Train Fulgurant
La vie en ville vous déprime? Admirez les vues pastorales entre Sharn et Wroat dans la région de la rivière de la Dague. Besoin de vous concentrer sur votre pétition aux Douze? La traversée des morts offre le summum de la paix et de la tranquillité, de Fort Zombie jusqu'à Korth.
Flottant cinq pieds au-dessus d'une ligne de pierres conductrices fabriquées par Bombardier et propulsé par un élémentaire de l'air suffisamment rapide pour distancer un dragon affamé, le Train Fulgurant est LE service de voyage de premier plan à travers Khorvaire. Un héritier Orléans sert de conducteur, supervisant un effectif complet pour garantir que votre voyage soit aussi agréable que confortable. Des gardes spécialement engagés par la Guilde des Épées Certifiéess sont vigilants, prêts à vous isoler de la nature au-delà de votre fenêtre, tandis qu'un artificier de la Guilde des Fabricants maintient le train dans une performance optimale. Découvrez les merveilles du monde dans un confort rivalisant avec celui d'un hôtel Normandin.
Le train fulgurant Orléans : rapide, sûr et à votre service. Nouveauté avec le Désolation Express, passage d'Atur à la rive sud du Lac Cyre en seulement deux jours ! Publicité dans la Chronique de Korranberg
The Orléans operated Train Fulgurant is an international, magical train line connecting many of the major cities throughout Khorvaire. In many ways, the Train Fulgurant resembles and functions like trains of the Old West, but instead of following along rails, the Train Fulgurant follows a path of conductor stones. The conductor stones, magical creations of Bombardier, are placed along the ground forming a conduit of magical energy to allow the Train Fulgurant to travel at high speeds across Khorvaire. The Train Fulgurant itself is pushed along by an Élémentaire bound to the Train Fulgurant's coaches. The Train Fulgurant is given its name because of the crackling energy created when an Élémentaire-bound coach passes over a stone. However, it has no rails, nor did it ever have rails, so this part of the name is unexplained.
Le Train Fulgurant exploité par Orléans est une ligne de train internationale et magique reliant de nombreuses grandes villes du Khorvaire. À bien des égards, le Train Fulgurant ressemble et fonctionne comme les trains du Far West, mais au lieu de suivre des rails, le Train Fulgurant suit un chemin de pierres conductrices. Les pierres conductrices, créations magiques de Bombardier, sont placées le long du sol formant un conduit d'énergie magique pour permettre au Train Fulgurant de voyager à grande vitesse à travers le Khorvaire. Le Train Fulgurant lui-même est poussé par un Élémentaire lié aux voitures du Train Fulgurant. Le Train Fulgurant doit son nom à l'énergie crépitante créée lorsqu'un autocar à destination de l'Élémentaire passe sur une pierre. Cependant, il n'a pas de rails, et il n'en a jamais eu, donc cette partie du nom est inexpliquée.
Le Mournland Express est le dernier ajout au service de train éclair de House Orien. L'Express effectue des voyages hebdomadaires depuis Atur dans Karrnath jusqu'aux confins du Mournland, juste au nord du fort Griffonclaw de Valenar, où les commerçants entreprenants et les aventuriers de la station Stillwater se rassemblent pour un voyage de retour vers la civilisation. En chemin, l'Express s'arrête à Vedykar à Karrnath et à Gatherhold sur les plaines de Talenta, parmi des arrêts plus petits. Alaria d'Orien a défendu la création de cette route et elle a réuni une équipe petite mais dévouée pour assurer le personnel de l'Express. Dalus d'Bombardier est responsable de l'entretien et des réparations, le célèbre cuisinier Traven de Sharn concocte les repas et Elkavar d'Garda supervise un effectif tournant de gardes de la Guilde des Épées Certifiéess.
