• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Temerant
  2. Lore

Temerant Travel 2

### Great Stone Road (Imre to Stormwal, 420 mi)

Encounter Check: Roll once every 2 days. On a 1, roll on table below.

| d10 | Encounter | Threat | Notes |

|-----|-----------|--------|-------|

| 1-2 | Merchant caravan | Low | Often heading opposite direction |

| 3 | Tinker group | None | Seem to know where party is headed |

| 4 | University messenger | Low | May share lore, ask for escort |

| 5 | Amyr watcher (hidden) | Medium | Observing party; will not engage unless threatened |

| 6 | Scrael scout (east of Eld) | Very High | Rare but deadly; DC 15 Perception to spot |

| 7-8 | Nothing | N/A | Road is remarkably empty |

| 9 | Adem warrior (solo) | High | Testing travelers; may offer combat or advice |

| 10 | Phenomenon (strange light, waystones glowing, etc.) | Unknown | Investigation possible |

### Eld Forest (Any Route, 140+ mi)

Encounter Check: Roll once per day. On a 1-2, roll on table below.

| d12 | Encounter | Threat | Resolution |

|-----|-----------|--------|------------|

| 1 | Lost traveler (1d4 days lost) | Low | Can be helped/hired as guide |

| 2 | Brigand camp (1d6 + 2 thieves) | High | Robbery or negotiation |

| 3 | Wild animals (dire wolves, bears, etc.) | High | Combat or evasion |

| 4 | Hermit/Scholar | Low | Shares forest lore; warns of dangers ahead |

| 5 | Thin place (Fae crossing) | Very High | Reality distorts; risk of entering Faen realm |

| 6 | Monster lair (spiders, basilisk, etc.) | Very High | Avoidable with DC 13 Perception check |

| 7 | Kylchan creatures (rare desert dwellers) | Very High | Hostile; rarely negotiate |

| 8 | Old ruins (pre-Ergen) | Medium | Investigation yields treasures/knowledge/curses |

| 9 | Adem hunting party (1d4 warriors) | High | Territorial but professional; can be hired |

| 10-11 | Nothing/peaceful forest | Low | Good for rest and foraging |

| 12 | Fae activity visible (strange lights, music) | Unknown | Investigation risky; rewards unclear |

### Stormwal Mountain Passages (Any Route, 60-180 mi)

Encounter Check: Roll once per day. On a 1-2, roll on table below.

| d10 | Encounter | Threat | Notes |

|-----|-----------|--------|-------|

| 1 | Mountain storm (sudden, severe) | High | DC 14 Athletics saves; risk of falling |

| 2 | Rockfall/avalanche | Very High | DC 15 DEX save to avoid, 2d6 damage |

| 3 | Adem patrol (1d3 + 1 warriors) | Medium | Territorial; ask names and purpose |

| 4 | Scrael raiding party (1d4 + 1) | Very High | Rare but deadly |

| 5 | Lone Adem warrior (testing travelers) | High | Combat or conversation |

| 6 | Mountain goats/wildlife | Low | Peaceful unless hunted |

| 7 | Old pass marker/waystone | Low | Navigation aid; may reveal secrets |

| 8 | Avalanche aftermath | Medium | Blocked pass; must find alternate route |

| 9 | Hidden settlement | Low | Neutral; may offer supplies/rest |

| 10 | Nothing/clear path | Low | Safe passage |

---

## Regional Weather & Seasons

### Climate by Region

| Region | Spring | Summer | Autumn | Winter |

|--------|--------|--------|--------|--------|

| Commonwealth | Mild, rainy | Warm, dry | Cool, wet | Cold, snow rare |

| Ceald | Cool, variable | Hot, dry | Warm, dry | Cold, occasional snow |

| Atur (Central) | Mild | Very warm | Cool, rainy | Cold, snow |

| Vintas | Cool, rainy | Warm | Cool, windy | Very cold, heavy snow |

| Modeg | Cold, wet | Mild | Cool, dry | Freezing, heavy snow |

| Eld Forest | Damp, muddy | Hot, humid | Cool, wet | Cold, sleet |

| Stormwal Mountains | Storms common | Mild peaks | Avalanche risk | Extreme, impassable |

| Ademre Plateau | Windy, cool | Windy, warm | Windy, cool | Windy, freezing |

### Weather Impact on Travel

| Weather | Travel Time Modifier | Navigation DC | Supply Needs | Special Rules |

|---------|---------------------|---------------|--------------|---------------|

| Clear/fair | None | Base DC | Standard | Optimal travel |

| Light rain | +10% time | +2 DC | Standard | Misery but manageable |

| Heavy rain | +25% time | +4 DC | +1 day food | Visibility reduced |

| Snow | +30% time | +5 DC | +2 days food | DC 13 CON save daily or exhaustion |

| Storm | +40% time | +6 DC | +3 days food | Possible shelter-seeking |

| Extreme (blizzard/flood) | Impassable | — | — | Must wait or find shelter |

### Seasonal Travel Notes

- Spring: Roads clearing, but rain swells rivers and creates mud. Flood risk moderate.

- Summer: Optimal travel season. Roads dry, caravans frequent, fewer random encounters.

- Autumn: Good travel, but storms increase toward winter. Supplies easier to find.

- Winter: Dangerous. Snow blocks mountain passes. Modeg/Stormwal nearly impassable. Eastern routes suffer.

