Traveling Between Cities

> This page contains information on fares and average travel times between cities. Teleportation between the major cities is free of charge to Adventurers' Guild members (see below). Speak with a DM if you'd like to travel to another location or via another means. Travel costs incurred before a character is introduced (i.e. in their backstory) are handwaved and have no effect on a character's starting gold.
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In this modern era, the world is more connected than ever it has been. Transport between cities and beyond is simpler, faster, and more easily accessible than before.

### Notes Regarding New Gork and Kanara

As New Gork has ascended into the sky and now floats above the continent, distances to the city as given above are an average, as are the travel times and fares given below.

The distances to Kanara as given above are measured directly to the city, despite it having sunk below the sea. When actually traveling to the city, one must travel beyond it to the fishing town that remains above sea level at the base of the remaining mountains and take a submarine from there down to the city proper. The travel times and fares given below account for this.

## Traveling by Teleportation

A number of organizations across the archipelago, including major governments, maintain teleportation circles. The Adventurers' Guild has a circle in their headquarters in each of the four major cities, which are free to use by any members of the guild, allowing for instantaneous transport between those cities.

## Traveling by Ship

Sailing ships are by far the most common mode of transport between the major cities. Merchant vessels and devoted passenger ships are constantly moving between them, such that finding passage rarely poses difficulty. Common fares and travel times between cities may be found below.

## Traveling by Airship

Following a flurry of discovery and innovation in 2329, during season 3.5, airships have become an increasingly common sight in the major cities. Although not much faster than sailing ships, they don't face the same difficulties as those ships and can take more direct routes, resulting in more reliable times.

## Traveling by Wyvern/Griffon

New Gork has established wyvern stables, and the Scoli Arcanum in Kairos maintains a fleet of griffon riders. As these are living creatures, they need rest and can't travel through the night as a properly crewed ship can. It isn't suggested to travel between islands by such means, but that doesn't mean it's impossible; the route taken will invariably be much less direct, however, to accommodate for the animal's rest, and whether or not the journey is undertaken at all remains at the discretion of the animals and their riders.

For travel within an island, or going deeper into the continent, however, a flying mount greatly reduces travel time. New Gork's wyvern riders often carry adventurers to and from points of interest, and are the most common form of transport between the city and the coastal Crater Agricultural Township. In Kairos, the Scoli's griffons are primarily restricted to use by members of the Scoli and their guests.

Kanara previously had active wyvern stables as well, but only a few remain in the city itself, below the sea, and the others were sent to aid New Gork.

*Note: Because wyverns/griffons are living creatures and need rest, a day in the above table equates to an 8-hour day of travel. Thus, a half-day's travel equates to 4 hours, etc. For clarity's sake, the days referenced in the other tables for ships and airships equate to 24-hour travel days, as those vehicles can remain under power around the clock when properly crewed.*