Oikoumené / The game

Mounts, cargo & passage

Getting around the region.

Ride, carry, haul or take a ship. How you travel decides how far you get, what you can bring and which routes are open to you.

Travellers riding a horse, a donkey and a two-humped Bactrian camel along an upland road
Three rideable animals · Different routes, loads and demands

Rideable animals

Three animals you can ride.

Horses, donkeys and Bactrian camels are all planned as mounts. They differ in speed, in how much they carry, in the ground they handle and in where you will find them.

01

Horse

Fast on the road and over long distances. A horse carries a rider and a small load, and needs feed, rest and care.

Speed · distance · riding
02

Donkey

Sure-footed on rough tracks. Ride it, load it with packs, or split the weight between you and your cargo.

Rough ground · economy · cargo
03

Bactrian camel

Built for long, dry and cold inland routes. You will find camels where the trade routes and the historical record put them.

Endurance · climate · long routes
Ox-drawn cargo wagon and mule-drawn cart moving goods along a rutted road

Carts & wagons

Carts move heavy cargo between settlements.

Carts carry grain, amphorae, tools, timber and quest cargo. They move large loads, but they need a passable road, animals to pull them and people willing to guard them.

Load
More capacity than a mount, with slower acceleration and difficult turns.
Route
Ruts, slopes, mud and damaged crossings can stop a journey.
Risk
Valuable cargo leads to escort, repair, recovery and ambush quests.

Ships & coastal passage

Ships connect the coast, islands and inland trade routes.

Board a merchant ship, travel with a cargo or cross a harbour in a small boat. The sea links inland farms and workshops to coastal markets, and reaches places a cart cannot.

Passage
Travel between ports as a passenger, guard or member of a cargo expedition.
Trade
Amphorae, timber, grain and equipment move through working harbours.
Conditions
Wind, season, port access and the vessel decide when a crossing is possible.
A merchant ship and smaller oared boat arriving at a busy Aegean harbour

How travel works

Planning a journey.

  1. 01

    Choose a route

    Road, track, upland path, river crossing or coastal passage.

  2. 02

    Match the load

    Carry only what the rider, animal, cart or vessel can support.

  3. 03

    Prepare the journey

    Food, water, tack, repairs and local knowledge affect the attempt.

  4. 04

    Live with the delay

    Weather, injury, blocked roads and hostile territory can change the plan.

Animals in the world

Animals are part of daily life.

Care and produce

On farms and in households you can milk the goats, collect eggs, feed and groom animals, or help look after them. This gives you food, materials, goods to trade and local work.

Observe, avoid or hunt

Wild animals can be watched, tracked, avoided, driven off or hunted when you need food or a quest calls for it. Killing is possible, but it is rarely the first option.

Original transport concepts, not final game assets or authenticated reconstructions. Regional availability and historical details remain subject to review.

Explore the game

Quests & combat