---

## Merchant Networks & Trade Goods

### Major Trade Hubs

| City | Primary Exports | Imports | Trade Days | Merchant Guilds |

|------|-----------------|---------|-----------|-----------------|

| Imre | Knowledge, scrolls, crafted goods | Metals, raw materials | Year-round | University-affiliated |

| Anilin | Gold, refined metals, dyes, textiles | Grain, spices, lumber | Year-round | Cealdi merchants, tinkers |

| Tarbean | Fish, salt, maritime goods | Luxury items, wine | Year-round | Harbor guilds, Yllish traders |

| Severen | Textiles, crafted goods, wine | Metals, tools, spices | Year-round | Vintas nobility, merchant houses |

| Renere | Court goods, wines, administrative services | Raw materials, art | Year-round | Royal merchants |

| Junpui | Maritime, mixed | Mixed | Seasonal (spring-autumn) | Independent traders |

### Regional Trade Goods

Ceald: Dyes, textiles, spices, wine, alchemical components.

Commonwealth: Grain, livestock, preserved fish, wool, simple crafts.

Atur: Books, religious iconography, manufactured goods, fine pottery.

Vintas: Wines, silk, finely crafted items, horses, art.

Modeg: Timber, furs, metalwork, ale, preserves.

Yll: Yllish goods (story knots, specific herbs), moonsilver coins, salt.

Adem: Weapons, martial instruction, mercenary services, rare mountain herbs.

### Merchant Encounter Rules

Meeting a Merchant:

- If characters carry unusual goods or seem wealthy, DC 10 Perception to notice merchant interest

- Merchants offer 50-75% of true value for goods; negotiate with Persuasion (DC 12) to improve

- Rare/magical items: Merchants refer to specialists in major cities

- Tinkers offer unknown value; selling to Tinkers is always a gamble (50% chance of getting more than expected, 50% less)

Buying From Merchants:

- Common goods: Available at base price in any settlement

- Rare goods (alchemical components, specific weapons, etc.): Available in major hubs, +50% markup

- Magical/Named goods: Rare, never stocked; must be commissioned or found

- Forbidden goods (poisons, Chandrian lore, etc.): Requires DC 15 Persuasion + successful merchant contact

## Rest Points & Safe Havens

### Major Cities (Full Rest)

| City | Tavern Quality | Cost/Night | Safety | Notes |

|------|---|---|---|---|

| Imre | Excellent | 3-5 silver | Very High | University city; guards everywhere; expensive |

| Tarbean | Variable | 1-3 silver | Low | Waterside unsafe; Highside expensive; Dockside rough |

| Severen | Good | 2-4 silver | High | Military presence; nobles rule |

| Renere | Excellent | 3-6 silver | Very High | Royal city; strict laws; very expensive |

| Anilin | Good | 2-3 silver | Medium | Trade hub; bustling; average quality |

Rest Benefit: 8 hours in a proper bed = full recovery (remove 1 exhaustion, heal 1d4 + CON mod HP).

### Secondary Towns (Partial Rest)

| Town | Tavern Quality | Cost/Night | Safety | Notes |

|------|---|---|---|---|

| Trebon | Average | 5-8 copper | Medium | Small town; gossip spreads |

| Newarre | Average | 5-8 copper | Medium | Waystone Inn present; travelers common |

| Forest settlements | Poor | 3-5 copper | Low | Communal space; variable comfort |

| Mountain settlements | Poor | 2-4 copper | Medium | Often Adem-affiliated; testing common |

Rest Benefit: 8 hours = partial recovery (remove 0.5 exhaustion, heal 1d4 HP).

### Roadside Camps (Emergency Rest)

Without shelter/fire: 8 hours grants no recovery; DC 10 CON save or gain 1 exhaustion.

With fire/basic shelter: 8 hours grants 0.25 exhaustion removal, 1d2 HP healing.

Encounter risk: Roll for encounters each night; on a 1, enemies find camp.

### Safe Houses by Faction

| Faction | Cities Present | Recognition | Cost | Danger |

|---------|---|---|---|---|

| University | Imre, Anilin | Need student tokens | Free (debt) | Low if legitimate student |

| Church | All major cities | Temple sanctuary | Free/donation | Question about faith |

| Adem | Stormwal only | Martial proof | Variable | Testing/training expected |

| Ruh | All major cities | Troupe membership | Variable | Hidden from authorities |

| Doctors | Most cities | Referral needed | Trade/barter | Questions asked about injury |

| Tarbean UG | Tarbean only | Underground contact | Payment/favor | Law enforcement risk |

## Practical Campaign Notes

### Tracking Party Resources

Short Rest (2 hours): Hit point healing only (1d4 + CON mod per PC).

Long Rest (8 hours): Full recovery (HP, resources, spell slots if applicable).

Travel Day Template:

1. Morning: Depart (0600 hours typical)

2. Midday: Rest/forage break (1200 hours, 1 hour)

3. Evening: Arrive, set camp (1800 hours typical)

4. Night: Watch rotation (8-hour camp)

### Supplies Management

Food consumption: 1 ration/person/day (assume party carries 7-10 days).

Water: Available near most roads; rivers common; desert areas require planning.

Ammunition/tools: Assume basic maintenance; broken items need specialist repair (1-2 days in city).

### Fatigue & Exhaustion Rules

Exhaustion Gain:

- Missing 1 meal: DC 10 CON save or gain 1 level

- Traveling 12+ hours: DC 13 CON save or gain 1 level

- Exposure/cold: DC 14 CON save or gain 1d2 levels

- Magical effect: Varies by source

Exhaustion Effects (6 levels = death):

- 1-2: Disadvantage on physical tasks

- 3-4: Disadvantage on all tasks; half speed

- 5: Can barely move; vulnerable to attacks

- 6: Dead