A Traveler's guide to the coronation of King Mykel Endarr II of Evendarr.
By Johansen,
Royal Evendarrian Cartographers Guild
The Royal Evendarr Cartographers Guild has attempted to
provide a detailed outline of the
DISTANCES & TRAVEL TIMES
To acquire a complete map of the kingdom, contact the to royal cartographers guild.
The
Ravenholt town is positioned north within the Kingdom, and though was once northernmost, is no longer.
The Kingdom of Evendarr’s northernmost has widened because of the incorporation of new lands into Evendarr, being the successful expansion plans of King Mykel Endarr II, to bring unity to the people of Avalon.
Evendarr City is located approximately in the center of the East Coast of Avalon, some 100 miles East from the shore of the sea.
Sutherland Town, formerly Clanthia, the capital of the Duchy of Sutherland, is located some 600 miles form the southern coast, and about 200 miles west from the sea coast.
Sutherland continues south for about 100 miles, ending with mountains, and passages difficult to travel.
----------------
Travel in Evendarr
By Johansen,
Royal Evendarrian Cartographers Guild
The Evendarrian road System
The Royal Highway system extends throughout the whole of Evendarr, from North to south, and East to West, and since the return of King Mykel Endarr II, beyond…
From Ravenholt Town in the Barony of Eastwyck in the North, to Sutherland Town in the south, and from the port of Braughm-Raor westward through Evendarr City to the Nation of Quentari border.
Post stations, garrisons, decent inns and provisional merchant houses are located at reasonable intervals between most major towns and cities on these roads as well. Travel on these highways is relatively safe - but not always. There are many branches from the main roadways as well, linking smaller villages and towns to the Royal Highway, but these are less safe, and usually patrolled by the local militia and garrisons.
There is a break between Belassar in the duchy of Kitheria and Stormhold in the Duchy of Therendry, where the great Kitherian Mires have spread across the borders of the two Duchies. The Royal roads are few through this area, but well maintained and patrolled by both Ducal and Royal soldiers.
On the whole, the quality of the secondary roads and pathways within the Kingdom of Evendarr is greatly inferior to the Royal Highway system, its travel ranging from adequate to nearly impassable at times. The safety of the roads is often reflected by their importance to Ducal or Baronial transportation needs. The same road can vary greatly in quality depending on extremes of weather as well, with the rain and snow seasons causing impassability.
Many, but not all, of the waterways are at least partially navigable, and travelers may take passage on riverboats and barges where available. "Catfish" – the local slang for fresh-water pirates in most parts of the Kingdom of Evendarr - are present but elusive, and any passenger capable of assisting in the boat's defense is expected to do his or her share while on board. The Kingdom of Evendarr offers rewards to those that maintain safe waterways, and may be able to defeat the ‘Catfish’.
Travel by sea is faster but riskier, with the coastal waters constantly plagued by pirates, elementals, and monsters. Much of these waters would be all but closed to shipping if it weren’t for the constant vigilance of the Royal Navy of Evendarr and the Ducal coastal patrols in their unending service in disbanding the unlawful bandits, banishing the elementals, and defeating or maiming the monsters.
To reach Evendarr City by ocean vessel, the customary route is by ship to Braughm-Raor, then by land to the Capital along the Blackstone Military Highway - a masterpiece of Dwarven craftsmanship nearly 500 years old that is easily one of the finest roads of all places on Tyrra. No matter what the hour or the season, there are always travelers along this road. It is also called "the Blackstone Road" because it runs westward into the Blackstone and Greymoor Baronies. From there it turns south and follows the river to its source at Evendarr City in the Barony of Eastwyck.
Presented below are distance approximations (in miles) to Evendarr City from various points.
These distances are "as the bird flies", and do not reflect terrain features.
|
Town of: |
Duchy of: |
Distance from Evendarr City |
|
Ravenholt Town |
Ravenholt |
275 |
|
Unity |
Volta |
270 |
|
Scarletton |
Elysia |
375 |
|
Daven |
Rotaria |
230 |
|
Ashbury Town |
Ashbury |
155 |
|
Coventry |
Niman |
215 |
|
Cwyll |
Evendarr |
90 |
|
Braughm-Raor |
Blackstone |
200 |
|
Belassar |
Kitheria |
50 |
|
Goldhaven |
Therendry |
320 |
|
Tyrangel Town |
Tyrangel |
290 |
|
Sutherland Town |
Sutherland |
525 |
|
Din-Oth |
Quentari |
180 |
|
Shakar |
Myrr |
345 |
|
Kyzl |
Dar-Khabad |
245 |
Average travel rates in miles per single day (14 hour day)
|
Walking (with Light pack) |
25 |
|
Walking (with Heavy pack) |
15-20 |
|
Wagon or Cart |
20 |
|
Coach |
25 |
|
Horse (normal) |
30 |
|
Merchant Caravan (more than 3 Wagons) |
15 |
|
Horse (fast with total 4 fresh mounts) |
50-60 |
|
Riverboat (with Current) |
30 |
|
Riverboat (Against Current) |
25 |
|
Merchant ship |
125 |
Approximate ship distances and travel times to Braughm-Raor, Blackstone:
|
Mistport, Duchy of Therendry |
750 miles - 6 days |
|
Stoneholm, Duchy of Ravenholt |
350 miles - 3 days |
EXPENSES
This section is divided into various accommodations in Evendarr City and its environs, normal costs (if applicable), Coronation costs, stable fees (including feed), and meals (if applicable). Remember that the City has had to import enormous amounts of supplies for the Coronation of King Mykel Endarr II.
