Trade Route

From elanthipedia
Jump to: navigation, search
Stub
  • This article is a stub. That is, it is an article with little or no content, and needs attention.
  • Please see Category:Stubs for more articles that need content.
  • When it is completed to a reasonable degree, remove {{stub}} from this article.

Zoluren

Arthe Dale

[Swotting Hall, Trader's Center]
The walls of this large room are painted a rich, deep doeskin tan. Finely detailed tapestries of deep red, midnight blue and forest green cover three of the walls. Several prosperous-looking traders saunter over to a board mounted on the remaining wall. They peruse it quickly and move away to make room for others. A young Halfling lad scurries to the north, a notebook clasped firmly to his chest. You also see a shipment clerk, an acanth wood door, a commodity update board and the Arthe Dale trade minister.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

Caravan will accept lead commands to Crossing, Stone Clan and Dirge.

You can ask your caravan to lead to Arthe Dale from anywhere on the Northern Trade Route.

Note: All leads to Arthe Dale will end at Village Gate.

The Crossing

[Traders' Guild, Shipment Center]
A sense of chaos mingled with urgency pervades the scene before you. Harried stock clerks rush about, gathering orders and directing sweating laborers in assembling the contents of endless caravans. The cavernous room echoes with grunts and banging and voices all shouting conflicting commands, each trying to drown the other out to be heard first. Impatient traders try to catch the fleeting attention of the clerks and give vent to a varied array of oaths in many tongues when ignored. You also see a shipment clerk and a sturdy cart with several things on it.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

There are a numerous rooms near the Trader Guild that will accept lead commands to Arthe Dale, Stone Clan and Dirge.

You can ask your caravan to lead to Crossing from anywhere on the Northern Trade Route.

Note: All leads to Crossing will end at the Northeast Gate.

Dirge

[Darkstone Inn, Stables]
The local traders guild runs its supply out of this dingy excuse for a stable. Moldy hay is piled in the corners, while the pitiful sounds of cramped animals calls up from the stalls. Perched on the latest shipment of flour is a greasy-looking boy who can only be the clerk. You also see some steep stairs leading to the Darkstone Inn and a shipment clerk.


CLIMB STEEP STAIRS

[Darkstone Inn, Private Bar]
This room is a stark contrast to the public bar downstairs. Looking like a slightly faded but still handsome gentleman's study in some prosperous town, the walls are done in polished oak trimmed with brass. A crystal chandelier casts a flickering light over the room and a large fireplace with a stone mantel waits to be used. Looking closer, you note the brass is tarnished and the mantel is cracked, but the overall effect remains. You also see the Dirge trade minister, some steep stairs leading to the stables and a heavy oak door.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At North Roads Caravansary caravan will lead to Riverhaven and ends at North Road, Ferry.

You can ask your caravan to lead to Dirge from anywhere on the Northern Trade Route, but must lead the caravan from the road to the Darkstone Inn.

Note: All leads to/from Dirge will end/start at North Roads Caravansary and will accept lead commands to Arthe Dale, Stone Clan, Crossing and Riverhaven.

Leth Deriel

[Eshar's Trading Post, Main Room]
Eshar the pawnbroker casts you a surly glance as you enter the dusty, disheveled trading post. His attitude strikes you as odd, especially for someone dealing with those who come here to part regretfully with their valuables. It is even more puzzling because he is also a contact for many of the traders doing business in Leth Deriel. But recalling some of the traders you have met, perhaps his attitude is understandable. He is the younger brother of Ershem the papermaker. You also see a flimsy counter, a shipment clerk, Eshar and the Leth Deriel trade minister.

Map Location


TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At Southern Trade Route, Segoltha South Bank caravan will lead to Leth Deriel and ends at Southern Trade Route, Outside Leth Deriel.
At Southern Trade Route, Outside Leth Deriel caravan will lead to Crossing and ends at Southern Trade Route, Segoltha Plain.
NOTE: Must lead caravan one north to South Bank - ferry dock.
At Obsidian Pass, Platform caravan will lead to Leth Deriel and ends at Deobar Bower Gate, Esouvar Deriel -see Map Location
NOTE: This is from the north side of gondola. Caravan will not lead from Leth Deriel to gondola, only from the gondola to Leth Deriel.

