Re: Stabled Caravans on 08/15/2005 04:02 AM CDT
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You just got to look for it. Below is a list off all the stables, with locations and prices. It has been posted in the past, but time goes by and it gets lost, so here it is for 2005:

Zoluren
Name Animal Cost Caravan Cost Location from Outpost
Haldofurd's Barn (Crossing) 200 Kronars 400 Kronars N,N,N,N,N,N,W,GO STABLE
Manor House Great Barn (Tiger Clan) 120 Kronars 240 Kronars SE,SE,GO GREEN,GO BRIDGE,E,GO PATH,GO TRAIL, GO BARN
Wolf Clan Home, Barn 100 Kronars 200 Kronars W,GO BARN
Arthe Hollow Inn Stables 120 Kronars 240 Kronars E,S,S,E,GO STABLE
Stone Clan Outpost Stables 100 Kronars 200 Kronars GO STABLE
Dirge Livery Stables 100 Kronars 200 Kronars N,E,E,E,GO STABLE, GO STABLE
North Road Caravansary Stables 100 Kronars 200 Kronars *
Rest of Ages Inn (Leth Deriel) 125 Kronars 250 Kronars NW,N,N,N,N,N,W,GO DOOR


* This stable is not near an outpost, so the reference is from North Road Caravansary Intersection - NW,SW,GO STABLE,GO GATE,GO PEN.

Therengia
Name Animal Cost Caravan Cost Location from Outpost
Traders' Guild Stables (Riverhaven) 175 Lirums 350 Lirums GO DOOR
Langenfirth, Caravan Reed Barn 120 Lirums 240 Lirums S,S,W,GO PEN,GO BARN
Hvaral Trading Post, Caravan Stable 100 Lirums 200 Lirums GO ENTRANCE or GO STABLE
Muspar'i Traders' Guild, Caravan Stable 200 Lirums 400 Lirums *


* Stables are right where you park your caravan for contract pick-ups and deliverys.

Ilithi
Name Animal Cost Caravan Cost Location from Outpost
Marachek's Oak (Fayrin's Rest) 140 Dokoras 280 Dokoras GO STABLE
Darkling Wood Stables 100 Dokoras 200 Dokoras GO STABLE


Gidske
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Re: Stabled Caravans on 08/15/2005 08:51 AM CDT
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I thought the location was recorded in your ledger? If not, it should...




Such untamed mystery
Of which blows against the pines
It is the dance
With the grace of the stars
It is the sway
With the light of the moon
And it carries such delight

^ Mystery's Delight ^
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Re: Stabled Caravans on 08/15/2005 11:31 AM CDT
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>>I thought the location was recorded in your ledger? If not, it should...

I agree. But when I searched my ledger for some record of where my caravan was, I couldn't find a listing.

A little trader


Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Caravan Criticals! on 11/07/2005 07:54 PM CST
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>
The bandages binding your right leg soak through with blood becoming useless and you begin bleeding again.

>ne
[Northern Trade Road, Stony Plains]
Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon. You also see a two mule caravan with some stuff on it.
Also here: Journeywoman Trader Whosifat?.
Obvious paths: north, southwest.
>
You fall screaming to the ground grasping your mangled right leg!
>stand
The two mule caravan bears down on you. You try to scramble out of the way but don't quite make it. That's gonna leave a mark.
One of the caravan's wheels rolls across your abdomen.
One of the caravan's wheels rolls across your abdomen.
One of the caravan's wheels rolls across your left hand.
Your duraka skefne falls to the ground.

Your vision shimmers momentarily as your Veiled Identity illusion ends.
You feel less aware of your environment.
Your death cry echoes in your brain as it quickly dawns on you that you have just died! Already, you feel the tug of eternity upon your spirit and you struggle to remain tied to this world.

You are somewhat comforted that you have gained favor with your God and are in no danger of walking the Starry Road, never to return.

Your body will decay beyond its ability to hold your soul in 234 minutes.
One of the caravan's wheels rolls across your abdomen.
The two mule caravan wheels rolls across.
Whosifat? moves with the two mule caravan.
>
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
>wince
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
>
Savage Helpful just arrived.
>
Helpful acts puzzled.
>
Helpful picks up a duraka skefne.
>'Cripes!
You exclaim, "Cripes!"