Remember that you and many thousands of others are occupying land that is normally used for growing crops.).
CAMPING OUT - in the fields around Evendarr City.
Campsites are generally rented in groups of spaces around a single fire-pit, and range in price from 1 SP - 3 GP per night, depending on the distance from the city, whether you have only your bedroll or a wagon with animals (feed is included), and whether your site is near water. No food is included, and you have to arrange for someone to guard your goods if you want to leave them behind. You pay daily and get a token that indicates where you may stay. Naturally, there are those who figure out ways to beat the system, but the Royal Army is out in force. Justice is swift and of a military nature, and ranges from fines and/or confiscation of property to flogging and the occasional execution.
Public fishing, bathing and washing is permitted in the Velowyn during this time, but officially only on the side of the river opposite the city. (Think of the Ganges, or of Woodstock...)
THE RAIN GUTTER - the seediest part of the waterfront. Normally, respectable folk wouldn't be caught dead (or undead) here, but these are not normal times. Every building has been converted into some sort of hostel; even warehouse space gets rented out as supplies are used up. Prices here are whatever the market will bear. Normally, fees are charged in copper with an occasional inn charging silver if a meal is thrown in, but prices now begin at 5 SP per night per person, and go as high as 2 GP for real inns with locks on the doors and a plain meal thrown in. Some of the "real" inns are "The Bilgerat", "Madelyn's Ford", "The Rusty Scupper", "Water's Edge", "The Howling Banshee", etc. Feel free to be creative if you choose to stay here; chances are that your resting-place will either be gone or under another name if you ever return. Traveling alone in these parts is definitely not recommended; simply living through the night is often an adventure in itself, especially when you are sharing the district with a horde of river rats who don't really appreciate the influx of outsiders (their purses are another matter, of course...).
LOWTOWN - here is where Evendarr City gets respectable - and here is where prices begin to skyrocket. Merchant caravans who are accustomed to staying at the little inns that pocket the area are sleeping with their animals in the stables. Families have doubled and tripled up, rented out their homes and are sleeping in their shops or gardens as everyone tries to make as much space - and as much profit - as possible. Inns have been reserved since New Years' (feel free to stipulate that you have done so if you wish). Prices for regular rooms at inns begin at 1 GP per person (there is no such thing as a private room), and go as high as 5 GP, but these are accompanied by a hearty breakfast. Dinner is extra, but most folks are still out and about until well after midnight. Stable fees range from 2 - 10 SP per animal, but space for wagons or carriages is as expensive as the room. Private homes range from 1 GP - 3 GP, but most do not serve meals.
Several of the public parks have been opened to caravans of travelers, and the fees are about the same as at the inns (feed for the animals but no meals for the people). For the most part, each neighborhood has attracted a crowd of its own people, and for many the celebration is as much a clan or tribal reunion as a Royal Coronation. "Papa Gordo's Kumpania" - a huge inn, tavern and bazaar fronting the Plaza Delfina and the Wishing Fountain - is the favored gathering spot for Gypsies. The "Deshikohana ne benki" is the favored gathering spot of Dark Elves as they relax in comforting shadows awaiting nightfall. Sarr favor the "Chahar Thadori", where there is always a fine roast turning on a spit, or not, as one's taste desires. No customer is turned away, and the policy is one of welcome to all - although the proprietors cannot be held responsible for the opinions of their other guests. There are also many establishments that do not favor a particular group.
MIDTOWN: THE MERCANTILE DISTRICT - The crowding is nearly the same here as in Lowtown, although the accommodations are more spacious, and the rates reflect the fact. Here, the traveler will receive food in the private dwellings as well as at the inns, and the fees are the same in both. They range from 2 GP - 8 GP per night (stable fees are 5 - 15 SP, but carriage space is the same as stable fees). Most places, whether private homes or comfortable inns like "Merchant's Rest", "The Colonel's Folly" or "The Faun's Lament", serve food and drink at all hours, but guests must pay extra for food taken apart from regular mealtimes. Shops and stores are open nearly around the clock, as merchants compete to see who can empty their shelves first.
There are a number of artisan's Guildhalls here. Those who have a Craftsman's skill may be able to find housing here (at the usual rates, of course!)
HIGHTOWN - This part of Evendarr City, whether in "the Colony" or Castle Evendarr itself, is by invitation only. Even if one is a high-ranking Guild member, or holds a position with one of the noble Courts, space is at a premium. If you are the guest of a noble house, you need not pay as the expense is borne by Duchy revenues. Guild members who stay here are expected to "donate" at least 5 GP per night.
Even if the noble residences are filled, there are still a few private homes and inns where you might have found a place to stay. But be prepared to pay for the privilege: the fees range from 100 - 150 GP, since you are expected to stay for the entire week! Fortunately, this fee also includes servants, stabling and carriage fees (it is assumed you have your own horse or other means of conveyance). Needless to say, your accommodations are spacious and luxurious, with the finest in food and drink from all over the Kingdom and beyond, entertainment, and guaranteed entry into some of the more elite receptions, feasts and balls.
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