The Mournland Express is the newest addition to House Orien’s lightning rail service. The Express makes weekly trips from Atur in Karrnath to the edge of the Mournland, just north of Valenar’s fort Griffonclaw, where enterprising traders and adventurers out of Stillwater Station gather for a return trip to civilization. Along the way, the Express stops in Vedykar in Karrnath and Gatherhold on the Talenta Plains, among smaller stops. Alaria d’Orien championed the establishment of this route, and she has assembled a small but dedicated crew to staff the Express. Dalus d’Bombardier is in charge of maintenance and repair, the famed cook Traven of Sharn concocts the meals, and Elkavar d’Garda oversees a rotating complement of guards from the Épées Certifiéess Guild.
The Crew The significant crewmembers of the Mournland Express are detailed here. Alaria d’Orien, Conductor He’s out there, waiting for me. I know it in my heart. You’re asking me to give up hope while there’s still breath left in my body. I won’t do it. Alaria d’Orien Level 8 Controller Medium natural humanoid (human) XP 350 Initiative +6 Senses Perception +12 HP 86; Bloodied 43 AC 22; Fortitude 19, Reflex 20, Will 21 Speed 6; see also teleportation savant m Dagger (standard; at-will) ✦ Weapon +13 vs. AC; 1d4 + 4 damage. R Disrupting Warp (standard; at-will) ✦ Force, Teleportation Ranged 10; +12 vs. Will; 2d6 + 6 force damage, and Alaria teleports the target 1 square. R Painful Jaunt (standard; recharge 5 6 ) ✦ Teleportation Ranged 10; +12 vs. Will; 3d8 + 6 damage, and Alaria causes the target and one ally within range to swap positions. A Temporal Disruption (standard; encounter) A rea burst 1 within 10; +10 vs. Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends). Teleportation Savant (minor; encounter) A laria gains a teleportation speed equal to her current speed until the end of her next turn. Dimension Leap (standard; recharge 4 5 6 ) ✦ Teleportation A laria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn. Alignment Unaligned Languages Common Skills Arcana +14, Endurance +10, Insight +12 Str 13 (+5) Dex 14 (+6) Wis 16 (+7) Con 14 (+5) Int 20 (+9) Cha 13 (+5) Equipment dagger For Alaria, the Day of Mourning was the day she was to wed lightning rail conductor Jarick d’Orien. Standing atop the bluffs of Gatherhold at the edge of Lake Cyre, the Hand of Orien was waiting for Jarick’s train to round the edge of the lake, when she witnessed the cataclysm that ended the Last War. Alaria vanished that day, reappearing four years later at House Orien’s headquarters in Passage, Dalus d’Bombardier at her side, a request to become a lightning rail conductor, and a plan for the Mournland Express in her hands and mind. Jarick’s loss haunts Alaria. Her desire to establish a route near or through the Mournland is singularly linked to the hope that she might someday find her lost love. She often uses her powers to disappear from the train for hours at a time, searching the nearby Mournland for a clue to Jarick’s fate. Although she is outwardly calm and composed, her every action is weighed against how it might affect her quest. This focus has had an unexpected side effect however. Through some conduit of grief and pain, Alaria has forged a bond with the train’s elemental. Hook: Runaway Train Alaria has vanished into the Mournland on another search for her beloved. Unfortunately, a surge from the engine’s elemental has sent the train out of control. The PCs have to find some way to get Alaria back to the helm or otherwise stop the train. Hook: Detour Mysterious agents approach Alaria, promising a reunion with Jarick if she is willing to take the train down the conductor stones into Metrol. Can the PCs convince Alaria to turn around or, failing that, keep everyone alive through the length of the detour? Can the characters find out who the agents are and whom they serve? Traven, Head Chef More salt. That’s not salt, that’s arseni-! Ah, how can I help you? Traven is one of Khorvaire’s premier chefs. He’s also a changelin, as well as a freelance information broker and spy. When the news of a renewed route along the Mournland was leaked, Traven applied for the position of head chef. His position on the Mournland Express has made Traven invaluable for the rapid transit of sensitive information between Karrnath