Friday, 1 August 2025

Transport of the Arvorians

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Above Ground

Ice Yacht 

These are schooner-sized vehicles with skis as well as watertight hulls. They have sails like sailing ships but are mostly magically propelled. Their skis tend to have trouble riding over obstacles over 3ft high, so ice yachts are used on relatively flat, smooth areas of ice. Ice yachts can go on water, but then the magical motivation doesn’t work, and the crew have to rely on conventional sails. Also getting back up onto the ice can prove difficult if the ice meets the water in a vertical drop. Ice yachts have a minimum crew of 4 and a typical crew of 10 and counts as a small sailing ship in terms of cargo capacity.
Movement on ice: 150ft/rnd or 90 miles/day
Movement on water: 120ft/rnd or 60 miles/day
Cargo capacity: 100,000 coins or 5 tons 

Enchanted Toboggan 

This is a magically powered sled that moves like a modern snowmobile. They are a lot smaller than ice yachts and can only hold two people or one person plus baggage. Like ice yachts they work best on relatively flat and smooth ice, and have difficulty with sharp rises of a foot or higher. They cannot go on water, and will typically sink if this happens.
Movement on ice: 150ft/rnd or 90 miles/day
Cargo capacity: 2000 coins or 200lb  

Arctic Yak

These large herbivores are relatives of domestic cattle, and are found wandering the hills and tundra of Norwold. Arvorians have domesticated these animals and have used them for meat, wool, leather and as beasts of burden. They are a bit more grumpy than domestic cows, and the bulls can be difficult. They also require some sort of grazing, even if it is moss, lichen and similar small hardy plants found where grass is stunted by the cold. They use the same game stats as 3HD herd animals from the Expert Rules (doing 1d6 damage with their horns) but with the carrying capacity of mules. They can be ridden although the experience is not comfortable for either yak or rider. 
Movement on land or ice: 120ft/rnd or 16 miles/day
Carrying Capacity:2000 coins normal speed, 4000 coins at half speed


Sabretooth Tiger

These animals (stats given in the Basic Rules) are the mounts of the elite  arvorians, and are considered status symbols of both wealth and animal mastery. They are not suitable for heavy burdens and are nearly always used as steeds, not beasts of burden. If well treated they are loyal and fierce companions and capable of great stealth. If neglected or treated badly, Arvorians have found sabretooth tigers are quite capable of turning on their supposed masters. 
Movement on land or ice: 180ft/rnd or 24 miles/day
Carrying Capacity: 2000 coins normal speed, 3000 coins half speed.

War Mammoth

These huge pachyderms have the same stats as Mastodons (Expert rules). They are typically used in battle on the surface (they are of course far too large to take into most underground passages and cannot see in the dark). Along with sabretooth tigers they are symbols of prestige and wealth. War mammoths can endure considerable cold, and like arctic yaks can survive off low-quality vegetation found on the tundra. They are large enough to carry up to four riders, although getting on and off the mammoth’s back may require assistance (some mammoth harnesses include rope ladders). Those intended for peaceful duties will have their tusks shortened (only 2d4 damage per tusk) but those intended for battle will have extra blades attached to their tusks (3d6 damage per tusk). 
Movement on land or ice: 150ft/rnd or 24 miles/day
Carrying capacity: 6000 coins normal speed or 10,000 coins at half speed

The Ice Roads 

These are not exactly transport in themselves but are a select few routes on the surface of the Everwinter Lands between Arvorian cities. These are kept in relatively good condition so that ice yachts and enchanted toboggans can follow them easily and without much risk of accidents. Work crews of humanoids supervised by Arvorians sometimes fix problems and remove obstacles. These ice roads are more likely to have encounters than the rest of the Everwinter lands because of the Arvorians travelling along them. 

Underground 

Proposed Tunnels between Cities

Although occasionally put forward as a grand project, there are currently no tunnels between Arvorian cities. There are two aborted attempts, one is a tunnel stretching from the City of Nightmares southwest towards the City of Madness, but only for three miles after which it stops abruptly. . 

Permanent Magical Portals between Cities

There are a few select permanent portals between the cities. They are for the use of powerful and influential Arvorians, including the highest ranking nobles and the heads of the temples and arcane colleges. Access at both ends is tightly restricted. Typically within a city there is one portal for each other city to travel to, and it is in a secure location, such as inside the inner sanctum of an Arcane College. There is the understanding that should a city (or major faction of a city) want to raid or invade another city then these portals are ideal invasion routes. Thus there are protocols for either temporarily closing or even completely destroying the portals in such an event. 

Magical transport within cities

Hovering Carpets 

These are a lower-grade version of flying carpets. They are about 4ft wide and 6ft long, can carry 2 people or 1 person plus up to 3000 coins in cargo, and always stay about 2ft above the ground. They can move at 150ft/turn (50ft/rnd). They are typically made of a patterned weave of arctic yak wool, and cost about 5000gp, so are quite rare. They can conveniently be rolled up into a 4ft long tube 9” diameter when not in use. Common Arvorians cannot afford them so owning one is considered a minor status symbol. 

Chariot of Shadows

This is a two-wheeled chariot that can carry two people. It is made of a bronze-like metal (some say Orichalcum), and can move at 240ft/turn. Apparently the chariot is pulled by two shadowy creatures vaguely like deer or antelope, but this is an illusion. The real motive force is the enchantment on the chassis. The shadowy creatures are really there for show. The chariot of shadows is rare even among Arvorians and are usually only in the hands of the most powerful and prestigious Arvorians.  

Animal transport within cities

Camptosaurs 

These herbivorous dinosaurs are used as mounts within the City of Madness. Believed to have been captured and brought to Norwold from the tropical continent of Davinia, they are much more vulnerable to cold than yaks or mammoths and as such are only used underground. They are relatively docile, only attacking if cornered. Adults are about the size of a large horse and can be broken, saddled and ridden similar to horses, with the same carrying capacity as draft horses (4500cn full speed, 9000cn half speed).  AC 7, HD 3 (14hp), Move 180ft, THAC0 19, Att 1 bite or 1 tail slap for 1d3 or 1d4, Save F1, Ml 5, Align N, Int 1, XP 20


White Ape 

These large primates are detailed in the Basic D&D rules. They can be saddled and ridden and are generally considered a step up from camptosaurs although they do not carry quite the same loads (3000 coins normal speed, 6000 coins half speed).   

Routes within cities 

Although the cities of the Arvorians are mostly only accessible on foot (passages 10ft high & 10ft wide), they all have certain arterial routes, large passages typically 30ft wide and 20ft tall that allow for the passage of chariots, wagons and beasts of burden. A bit like main roads in human cities, these either form a ring or else provide quick travel from one end of the city to another.   


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