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Trains

A controversial mode of transport, these were the major invention of the World Court, designed to facilitate transport around the world under World Court rule. While it did help civilians travel, it was also used as a way to bring troops to these cities to enforce the World Court's authority and prevent dissent.  

Totanian Public Transportation

Trains were the first structural sign of the Age of Justice, as the World Court began connecting places around the globe. Beginning around Ishada, they used it to quickly conquer lands around the trains following the Grand Crowning.
Vornush Wrakris by Jarhed
  First proposed in joint meetings of the World Court's Judges, Dwarven engineers were hired to build them (led by General Harbek and his Golden Automatons), and Dwarven nobles (particularly General Grammir of the Violet Vipers) paid for much of its construction, though the true head of the operation was the Head Priest of Helle, Vornush Wrakris.   Wrakris had been dealing with the Court for years and tried making a deal to own the rails and run them. While he did not succeed in this deal necessarily, some believe he did control much of their operation and the decisions made around them at first. It was a great desire of his to "unify" things into one joint venture, making it easier for him to own it all.   Ultimately, the Court and Wrakris were stopped by the Army of the Revolution, and while some argued that there should be no more trains or something else should be done with them, the prevailing opinion was simply to stop them from being weaponized by a government to conquer others.
Harbek by Jarhed
 

TAPT

An organization was set up, after the fall of the World Court, to run these trains without governments breathing down their necks. The Army of the Revolution wanted trains to be neutral ground between nations, not some state-run vehicle that would ultimately limit its growth and use to the general public.   This neutral organization, the Totanian Authority of Public Transport (TAPT) is based in Vitroveil, and works with governments around the world to keep trains running and build new lines to help the citizens of each nation. While it has to work with the World Court to run the Stallbourne rails, it is no longer affiliated with the World Court itself, and does everything it can to maintain distance from the former rail owners.

Major Stations

Below are all major stations connected to the World Court's Train System, with this first set being the original stations built under the first World Court's rule.   These next stations were built under the Reformed World Court.
Its closest allies are other neutral, global organizations in Vitroveil, such as Ludhar's Legion. The two partner constantly, as the Legion tells TAPT where the people are most in need of outside help they are not receiving. Still, TAPT can only set up rails with approval, which it doesn't always receive.  

Metal Machines of Movement

Coming from early minecart technologies, the wagonway prototypes that made the first railway lines on Totania were wooden, with large wooden carts atop them. It was Dwarven innovation (and their access to vast mines full of metal) that allowed the metal rails and train cars to first be created.
Nalrik Tilrak by Jarhed
  The addition of metal to the process reduced friction and made for longer lasting rails. Soon, the wheels and rails were entirely made of iron, and while different types of rails exist, the trains were what varied most.   The original trains came in two varieties: The World Court's Stallbourne-made "Marshal" trains (with large expanded smokestacks resembling the masks of Judges, where the mages powering the train would stay to let out the smoke), and the Dwarven-made "Hammer" trains with a smoother design, designed after Dwarven forges. The Marshal design, while still occasionally in use, ceased production after the World Court was defeated by the Army of the Revolution and stopped running the trains, with similar models made afterwards called "Peace" models, with the smokestack instead resembling the puffy hair of a young Fepar and Nalrik Tilrak.   Later iterations include the Geltic "King" trains where the smokestacks instead lead up to a crown-shaped top that lets out the smoke in a more dispersed manner, and Draconian "Dragon" trains, where the smoke all funnels out of the mouth of the front, painted and carved to look like a Dragon (with at least one of each color Dragon existing as a model of these trains).   Marshal and King trains (being the same save for outside design elements) are powered by Fire magic, producing heat and steam that can move these large trains. Hammer trains are instead powered mostly by coals, with many of the conductors being blacksmiths who use the front car of the train as a forge while the heat is moving the train. Dragon trains use a similar mechanism, but instead of having mages constantly producing the heat, they often instead use enchanted "engines" from Yirthum to produce the heat and energy required to power the trains.   Each train line has a different number of cars for each train, with the most being either the Ishadan North and South lines with eight cars, though the smaller Geltic Coastal and Geltic River lines hold around as many people, with fewer yet larger cars. The fewest cars are found on the Lashmur Lake and Dwarven River lines. To learn more about these lines, read below.  

Current Train Lines

Below are the train lines that stand as of the late 700s, with a map of the region to see where these settlements are in relation to each other.
Central Elone
A Map of the Majority of Elone along with the easternmost Portion of Udai.
 

