Travel and the spread of information in Arcanis
A recent discussion as to what player characters can and cannot know recently got me thinking about the actual mechanics of travel in this world. Before the age of the internet (yes, youngsters, there was once a time when the internet didn’t exist!), or even the printing press, the spread of knowledge, information, and even gossip was limited to how fast your average person could travel by foot. There were no emails, no cars, and no mail service. If you wanted to travel quickly, you were forced to go by horse-courier (hopefully with a network of fresh rides) or by ship. Consequently, it could take days or even weeks for even a single person to go from one place to another, with their news and gossip being limited to what a single man (or small group) can carry.
There are many means by which a person can travel using ancient, pre-industrial technology, but the main means are 1) by foot, 2) by animal drawn wagon, 3) on horseback, or 4) by ship. In the world of Arcanis, we have two additional means of transportation available that we did not have in our world: the Portals of Anshar, and other magical means. Each of these methods has advantages, and for the most part they are listed above in the order of how common they are in the population due to price. The majority of people on Arcanis are peasants, with even (presumably) the various non-human races having enough social stratification to make the faster means of transportation untenable except in special circumstances.
The most common means of transportation available in Arcanis is the ones that (the) God(s) gave us: our own two feet. In our modern society, the idea of travelling more than about 30 minutes by foot is almost ludicrous—with options like cheap cars, mass transit, taxies, etc—but this was once the only means most people had to travel elsewhere. This meant that the vast majority of the populations of our ancient worlds (and those Arcanis) never travel more than a few miles in any direction from the place of their birth. When travelling by foot, you must take into account a few things to get a realistic understanding of pace: road quality (or existence), how much food you are carrying, and your own physical fitness.
The first of these is the easiest to quantify as the presence and absence of a road is a fairly binary trait. Even a muddy trail is significantly easier to walk over than bushwacking (also easier to navigate so you spend less time figuring out where you are). For example, if you are bushwacking through a forest or moving through rough terrain, you are lucky if you can manage a single kilometre forward in an hour of travel, with more realistic travel being significantly less optimistic (including less than a single kilometre in an entire day of effort). This is because you have to contend with things like moving around mountains, finding paths through swamps, around thickets of trees, rivers, etc. All of this is done with you having to constantly reorient yourself based on things like the stars, sun, and landmarks that you cannot always see as only the wealthiest individuals have a compass, if anyone does in the day or in Arcanis.
On a road, on the other hand, all you need to know is where this path eventually leads and keep walking where it is going. The roads would be designed to go around natural obstacles, so they would mean that a lot of the orienteering time is done for you, making it mentally and physically less taxing. Speaking for myself, on a well paved road (which you wouldn’t find in the setting, but still) you can at a fairly healthy walking pace make 2 km/hr along the road without breaking too much of a sweat, though this also depends on the quality of roads. A Roman (or Coryani or First Imperium) Road connecting city to city would probably allow a person to make the 2 km/hr walking speed, but little side roads like country lanes in Milandir would be muddy dirt paths which probably are impassable swamps in rainy periods are much less easy going.
You also have to consider your own physical needs when marching down a road. Though we don’t think of it too much, walking for eight hours a day requires a lot of calories, and these are the days before power bars existed. This means you have to carry all your (very bulky and perishable) food on you while travelling, increasing your weight, decreasing your speed, and increasing your need to eat food to make up for it. If you are not carrying food (or have run out), then you have to forage around the road/path for food, which means you can spend your entire day looking for food without making ANY forward progress. You also have to consider how far your body will let you walk in a given day, as anyone who has walked in bad shoes (or no shoes) will tell you is a nightmare for any length of time. Unless your feet are calloused to the point of being made of iron, your feet will give out after only a few hours requiring you to rest for a while before you continue, without even mentioning your actual stamina.
All combined, you will be super lucky even on the best of roads to make 10 km/day of travel on foot. Even the best armies of the ancient world were hard pressed to make more than 30 km/day with a well-established baggage train carrying their food or with foraging parties ensuring that the army itself could feed itself. Just to give you an idea of what kind of timelines you are looking at, based on the maps provided by PCI comparing the continent of Onara to our world, it is about 500 km from Grand Coryan to Savona (as the crow flies). This means that it would take, assuming a direct path of travel and good roads a minimum of thirty days to walk between those two cities. If you are a legion that is well supported, you could probably do that in seventeen, again, assuming a direct path (which on land, in ancient times, almost never exist). This means that even to go to the nearest village maybe ten miles away, it will take a full day’s walk just to get there, which is prohibitive in a time when man-hours were much more precious than they were today for everyday survival.
