Whether by sea or air, a journey to Xen’drik is typically risky. Ships heading to Stormreach must brave the sahuagininfested waters of the Shargon’s Teeth island chain and the frequent storms (including the occasional hurricane) that batter the Skyfall Peninsula. The Getting to Xen’drik table provides information on the journey from Khorvaire to Stormreach, including duration, the cost per traveler, and how frequently vessels of any given type depart.
Means of Travel
A trip aboard a Lyrandar wind galleon is quite different from a journey in steerage on a Zil merchant vessel, and for those who can afford it, even faster and more reliable methods of travel can be found. Sea travel, flight, and teleportation are the three primary means of reaching Xen’drik. See the EBERRON Campaign Setting and Explorer’s Handbook for more information on any of the methods and vessels presented below.
Travel by Sea: The Windwrights Guild of House Lyrandar dominates the sea trade, and traveling under the Windwright flag provides an assurance of quality and competence. Every nation has its independent merchants, though, and Zilargo and Riedra in particular have sizable fleets in the Thunder Sea. Cargo ships travel to Stormreach from all the Khorvaire ports mentioned on the accompanying table.
Without the benefit of magic, it takes a ship just over a month to complete the journey from Sharn to Stormreach, assuming it survives the dangers of the Thunder Sea. The mundane vessels that make these journeys are mostly cargo ships, built to hold a maximum volume of trade goods. As a result, creature comforts are at a minimum, and passengers are lucky to find sufficient space to hang hammocks. Travelers on cargo runs are expected to help out with shipboard duties and chores, and if the ship comes under attack, they are expected to fight alongside the crew.
Aerenal, Zilargo, and House Lyrandar often make use of soarwood sailing ships. Light and swift, these vessels move at twice the speed of a mundane ship.
The top of the line in sea travel are those vessels crewed by heirs of House Lyrandar. A mundane ship outfitted with a wheel of wind and water can sail at three times the speed of a normal vessel, while an elemental wind galleon can cover up to 480 miles in a day. Such vessels are usually designed with paying passengers in mind, with a few small cabins for travelers.
Travel by Air: The Skyfall Peninsula is well named. The high degree of storm activity makes travel across the Thunder Sea dangerous even for heirs of House Lyrandar. Airship captains have encountered unbound elementals, yrthaks, insect swarms, and more dangerous threats in the Xen’drik skies. As a result, House Lyrandar typically deploys airships to Stormreach only on urgent business of the house or when a vessel is chartered by a favored client. Travel is fast, and airships are designed for comfort, but the cost can be prohibitive.
Teleportation: The safest way to cross the Thunder Sea is also the fastest way: teleportation. Characters who cannot teleport themselves can hire House Orien, but the distance from Khorvaire to Stormreach requires the rare greater teleport ability of an heir of Siberys. Below is the list of cities in which such an heir might commonly be found, along with the cost of the trip and the percentage chance that the heir is available on any given day.
City |
Cost |
Available? |
---|
Flamekeep |
6,000 gp |
10% |
Korth |
6,000 gp |
10% |
Passage |
4,000 gp |
40% |
Sharn |
5,000 gp |
20% |
A maximum of five Medium or smaller creatures can be transported in this manner, along with whatever equipment they can carry. Prices assume that the caster is making a return trip over the course of two consecutive days. The PCs can piggyback on the return trip at no additional cost, though any delay must be negotiated with the heir (at rates ranging from 10% to 50% of the above cost per day).
Chartered Ships: For characters with plenty of gold but no time to wait for the next departing vessel, chartering a ship is a good (if expensive) option. Chartering a sailing ship costs 100 gp per day of travel (200 gp per day for a soarwood sailing ship, or 300 gp per day for a Lyrandar sailing ship). Wind galleons can occasionally be chartered for 750 gp per day, while chartering an airship costs 1,000 gp per day if a captain willing to risk the crossing can be found.
Consult the Getting to Xen’drik table for the number of days required for a charter journey. Characters chartering a ship pay the daily rate for travel to and from their destination, plus each day that the ship must wait for the party to complete its mission. Characters chartering a ship must pay for the return trip even if they are not on board. Charter rates include hazard pay for the ship’s crew, but the chartering characters are responsible for hiring guides and making bribes as required (see the Sahuagin of the Thunder Sea sidebar, below).
Luxury Ships: Xen’drik is not the ideal destination for a pleasure cruise, but some people only travel in style. Luxury travel increases the cost of a journey by at least 50% and might be available only on a charter basis (at the DM’s discretion). While on such a journey, characters have access to fine food and entertainment, along with a House Jorasco healer. Between the comfortable furnishings and the ministrations of the healer, characters can regain up to 4 hp per character level per day while traveling. In addition, the luxury vessels of House Lyrandar carry a complement of sentries from House Deneith—passengers don’t pay justfor comfort, but also for peace of mind.
Passengers never have to work aboard a luxury ship, and in case of combat, are not expected to help—although a Lyrandar captain might reward PCs who leap to the defense of the crew. The adventure Voyage of the Golden Dragon presents a series of linked scenarios built around the Sharn-to-Xen’drik maiden voyage of Khorvaire’s newest luxury airship—and the threats, intrigue, and murder that go with it.