and Valenar, as well as a source for information about events on and around the route. Traven’s maintains a pleasantly foppish demeanor in his human chef persona, though he is, in truth, careful and calculating. Hook: Missing Missives A set of secret documents has been stolen from the Traven’s possession. He asks the PCs to search the train and recover the documents before the lightning rail arrives at its next stop. Hook: Protecting Traven Being so valuable to various factions has quickly become a curse for Traven. He is no warrior, but demands increase with every trip. The changelin has to refuse someone who might hold a deadly grudge, or already has refused someone who is now out for blood. Traven needs allies who can provide him an out or pull off the job for him. Dalus d’Bombardier, Inventor Explain? There’s no point. You can’t possibly understand. Dalus d’Bombardier Level 7 Artillery Medium natural humanoid, human XP 300 Initiative +5 Senses Perception +5 HP 61; Bloodied 30 AC 19; Fortitude 20, Reflex 19, Will 18 Speed 6 m Mace (standard; at-will) ✦ Weapon +14 vs. AC; 1d8 + 2 damage. r Wand Spark (standard; at-will) ✦ Fire, Implement Ranged 10; +12 vs. Reflex; 2d4 + 8 damage. R Magewright’s Fiery Wand (standard; at-will) ✦ Fire, Implement Ranged 10; +12 vs. Reflex; 1d4 + 4 fire damage, and each enemy adjacent to the target takes 4 fire damage. A Alchemical Explosion (standard; recharge 5 6 ) ✦ Fire A rea burst 2 within 10; +12 vs. Reflex; 1d6 + 4 fire damage and ongoing 5 fire damage, and the target is knocked prone. C Lightning Sacrifice (immediate reaction, when an enemy enters an adjacent square; encounter) ✦ Lightning, Teleportation Close burst 2; +12 vs. Fortitude, 4d6 + 4 lightning damage, and Dalus takes half that damage himself and teleports 5 squares. Elemental Affinity (minor; at-will) Dalus can change the damage type of any one of his powers to one of the following: acid, cold, fire, lightning, or thunder. The change lasts until the end of Dalus’s next turn. Alignment Unaligned Languages Common Skills Arcana +12 Str 16 (+6) Dex 14 (+5) Wis 14 (+5) Con 13 (+4) Int 20 (+8) Cha 12 (+4) Equipment wand An inventor whose genius with cutting edge elemental binding borders on insanity, Dalus was once a prominent member of the Fabricators Guild. Dalus chafed at the ethical limitations placed upon his experiments. He set off into the Mournland to find a secret Bombardier laboratory. En route, Dalus came across Alaria near collapse as she wandered the wastes. Her beauty charmed him, so he brought her to Stillwater Station. While Alaria recovered, Dalus had the opportunity to study Hana Aurora d’Bombardier’s work with using conductor stones to create a barrier, and he postulated he could adapt it to a moving lightning rail coach. Dalus and Alaria travelled to Passage under the protection of Elkavar d’Garda, and there sold House Orien on developing an experimental engine that could survive threats from the Mournland. Although the task of perfecting the engine has finally given Dalus freedom from oversight, it has simultaneously revealed faults in his theories. Dalus created and installed the experimental engine, but the elemental he chose has proven all too willful. When not devising new experiments, he repairs and improves the Express. He loves Alaria from afar, and so it’s likely to remain until Jarick’s fate is resolved. Hook: Elemental Madness Dalus has numerous plans for elemental weapons and devices. To power a ritual experiment, he needs a series of lightning strikes to hit the train at precise times. He asks the PCs to help with this secondary ritual, and to then guard him until he can bind the summoned elemental to his will. What could go wrong? Elkavar d’Garda, Guard Captain You do whatever’s necessary to protect the passengers, even if it means your life. Don’t worry, I’ll be right there with you. Elkavar d’Garda Level 7 Soldier (Leader) Medium natural humanoid, human XP 300 Initiative +3 Senses Perception +11 HP 78; Bloodied 39 AC 23; Fortitude 20, Reflex 18, Will 19 Speed 5 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 1d8 + 7 damage. M Seize the Good Ground (standard; encounter) ✦ Weapon +14 vs. AC; 2d8 + 7 damage, and Elkavar shifts 3 squares to a space adjacent to the target. M Shifting Tactician (standard; recharge 4 5 6 ) ✦ Weapon +14 