Ishadan North

The first line of trains built, this was a test to see if the trains would be capable of transporting goods and people between distances, jointly funded by the two city-states of Stallbourne and Alzirgos.
Stallbourne Colvers Alzirgos  

Ishadan South

Originally designed to subjugate the southern Ishadan region under the World Court, bringing only soldiers to conquer Vitroveil, it was later repurposed to be the central line of the rail network, as Vitroveil became the headquarters of the rail company. No line can run without the Ishadan South line, with many believing it should be expanded or that Vitroveil should build out more trains from itself. It has refused to do so.
Stallbourne Talaga Vitroveil  

Three Beaches

Connecting three cities on three of the most famous coasts in western Elone, this line can bring someone from the Great Sea to the Ethereal Bay and then to the Northern Sea, passing by the Strait of Ildial on the way. Most take it to Martinau to visit the famous beaches.
Stallbourne Colvers Martinau  

Geltic Coastal

Connecting the four major cities of western Geltic land, the Geltic Coastal train is the lifeblood of the Kingdom of Man's economy and tourism, particularly because it brings people from the popular vacation spot of Martinau to the capital of Nerodil, stopping in two other big cities on the way.
Martinau Perilun Otshaw Nerodil  

Capital Line

One of the most difficult lines to get approved (and the most difficult of the actually approved lines), the Capital Line connects two of the most populous cities on the continent together: the Dwarven capital of Ironforge and the Geltic capital of Nerodil. Dream expansions often included either a stop in Alzirgos or Camor, but the distance to Alzirgos was considered too much for one train, and (other than the Elves refusing any trains into their land), the river between Ironforge and Camor prevented any hope of a train connecting the two. Still, this train (heavily policed as it may be to prevent unsavory transport) is very popular.
Ironforge Nerodil  

Geltic River

Not actually in Nerodil, but rather across the river from it, this path goes from the river to the largest city in eastern Geltic lands, Gremont, passing through a Gnomish city on the way. Teilian, being at the center of two major rail lines, grew incredibly in population, alongside its economy, thanks to the rail implementations in the city.
Nerodil Teilian Gremont  

Eastern Reaches

Connecting two cities in the Eastern Reaches, this line is not very popular, as Saumart is only a popular destination around Fish Fest. At that time, however, there is little room on this line, and people are taking it constantly.
Gremont Saumart  

Western Draconia

A line that was originally going to connect as many Draconian villages as possible, every eastern village refused a direct connection to Bortan, and so it stopped at Zephys.
Stallbourne Bortan Zephys  

Eastern Draconia

Meant to go straight from Zephys to Ealla and then to Lebalos, the village of Evity got in on the project last minute, refusing to let Bortan be the only one with a train. The track was diverted from Lebalos, and this line does not travel to that city at all.
Zephys Ealla Evity  

Lashmur Lake

A line connecting Lebalos to the eastern Draconian villages, few Draconians actually take the line from Evity to Ealla, as the Eastern Draconia line is more direct, and this line instead helps bring people from Lebalos to one of the villages.
Evity Lebalos Ealla  

Western Desert

Connecting two distant Gnomish settlements, this line is best at bringing people to Teilian to connect to a train that would bring them to Nerodil or Gremont, or bringing someone who went to Teilian to Lebalos. It is the most direct way to travel from most of the Kingdom of Man to the Draconian villages, unless one were already in a western city like Martinau or Colvers.
Lebalos Teilian  

Dwarven Scenic

Traveling from Stallbourne through the entire western section of Dwarven Territory, this line is one of the slowest, despite not traveling as far as many others, as it is intended to help people see the beauty of these lands.
Stallbourne Koningwald Gansernfeld Landhelm  

Dwarven National

Despite only half of the stops being in Dwarven settlements, the Dwarven National line connects Ironforge and Gansernfeld, and the wealthy folks in Gansernfeld like to consider those the only two cities of importance in the nation. As they funded the rails, they decided the name.
Stallbourne Colvers Gansernfeld Ironforge  

Dwarven River

While this line's official purpose is to connect the capital of Ironforge to the river, the omission of a stop in Lengenmold betrays its true purpose: to quickly get troops to the Elven border in case of invasion, or to Ironforge in case of trouble in the city. There were plans to have this and the Dwarven National line be the same, but fears about protecting the border in an emergency and the train being all the way in Stallbourne or Colvers prevented this.
Ironforge Narn Buldar  

