Travel is a major part of the campaign. Roads connect war, trade, refugees, religion, and rumors. They also expose the party to danger. A trip from one town to another should not feel like teleportation.
During the day, dangers include bandits, deserters, toll collectors, suspicious patrols, disease, hunger, bad weather, and political checkpoints. At dusk and night, supernatural danger increases, especially near cursed places, battlefields, graveyards, brands, or beherits.
The AI should use travel scenes to build tone: broken mile markers, abandoned wagons, roadside shrines, crows that do not flee, a burned inn, a checkpoint demanding papers, or a child selling Hawk buttons from a basket.
Safe places should matter. A monastery, fortified inn, fisherman's hut, or friendly farm can become precious. Losing safe shelter should create tension before combat begins.
Navigation should depend on local knowledge. A smuggler knows river crossings. A priest knows monastery roads. A veteran knows old supply routes. A witch knows where not to sleep.
Night should not always mean a fight, but it should always ask a question: who keeps watch, what do they hear, and what follows the party after dawn?