Navigating the realms of Xanadu requires balancing speed, security, and cost. Whether moving local trade goods overland, catching a scheduled commuter rail, or charting an airship through the upper aether lanes, transport pricing reflects fuel requirements, route dangers, and guild regulations.
All fares are regulated by the Regional Transport Guild and subject to change based on aether availability and route threat levels.
Best for short journeys between local settlements, farmlands, and regional outskirts.
Chocobo Mount Rental: 5 to 10 Silver Pieces (Sp) / day (See Chocobos for more details and options.)
Details: Requires a valid riding permit. Quick, flexible overland travel that bypasses aether consumption.
Caravan Passenger Seat: 2 to 5 Copper Pieces (Cp) / mile
Details: Slower, protected road travel. Safe for low-risk routes, though subject to standard overland delays.
Caravan Cargo Hauling (Wagon Space): 5 Silver Pieces (Sp) per 100 lbs per day (or ~5 Copper Pieces per mile)
Details: Space aboard a guild-contracted merchant wagon for crates, gear, and trade goods. Shared risk with caravan guards.
Best for mass-transit movement between major urban hubs powered by stable aether rails.
Clockwork Rail Ticket: 1 to 3 Silver Pieces (Sp) per zone
Details: Highly reliable, scheduled transit connecting major industrial and residential sectors.
Heavy Freight & Cargo Passage: 1 Gold Piece (Gp) per 100 lbs
Details: Standard commercial rate for high-volume hauling, industrial goods, and heavy equipment via rail.
Best for crossing dangerous wilderness, mountain ranges, or vast regional gaps.
Standard Passenger Berth (Airship Liner): 15 to 25 Gold Pieces (Gp) per major regional route
Details: Flat-rate fare for scheduled trunk lines between major hubs. Includes standard aether-fuel reserves and armed sky-guards.
Private Sky-Skiff Charter: 50 to 100+ Gold Pieces (Gp) per trip
Details: On-demand emergency or express transport. Burns high-density aether reserves at an accelerated rate for priority routing.
⚠️ Route Surcharges & Threat Tax: Sky lanes passing through volatile or monster-infested aether corridors carry a temporary 1.5x to 2x Threat Tax to cover hazard pay and defensive readiness for the airship crew.
Pricing / Cost:
Standard Passage (Passenger/Deck): 5–10 sp per day (or ~2 gp per 100 miles)
Private Cabin: 2–5 gp per day
Freight/Cargo Charter: 1–2 gp per ton per 100 miles
Full Ship Charter: 25–50 gp per day (depending on vessel size/crew)
Viability:
Pros: Highly cost-effective for bulk goods, heavy cargo, and long-distance inter-coastal movement; comfortable for passengers compared to rough trails.
Cons: Slow, entirely dependent on weather and wind patterns, vulnerable to naval blockades, piracy, and sea monsters. Excellent for strategic trade, poor for time-sensitive missions.
Pricing / Cost:
Aether-Terminal Network Transit (Regulated/Registered Node):
Standard Passenger Fare: 100 gp – 250 gp per person per jump.
Cargo / Bulk Weight: 50 gp per 100 lbs (plus terminal processing fees).
Wild/Unregistered Casting Service (Private High-Level Mage):
Base Cast Fee: 1,000 gp+ per casting, plus mandatory hazard insurance or indemnity waivers covering potential Magitech burnouts and spatial compression shock.
Viability:
Terminal Network (Safe): Absolute for speed, safety, and protecting sensitive Magitech/Aether gear. Negates the 10% mishap chance entirely. Requires prior physical attunement to the destination node.
Wild Teleportation (Unregulated/Off-Grid): Extremely Hazardous. While it bypasses terminal fees and registration, it retains the unyielding 10% base mishap chance. A critical failure risks miles of deviation, the instant draining of all active Magitech items and Aether Cartridges, and 1 level of Exhaustion from spatial compression shock. Excellent for desperate escapes; terrible for routine logistics or carrying expensive powered gear.