But what, perhaps, could you do with beasts of burden? Well, if you are pulling a wagon you probably will not significantly improve upon your walking pace. Sure, animals like horses and oxen can walk faster than humans and can subsist on grass if available (unlike humans). For one, wagons—unlike humans and even horses alone—do require roads of some sort if you have any hope of not destroying the wagon on the way to your destination. For two, the animals best used to pull wagons (such as draft horses) are not built for speed, but stamina and strength. Even ignoring such things, unless you carry fodder with you and feed the animals via bags on their faces, they will still need to stop and graze and rest. All combined, even on horseback a man can only realistically cut his trip shorter by about half in equal terrain (about 15 km/day in rougher terrain on road, or as much as 50 km/day on more level terrain). This means that a rider can make the same theoretical trip from Grand Coryan to Savona in as few as ten days.
In some ancient cultures in our world—such as Persia under Darius—the imperial government organized a series of posting houses every ten to fifteen km along their major roads which consist of stables and inns. Here, an Imperial Courier could change horses every few hours allowing him to travel a much greater distance as you would never have to let your horse stop and rest. With fresh mounts and warm meals available to the courier, you could pass as much as 385 km/day, which means you could make the same hypothetical trip as above in as little as two days! However, the expense of maintaining that many posting houses along the roads, with that many horses available (with care, maintainance, staff, etc) means that you are lucky if there are more than a dozen such couriers able to make use of this service at any given time. In terms of player characters in Arcanis, they almost certainly would never be able to use this system even if they wanted to.
Leaving the world of land behind, we move to the sea. While on land you have terrain, need for food (of both you and your mount), and constant threat of bandits to worry about, the sea provides much freer means of traffic. The number of physical barriers (like reefs, islands, etc)that would impede your travels are relatively few compared to land, and the number of bandits is correspondingly low as pirates would be restricted to ships fast enough to catch you down. Because ships are (usually) powered by the wind for long voyages, you are expending fewer calories to transport a large amount of goods, and with a large enough crew you can keep moving constantly without need of rests. This means that ships are the jet planes of the ancient world!
There are disadvantages, however. Ships are extremely expensive to build, and require crews of (often) dozens of people. These are a lot of mouths to feed and pay, which means that only the very rich can make use of them regularly. Additionally, while the wind is ‘free’ power, it does not always blow the way that you want, which means that you are often going to have to fight your way by tacking, which slows your net progress significantly. Still, it is not uncommon for ancient galleys to make as much as 6 or 7 knots (11 to 13 kph) under sail. Going 24 hours a day, this means you can in theory travel over 250 to 300 km per day, all while carrying literal tonnes of cargo and passengers! If your destination is along the coast, it is by far preferable to travel even in a poor mans berth on a ship than any other means of travel. However, we know that few of the Arcanis nations are true naval powers, which means that the actual amount of transport ships is probably far less than in nations like Rome during their Empire or England during its colonial period.
Arcanis also presents us with two additional means of transportation: The Portals of Anshar, and other magical means. These means typically allow a person to—at great expense—travel instantly from one place to another. This is an amazing feat that even we today have not yet managed, and should allow even greater means of transport than we have available to us today! Unfortunately, this is not so. Why? Because the Ansharan Church charges extraordinary amounts of money (somewhere in the realm of 10 Gc/trip in the current setting by my math based on the 3.5 campaign) and that the Gates are located in very specific places. Sure, if you are made of gold and needed to send a message from the King of Milandir to the Emperor of Coryan, you could make a trip that would probably take as much as a month in the time it takes you to cross your average city. However, even your average Hero would balk at this cost, and it would only be used in the most dire of emergencies or for the most dire of messages (like declarations of war and the like).
Other magical forms of transportation are probably even more rare, as all the spells we know to move people more than a few dozen feet at a time are either tightly regulated (such as exotic or secret spells) or require very high-tiered casters to be able to use them. As magic-wielders probably make up only a small percentage of the population, and those who are capable of such grandiose displays of magical talent definitely make up only a small percentage of that already small percentage, it is safe to say that the use of such methods are rare at best. One such ‘alternate’ means are the Elluwe’ pools of the Elorii, but these are only open to Lifewardens so are even more restrictive than Portals.
So, what does this mean for the world of Arcanis? Well, it gives you a little bit of background on the timescales of your average adventures. For example, there was one adventure in the Crusade! storyline in which you travel from Mil Takara to the She Haulk Mountains, which is a distance akin to the Savona-to-Grand Coryan journey. Done on horseback, this would take you some two weeks to make it through as you aren’t moving on roads (or not always), but you are moving over the fairly even terrain of the Hinterlands. This means that the entire round-trip would take the Hero a full month (at least) to complete. Similarly, another adventure has the Heroes travelling from Savona-ish to Grand Coryan, with at least some of it done off-road (though still with horses), and what seemed like only a few days in total was probably a full week at the very least.
