Land, Continued Method Speed Miles/Day Cost Notes Ref Construct ---Earth Sled 3 mph 72 mpd 4 sp/ mile Unhampered by rough terrain, 20 passengers 3.5 Magic of Eberron 120 ---Lightning Rail 30 mph 600 -720 mpd 5 sp/mile With 2 Heirs, runs 24 hours, stops at stations. Time for disembarkation creates variability in mpd. ERLW 11 Other Land-based Notables: Valenar Horse See Magebred Riding Horse. Canonically, they are supposed to be better than Vadalis mounts. That said, their stat block speed is that of a standard riding horse (ERLW 313). But their con and dex is increased. One might readily translate that to an extra hour or two without exhaustion checks. Unpurchaseable, and you might die for asking. Magebred Bears The Brelish cavalry is listed as using Magebred Bears (3.5 5 Nations) Talenta Creatures Clawfoot: See Draft Horse for speed and travel. No medium creatures. Likely unpurchaseable. See Camel for speed and travel. No Medium Creatures. Likely Unpurchaseable. Other Land Cost Considerations Item Cost Feed (PHB 157) 5 cp / day Stabling (PHB 157) 5 sp / day Stabling (Vadalis) 1 gp / day note Additional items: PHB 157 note - This is just an assumption based on other kinds of pricing from Eberron compared to their PHB, XGE, etc. counterparts. Lightning Rail Variant Pricing Other guidance exists across editions for lighning rail pricing, if no opportunity for discounts presents itself. Reference Description Cost Rate for Table 3.5 ECS 121 Flat 5 sp/mile 1 4e ECG 44 First Class 5 sp/mile 1 4e ECG 44 Standard 2 sp/mile 0.4 4e ECG 44 Steerage 3 cp/mile 0.06 WGtE 46 Flat 1 gp/day N/A WGtE 46 Luxury 4 gp/day N/A Aside: Expense and Eberron One peice of feedback I see a lot with regard to the Lightning Rail in particular, but a few other aspects: Khorvaire is expensive to live on. If the Lightning rail is how commoners get around and it's 5 sp/ mile, how does the average adventurer have the money to ride the rails given the starting gp guidance given by other core books? I'd offer two possible answers to this: --- Traditional D&D settings tend to range from pseudo Arthurian 'High Medieval' to generically Feudal, but Eberron's relative tech level is distinctly Victorian (the existence of a railway being a pretty dead giveaway). With that in mind, inflation is both a viable answer and response - give your players more money. -- Monopolies are going to hike prices because that's how monopolies work. Services which can be licensed out may remain competitive (ex. Blacksmiths and Cannith, because competition is between the blacksmiths), but ones which can only be performed by a select few will remain extortionate. This line of thinking is modestly validated by a quick analysis in the table below.

Quick Compare of Khorvaire Pricing where Standards Exist Eberron Service Source Price Service Source Price Compare (Lyrandar) Elemental Galleon ERLW 11 5 sp / mile Ship's Passage PHB 159 1 sp / mile 5x (Orien) Courier Service ERLW 10 1 sp / mile Messenger PHB 159 2cp / mile 5x (Orien) Magebred Coach ERLW 11 3sp / mile Coach Cab, between towns PHB 159 3 cp / mile 10x (Open Competition) Magewright Casting Fees - 1st ERLW 153 25gp Spell Scroll, 1st XGE 133 25 gp 1x

