# Temerant Travel & Commerce Mechanics
## Practical Game Master Reference
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## Table of Contents
1. [Travel Time Reference Tables](#travel-time-reference-tables)
2. [Road Conditions & Hazards](#road-conditions--hazards)
3. [Navigation Difficulty Classes](#navigation-difficulty-classes)
4. [Caravan & Transport Costs](#caravan--transport-costs)
5. [Encounter Tables by Route](#encounter-tables-by-route)
6. [Regional Weather & Seasons](#regional-weather--seasons)
7. [Merchant Networks & Trade Goods](#merchant-networks--trade-goods)
8. [Rest Points & Safe Havens](#rest-points--safe-havens)
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## Travel Time Reference Tables
### Core Route Travel Times
All times assume standard travel pace (20 miles/day overland, 30 miles/day Great Stone Road, 40 miles/day river when navigable).
| Route | Distance | By Road | By GSR | By Caravan | By River | By Sea |
|-------|----------|---------|--------|-----------|----------|--------|
| Imre → Anilin | 280 mi | 14 days | 9 days | 16 days | 12 days | N/A |
| Anilin → Tarbean | 240 mi | 12 days | 8 days | 14 days | 8 days | N/A |
| Tarbean → Severen | 320 mi | 16 days | N/A | 18 days | N/A | 12 days |
| Severen → Renere | 180 mi | 9 days | N/A | 11 days | N/A | N/A |
| Imre → Renere | 260 mi | 13 days | 9 days | 15 days | N/A | N/A |
| Imre → Eld (edge) | 140 mi | 7 days | 5 days | 8 days | N/A | N/A |
| Eld (edge) → Ademre | 300 mi | 15 days | N/A | 18 days | N/A | N/A |
| Ademre → Severen | 340 mi | 17 days | N/A | 20 days | N/A | N/A |
| Imre → Newarre | 180 mi | 9 days | N/A | 11 days | N/A | N/A |
| Trebon → Eld (edge) | 60 mi | 3 days | N/A | 4 days | N/A | N/A |
| Tarbean → Junpui (sea) | 180 mi | N/A | N/A | N/A | N/A | 12 days |
| Great Stone Road: Imre → Stormwal | 420 mi | N/A | 14 days | N/A | N/A | N/A |
### Travel Pace Modifiers
| Condition | Modifier | Notes |
|-----------|----------|-------|
| Difficult terrain (forest, mountains) | +50% time | Add half the base travel time |
| Bad weather (rain, snow) | +25% time | Reduce visibility, increase exhaustion risk |
| Pursuing/fleeing | -30% time | DC 15 Constitution check each day or gain exhaustion |
| Injured party member | +25% time | Reduce speed to accommodate healing |
| Heavily loaded (cargo) | +20% time | Merchants/supply trains move slower |
| Local guide | -20% time | Guide with regional knowledge speeds passage |
| Lost/wrong route | +100% time | Navigation failure compounds delays |
---
## Road Conditions & Hazards
### The Great Stone Road (Imre to Stormwal)
Condition: Perfectly maintained, straight, flat.
Hazards: Low—but isolation means limited help if trouble strikes.
| Section | Conditions | Threats | Rest Points |
|---------|-----------|---------|-------------|
| Imre → Anilin (280 mi / 9 days GSR) | Excellent road, flat | Bandits rare; Tinkers common | Anilin (major hub) |
| Anilin → Atur (160 mi / 5 days GSR) | Excellent road, imperial patrols | Church enforcers; Amyr watchers | Atur (temples) |
| Atur → Eld edge (140 mi / 5 days GSR) | Good road, entering wilderness | Scrael scouts (rare); forest creatures | Forest settlements |
| Eld edge → Stormwal (60 mi / 2 days GSR) | Road degrades, mountain foothills | Scrael confirmed; Adem scouts; Weather | Mountain passes |
GSR-Specific Rules:
- Road is so straight travelers can navigate without skill checks if following it
- However: If characters leave the road, DC 14 Survival check to find it again (each day lost adds 1d4 hours)
- Weather doesn't affect GSR travel time (the road's engineering sheds rain/snow)
- Scrael spotted on GSR east of Eld edge: DC 13 Perception check at dusk/dawn to notice distant movement
### Secondary Roads (Commonwealth, Vintas, Ceald)
Condition: Maintained but variable; seasonal mud, wear.
Hazards: Bandits, weather, wild animals, occasionally brigades of local soldiers.