It also is informative of how fast information travels on Onara. It is entirely possible that the major ports of the world—such as Censure, Naeraanth, Savona, Sulpecci, and Midake along the Sea of Yarris—are fairly well informed about the events in and around each of those locals as word takes less than a week by sea to reach most of them. This is made even more true—to an extent—by the amount of traffic moving between the various ports as entire crews can carry large amounts of books, documents, gossip, and missives. While this seems like a good thing, do remember that much of the information that would be passed along (to the public, anyway) would be little more than gossip and rumours, which means only those who are rich enough (and literate enough) would actually get the ‘real’ news.
The Portals also mean that the various kingdoms, empires, states, secret societies, and churches are also very well informed about the movements around the major cities of the Known Lands as these bodies have the wealth to maintain spies and informants in position and report their findings directly through the Portals of Anshar. However, for the most part those people who are rich enough to have the means of using such methods probably have a vested interest in not openly publicizing their information. After all, in a world where it could take weeks for news to move from one place to another, being able to undercut the competition in business, espionage, or event the publication of a play or introduction of a new magical technique is invaluable.
For the common man, however, inland of the sea (and away from major river ports such as Grand Coryan or Panari) news spreads at an almost literal snail’s pace. What does make its way into the Inns and towns deeper in the empire likely takes the form of travelling bards, adventurers or merchants spreading tales over much ale and wine, and random gossip about the movers, shakers, and events of the major centres through which they travel. As most people in this world would not be literate (despite what many adventures seem to suggest), these tales would only take the form of oral exchanges. As anyone who has ever played the game “Telephone” will tell you, unless you are trained in an oral tradition, the original story will be mangled horribly with each telling until—very shortly—the story only bares a kernel of the original. It is from this that most of our myths and legends came from, and I see no reason why it would be any different on Arcanis than Earth.
This is made even worse because we know that in the Known Lands, printed books (and therefore printing presses) are vanishingly rare. While in our world the introduction of the printing press heralded a massive increase in knowledge across almost all social demographics, in Arcanis it seems that only the Republic of Altheria (and presumably the Church of Althares) has access to these machines, and as such maintain a stranglehold on knowledge in the world. The evidence of this comes from the ARPG book where “Altheran Printed” books are available, but at a massive price compared to other books. This means that almost all documents need to be hand-written by scribes outside of a few groups powerful enough to have their own (possibly illicit) printing presses, which means that there are probably very few copies of each individual book or scroll in existence in this world. In our world, the Library of Alexandria instituted a law where that every book, scroll, and tablet that came through the port of Alexandria had to—under some hefty consequences if resisted—be sent to the library to be copied for its own collection. As such, outside of designated Altheran Libraries (including those collections of Secret Societies) it is almost impossible to track down specific pieces of information as the collections are woefully incomplete.
But what about Heroes? Well, unless there is something very strange going on, all that is mentioned above applies to the Heroes. With a dearth of books, you are likely to only learn rumours of bits of knowledge in your travels unless you have very specific contacts (such as a Secret Society) or if your family is among the most powerful in the world and can afford to keep records of such events. Your average joe Hero, however, will probably come from less lofty birth such as a legionnaire or a squire or even a former slave, which means that their access to the inner workings of the world is limited severely. Even those who do have access to the events of the past and the exploits of the great suffer the same “Telephone” effect, where people will very rarely transcribe things objectively, putting their own spins on information to make themselves sound more brave or—in cases of fault—make themselves look better. Even those with access to such lofty information would probably be severely restricted in their access to the knowledge, as Secret Societies would not reveal their uttermost secrets to lower-level members, and even a person with an extensive collection of first editions and first-hand accurate accounts will be restricted by the simple need to READ the damned things (in a variety of handwriting, which makes reading very difficult).
So, to quickly summarize: In Arcanis, unless you are one of the major players in the (human) world, you don’t have the means of moving anything from information to people to cargo from one place or another in anything resembling quickly. This slow rate of travel limits the spread of information that those who are not super-powerful or super-connected have access to. Additionally, the politics of the land further reduce the spread of knowledge in the world, with various groups—such as kingdoms, churches, socieities, and the like—actively seeking to restrict knowledge and secrets making their way out into the world for their own benefit.
_________________ Cody Bergman Legends of Arcanis Campaign Staff Initial Author Contact/Adventure Vetting
Haakon Marcus val'Virdan, Divine Holy Judge of Nier Ruma val'Vasik, Martial Crusader and Master of the Spear Jorma Osterman, Arcane Coryani Battlemage
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