vs. AC; 1d8 + 7 damage, and Elkavar and up to two allies adjacent to the target can immediately shift up to 2 squares. Spot the Flaw A llies making melee attacks against a target Elkavar is adjacent to gain a +3 bonus to damage rolls. Alignment Unaligned Languages Common Skills Athletics +13, Bluff +13, Intimidate +8 Str 20 (+8) Dex 10 (+3) Wis 13 (+4) Con 14 (+5) Int 16 (+6) Cha 16 (+6) Equipment chainmail, heavy shield, longsword Elkavar was born to an esteemed dragonmarked family of House Garda, but he never developed a dragonmark like those of his siblings. This shamed him, and Elkavar set off into the Mournland, theorizing that stress and heroism might bring out a mark. He met Dalus and Alaria while resupplying in Stillwater Station, and quickly became fast friends with the Bombardier inventor. When Dalus and Alaria left for Passage, Elkavar offered his company, even though no dragonmark had yet appeared. Rather than return to civilization in disgrace however, he had a fake dragonmark tattooed onto his body and lied about its manifestation to house authorities. Elkavar is the one permanent guard from House Garda on the Mournland Express. He rides the coach out of friendship and the secret hope that his dragonmark might yet manifest. He also does so to avoid his house’s scrutiny by remaining far away from major Garda holds. Afraid of discovery, he overcompensates with shows of bravado and foolhardy courage. By some luck, his secret has yet to be uncovered. In spite of generous pay, the guards under Elkavar’s command never stay for long. The dangers of frontier travel and passing so close to the Mournland can be taxing on the hardest warrior. Elkavar is always looking for reputable mercenaries to fill out the ranks. Hook: Marked for Blackmail Someone is blackmailing Elkavar, and he needs help. He employs the PCs to help him uncover his blackmailer without revealing his secret. If the PCs find out anyway, do they reveal Elkavar’s lies to House Garda? What if his blackmailer is another Garda scion? Carts of the Mo urnland Express The carts presented here represent the configuration of the Mournland Express as it thunders along the borders of Old Cyre. Due to the modular nature of the lightning rail, all the carts found on the Express might be found on other lines. Engine Cart At the very front of the train, beyond a locked door and up a steep set of stairs, the helm platform stands buffeted by the barely leashed winds of Aino, the train’s bound air elemental. Broad windows open out past the stabilizing vanes and onto the surrounding lands. Metal grating creaks underfoot. A crackling loop of electricity—the lightning reins—hangs limp, awaiting the next person who dares set his or her will against the bound elemental. Although confined to the engine, Aino has gained limited awareness of the train and has occasionally been known to exert control. For the time being, Alaria and Aino have come to a power-sharing agreement over the running of the train. Behind the helm is a series of simple rooms, space enough for a bed with simple linens and a few pieces of integrated furniture, to house the crew. The bulk of the crew’s baggage, several replacement conductor stones, and supplies for emergency repair are in the storage compartments at the back of the cart. An experimental engine pulls the Mournland Express, making it faster and more versatile than the average lightning rail coach. As long as it moves, the engine taps into the power of the conductor stones to create a repulsion field around the train. This field wards off living spells and other creatures that occasionally emerge from the Mournland. Hook: Broken Bindings A creature or mage on the train is determined to release Aino from bondage. Do the PCs further or oppose this plot? What are the consequences of unleashing Aino? Given its state of symbiosis with the train and relationship to Alaria, does Aino even seek freedom? Hook: Breakdown The train has broken down at the edge of the Nightwood. Is this a normal maintenance problem or sabotage? The PCs must look into the problem and/or secure the area while the train is being fixed. Perhaps the train needs parts, and the PCs must explore the area to locate materials for Dalus to use in the parts’ fabrication. First-Class Cart Plush chairs, a writing desk, and