Traveling in the Land of Crescent: Difference between revisions

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This multi-stop line runs from [[Maxaen]] to [[Luminaux]], with frequent stops in towns and cities along the way.
This multi-stop line runs from [[Maxaen]] to [[Luminaux]], with frequent stops in towns and cities along the way.
* '''Northbound'''
* '''Northbound'''
* Leaves Maxaen at 8 am sharp, daily.
** Leaves Maxaen at 8 am sharp, daily.
** Arrives in St. Kerwyn at


====Mountain Moonlight Line====
====Mountain Moonlight Line====

Revision as of 13:43, 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 from Maxaen to Luminaux, with frequent stops in towns and cities along the way.

  • Northbound
    • Leaves Maxaen at 8 am sharp, daily.
    • Arrives in St. Kerwyn at

Mountain Moonlight Line

This line between Luminaux and Mt. Daneasus is still under construction. It is expected to open in the autumn of 1373.

Water Travel

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

Clan Orien runs shipping and passenger vessels between all major port cities on the Sea of Shadows regularly. Inquire with the Harbormaster.

There is nearly daily keelboat traffic from Headwater to Luminaux; it is very easy to get passage, especially if you are willing to row.

There are only three Gnomish steamships in the world. There is usually one in drydock for repairs at any given time. If you have a problem, if no one else can get you there, and if you can find them, maybe you can hire... A steamship.

Air Travel

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

Bending Space-time Travel


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.