Lightning Rail Distance, Time, Costs The scale is 4/5e. The stops are from pages 20 and 21 of the 3.5 Explorer's Handbook* (note 2). Distances were derived from a ratio of 130px = 100 miles from a 4e high res map. Times use lightning rail speed from the Land table. Assume costs displayed are from the same. For reducing prices, consider vouchers, memberships, backroom deals, stowing away, or outright giving your players more gold than would be 'advisable' (Aside: Expense and Eberron). To increase costs, multiply or add as appropriate for higher quality seating, private cabins, overnight sleepers, meals, or other services. Eastern Lightning Line Start End Miles Time Gold Mror Holds - Krona Peak Karrnath - Irontown 104 3:28 51.9 Karrnath - Irontown Karrnath - Vulyar 315 10:31 157.7 Karrnath Lightning Line Start End Miles Time Gold Karrnath - Korth Karrnath - Rekkenmark 112 3:45 56.2 Karrnath - Korth Karrnath - Anur 195 6:31 97.7 Karrnath - Anur Karrnath - Vedykar 148 4:55 73.8 Karrnath - Vedykar Karrnath - Fort Zombie 142 4:45 71.2 Western Lightning Line Start End Miles Time Gold Breland - Sharn Breland - Wroat 294 9:48 147.1 Breland - Wroat Breland - Hatheril 478 15:55 238.8 Breland - Hatheril Breland - Sword Keep 106 3:32 53.1 Breland - Wroat Breland - Starilaskur 617 20:34 308.5 Breland - Starilaskur Breland - Sterngate 269 8:58 134.6 Breland - Starilaskur Breland - Vathirond 198 6:37 99.2 Breland - Vathirond Thrane - Aruldusk 142 4:43 70.8 Thrane - Aruldusk Thrane - Sigilstar 99 3:18 49.6 Thrane - Sigilstar Thrane - Flamekeep 194 6:28 96.9 Breland - Sword Keep Aundair - Marketplace 96 3:12 48.1 Aundair - Marketplace Aundair - Passage 255 8:29 127.3 Aundair - Passage Aundair - Fairhaven 227 7:34 113.5 Aundair - Fairhaven Thrane - Thaliost 361 12:02 180.6 Breland - Sterngate Zilargo - Zolanberg 214 7:08 106.9 Zilargo - Zolanberg Zilargo - Korranberg 195 6:30 97.5 Mournland Lightning Rail (Lost Routes) Start End Miles Time Gold Cyre - Metrol Karrnath - Fort Zombie 256 8:32 128.1 Cyre - Metrol Talenta Plains - Gatherhold * 138 4:35 68.8 Cyre - Metrol Cyre - Eston 282 9:23 140.8 Cyre - Metrol Breland - Vathirond 294 9:48 146.9 Cyre - Eston Breland - Vathirond 196 6:32 98.1 Misc Routes for Consideration Start End Miles Time Gold Thrane - Thaliost Karrnath - Rekkenmark 27 0:54 13.5 Talenta Plains - Gatherhold Metrol - Cyre 499 16:38 249.4 Karrnath - Vulyar Talenta Plains - Gatherhold 302 10:05 151.2 Karrnath - Vedykar Karrnath - Vulyar 147 4:54 73.5 Talenta Plains - Gatherhold Cyre - Whitehearth (Lyrenton) 759 25:18 379.6 Cyre - Whitehearth (Lyrenton) Breland - Sterngate 287 9:34 143.5 Justification for Misc Routes Thaliost - Rekkenmark is listed as once connected by a bridge, "deliberately destroyed by the Karrns" in the Explorer's Handbook (p.21).

Gatherhold - Cyre (long way around Lake Cyre) is shown on a map in The Five Nations (p.79) but doesn't make logical sense.

Vedykar - Vulyar - This makes sense to me. The Karrns would want to connect their cities as best as possible to, at least, one another as it has a whole host of benefits to them.

Vulyar - Gatherhold is in the Explorer's Handbook (Note 2)

Gatherhold - Lyrenton - The line off Gatherhold does beg an explanation. It speaks to me that it would either reach back to Tronish and Kennrun to Starilaskur, or...toward Whitehearth where House Cannith could gain quicker access to all sorts of materials to feed the productivity of the Forgehold and a way to offload the product of the forgehold and distribute it quickly to the rest of the continent.

Lyrenton - Sterngate - the logical extension of the railway based on previous point. Note 2: Karrnath - Vulyar to Talenta Plains - Gatherhold shows up in referenced book. It is not on the 5e map. I have provided it in the Misc Routes above.

