Travel in Alvez
The inhabitants of Alvez, both Bediz and Fae, travel for a wide variety of reasons, from warfare to trade to religious pilgrimages to simple wanderlust. The ease and frequency of specific routes depends on a variety of factors, facing vast distances, rough terrain, hostile entities and the unstable nature of reality itself in the remote regions of the worlds.
It is thought that travel in the time Empire of Tarif was made possible by the vast interconnected network of imperial roads, established trade routes and organized security, all thrown into chaos following the Tear. In the time that followed, much of the world was cut off by thick Feth Fiada, hostile fae and paranoid xenophobia, but as new kingdoms, such as Great Kernev, Gallia and Logres, new routes began to emerge as connections were reforged, travel beginning again across land, sea and air.
Tro Aour - The Golden Way - A well-traveled network of pilgrimage routes connecting Kameled (and other Northern Points) with Lupino in The Golden Sea, passing through Avinhon along the way. Unlike other major routes, the Tro Aour does not connect cities along the Imperial roads, but rather monasteries and abbeys along a collection of Imperial and more modern roads. This route is largely unique to the Faith, without major Druidic usage.
Tro Breizh(ritual:2d9d0380-8110-405c-b04d-45f7cbb4554f) - A coastal circuit of @[The Armorican Peninsula holding special significance to the Lethaned people. Stopping at seven religious sites, all Lethaned, both Druidic and Faithful, are expected to make the circuit at least once in their lifetime, lest they have to make the more arduous journey after death.
Tro Finistere - The Path of Land's End - A major pilgrimage route from Kemper to Asturias, traveling along Silvercoast. The route also has branches connecting to other Northern points of origin.
ablished trade routes by land, sea and air. Some of these routes, like the slave trade, use old networks that have existed in some form since the days of the Empire, while others like the Fae Lightning Path are completely novel. Religious and cultural pilgrimages, such as the Tro Breizh and Tro Finistere are major and popular events in the life of the average person with the ability to travel, often a once in a lifetime affair.
For the most part, merchants, the Clergy and nobility have more opportunities to travel longer distances, while it is not unusual for peasants and serfs to never leave their villages.
In the days of the Remusan Empire, a network of great stone roads was laid out across Bedouar, connecting distant points across the continent. These cut through difficult terrain and connected previously remote regions, spanning rivers, lakes, mountains and forests. In general, these roads are wide enough for a carriage or two, with ruts cut into the stone for the wheels. As they Empire collapsed, the construction of these roads ceased and their upkeep faltered. The road network became hotbeds of banditry, as roving gangs targeted anyone leaving the relative safety of the cities and towns scattered along the great stone pathways. In many places, such as the mountain passes of the Meneziou Are and the Auvergne Ring, these roads are the only way to cross these treacherous and difficult terrains. Natural dangers, like landslides, blizzards and floods often cut areas off suddenly for long stretches of time, and animal attacks are abundant. Isolated paths in the mountains, forests and coastlines often drift into Faerie without warning, and liminal spaces, such as crossroads, bridges and tunnels, have become popular haunts for the magical creatures of the world.
Several organizations rose up to address these concerns in the absence of the Empire. The Urzh Kroashent (Knights of the Crossroads) and the Black Order operated as guides and guards along the roads, establishing hostels, commanderies and castles to aid travelers and provide military and logistical support to travelers. These orders established a complex banking network, where a traveler could deposit collateral at the start of their journey, then withdraw from the Order's accounts along their journey against the collateral. This and the patrols of armed guards made travelers less enticing targets for theft or Fae abduction and made the Orders wealthy.
Since the fall of the Urzh Kroashent during the Black Crown Affair., the establishment of travel routes and trade has fallen to the burgeoning Trade Guilds, such as the Merchantmen and the Golden Circle. More remote routes, however, have become more dangerous in the past 50 years.
For most Bediz (Humans), traveling on foot is the most common method of travel with horses and auroch-drawn carts being the next largest method. Coaches, carts, palanquins and wagons are common enough that they do not raise interest, although particularly ornate or otherwise noteworthy vehicles will create more of a stir. Some of these vehicles are magically modified for speed, defense and comfort, but this is uncommon.
Travel by sea is considered faster and transports more material, but is not without risk. Pirates and vikings prowl the shores, and the depths are threatened by sea monsters and occasionally hostile groups of magical peoples, such as the Marie-Morgane and the Finfolk. Treacherous rocks, currents and reefs threaten to send ships to the bottom of the sea, and storms, including the impossibly powerful Wyldestorms of pure, unfiltered Faerie magic, arise quickly. Most ships are made of wood and cogs and longships are the most common types found in in Bedouar. Some ships of Faerie are magical and capable of amazing feats. The Longships of the Finfolk are capable of moving over any body of water in exactly seven strokes, from the small inland rivers to the widest oceans, the Fées-des-Houles possess golden ships that can travel above and below the waves and the Witches of Fjallkonan have silver longships that sail through the clouds.
Skyships are a more recent addition to human use, the technology only about 100 years old. Utilizing powerful Windmagik, Humans can sail across the Ar Goat, the vast seas of forests and uncharted mountains that take up the interior of Bedouar. This has begun to radically alter trade, with interior cities gaining previously unseen access. However, these ships are still rare and have not entered widespread use.
The strange geographies of Faerie allow long journeys to be taken quickly if navigated properly, greatly cutting down distances. However, accurate navigation is difficult and the journey is dangerous. Few mortals can successfully attempt to use these regularly and most become lost or worse, falling to the incomprehensible time alteration and magical threats that exist in that world.
The Lightning Path is a magical high-speed transportation network constructed by a mad Tuatha de Danann that (largely) exists in Faerie, occasionally emerging into Bedouar in Breizh and Tolosa, among other places. Based off a weaving shuttle, it was initially conceived as a way to repair damage to the veil, utilizing magic to dart in and out of both realms. This has had the opposite effect, and has only spread the bleed. However, the rapid transitions between realities allows the train to gain incredible speeds, making it a fast, albeit dangerous method of transport.
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