Crystal Pilgrimages: Devout citizens and state delegations travel to anchor capitals (Tera, Moghome, Mancheswest, Gabinez, Yeoreham) to pay homage to their faction's Mothercrystal or attend seasonal blessing rites.
Interdependence & Trade Chains: No region is self-sufficient; Ignis needs Wild Lands timber and Kalwocian flux, the Cerulean Accord needs Bedrock stone and Ignis steel, and Bedrock needs Cerulean river fish and grain.
The Great Hearth-Moots & Fairs: Nomadic and clan-based groups regularly converge on places like Oakhaven in the Wild Lands or regional trade hubs to barter, wed, and settle inter-clan pacts.
Scholarship & Relic-Hunting: Freelance adventurers, historians, and daredevils flock toward the perimeter of the Kingdom of Sol or deep forest rifts in search of lost Solarian Materia or rare flora.
The Bedrock Covenant: Encourages stone, mineral, and pilgrim traffic; moderate road tolls are reinvested directly into mountain-pass tunnels and stone aqueducts.
Mog: Welcomes all peaceful travelers with open arms; trade and festive migration are viewed as essential to keeping the realm's aether bright and joyful.
The Highwind Concord: Actively promotes sky-tourism and aerial freight to showcase their engineering supremacy, provided captains pay dock-tolls and register flight paths.
Ignis Alliance: Welcomes smithing apprentices, metal merchants, and thermal-bath tourists, though custom inspectors heavily restrict the export of classified military alloy-grades.
The Cerulean Accord: Operates an open-door river and canal policy, viewing every boat that pays a lock-toll as proof of the Accord's economic lifeblood.
The Wild Lands: Welcomes wanderers and trackers who honor the Pact of the Wild and leave offerings at local Esper shrines—but fiercely hunts down unauthorized survey or mining parties.
The Kingdom of Sol (Closed / Hostile): Zero tolerance for casual travel. Borders are sealed with automated Magitek checkpoints, defensive perimeter patrols, and shoot-on-sight edicts for unapproved foreign trespassers. Only vetted imperial diplomats or captive-labor caravans enter.
Travelers across Xanadu carry instant visual and cultural markers and accents that telegraph their homeland at a glance:
The Bedrock Covenant: Wear heavy earth-toned woolens, practical stone-carver’s utility aprons, and carved jade- or granite-inlaid signet rings bearing geometric mountain motifs.
Mog: Easily spotted by soft, rounded pompom-trimmed hoods, bright pastel knits, small jingle-bells on boot-cuffs, and cheerful, hyper-expressive mannerisms.
The Highwind Concord: Dressed in wind-resistant aviator silks, polished brass-rimmed goggles pushed up on their foreheads, feather-trimmed caps, and light leather jackets designed to cut through high-altitude gales.
Ignis Alliance: Wear heat-treated dark iron or brass shoulder-guards, soot-resistant oiled leather coats, and carry heavy smithing hammers or multi-tool fire-stokers on their belts.
The Cerulean Accord: Clad in flowing blue-green linen tunics, water-repellent waxed cloaks, shell- or pearl-inlaid pendants, and footwear engineered for damp dockyards and wet cobblestones.
The Wild Lands: Adorned with living-wood totems, braided animal-hide or feather trinkets, face- and arm-tattoos mapping tribal lineage or favored Espers, and silent, soft-soled tracking boots.
The Kingdom of Sol: Immediately chilling to look at—dressed in sharp, cold geometric uniforms of matte black and self-repairing gold-white alloy plating, carrying rigid straight-edged sidearms, and wearing emotionless, disciplined expressions that mark them as subjects of the Archon.
Between grueling wilderness treks and racing against the weekly Ebbday eclipse, a safe hearth, a hot meal, and a secure lockbox are a traveler’s most prized commodities. Across the sovereign territories, coaching inns, airship station taverns, and frontier taphouses provide standardized lodging and sustenance, regulated by regional innkeeper guilds and the Moogle Trust.
Note on Pricing: Unless explicitly designated as a per-party room or group reservation, all listed rates are calculated per person, per night.