Stone Clan

[Stone Clan, Trader's Guild Outpost]
This outpost is built of heavy, massive rockwork in the Dwarven style, plain but durable. Designed for safe storage, as well as easy buying and selling of bulk goods by Guild members, it is crammed and jammed with crates, boxes and packages of all manner and value. A stern-looking Guild trade minister is at hand to expedite transactions and to make sure nothing leaves or arrives without the proper fees and monies being exchanged. You also see the Stone Clan trade minister, an oak stand with a fur packing crate on it and a shipment clerk.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

Caravan will accept lead commands to Crossing, Arthe Dale and Dirge.


You can ask your caravan to lead to Stone Clan from anywhere on the Northern Trade Route.

Note: All leads to Stone Clan will end at the entrance to Lairocott Brach, which is past the Trader outpost; must go DOWN and CLIMB TRAIL to reach outpost after caravan arrives. Will accept lead commands to Arthe Dale, Crossing and Dirge.

Tiger Clan

[Tiger Clan, Trader's Guild Outpost]
This outpost is a replica of the great Trader Guild buildings in the larger towns. Designed for easy buying and selling of bulk goods by Guild members, it is crammed and jammed with crates, boxes and packages of all manner and value. A worried-looking Guild trade minister is at hand to expedite transactions and to make sure none of the goods leave without the proper fees and monies being exchanged. You also see the shipping clerk and the Tiger Clan trade minister.


Map Location

You must lead your caravan to/from here.

Wolf Clan

[Wolf Clan Trader Outpost]
This outpost is a miniature replica of one of the great Trader Guild buildings in the larger towns. Designed for rapid buying and selling of bulk goods by Guild members, it is crammed and jammed with crates, boxes and packages of all sizes and shapes. A harried Guild trade minister is at hand to expedite members' transactions and to make sure none of the goods leave under their own power or without the proper fees and monies being exchanged. You also see a shipment clerk and the Wolf Clan trade minister.


Map Location

You must lead your caravan to/from here.

Therengia

Muspar'i

[Muspar'i Traders' Guild, Freight Office]
Crates, woven baskets and bundles pile about the freight office, neatly tagged with slips of paper, the color indicating whether the shipment is incoming or outgoing. Clerks scribble in their ledgers as they take inventory, glancing up every now and then to nod to arriving Traders. You also see a shipment clerk.

((GO NORTH to minister))

[Muspar'i Traders' Guild, Minister's Office]
Deobar desks line the stone walls, piled with delivery orders and accounts received. Clerks bustle through on their way to shipping or east towards the exchange, keeping business rolling like a well-oiled caravan. You also see the Muspar'i commerce minister.

Map Location

Muspar'i can be reached via sand barge (free) from Hvaral. A 20 minute ride that includes a 2 minute layover at the Desert Oasis.

Hvaral

[Hvaral Trading Post, South Side]
Desks and chairs line the southern side of the exchange floor as stock clerks and guild officials shuffle paperwork and calculate their ledgers, working to keep track of the merchandise coming on and off the exchange floor. From beyond a marble archway carved to fit the contours of the circular room, the calls from beasts of burden and the scent of fresh straw and sweated animals announce the presence of the trading post's stable. You also see the Hvaral commerce minister and a shipment clerk.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At Arnshal Road, Mountain Approach caravan will lead to Fornsted and ends at Arnshal Road, Keep Entrance.

Directions from outpost to start point:

SOUTHEAST, EAST, EAST, GO GATE

Fornsted

((GO WEST once you enter Pavilion))

[Fornsted, Pavilion Outpost]
A large wooden desk looks strangely out of place on the cobbled floor. Small tufts of grass struggle to sprout between the stones in the less trafficked corners. A Dwarven clerk stands at the desk, busily recording inventory and shipments in several ledgers stacked about him. The commerce minister is stationed within eyeshot of both the clerks and workers.

Note: The clerk and minister here do not show up as highlighted NPCs like other outposts/guilds.

Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At Arnshal Road, Keep Entrance caravan will lead to Hvaral and ends at Arnshal Road, Mountain Approach.

Directions from guild to start point:

WEST, GO DOOR, WEST, <need passport from Therenborough> GO GATE

Therenborough

((GO EXCHANGE, GO DOOR))

[Alliance of Exchange, Traders' Center]
The yellow marble walls here have swirls of blue and grey flowing through them. To the east you hear the low rumble of many people talking. A large portrait dominates one wall. You also see a shipment clerk and the Therenborough commerce minister.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead::

At North Road, Barony Pass caravan will lead to Langenfirth and ends at Outside Langenfirth.