dining table on one side, feather beds and private bathrooms on the other, the first-class cart is a veritable suite of rooms for distinct, discerning groups of passengers. A maid and butler watch over up to twelve of these well-to-do customers, ensuring that their needs are met for the duration of the journey. The guards keep a special watch on the cart. Hook: First-Class Villainy One of the PCs’ enemies has taken passage in the first-class cart. The characters have to find a way to confront the villain without harming innocents or face the consequences of reckless action. Perhaps the scoundrel has a plot involving the Mournland Express itself. Gambling Cart This luxurious cart is lushly carpeted, filled with soft lighting, and set with gambling and dining tables. A well-appointed bar rounds out the lavish décor. Unless a visitor has an invitation or privileges to come here, proof of the intent and capability to gamble are required for entry. Others cannot make it past the scrutiny of the guards who eye all comers through eye plates in the heavy doors. Those who can’t enter must take the walkway that extends around the car. The burly minotaur twins Dagar and Ragad keep the peace here. Under a separate contract with House Garda, the minotaurs have duties that end at the doorways of the gambling cart. They are little inclined to act upon anything outside their purview unless it directly threatens them. Hook: Noble Informant Balas ir’Krag rides the Express back and forth, gambling away his time and fortune. He knows everything there is to know about the train, but he only talks with those he plays, and he only plays the best. The PCs need to prove themselves if they want to get anything from Balas. Hook: Heirloom Recovery Erwin Calanshire, a young merchant, gambled away a valuable family heirloom early in the trip. He no longer has the money to return to the cart and win it back. So he asks the PCs to retrieve the item for him, promising a substantial reward once they reach their destination. Galley Cart Flames leap, knives fly, and meat sizzles as Traven oversees a staff of five sous-chefs in the preparation of food for the Express’s passengers. The kitchen, with its hanging pots, hot burners, and long countertops takes up fully half the cart. In the other half are a pantry, cold storage, and sleeping quarters for the galley staff. Traven doesn’t take kindly to uninvited guests in this cart. Dining Cart Long wooden tables and benches run the length of this cart, and diners from the standard passenger cart rub elbows and more as they devour the fare that comes out of the galley. A staff of five normally serves those in the dining cart. Hook: Murder on the Mournland Express Somebody has been murdered late at night in the dining car, and a number of passengers and crew is suspect. Lacking an alibi, perhaps the PCs investigate to exonerate themselves. Or maybe the characters discover the victim was important to them in some other way. Ghost Cart Sages have said that the Day of Mourning weakened the barriers between the world of the living and the dead. Others proclaim that Dalus’s alteration of the conductor stones is a draw to restless spirits, especially in the haunted land of Karrnath. Whatever the cause, when the moon is full and mists gather near the borders of the Mournland, some passengers find themselves passing through a cart that wasn’t there earlier. Sometimes such passengers are never seen again. Hook: Missing Persons The brother of one of the missing passengers asks the PCs to ride the Express and find out what happened to his sibling. The characters have to board the ghost cart and rescue the lost passengers. Who knows what else they might find within? Hook: Haunting Witnesses The ghost cart is a remnant from the Day of Mourning, filled with eyewitnesses to the cataclysm. What secrets might be teased from them before the cart fades away? Could it be that one of these passengers is related to a PC? Hook: Visitation One of the ghosts asks the PCs to help it find a way to its eternal rest. This might involve investigating the circumstances surrounding the ghost cart’s destruction, gathering testimony from any survivors of the crash, or even recreating the events leading up to the crash and ensuring they work out differently. Standard Passenger Cart Doors on