Realm Travel
Traveling between the realms of Gevadun is a perilous task. If done carelessly, travelers risk being torn apart, lost in the void, or facing even worse fates. There are two primary methods for traveling across the realms. The average person's first and most common method is to use dedicated bridges that span the realms. These bridges are magical gateways manned by skilled mages, and a list of these bridges, along with their approximate costs, will be provided below.
The second method is by sailing. Each realm, except for The Shattered Peaks, is surrounded by a vast ocean, allowing for travel between them by sea. This requires a device called an Astronomicon. Without an Astronomicon, countless unfathomable horrors lie in wait beyond the veil. Astronomicons are small pieces of magically overcharged lodestone. When placed in a specially designed apparatus, they enable sailing between the realms on The Deep Astral Sea. This method is beneficial for transporting large quantities of goods.
Astronomicons can be found in large shipyards or the markets of major cities. Mages operate the Astronomicons to guide ships through the veil and onto the sea that separates the realms. This task is exhausting, and most ships employ three or four mages who take turns navigating the vessel through the Deep Astral Sea.
Natural Explorers:
Some powerful creatures can naturally traverse the realms and the Deep Astral Sea. Large sea beasts, such as Dragon Turtles, Krakens, Aboleths, and other similar sea monsters, can navigate the Deep Astral Sea, provided they do not plunge too deep into the waters. Generally, the larger and more powerful a sea creature is, the deeper it can dive into the Deep Astral Sea. Dragons can also travel between realms by flying through the Aether. However, they rarely offer rides to individuals for this purpose; such an act is considered a rare gift, and dragons seldom grant it. They are the only creatures capable of flying between the realms in this manner.
Realm Bridges:
Traveling between the realms using bridges is an easy way to navigate Gevadun. Individuals interested in traveling should look for a bridge in a town or city, typically located in the center of the town or city. At this location, there is usually a small office or kiosk where travelers can fill out basic information and pay the required fee for their journey.
It is essential to note that travelers must pay the toll for both bridges they use. They must pay the fee when departing from their initial bridge at the office and again upon arrival at their destination. Attempting to avoid paying the fee upon arrival or sneaking onto a bridge is a criminal offense and will result in local authorities actively pursuing the offender.
A bridge is itself a large, circular structure on the ground, adorned with numerous carved runes. It is operated by a group of six to twelve mages who specialize in bridge operation. Together, they cast the incantation necessary to activate the bridge, a process that usually takes between five and ten minutes. This meticulous procedure allows the bridges to operate, and it occurs once an hour, at the top of the hour. If there is high demand, they will operate every 30 minutes.
List of Bridges:
Bail
Phoenix
Felder
Kra-Gutz | 20 Silver Phoenixs per person, but barter for goods is accepted | Commonly Broken
Stone Home | 50 Silver Phoenixs per person (Dwarves are free) | Rarely Broken
Krieger | 30 Silver Phoenixs per person | Rarely Broken
Sindare
Ellabore | 85 Silver Phoenixs per person (Citizens of Luthana free) | Never Broken
Valehur | 60 Silver Phoenixs per person (Citizens of Erael free) | Rarely Broken
Ghast | 120 Silver Phoenixs per person (Citizens of Modrazen free) | Never Broken
Thavelone | 150 Silver Phoenixs per person (Citizens of Luthana get 50% discount) | Never Broken
The Shattered Peaks
Raimeth | 25 Silver Phoenixs per person | Rarely Broken
Syvi | 30 Silver Phoenixs per person | Commonly Broken
Moreos | 30 Silver Phoenixs per person | Sometimes Broken
The Steel Lighthouse is, in fact, a bridge, but mages never man it. You need to bring a mage or be a mage to use it. You would also have to pay the fee for wherever you are heading.
The Ash Cleft
St. Kilford | 40 Silver Phoenixs per person | Rarely Broken
St. Salvator | 50 Silver Phoenixs per person | Sometimes Broken
Shade Wall | 25 Silver Phoenixs per person Expect to be extorted | Commonly Broken
Praetoria
After the Foul invasion, the people of Praetoria requested that no bridges be built in Praetoria. The only way to travel to Praetoria is by sailing and using an Astronomicon.
The Chasm
Bersang | 35 Silver Phoenixs per person| Never Broken
Port Hellstone | 40 Silver Phoenixs per person | Rarely Broken
Rules for Broken Bridges:
Sometimes bridges aren't working, and it takes 12 hours for the bridge mages to restart one. To check if a bridge is working, roll a D20 and refer to the table below.
(This rule is entirely optional as it can needlessly slow down the game, but it can add layers of complexity to travel and open new storytelling opportunities.)
Broken | Working | |
|---|---|---|
Rarely | 1-2 | 3-20 |
Sometimes | 1-4 | 5-20 |
Commonly | 1-8 | 9-20 |
Traveling Via Astonomicon:
If sailing is underway and an Astronomicon is available, mages can operate it. At the beginning of the journey, the DM rolls a D6 to determine the number of successes required for successful navigation. To effectively use an Astronomicon, a Nature, Religion, or Arcana check must be made with a DC of 10. Factors such as a broken Astronomicon or a damaged boat can increase the DC of the check. Using an Astronomicon will consume one of the caster's highest-level spell slots; if the caster has no spell slots remaining, the DC of the check increases to 15.
If every member operating the Astronomicon fails their checks, disastrous consequences will befall the party. Multiple mages can use the Astronomicon, and while each expends a spell slot, having more mages will increase the safety of the journey. Individuals can teach proficiency with an Astronomicon, allowing each member with proficiency to fail one check without facing negative consequences. Below is a table detailing the outcomes of failure when using the tool.
1-25: The party sails to the wrong realm, landing them in a random water-touching realm at the DM’s discretion.
26-35: The party will take 12d10 necrotic damage
36-50: The party loses four hit dice of their maximum health permanently
51-65: Every magical item the party has will explode, dealing 4d4 thunder damage for each item that is on the player.
66-86: Each player on board loses three levels, and each NPC on board with less than 100 hp dies.
87-99: An astral dreadnought descends upon the vessel.
100: Everyone on board dies, the ship is lost, and is never seen again.