Trade Route: Difference between revisions
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You must lead your caravan to a nearby road in this town before asking the caravan to lead. |
You must lead your caravan to a nearby road in this town before asking the caravan to lead. |
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Directions to Start Route Location in relation to Outpost/Guild: |
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:GO GATE |
:GO GATE |
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:<br>Locations to which the caravan will lead: |
:<br>Locations to which the caravan will lead: |
Revision as of 11:51, 24 October 2016
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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.
TELL CARAVAN TO GO TO ARTHE DALE (ARTHE for short)
You can ask your caravan to lead to Arthe Dale from anywhere on the Northern Trade Route.
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.
TELL CARAVAN TO GO TO CROSSING (CROSS for short)
You can ask your caravan to lead to Crossings from anywhere on the Northern Trade Route.
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.
TELL CARAVAN TO GO TO DIRGE
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.
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.
TELL CARAVAN TO GO TO LETH DERIEL (LETH for short)
You must lead your caravan to to the ferry.
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.
TELL CARAVAN TO GO TO STONE CLAN
You can ask your caravan to lead to Stone Clan from anywhere on the Northern Trade Route.
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.
TELL CARAVAN TO will not work in this area.
You must lead your caravan all the way between both The Crossing and Tiger Clan.
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.
TELL CARAVAN TO will not work in this area.
You must lead your caravan all the way between both The Crossing and Wolf Clan.
Therengia
Ilithi
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.
TELL CARAVAN TO GO/LEAD TO
You must lead your caravan to a nearby road in this town before asking the caravan to lead.
Directions to Start Route Location in relation to Ferry Dock:
- Right at dock
Locations to which the caravan will lead:- Haalikshal Highway, Ferry Dock heading towards Hibarnhvidar.
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.
TELL CARAVAN TO GO/LEAD TO
You must lead your caravan to a nearby road in this town before asking the caravan to lead.
Directionts to Start Route Location in relation to Outpost/Guild:
- GO GATE
Locations to which the caravan will lead:- Boar Clan, Before the Gate heading towards Hibarnhvidar.
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.
TELL CARAVAN TO GO/LEAD TO
You must lead your caravan to a nearby road in this town before asking the caravan to lead.
Directions to Start Route Location in relation to Outpost/Guild:
- EAST, EAST, EAST, EAST, GO GATE
Locations to which the caravan will lead:- Haalikshal Highway, East Park heading towards Ain Ghazal or Raven's Point.
Directions to Start Route Location in relation to Outpost/Guild:
- WEST, NORTHWEST, WEST, WEST, WEST, WEST, WEST, WEST, GO GATE
Locations to which the caravan will lead:- Gate to Hibarnhvidar heading towards Boar Clan.
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.
TELL CARAVAN TO GO/LEAD TO
You must lead your caravan to a nearby road in this town before asking the caravan to lead.
Directions to Start Route Location in relation to Outpost/Guild:
- GO GATE
Locations to which the caravan will lead:- Seord Kerwaith, North Gate heading towards Ain Ghazal or Hibarnhvidar.