### 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