel real even if your baseline speeds are faster than historical reality.

Using Travel for Story

Travel time isn't just logistics. It's opportunity.

Characters stuck together for days or weeks develop relationships. Forced proximity creates bonding, tension, romance, conflict. Use travel time for character development.

Travel reveals character. Who complains? Who pushes through? Who helps others? Who takes extra watch shifts? Character shows through behavior under the stress and tedium of long travel.

Encounters happen during travel. Bandits, fellow travelers, strange occurrences, discoveries. Travel is when random events can slot in naturally.

Worldbuilding emerges through travel. The landscape, settlements, people, customs. Show your world by moving through it.

Transitions happen during travel. Time passes. Seasons change. Characters process events from the last location and prepare mentally for the next. Travel is breathing room in plot pacing.

When you understand realistic travel times and logistics, you can use travel purposefully. Compress when you need to. Expand when it serves the story. But always make distance feel real, because that's what makes your world feel like a place rather than a series of stage sets.

Frequently Asked Questions

How far can someone actually walk in a day?

A fit adult can sustain 18-24 miles per day on flat terrain with regular breaks. Forced march can push to 25 miles, and desperate flight might reach 30 miles in one day, but that's not sustainable. Terrain, weather, load weight, and group composition all reduce these distances significantly.

How much faster is horseback than walking for long journeys?

Horses roughly double travel speed for sustained journeys: 30-40 miles per day normal pace, 50-60 if pushing hard. Not the 5x speed many fantasy books assume. You can't gallop for hours - horses tire, and riders need to alternate between walking, trotting, and brief canters with regular rest breaks.

Do I need to describe every day of a long journey?

No. Use montage for travel that isn't central to plot: "The two-week journey to the border..." Then expand specific days when travel serves story purpose (character development, encounters, challenges). Always show time passing even in montages with phrases like "after five days on the road."

How does terrain affect travel speed?

Mountains cut speed in half or more. Forests without paths reduce to 12-15 miles/day. Swamps might be 5-8 miles/day. Snow depends on depth (light snow barely slows, thigh-deep cuts to 5 miles/day). Desert requires night travel and more rest. Roads vs. no roads makes 30-50% difference in speed.

How do I keep track of travel times consistently?

Note key distances in your worldbuilding documents: Capital to Border = 200 miles = 6 days on horseback. Reference these established times later to stay consistent. If journey A takes two weeks, similar distances in similar conditions should take similar time. Consistency makes your world feel real and properly scaled.

Chandler Supple

Co-Founder & CTO at River

Chandler spent years building machine learning systems before realizing the tools he wanted as a writer didn't exist. He founded River to close that gap. In his free time, Chandler loves to read American literature, including Steinbeck and Faulkner.

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