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  1. Temerant
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Temerant Travel

# Temerant Travel & Commerce Mechanics

## Practical Game Master Reference

---

## 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)

---

## 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 |