---

Nice shot! :) That caravan made me say "Cripes!" in a Fantasy RPG.

The cruel irony is that I was walking along the NTR looking for a place to forage Yelith to help with my broken leg.

The golden road to riches is paved over the mangled bodies of lame old soothsaying women.

All In Good Fun,
Plaith!
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Re: Caravan Criticals! on 11/08/2005 06:30 AM CST
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Eep! Talk about lousy timing. I always cringe when I see someone down on the trade routes and hope my caravan won't run over them.
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Re: Caravan Criticals! on 11/08/2005 02:51 PM CST
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>to forage Yelith to help with my broken leg.<

I don't believe herbs will help a wound that is that advanced. Yelith can be found like 5 rooms east of where you go nw (or is it ne) for crocs.


Xavain
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P5 Caravans on 10/13/2006 02:20 PM CDT
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Just wondering what kinds of animals and caravans are for rent there. Thanks, Atalas.
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Re: P5 Caravans on 10/21/2006 05:06 PM CDT
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Dwarves pull our caravns; a steel caravan pulled by two stout dwarves.

Get your whips out!

Gidske
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Re: P5 Caravans on 10/24/2006 03:17 PM CDT
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darn...guess that means we have to carry ale instead of foraging grass up to feed them?
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Re: P5 Caravans on 10/24/2006 08:04 PM CDT
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If you add water, the ale lasts longer. After a certain point, the dwarf gets annoyed enough that he teaches you how to brew properly. If you wish to become a brewer this will rather suck (your burden will increase), but if not then the dwarfses just feed themselves.

J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
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Caravan Stables on 12/15/2007 11:28 AM CST
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Is there a carvan stable anywhere in Therengia besides Riverhaven?


Abison

I hear you, but do you think I was really listening?
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Re: Caravan Stables on 12/15/2007 11:40 AM CST
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Yes.

There is the Stock Pens in Lang (the barn), a stable off an arch by the Hvaral outpost, and the caravansary in Muspar'i.


Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Re: Caravan Stables on 12/15/2007 12:59 PM CST
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I think there is another one in Hvaral not sure though.


Regards,

Sortny/Braunwen
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Re: Caravan Stables on 12/15/2007 01:17 PM CST
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If you're referring to the one that seems to be attached to the Inn in Hvaral, I haven't poked around that one yet. But I'll see if I can make time to do so.

A Wee One in Plat


Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Caravan Ownership on 03/23/2009 05:28 AM CDT
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I'm sure this has been covered in the past but my memory isn't so good these days. Were there ever any plans for Traders of sufficient status to be allowed to buy their own caravans and trick them out as they want? I think it would be pretty cool to have my very own caravan some day. Maybe set it up simular to the horse system.

Just asking if there as been any discussions on this that I may have missed or is it on a project list somewhere? Thanks in advance....
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Re: Caravan Ownership on 03/23/2009 06:41 AM CDT
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that's been "in the works" since the days of shapeshifter. <1996, thereabouts>.

so..... sometime before the heat death of the universe - or the freeze-death of same, depending on which theory you're down with.
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Re: Caravan Ownership on 03/23/2009 11:42 AM CDT
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Personally Owned Caravans, POC's as we liked to call them back when they were first proposed, is somewhat of a dead horse.

But if you want to have a caravan different than the one you have, like my polka-dotted one, just make sure on April 1st you have a caravan rented and have been trading for a while. It takes some time for a caravan to get changed sometimes, so many to do and such. To keep that caravan, just put it in the stables. Just remember stabling costs money so try to be wise with your stable selection.


Regards,

Sortny/Braunwen
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Re: Caravan Ownership on 03/23/2009 11:47 AM CDT
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There was talk of player owned caravans again at vegascon. GMs would like to do it, but it isn't a top priority right now. One of the things they mentioned was the ability to add a furrier or gem shop mechanic to your caravan so you could wander around a hunting area and have people sell you their stuff.
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Re: Caravan Ownership on 03/23/2009 01:15 PM CDT
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>There was talk of player owned caravans again at vegascon. GMs would like to do it, but it isn't a top priority right now. One of the things they mentioned was the ability to add a furrier or gem shop mechanic to your caravan so you could wander around a hunting area and have people sell you their stuff.

