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The Endless Wilds
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==Transportation== Due to the isolated nature of mankind’s settlements in the setting, transport is an extremely limited affair. Most settlements, even Capitols, try to be as self-sufficient as possible due to the danger and uncertainty of travel between them. The leftover roads from before the Bloom are largely unstable and are, in spots, overgrown by the flora of the Wilds. However, there are still some routes that are more or less intact between some of the settlements and Capitals, but only due to constant maintenance and clearing. As such, it is always best to bring a caravan of Hunters and arms along for the ride, just in case the Wilds encroach upon the traveling party. Of course, if the roads are too difficult to navigate, there is always the idea of cutting through the Wilds to make a new path. A more recent advancement in technology, although possibly more dangerous than the other means of transport in the setting. Theoretically, Airships are capable of bypassing a lot of the dangers on the ground, and are far more expedient than traveling through the Wilds. However, there are two factors that limit Airships. One is the Manasiphons on board. While they are more or less reliable, a heavy drop in ambient Mana will kill the engines while a surge can make it explode. Either is a very bad thing. The other factor is that they can only travel short distances before they are swarmed by the avian beasts of the Wilds. This leads to only a handful of Airships in service among the scattered settlements and Capitols of the world. Such scarcity leads to a level of autonomy among airships, rivaling that of former nations. The pilot decides when and where they are going, no questions asked. After all, one can’t simply fire him and replace him, it takes years of apprenticeship to avoid mana depressions and surges. The crew of airships are the best of the best, from engineering to combat. Airships know they’re needed, and act as such.
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