either side of this cart lead to identical compartments. Each has cushioned benches, room for six—just enough to stretch if you’re friendly—overhead racks for baggage, and windows. A standard cart has twelve compartments and seventy-two seats. Hook: Protection Duty The PCs have been contracted to guard an important passenger, such as a witness on his way to a trial or a diplomat on the way to one of the rail’s stops. Are the PCs up to the task? Who aboard wishes to bump off the characters’ charge? Sleeper Cart This cart contains a long, narrow hallway with washrooms at both ends and a series of heavy doors in between. Beyond the doors are bunk beds, each bed with clean sheets, pillows, and a wool blanket. This cart has enough room for every passenger in the standard passenger cart to bed down. Steerage Cart Row after row of hard wooden benches and harder metal flooring furnish all the comforts of this cart, allowing up to two hundred persons to be packed within. Depending on the number of passengers, Elkavar assigns up to four guards to watch over the mob and keep them from disturbing the passengers in standard and first-class carts. Making trouble enough for the guards to wade into the press after you is a sure way to spend the rest of the trip one car back, in confinement. Hook: Rail Robbery Bandits have taken passage on the steerage cart. They plan to stop the train in the wilderness so their cohorts can ride in and rob the passengers. Can the PCs thwart the plot or, failing that, drive off the bandits while minimizing passenger casualties? Containment Cart Rattling chains, the stench of fear, a dagger to the throat, and a barked warning often greet entrants to this cart. Sometimes dangerous creatures or valuable artifacts need to be moved long distances. This cart can be modified to hold anything from hardened criminals to captive wyverns. Whatever the cargo herein, Elkavar takes no chances while this cart is occupied. He tries to keep at least five guards on duty at all times, and they don’t welcome curious visitors. Hook: Escape! The captives have escaped. The PCs must apprehend the escapees before they wreck the train, simply flee into the wilds or the settlement at the next stop, or accomplish some other evil. Cargo Cart This cart can carry anything from excess baggage to trade goods. Truly valuable objects are more likely to ride in the containment cart, but the cargo carts are usually locked. An elevated walkway allows crew members to move around the cart as needed. It also provides space for the guards who keep watch on the back of the train. Hook: Rail Tax A Valenar warclan has decided to charge for passage along the border of the Blade Desert, and its members have set up a toll across the lightning rail. They prefer livestock and the like instead of money. Can the PCs negotiate a compromise or show the elves that the Mournland Express is not without fierce defenders?
Lightning Rail
Lightning Rail Passenger Cart: The lightning rail runs along lines of conductor stones built between certain set destinations. The rail cannot go anywhere else; a cart taken off the line simply falls to the ground, inert. House Orien runs a regular schedule, departing from most stations once per day and from major stations more frequently. Almost all passengers on the lightning rail are fare passengers, paying a set amount for their trip. Three classes of travel are available, depending on your budget. By booking standard passage on the lightning rail, you are entitled to a seat in any standard passenger cart. Seating is not assigned, and can be switched en route should the spirit move you. Modest meals are provided in the galley cart and fancier fare is available for additional cost. At night, you are assigned a bunk in one of the sleeper carts. While not terribly comfortable, traveling standard class is generally a good way to relax while getting to your destination. Each day of standard fare travel counts as one day of full bed rest for the purpose of natural healing (assuming no stressful activity takes place to interrupt your relaxation). First-class lightning rail passengers enjoy the most luxurious ground travel available, and are treated to plush couches in their passenger carts and feather beds in their sleeper carts. The most exquisite foods and wines are available