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Differences on Transportation

Differences between by and the current version
==== Navigating the frozen expanseFrostbound Tundra ==== Travel between Frosthaven and Ironhearth is no small feat. The harsh tundra, with its bperilous. Blizzards, frost creatures, and Abyssal anomalies, makes pose constant threats. **Caravans:** Organized trade routes offer safety in numbers, led by experienced guides and protected by mercenaries. Travel time: 5-7 days. Cost: Moderate. **Sled Teams:** Fast but exposed, requiring skilled drivers. Travel time: 3-5 days. Cost: High. **Geothermal Tramway:** (Under construction) Fast and relatively safe within operational sections. Travel time: 2-3 days. Cost: Minimal (for those assisting construction). **Sky Barges (Rare):** Magical airships, offering fast travel a perilous and carefully planned endeavor. ==== Primary Methods of Transportation ==== ---- Caravans ---- **Description:** Organized trade caravans travel regularly between Frosthaven and Ironhearth, offering safety in numbers and the support of hired guards. **Details:** * Led by experienced caravan masters who know the safest routes. * Protected by mercenary guardsbut vulnerable to fend off threats like frost trolls and raiders. * Slower than solo travel but significantly safer. **Travel Time:** Approximately 5-7 days, depending on weather and encounters. **Cost:** Players may negotiate a small fee or join as guards for free passage. ---- Sled Teams ---- **Description:** Dog or frostwolf sled teams provide fast, flexible travel across the tundra, often used for personal expeditions or urgent deliveries. **Details:** * Requires a skilled sled driver or a player proficient in Handle Animal to navigate the tundra. * Faster than caravans but more exposed to environmental hazards and predators. * Can carry small groups or light cargo. **Travel Time:** Approximately 3-5 days, weather permitting. **Cost:** Rental or ownership of a sled team is expensive but efficient. ---- Geothermal Tramway (Planned Route) ---- **Description:** A partially completed dwarven engineering marvel, this underground tramway connects Ironhearth’s geothermal network to Frosthaven. **Details:** * Currently operational in some areas but incomplete, requiring travelers to disembark and cross dangerous gaps. * Fast and relatively safe within completed sections. * Adventurers may be tasked with helping repair or defend this project to expand its reach. **Travel Time:** 2-3 days (when fully operational). **Cost:** Minimal for those assisting in its maintenance; small fees for general travelers. ---- Sky Barges (Rare) ---- **Description:** Magical airships powered by frostglass and experimental technology, operated by daring captains. **Details:** * Extremely rare due to high costs and maintenance requirements. * Can bypass many land-based threats but are vulnerable to aerial predators and Abyssal anomalies. * Typically reserved for urgent, high-stakes missions or wealthy patrons. **Travel Time:**aerial threats. Travel time: 2-4 days, depending on conditions. . Cost: Prohibitively expensive, often requiring favors or special quests to secure passage. ==== Challenges of Travel ==== * **Weather Hazards:** Blizzards, ice storms, and sudden whiteouts can delay or endanger travel. * **Tundra Predators:** Frost trolls, shard bears, and frost wolves are common threats. * **Abyssal Anomalies:** Corrupted zones can appear unexpectedly, forcing travelers to detour or face unknown dangers. * **Navigation:** Without proper equipment or experience, it’s easy to become lost in the vast expanse of snow and ice. ==== Travel Aids ==== * **Frostforged Compass:** A magical compass that always points toward Frosthaven or Ironhearth, essential for navigation. * **Guides:** Skilled rangers or nomadic traders can be hired to lead groups safely. * **Warmth Stones:** Enchanted items that provide heat, preventing frostbite during long journeys.