Dwarven Southern

Connecting the three major settlements of southern Dwarven Territory, the Dwarven Southern train is mostly traveled by soldiers and merchants looking to sell to soldiers, as Ebreichzell and Koningwald are both big military cities. There were dreams in the original plan to connect Ebreichzell to Bortan, but the Dwarves rejected any plans to allow easy travel between their cities and the Draconian villages, especially Bortan, as the Bortanni believe Ebreichzell is rightfully theirs. Ebreichzell Balberg Koningwald  

Dwarven Express

Meant to connect the southermost city with the capital, the Dwarven express is one of the most traveled trains on the continent, as it connects three of the largest cities in Dwarven Territory via a direct line (and connects the second largest Dwarven city, Koningwald, to Ironforge via Balberg and the Dwarven Southern line).
Ebreichzell Balberg Ironforge  

Proposed Lines

Below are proposed and rejected lines, mostly in Eastern Elone and Eastern Udai. A map of Eastern Elone and the settlements there is provided below as well.
Eastern Elone
 

Eastern Capital Line

A line like the Capital Line, but connecting three capitals outside of Ironforge, it was shot down by Dwarven engineers and Elven diplomats alike. The Geltic and Draconian people have sought other ways to connect their cities, as their officials want to facilitate transport between the two nations.
Zephys Camor Nerodil  

Golden Dragon Line

A line intended to connect Zephys to three of the villages left unconnected by the train lines, this was rejected by the Elves (who rejected all plans for a Yirthum train), the Ilderians who did not want any involvement in a project that could ruin the nature around the village, and the Tamdians who did not want any train lines near their isolated village.
Zephys Ilder Yirthum The Temple of Helle  

Arctic Line

Connecting Saumart to the easternmost Geltic city, and particularly to the academy for training soldiers there, this line was deemed unfeasible in any reasonable amount of time, and too distant to realistically run regularly.
Saumart Ortoise  

Leigong Line

From the Temple of Leigong and its city of Baoying to some surrounding settlements, the danger of the region prevented this line from becoming a reality, particularly fear of Ophidians getting anywhere near the train.
Baoying Bourzon Potota  

Jihdi National

A proposed rail line across the Jihdi Peninsula, Kamejin officials in the split city of Danmen-Horomoto rejected this proposal, as they wanted no involvement in this train business. Parts of it have begun construction anyway, at the very least hoping to connect the westernmost settlement of the Zhizhu Wall with the capital of Shixing, and connecting the fuccium mines of Suzuishan to both.
The Zhizhu Wall Suzuishan Shixing Danmen-Horomoto  

Jihdi Eastern

A line to the three eastermost settlements of the Jihdi Empire, this line was also rejected by Kamejin officials in Horomoto.
Shixing Danmen-Horomoto Fuzou  

Unnamed Line

A line likely proposed as a joke, this would have connected the Yajin city of Potota to the Ophidian city of Bang Kruthiwat and the Sunken City of Deepwater. These are three of the most dangerous places in the world, and no serious consideration was ever given to this idea.
Potota Bang Kruthiwat Deepwater  

Modan Direct

A proposed line to begin a rail system in Udai, the Modan Direct would connect two of the three largest settlements in eastern Udai, as no plans were ever solidified for any line to the Korvian City. It was struck down for multiple reasons, including a desire to keep Elone technology in Elone, and a fear of Orcish raids on the train.
Ruzrugh Modan  

Endless Money

Pitched to the Korvians as "Endless Money" in hopes of getting them onboard, this would've connected the largest cities in Udai together. The Korvians rejected it and refused to listen to the idea again.
Ruzrugh The Korvian City  

Dangers

Trains face a great many dangers, be it the various wild animals that could get in the way of the trains, or people who seek to raid and loot trains for everything within them. These train robbers, found mostly in Geltic and Gnomish lands, are mostly Centaurs and Emetians, respectively. It has become a profitable business for criminals in these nations, as there is little hope of ever finding them in the sprawling lands of the Kingdom of Man or the Uncharted Desert.   Dwarven train robbers are found and dealt with quickly, as Dwarven trains are often full of soldiers or traveling near a military base. It is not very likely to find a train robbery on a Draconian train, as fear of Draconian mages prevents most robbers from targeting these locomotives. Still, trains are much safer than the other form of transportation that came about around the same time, Hot Airships, much to the chagrin of Vreslo.


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