| Road | Condition | Threat Level | Bandit Frequency |
|------|-----------|--------------|------------------|
| Tarbean → Severen | Well-maintained | Medium | 1 in 4 nights |
| Severen → Renere | Royal roads, patrols | Low | 1 in 8 nights |
| Newarre area (local) | Poor, muddy | Medium | 1 in 6 nights |
| Trebon ↔ Eld | Deteriorating | High | 1 in 3 nights |
| Anilin ↔ Tarbean (river route) | River navigable spring-summer | Low (river pirates) | 1 in 10 nights |
---
### Mountain & Forest Passages
Stormwal Mountains (to reach Ademre from east):
| Pass | Difficulty | Time | Encounters | Supply Needs |
|------|-----------|------|------------|--------------|
| Northern Pass | DC 14 Survival | +4 days | Adem scouts, rockfalls | +2 weeks food |
| Central Pass | DC 16 Survival | +5 days | Scrael rare, avalanche risk | +3 weeks food |
| Southern Pass | DC 13 Survival | +3 days | Bandits, Adem mercenaries | +1.5 weeks food |
| Underground (if discovered) | DC 18 Arcana/Survival | +2 days | Unknown creatures, magic | +3 weeks food, light sources |
Eld Forest (crossing through):
| Route | Difficulty | Time | Encounters | Supply Needs |
|-------|-----------|------|------------|--------------|
| Road through (maintained) | DC 10 Survival | +1 day | Brigands, wild animals | Standard |
| Direct crossing | DC 16 Survival | +3 days | Kylchan creatures, Fae thin places | +1 week extra |
| Following river | DC 12 Survival | +2 days | River creatures, bandits | Standard + boat |
---
## Navigation Difficulty Classes
### Overland Navigation (Survival checks when following uncertain routes)
| Terrain | Clear Day | Overcast | Storm | Night |
|---------|-----------|----------|-------|-------|
| Open plains/road | DC 8 | DC 10 | DC 14 | DC 16 |
| Hilly/light forest | DC 10 | DC 12 | DC 15 | DC 17 |
| Dense forest | DC 12 | DC 14 | DC 16 | DC 18 |
| Mountains | DC 13 | DC 15 | DC 17 | DC 19 |
| Swamp/marshland | DC 15 | DC 17 | DC 19 | DC 20 |
Navigation Success/Failure:
- Success: Travel at normal pace, reach destination as planned
- Failure by 1-4: Add 1d4 hours to travel time; party slightly disoriented
- Failure by 5-9: Add 1d6 hours; party off-route, must retrace steps
- Failure by 10+: Add 1d8 hours; party genuinely lost, risk of dangerous terrain
### River Navigation (Seamanship checks when piloting boats)
| Condition | DC | Hazard on Failure |
|-----------|----|--------------------|
| Calm, known river | DC 10 | Run aground; 1d6 damage to boat |
| Rapids, light current | DC 12 | Hit rocks; 2d6 damage to boat |
| Whitewater/dangerous flow | DC 14 | Capsize risk; CON save DC 14 or swept downstream |
| Storm on river | DC 16 | Capsized; occupants in water, DC 13 STR save to stay aboard |
## Caravan & Transport Costs
### Hiring Caravan Transport
Standard caravan rates (per person, per day of travel):
| Caravan Type | Cost/Person/Day | Capacity | Speed | Amenities |
|--------------|-----------------|----------|-------|-----------|
| Merchant caravan | 2 silver talents | 30-40 people | 20 mi/day | Basic food, shared tents |
| Luxury caravan | 1 gold talent | 15-20 people | 18 mi/day | Hot meals, private quarters |
| Supply wagon (hitched) | 5 copper talents | 1 person + cargo | 15 mi/day | Cargo storage, exposed |
| Tinker caravan | 3 silver talents | 10-20 people | 22 mi/day | Mystery goods, stories, variable timing |
| Adem escort | 2 gold talents/day | Varies | 25 mi/day | Military, intimidating, reliable |
Hiring Independent Guides:
| Guide Type | Cost/Day | Expertise | Reliability |
|------------|----------|-----------|-------------|
| Local farmer | 2-5 silver | Nearby regions only | Moderate |
| Merchant traveler | 1 gold talent | Multiple routes, 5-year knowledge | High |
| Former military | 1.5 gold talents | Defensible routes, safe camps | Very high |
| Adem warrior | 3 gold talents | Mountain passages, ancient routes | Absolute |
| Ruh performer | 3-8 silver | Hidden routes, secrets, stories | Variable |
### Supply & Provisioning Costs (per person)
| Item | Cost | Duration | Notes |
|------|------|----------|-------|
| Basic rations | 5 copper/day | 1 day | Bread, dried meat, water |
| Merchant provisions | 1 silver/day | 1 day | Better quality, morale +1 |
| Luxury provisions | 3 silver/day | 1 day | Wine, cheese, fresh bread |
| Bulk rations (1 week) | 3 silver talents | 7 days | Discount for advance purchase |
| Travel bread (hardtack) | 2 copper/day | 1 day | Lasts longer, tastes worse |
| Tinker supplies (mystery) | 1-2 gold talents | Variable | Includes unknown utility items |
Exhaustion & Food:
- Missing one meal: No penalty, but morale suffers
- Missing one full day of food: DC 10 CON save or gain 1 exhaustion level
- Missing 2+ days: DC 12 CON save each day, cumulative exhaustion
## Encounter Tables by Route
### Tarbean ↔ Severen (Coastal Route, 320 mi)
Encounter Check: Roll once per day of travel. On a 1, roll on table below.
| d8 | Encounter | Threat | Resolution |
|----|-----------|--------|------------|
| 1 | Merchant caravan (opposite direction) | None | Trade, news, brief camp |
| 2 | Bandits (2d4 + 2 fighters) | High | Demands 20% of coin/goods or combat |
| 3 | Tinker group (2d4 traders) | None | Offers unusual items; wants news/stories |
| 4 | Church patrol (1d4 + 1 soldiers, 1 priest) | Medium | Checking for heresy; demands IDs/papers |
| 5 | Ruh troupe (2d6 performers) | Low | Music, stories, possible recruitment |
| 6 | Adem warrior (1d2, mercenary-hired) | High | Territorial; demands toll or displays prowess |
| 7 | Monster/Beast (stirge swarm, dire wolf, etc.) | High | Combat or evasion necessary |
| 8 | Weather event (storm, flooding, landslide) | Medium | Navigation checks, possible shelter-seeking |