Yo dawg, I heard you like to trade...
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Re: Caravan Ownership on 03/23/2009 02:37 PM CDT
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>Yo dawg, I heard you like to trade...

I can't wait to see spinners as a customization option.
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Re: Caravan Ownership on 03/23/2009 02:47 PM CDT
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<<I can't wait to see spinners as a customization option. >>

You know you want a low rider caravan!



I'm on a Motor-boat!!
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Re: Caravan Ownership on 03/23/2009 03:42 PM CDT
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>>so..... sometime before the heat death of the universe - or the freeze-death of same, depending on which theory you're down with.

The Big Rip (all matter down to the absolute smallest quantum particle is going to spontaneously explode into nothingness) is the latest and greatest on that front.

DISCLAIMER: THIS POSTER IS NOT A MEMBER OF STAFF AND HIS INFORMATION IS/MIGHT BE WRONG.
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April Fools Caravans on 04/01/2009 01:08 PM CDT
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So what caravans are you driving today? :)


On a whim...: http://www.desiredestiny.com/

The Zoluren army asks, "We're um.... really sorry about the clubhouse and all... so uh... are we cool?"
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Caravan stables on 07/17/2009 09:51 PM CDT
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Is boar clan the only place to stable your caravan in Forf? Any chance of constructing more? Really??? Thanks, you are the best!!!
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Re: Caravan stables on 07/17/2009 11:48 PM CDT
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I think there are some Stables in Hibidhvidar, one block east of the northwest gate.

Fischen
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Re: Caravan stables on 07/17/2009 11:50 PM CDT
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From what info I've been given for my notes (see link below under caravan trading) you'll find one in hib and ain also.


On a whim...: http://www.desiredestiny.com/

The Zoluren army asks, "We're um.... really sorry about the clubhouse and all... so uh... are we cool?"
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Re: Caravan stables on 07/18/2009 12:45 AM CDT
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D'oh, thanks you guys.
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Caravans, swimming, and rivers on 07/24/2009 12:23 AM CDT
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Now, mind you, first and foremost, I am not a trader, and have very little knowledge of how a trader and his caravan works...

But can someone explain to me how a trader and his caravan were able to swim the faldesu river?

By right, to even ENTER the river, you have to physically DIVE into the RIVER. So how does a caravan, fragile as it may be, while tied to some sort of beast of burden, dive into the river? How does it remain afloat and it's contents unharmed through the raging waters? Granted horses (and I imagine yaks) can swim alright, but I really don't think they'd be able to keep their head above water with a big, hulking, HEAVY caravan tied to them.



>se
Roundtime: 2 sec.
You swim southeast, moving at an angle with the strong current.
[Faldesu River]
The currents swirl violently in their rush downriver, the swift waters threatening to drag down the unwary swimmer. To the north, the walls of Riverhaven are visible in the distance. You also see a coated caravan with some stuff on it.
Also here: XXX Trader
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest.
Honorable Ladeda swims into view coming from the northwest.
>
XXX Trader swims northwest, moving against the strong current at an angle.
>say should be learning ok?
You ask, "Should be learning ok?"
>
The coated caravan moves north, following XXX Trader.
>se
Roundtime: 3 sec.
You swim southeast, moving at an angle with the strong current.



Now, by no means is this a 'OMG NERF TRADERS PLZ!' sort of post. Just curious how this works is all.



MM2/SS, USN
No Ranger Stands Alone
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Re: Caravans, swimming, and rivers on 07/24/2009 01:11 AM CDT
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Well mines a floating caravan so I'm set. But I'm sure they just found a shallow enough area. Cargos all in boxes and caravan wood so there's some floating for ya. And yaks would just tow it along. Or maybe caravans come with a floatation device... cushions or some such on sides to help.


