RHUNA STORY ATELIER

Rhuna: Homelands

Trans. Speeds

Discover the places people call home.

In this section

Transportation at a Glance Copy link

Transportation across Rhuna ranges from ordinary foot travel and animal-drawn wagons to great ships, subterranean transports, and Sun-Stone vessels capable of crossing enormous distances in a fraction of a day.

The times below assume approximately 100 miles of reasonably direct travel under suitable conditions. Terrain, weather, damaged infrastructure, hostile territory, Wither, necessary stops, or particularly favorable routes may increase or decrease the actual journey.

Three Minor Time equal one Major Time. Three Major Time represent one full day of travel.

Transportation

Type / Creator

Travel Speed

~100 Miles

Typical Fare / Cost

Fuel & Upkeep

Availability

Foot Travel

Universal

Slow

4–6 Days

Free

Food, water, shelter

Universal

Cart / Wagon

Universal

Slow

3–5 Days

0.5–1 Rse/day; 15–40 Rse purchase

Draft beast, feed, repairs

Common

Stallion

Universal; Boskirov renowned breeders

Moderate

2–3 Days

20 Rse purchase

Feed, water, stabling

Common

Saelarium

Traveling garden; scholars, Ereth & Threaders

Slow–Moderate

2–4 Days

2–4 Rse/day passage

Living maintenance, water, Focus/Regulator upkeep

Uncommon

Iron Caravan

Gahlian

Moderate

1–2 Days

2–5 Rse/day passage

Crew, maintenance, assisted systems

Uncommon

Spar

Nari-associated riding beast

Fast

1 Day

75–150 Rse purchase

Food, care, stabling

Rare

River Ferry / Barge

Regional; Vaeloran common

Fast

2–3 Major

0.2–1 Rse passage

Current, sail, crew

Common

Pahric Cart

Pahric

Fast

2–3 Major

1–3 Rse passage; 150–300 Rse purchase

Focus and Regulator upkeep

Uncommon

Coastal Sailing Ship

Vaeloran & regional shipwrights

Fast

2–3 Major

1–3 Rse/day passage

Wind, crew, provisions

Common

Merchant Vessel

Vaeloran & regional shipwrights

Fast

2 Major

2–5 Rse/day passage

Wind, crew, maintenance

Common

Solvaris

Riverboat; House Vaeloran

Fast

2 Major

2–10 Rse passage

Current, sail, crew; assisted systems

Regional

Mor’Kail-class

Deep-sea trader; Gahlian design

Very Fast

1–2 Major

3–8 Rse/day berth

Sail, wind, assisted systems

Uncommon

Landstrider

Pahric

Very Fast

1–2 Major

3–6 Rse/day; 400–800 Rse purchase

Regulators, specialized components

Rare

Dalo’Var-class

Warship; Gahlian design

Very Fast

1–2 Major

Not normally available

Crew, maintenance, assisted systems

Military

Vaelstrider-class

Scout ship; Gahlian design

Very Fast

1 Major

5–10 Rse passage when available

Sail, crew, assisted navigation

Rare

Vaeloran Fastship

House Vaeloran

Very Fast

1 Major

4–8 Rse/day passage

Wind, crew, advanced engineering

Uncommon

Deeprunner / Darktreader

Subterranean centipede-train

Very Fast

1 Major

3–8 Rse per passage

Pressure-fed Hearth-Core

Very Rare / Fixed Route

Dune-Skimmer

Pahric

Exceptional

3 Minor / 1 Major

5–10 Rse passage; 500–1,000 Rse purchase

Wind, Regulators, specialized sails

Regional / Rare

War Crawler

Gahlian

Exceptional

3 Minor / 1 Major

Not commercially available

Core systems, crew, extensive maintenance

Extremely Rare

Junker

Uthuru / rogue builders

Unpredictable

3–6 Minor

100–500+ Rse or barter

Scavenged components; sometimes unstable Sun-Stones

Illegal / Unreliable

Gliding Sentinel

Gahlian

Exceptional

2 Minor

10–20 Rse courier passage

Focus and Regulator systems

Rare

Veyloth-class

Phantom sea vessel; Gahlian design

Exceptional

2 Minor

Rarely available publicly

Specialized assisted systems

Very Rare

Zal’Vareth

Gahlian Sun-Ship

Extreme

1 Minor

15–40 Rse passage

Sunlight and charged Sun-Stone reserve

Very Rare

Vorkharn

Sky-Raider vessel

Extreme

1 Minor

Not legitimate transport

Unstable Sun-Stone core

Illegal / Very Rare

Vael’Zorith

Gahlian escort Sun-Ship

Extreme

1 Minor

Military or official use

Sunlight and Sun-Stone reserve

Extremely Rare

The named Pahric vehicles, Gahlian craft, Saelarium, Junker, ships, Deeprunner, and Sun-Ships preserve the transportation established in the existing Homelands material.

Reading Travel Time Copy link

Travel Time represents the amount of meaningful game time required to cover a significant distance. It is not intended to measure every hour spent moving.

Travel Time

Approximate Journey

1 Minor

Extreme-speed travel; approximately 100 miles

2 Minor

Exceptional-speed travel; approximately 100 miles

3 Minor

1 Major Time

1 Major

Roughly one-third of a traveling day

2 Major

Most of a traveling day

3 Major

1 full Day

2 Days

6 Major Time

3 Days

9 Major Time

4 Days

12 Major Time

5 Days

15 Major Time

For journeys lasting longer than a day, use Days rather than continuing to count Major Time.

Sun-Stone Travel Copy link

Sun-Stone vessels do not ordinarily consume individual Sun-Stones like conventional fuel.

Their propulsion systems use Sun-Stone cores and reserves, capable of gathering, storing, and releasing solar energy. Properly maintained vessels can replenish much of this energy beneath Eredal, while stored reserves allow continued operation through darkness, storms, periods of intense demand, or environments where direct sunlight is unavailable.

The primary expense of a Sun-Stone vessel therefore comes from core maintenance, specialized components, skilled crews, docking, repair, and eventual reconditioning, rather than purchasing fuel for every journey.

Improvised vessels such as the Vorkharn and some Junkers may use damaged, scavenged, or unstable Sun-Stone systems instead. These are considerably less predictable.

Using Transportation in Play Copy link

The table assumes favorable conditions for the chosen form of transportation.

A Dune-Skimmer may cross open Pahric terrain with astonishing speed but become nearly useless in dense woodland. A Vaeloran Fastship requires navigable water. A Spar must rest and be cared for. A Sun-Ship may cross a hundred miles almost effortlessly but still requires somewhere safe to land.

The WorldKeeper may increase Travel Time when the Heroes encounter:

Difficult Terrain • Severe Weather • Wither • Damaged Routes • Mechanical Failure • Borders • Dangerous Waters • Exhaustion • Navigation Problems • Necessary Stops

Likewise, excellent roads, favorable winds, established routes, skilled guides, or unusually good conditions may shorten a journey.

Transportation determines how quickly the Heroes can travel. The world determines how quickly they actually arrive.