Securing a room isn't just about comfort—it dictates the quality of your rest and whether your gear remains safe from pickpockets and stray aether-drift.
The Common Floor-Mat / Taproom Hearth (2 cp / night per person):
Conditions: A corner spot on the flagged stone floor of a busy frontier taphouse, shared with teamsters and stray dogs.
Rest Penalty: Does not allow for the removal of exhaustion unless you succeed on a DC 10 Constitution saving throw, due to noise, drafts, and the lingering hum of the taphouse.
Standard Coaching Inn / Shared Dormitory (5 sp / night per person):
Conditions: A sturdy wooden bunk in a communal loft, complete with a clean wool blanket, a small washbasin, and a shared footlocker with a key.
Rest Performance: Standard 5.5e Long Rest conditions. Safe from minor urban pests and common thieves.
Private Merchant Chamber (2 gp / night per person):
Conditions: A private, lockable room with a feather mattress, a writing desk, a personal brazier, and an iron wall-bracket for hanging gear.
Rest Performance: Grants Advantage on saving throws against environmental fatigue or nightmares during a Long Rest.
The Grand Aether-Suite / Guildmaster’s Chambers (25 gp / night per person):
Conditions: Breathtaking luxury found only in elite metropolitan spires, high-altitude sky-docks, or Cerulean Accord sanctuary estates. These expansive, sound-sealed chambers feature heated polished marble floors, hand-carved mahogany furniture, plush velvet down-beds, private enclosed washrooms with running crystal-warmed water, a dedicated personal room servant on 24-hour call during your stay, and a direct, private pneumatic tube terminal linked securely to the local Moogle bank.
Rest Performance: Grants automatic success on saving throws against environmental fatigue, grants temporary hit points equal to your character level upon waking, and offers absolute sanctuary from outside disturbances.
Because coaching inns serve as vital checkpoints along provincial trade routes, they operate under strict legal and safety mandates during the weekly celestial shift:
The Mandatory Shutdown Bell: One hour before the weekly Ebbday eclipse (The Vigil), the innkeeper rings a heavy iron bell. All guests are strictly required to extinguish open flames, shut and bar the iron window shutters, and verify that any accompanying equipment or personal magitech is completely vented and powered down.
The Taproom Armistice & Magitech Prohibition: Under ancient cross-border guild treaties, the common room of any licensed inn is strictly neutral ground. Drawing a weapon, casting offensive magic, or starting a brawl inside an inn results in immediate ejection, a heavy fine payable to the local Moogle clerk, and a permanent ban across all guild-affiliated establishments. Furthermore, activating, testing, or discharging any magitech device, weapon, or unauthorized aether cartridge within any municipal limits, town boundary, or populated settlement carries severe legal and civil penalties—including immediate confiscation of the equipment by municipal marshals, heavy financial restitution for structural or aetheric disruption, and potential imprisonment or exile from the province.
Ebb-Bunkers & Sanctuary Tiers: When a Tier 5 Ebbday (The Twin's Shadow) strikes, surface rooms are no longer safe from apex Espers. Major coaching inns and frontier outposts feature fortified underground Ebb-Bunkers sealed behind multi-ton cast-iron blast doors. Space inside these sanctuaries is brutally limited and aggressively tiered:
Standard Communal Vaults (1 gp per person): Cramped, subterranean concrete holding cells provided to common guests and floor-mat patrons during a lockdown. Space here is strictly limited on a first-come, first-served basis; when capacity is reached, heavy steel deadbolts are thrown, and any remaining outsiders left on the surface are locked out to face the eclipse alone. Stark, airless, and crowded, but thick enough to keep apex predators at bay.
High-Tier Bunkers & Private Seals: Deep-core reinforced aether-shielded suites equipped with emergency life-support and magical wards. Base pre-reserved slots start around 50 to 200 gp per person, but pricing is strictly dynamic and based on real-time regional demand. Outsiders, late arrivals, or travelers without pre-booked reservations face extreme surge pricing during severe alignments; last-minute emergency buy-ins can skyrocket to exorbitant, bank-breaking sums as desperate demand completely outstrips available steel.