Directions from outpost to start point:

SOUTH, SOUTH, WEST, WEST, SOUTH, GO GATE

Langenfirth

[The Fur Exchange, Trading Office]
The Exchange is one of the busiest places in Langenfirth. Hunters and trappers arrive constantly with new piles of hides and pelts from the northern hills. Traders regularly arrive delivering goods from the south or looking for some select furs to buy on speculation. You also see a shipment clerk, the trading floor and the Langenfirth commerce minister.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead::

At Outside Langenfirth caravan will lead to Therenborough and ends at North Road, Barony Pass.

Directions from outpost to start point:

NORTHEAST, NORTHEAST, NORTH, NORTHWEST, NORTH

Riverhaven

[Riverhaven, Traders' Guild Lobby]
The lobby of the Guild is a grand place. High narrow windows of stained glass show pictures of traders bringing the benefits of civilized marketing and goods to primitive peoples in many lands and strange places. The heavy carpeting on the floor is done in patterns representing coins and monies of distant and forgotten lands. Nearby, the Guild Office handles official matters. A tall and wide doorway, gated and guarded, leads to the Trading Pit where only Traders may go to conduct their deals. You also see a curved stairway and the Riverhaven trade minister.

((GO OUT, GO ALLEY to clerk))

[Traders' Guild, Shipping Dock]
The only place busier than this loading area is the nearby Trading Pit. Guild workmen unload and empty crates from arriving caravans. These same workers then fill and load the crates upon other caravans for shipment to other guilds. The shipping clerk, standing in the center of this tempest of activity, is perhaps the only force which keeps total chaos at bay. Beyond the rise of some steep steps you hear frenzied cries of business from the Pit. You also see a shipment clerk.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At North Road, Riverbank caravan will lead to Dirge and ends at North Roads Caravansary.

Note: Start point is one room south of ferry dock.

Ilithi

Shard

GO ARCH

[Brickwell Tower, Entrance Hall]
The grand entrance hall of the Trader's Guild is tastefully decorated in silk rugs and tapestries created by the finest Elven weavers in the province. Twin columns, carved with images of sailing ships riding the crest of a wave, rise from the marble tiled floor. A white marble staircase which leads to the upper levels of the tower is hung with the standards of trading companies based in the city of Shard. You also see a large sign which says, "TRADER SUPPLIES HERE", a rosewood door, an ebonwood door, an ivory door and a sturdy cart with several things on it.

Both clerk and minister directions are within the Entrance Hall.

GO EBONWOOD DOOR to Shard commerce minister.

[Brickwell Tower, Trade Minister]
The trade minister's room, from the thick wall hangings to the elaborately carved desk, is decorated in shades of night. Even the stone floors have been darkened to a nearly black color, although it is impossible to tell if that was intentional, or merely the result of hundreds of Traders tramping through the door to receive their latest contract. You also see the Shard commerce minister.

GO WEST to shipment clerk.

[Brickwell Tower, Dispatch]]
The vast dispatch chamber is filled with frantic activity as caravan after caravan is quickly assembled and led out a pair of massive white ironwood doors, accompanied by the howls and complaints of those who feel they should have been first. A shipping clerk is huddled at a desk piled with a mountain of invoices, trying to keep warm as all the heat from the room is sucked out of the opening between the doors. You also see a shipment clerk.

Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead::

At Shard, East Bridge caravan will lead to Darkling Wood and ends at Derelict Road, Whistling Wood.
At Derelict Road, Whistling Wood caravan will lead to Shard and ends at Shard, East Bridge.
NOTE: This is nowhere near the Darkling Wood outpost and you must lead your caravan to/from Whistling Wood- see Map Location.

Steelclaw Clan

[Steelclaw Clan, Trader Outpost]
A master trader sips tea and chats with the shipping clerk, keeping a watchful eye on her apprentices as they bustle about the tiled floors of the outpost loading trade goods upon her caravan. Both women ignore the loud voice of a local blacksmith as he argues with the commerce minister over the price of iron ore. The minister listens calmly, then raises the price on the ore by fifty dokoras, seemingly oblivious to the smith's outraged bellow of protest. You also see the Steelclaw Clan commerce minister and a shipment clerk.

Map Location

You must lead your caravan to/from here.

Fayrin's Rest

[Marachek's Oak, Trader Outpost]
Boxes, crates, sacks, packages and baskets float effortlessly in and out of the room. Only upon disposal are their small, sturdy, efficient Halfling porters revealed, slightly winded but grinning broadly. The room itself is a transit point for the rapid purchase and sale of bulk goods by Guild members. A coolly efficient Halfling trade minister expedites member transactions with a wave of his quill pen and a click of his abacus mind, charting all fees owed, all monies paid. You also see a shipment clerk, the Fayrin's Rest commerce minister and an oak stand with a fur packing crate on it.