upon request, as are a selection of books to read and a healer from House Brunet to provide long-term care. Security in fi rst-class carts is tight, and unticketed passengers are simply not permitted to ruin the atmosphere of luxury with their presence. Each day of fi rst-class fare travel counts as one day of full bed rest for the purpose of natural healing (assuming no stressful activity takes place to interrupt your relaxation). With the aid of the resident healer, you can regain 4 hp per character level per day riding the lightning rail fi rst-class. The less fortunate (or those simply looking to save a few coins) can travel steerage class. A steerage cart has bench seating for as many passengers as can cram into it—up to two hundred per cart. They do not have access to either sleeper bunks or meal service; passengers are expected to sleep in their seats and bring their own rations. Still, the price is diffi cult to beat. House Orien also maintains a number of lightning rail carts available to be chartered. These unused carts are stored at major stations across the Five Nations, and can be linked up to the next lightning rail coach on only a few hours’ notice. The carts are fairly confi gurable and can carry passengers, cargo, or a mix of both. Meal service is not provided to chartered carts as part of the charter fee, but can be purchased separately. While standard carts are designed to carry either passengers or cargo (but not both), a privately owned cart can be confi gured however the owner wishes. Most are built so that one-third of the cart carries cargo, while the rest of the cart is maintained with passengers in mind. The given price for owning a lightning rail cart is for a standard cart (see page 18). Different layouts are possible, but might increase the price. Lightning Rail Crew Cart: A lightning rail crew cart houses the coach’s crew and the primary elemental chamber that powers the coach. Crew carts are usually only chartered when a destination is not one often serviced by House Orien. Customers chartering a crew cart also get one additional cart (passenger, cargo, or custom) for the given fee; chartering additional carts costs extra. Purchasing your own lightning rail crew cart is very expensive, but it can be done. The lines of conductor stones needed to run the crew cart are maintained by House Orien and you must obtain their permission before your cart can make use of them. Keeping your cart stored at an Orien facility also requires a rental fee. The crew cart does not include a set of lightning reins, which must be purchased separately if needed. Most people fi nd it far more convenient (and less expensive) to leave the crew carts to House Orien and simply purchase a private cart (see above). However, for certain lightning rail destinations—including the Mournland—owning your own crew cart is the only option.
Point to Point Lightning Rail Distances
Western Line
Station
Distance from Sharn
Time From Sharn
Distance From Previous Stop
Time From Previous Stop
Brelande Stations
—
—
—
—
Wroat
212 miles
7 hr.
212 miles (Sharn)
7 hr.
Hatheril
947 miles
1 day 7.5 hr.
735 miles (Wroat)
1 day 0.5 hr.
Sword Keep
1,131 miles
1 day 13.75 hr.
184 miles (Hatheril)
6.25 hr.
Starilaskur
1,219 miles
1 day 16.5 hr.
1,007 miles (Wroat)
1 day 9.5 hr.
Sterngate
1,615 miles
2 days 6 hr.
396 miles (Starilaskur)
13.25 hr.
Vathirond
1,534 miles
2 days 3 hr.
315 miles (Starilaskur)
10.5 hr.
Thrane Stations
Aruldusk 1,876 miles 2 days 14.5 hr. 342 miles (Vathirond) 11.5 hr.
Sigilstar 2,040 miles 2 days 20 hr. 164 miles (Aruldusk) 5.5 hr.
Flamekeep 2,510 miles 3 days 11.75 hr. 470 miles (Sigilstar) 15.75 hr.
Thaliost 2,874 miles 3 days 23.75 hr. 620 miles (Fairhaven) 20.75 hr.
Aundair Stations
Marketplace 1,462 miles 2 days 0.75 hr. 331 miles (Sword Keep) 11 hr.
Passage 1,793 miles 2 days 11.75 hr. 322 miles (Marketplace) 10.75 hr.
Fairhaven 2,254 miles 3 days 3.25 hr. 461 miles (Passage) 15.5 hr.
Zilargo Stations
Zolanberg 1,875 miles 2 days 14.5 hr. 260 miles (Sterngate) 8.75 hr.
Korranberg 2,146 miles 2 days 23.5 hr. 271 miles (Zolanberg) 9 hr.
Mournland Stations
Eston* 2,164 miles 3 days 0.25 hr. 630 miles (Vathirond) 21 hr.
Metrol* 2,244 miles 3 days 2.75 hr. 710 miles (Vathirond) 23.75 hr.
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Train Fulgurant