On a whim...: http://www.desiredestiny.com/

The Zoluren army asks, "We're um.... really sorry about the clubhouse and all... so uh... are we cool?"
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Re: Caravans, swimming, and rivers on 07/24/2009 04:13 AM CDT
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conastoga wagons <think wagon train- old american west type> used to ford rivers at the shallow points all the time. even if something is neck-deep on your character <which is very odd because it appraises exactly the same whether you're a tog or a gnome - its the same depth>, a horse or a big animal of burden is very well able to swim said obstacle.





The undead hordes would like to take this moment to remind you that they are quite happy to eat your brains so that you may test new depart.Please consider it.Hugs and kisses, Team Necro.
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Re: Caravans, swimming, and rivers on 07/24/2009 06:48 AM CDT
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So in a place where people can wave their fingers and throw balls of fire, rip open space between spots in the world, and make everyone in an area stop violent acts. Where a person can yell and stun someone to be stunned with fear. Where you can be facing an oppenent and can hide on them in three seconds and then surprise them with an attack. Where you can die as many times as you like and keep your soul forever. In this world, you are worried about the physics of how caravans can swim? And just to worry you a little more, they can climb walls of cities and follow traders too.
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Re: Caravans, swimming, and rivers on 07/24/2009 07:59 AM CDT
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Didn't you ever play Oregon Trail? You always ford the river! (You also always go hunting for more meat than you need because hunting is fun.)

Seriously though, I can see a good argument made for swimming. Climbing... not so much. The thing is, traders have so little dev right now, it would be kind of mean to slap a nerf down.
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Re: Caravans, swimming, and rivers on 07/24/2009 08:15 AM CDT
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>>The thing is, traders have so little dev right now, it would be kind of mean to slap a nerf down.

Careful that's the same argument that got us screams.




-TG, TG, GL, et al.
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Re: Caravans, swimming, and rivers on 07/24/2009 08:40 AM CDT
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>>Careful that's the same argument that got us screams.

Well played

~Arwinia

The Empath spellbook is a riddle trapped in an enigma hidden inside a lot of suck.-Armifer
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Re: Caravans, swimming, and rivers on 07/24/2009 08:53 AM CDT
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What I find funny is that people make this out to be a caravan thing. If you believe its wrong then you have to also fix horses, companions, familiars, shadowlings and whatever else I'm missing. And with familiars you'd have to distinguish between those who can fly and those who cannot. And I don't want to hear how familiars and shadowlings are magic so can do things others cannot. If that is your reasoning then my caravan is magical too. Our guild pays some other magic guild to enhance our caravans, with some magic that is well beyond your grasp.
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Re: Caravans, swimming, and rivers on 07/24/2009 12:27 PM CDT
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>>Just curious how this works is all.

you know the brook out the west gate to wolf clan?
ya, that's water too.
Caravan's, as long as thier trader's owners' survival is high enough to do it on his/her own, will follow.

Its amazing to think that someone could imagine a travelling caravan/trader as something that should not climb or swim.
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Re: Caravans, swimming, and rivers on 07/24/2009 02:47 PM CDT
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>Careful that's the same argument that got us screams.

An unprecedented attack ability based off of a non-combat skill is slightly different from arguing about a nerf being unnecessary. But that's a fair point to make.

Now, if the next trader speculate is "speculate death", I'll be the first one here complaining.
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Re: Caravans, swimming, and rivers on 07/24/2009 02:51 PM CDT
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>If you believe its wrong then you have to also fix horses, companions, familiars, shadowlings and whatever else I'm missing.

Eh... horses can climb steep trails and cross water naturally. Raccoons and wolves can scamper about pretty well. Familiars, they're in the form of animals, so the companion argument works. Shadowlings don't follow you anywhere, and can't even be cast in water. Shadow servants... well, they're bipeds, but also... yes magic.

If you can't see how something with legs is a different type of situation than a large heavy object on wheels, I don't know what to say.
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Re: Caravans, swimming, and rivers on 07/24/2009 03:00 PM CDT
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>Familiars, they're in the form of animals

Familiars don't travel through this plane of existence, so even if someone is on the other side of the river from where they start, it makes no difference to them.


Elemental Lord Opieus, Expert Warrior Mage of Elanthia
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Re: Caravans, swimming, and rivers on 07/24/2009 03:05 PM CDT
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A shadow appears briefly beneath the water, gurgles, then fades away.
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