Map Location

You must lead your caravan to/from here.

Darkling Wood

[Darkling Wood, Trader Outpost]
Pewter oil lamps hang from the thick oaken beams below the thatching, casting a warm glow on the cool efficiency of the outpost. The slim Elven commerce minister strides from table to table with quill and ledger, handling each transaction with a quick nod. Leaning against the center beam with arms crossed, a Human knight watches the room carefully. An iron-strapped oak door leads out to the stable. You also see the Darkling Wood commerce minister, a shipment clerk and a large crate.

Map Location

You must lead your caravan to/from here.

See Shard entry.

Qi Reshalia

Forfedhdar

Ain Ghazal

[Ain Ghazal, Exchange Building]
The marble walls of the exchange floor are shadowed in the evening light, which seems to come from a skylight. The skylight has a curious cover of overlapping plates of gold that form a circular shape over the glass. A small stream of light is allowed to escape, focusing on certain tiles which create the pattern of a blue crested moon. An oak door to the north has been deeply chiseled and painted with the image of a bag of gold, while to the south lies a grand stone arch. You also see a white marble door to the west, a shipment clerk and the trade minister.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At Haalikshal Highway, Ferry Dock caravan will lead to Hibarnhvidar and ends at Haalikshal Highway, East Park.
Cannot lead to Raven's Point from this room.

Directions from ferry dock to start point:

AT DOCK


Locations to which the caravan will lead:

At Haalikshal Highway, Himineldar Shel to Ain Ghazal caravan will lead to Raven's Point and ends at Seord Kerwaith, North Gate.
Cannot lead to Hibarnhvidar from this room.

Directions from ferry dock to start point:

WEST

Boar Clan

[Boar Clan, Trader Outpost]
Bronze oil lamps hang from the thick beams below the thatching, casting a warm circles of light down on the hard-packed dirt floor. A wizened Gor'Tog commerce minister ambles from table to table through a maze of piled crates, handling each transaction with a gravelly grunt. An iron-studded plank door leads out to the stable. You also see a shipment clerk and the trade minister.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At Boar Clan, Before the Gate caravan will lead to Hibarnhvidar and ends at Gate to Hibarnhvidar.

Directions from outpost to start point:

GO GATE

Hibarnhvidar

[Hibarnhvidar Trader Guild, The Floor]
This long, wide room appears to be a partially converted brewery, the air still filled with the scent of ale. Rows of casks line the walls, leaving the center of the floor clear to make room for business. Clerks, traders and commodity brokers intermingle with local farmers and miners to discuss the ever-changing prices of commodities, while the noisy sound of braying animals can be heard to the east. You also see a wide open doorway, the trade minister and a shipment clerk.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead:

At Haalikshal Highway, East Park caravan will lead to Ain Ghazal and ends at Haalikshal Highway, Ferry Dock.
At Haalikshal Highway, East Park caravan will lead to Raven's Point and ends at Seord Kerwaith, North Gate.

Directions from guild to start point:

EAST, EAST, EAST, EAST, GO GATE


Locations to which the caravan will lead:

At Gate to Hibarnhvidar caravan will lead to Boar Clan and ends at Boar Clan, Before the Gate.

Directions from guild to start point:

WEST, NORTHWEST, WEST, WEST, WEST, WEST, WEST, WEST, GO GATE

Raven's Point

[Raven's Point, Trader's Outpost]
Unfinished pine boards packed with a smoothed mixture of clay and straw in the cracks keep the room free of drafts. Built from boulders dotted with glistening flecks of mica from the nearby pass, a fireplace fills one wall. Traders stopping to rest between hauls lounge in chairs, each been carved from a single piece of wood. Piles of furs and pelts are heaped in a corner near empty crates, awaiting the busy clerk. You also see a shipment clerk, the trade minister and a heavy pine door.


Map Location

TELL CARAVAN TO GO/LEAD TO
Locations to which the caravan will lead::

At Seord Kerwaith, North Gate caravan will lead to Ain Ghazal and ends at Haalikshal Highway, Ferry Dock.
At Seord Kerwaith, North Gate caravan will lead to Hibarnhvidar and ends at Haalikshal Highway, East Park.

Directions from outpost to start point:

GO GATE