Traveling in the Land of Crescent: Difference between revisions

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====Great Southern Highway Line====
====Great Southern Highway Line====
Following the Great Southern Highway through the [[Merciless Desert]], this line runs from Haven to [[St. Kerwyn]]. It makes a brief stop at the [[Desert Beetle Inn]] for water and supplies, and a longer stop at [[Hotempa]] to onload and offload cargo.
Following the Great Southern Highway through the [[Merciless Desert]], this line runs from Haven to [[St. Kerwyn]]. It makes a brief stop at the [[Desert Beetle Inn]] for water and supplies, and a longer stop at [[Hotempa]] to load and unload cargo. The tracks for this line follow the old [[Southern Highway]], which leads detractors to call this "Edvard's Second Folly".
* '''Westbound''': Leaves Haven at 8 am, every other day.  Arrives in Hotempa about 11 days later, at noon.
* '''Westbound''': Leaves Haven at 8 am, every other day.  Arrives in Hotempa about 11 days later, at noon.
* '''Eastbound''': Leaves St. Kerwyn at about noon, every other day.  Arrives in Haven about 11 days later, at around 3 pm.
* '''Eastbound''': Leaves St. Kerwyn at about noon, every other day.  Arrives in Haven about 11 days later, at around 3 pm.

Revision as of 13:17, 19 January 2024


Traveling in the land of Crescent is becoming more and more available to all people. Until about 20 years ago, travel largely meant using horses, oxen & wagons, or boats. Today, there's a wide variety of travel options, including land, sea, and sky!

Overland Travel

  • Horseback, on-road: 30 miles/day
  • Horseback, off-road: 15 miles/day
  • Horseback, mountains: 5 miles/day
  • Wagon caravan, on-road: 15 miles/day
  • Wagon caravan, off-road: 7 miles/day
  • Wagon caravan, mountains: 3 miles/day
  • Lightning Rail: 150 miles/day

Caravans

There are many ways to join or form caravans. The Guild of the Iron Rose runs commercial caravans for both people and cargo transport. There are also numerous Halfling clans that travel the world by wagon and pony.

Lightning Rail

A joint project between the Gnomish Ministry of Engineering and the Guild of the Iron Rose and financed by Homesteader's Bank, the Lightning Rail runs train lines between many of the major cities, with stops at towns and outposts.

Iron Line

The oldest of the Lightning Rails line, and still subject to experimentation, the Iron Line meanders through the Iron Hills between Ferrodyne and the City-State of Haven. Some detractors call this the "Rust Line".

  • Southbound: Leaves Ferrodyne twice daily at 8 am and 5 pm. Arrives in Haven about two days later, at 10 am and 7 pm. Usually.
  • Northbound: Leaves Haven twice daily at 12 pm and 9 pm. Arrives in Ferrodyne about two days later, at 2 pm and 11 pm.

Great Southern Highway Line

Following the Great Southern Highway through the Merciless Desert, this line runs from Haven to St. Kerwyn. It makes a brief stop at the Desert Beetle Inn for water and supplies, and a longer stop at Hotempa to load and unload cargo. The tracks for this line follow the old Southern Highway, which leads detractors to call this "Edvard's Second Folly".

  • Westbound: Leaves Haven at 8 am, every other day. Arrives in Hotempa about 11 days later, at noon.
  • Eastbound: Leaves St. Kerwyn at about noon, every other day. Arrives in Haven about 11 days later, at around 3 pm.

Central Line

This multi-stop line runs all the way from Maxaen to Luminaux, with frequent stops in towns and cities along the way.

Water Travel

  • Ocean Travel, Sailing ship: 50 miles/day
  • Ocean Travel, Experimental Gnomish steam ship: 100 miles/day
  • River Travel, Keelboat, downstream: 15 miles/day
  • River Travel, Keelboat, upstream: 10 miles/day

Air Travel

  • Passenger Airship: 200 miles/day
  • Cargo Airship: 75 miles/day
  • Jade Imperium Warship: Classified

Travel Speeds Disclaimer

All speeds listed here assume generally favorable conditions. Travel times may vary depending on weather, air or sea currents, rebellions, gnomish technology, areas of wild magic, spell failure, deliberate sabotage, Acts of God(s), illness, mutiny, banditry, or general lack of skill.