Sea Method Speed Miles/Day Cost Notes Ref Traditional Boat DMG 119 ---Keelboat 1 mph 24 mpd 3k gp See note 1 ---Rowboat 1.5 mph 36 mpd 50 gp +3 MPH if downstream ---Sailing Ship 2 mph 48 mpd 10k gp See note 1 ---Warship 2.5 mph 56 mpd 25k gp See note 1 ---Longship 3 mph 72 mpd 10k gp See note 1 ---Galley 4 mph 96 mpd 30k gp See note 1 ---Sailing Ship (Lyrandar) 6 mph 144 mpd 5sp / mile "A House Lyrandar sailing ship travels 6 [mph]." 3.5 ECS 125 Eberron Specific Construct ---Elemental Galleon (Wind) 10 mph 240 mpd 5sp / mile Creates its own Wind ERLW 11 --Elemental Galleon (Water) 20 mph 480 mpd 1gp / mile Relies on Water Elemental Speed extrapolation (Note 3) 3.5 ECS 267 Note 1: Assumes Steady Wind 24hrs/day. No Wind = no movement. Headwind = 1/2 movement. Note 3: though the Galleon is traditionally another air elemental, it seemed silly that the other three elementals are readily captured and used (Air and Fire for Airships, and Earth for Earth Sleds) that water never see use. The reference in the ECS is for the speed at which an Elemental Galleon can go. Other Water-based Notables: As one of the designs for Sharn included embassies to underwater kingdoms, and the Exploring Eberron book is coming out soon, I'd venture the sahuagin, merfolk, and/or sea elves will feature. With that in mind, I've narrowed a few possibilities: Giant Sea Horse: would be used by Sea elves as the other two have faster move speeds. Comparable in speed as a galley or draft horse. Giant Shark: the Sahuagin have Shark telepathy. This would be an essential beast of burden to their empire. Appx 5 mph. Giant Octopus: with a great speed and decent strength to boot, a Giant Octopus clocks in at about 6 mph for a standard pace. Source: Eberron Wiki: Elemental Galleon Source: Eberron Wiki: Elemental Galleon

Air Method Speed Miles/Day Cost Notes Ref Beasts ---Dragonhawk 27 mph 216 mpd - Speed 120, Used by Aundair 3.5 Five Nations 45 ---Giant Eagle 18 mph 144 mpd 2.5k gp* Cost Estimate based off 3.5 4e ECG 41 ---Griffon 18 mph 144 mpd 3k gp* Cost Estimate based off 3.5 4e ECG 41 ---Griffon (magebred) 20 mph 160 mpd 2x (Magebred) 3.5 ECS 125 ---Hippogriff 13 mph 104 mpd 25gp/ride Trannick Family Rides, Arcanix 3.5 Five Nations 39 ---Wyvern 2 mph 48 mpd 10k gp Used by Thrane. 3.5 Forge of War 16 Constructs ---Airship (DMG) 8 mph 192 mpd 20k gp DMG 119 ---Airship (UA) 9 mph 216 mpd - UA OSS Eberron Specific Constructs ---Airship (Air) 20 mph 480 mpd 1gp/mile Calm, Luxurious ERLW 11 ---Airship (Fire) 22 mph 528 mpd 92k gp Feels like riding a rocket 3.5 Explorer's Handbook 30 Other Air Notables Glidewing: Uses the same stats as an Eagle (WGtE 81), though based on strength and mounting rules, I'd assume is meant to be a larger eagle (medium sized). Use Hipogriff for speed and Miles/day. Giant Raven (Storm King's thunder), Giant Owl (MM): use hippogriff's speed, maybe not normal to the setting, but usable. Especially as the owl is less sturdy, it might end up cheaper from a cost estimate perspective. Airship Routes and Considerations As airships are only eight years old and new to the world (3.5 ECS 225 - "990 - The first elemental airships go into service for House Lyrandar."), and there are production line issues with getting soarwood from aerenal (3.5 ECS 216), it's safe to estimate that there are fewer than 10 ships in production/active use today. With this in mind, chartering an airship would be exceptionally expensive and reserved for only the most important of tasks. This vital new method of travel which could pass above the mournland (~150 feet up) both comes at a premium and probably restricts its routes to populated hubs for maximum capacity and passengers. With this in mind, an individual whose identity I could not find for permission created this map. Using the same scale of 130 px = 100 miles, I found the times and distances to be largely correct if a touch inflated (but one could consider embarkation/disembarkation times as part of the process). The lack of going over the mournland may have been a decision on the part of the author or representative of a fear for these rare and expensive ships. Source: DnD Beyond, Around Khorvaire in 50 days.