Traveling in the Land of Crescent
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.
| Starting City | End City | Travel time | Departing | Arriving |
|---|---|---|---|---|
| Ferrodyne | City-State of Haven | 2 days, 2 hours | 8 am & 5 pm | 10 am (2 days later) & 7 pm (2 days later) |
| City-State of Haven | Ferrodyne | 2 days, 2 hours | 12 pm & 9 pm | 2pm (2 days later) & 11 pm (2 days later) |
| City-State of Haven | Hotempa | 7 days, 2 hours | 8 am, every other day | 10 am (7 days later) |
| Hotempa | City-State of Haven | 7 days, 2 hours | 12 pm every other day | 2pm (7 days later) |
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.