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.
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.