Getting around
Carts and wagons
A cart or a wagon of your own carries your friends, your goods or paying passengers. You may own up to 2.
The cartwrights' carts
| Cart | Seats | Price |
|---|---|---|
| Two-wheeled cart | 3 | 3000 groschen |
| Farm wagon | 6 | 7000 groschen |
| Covered wagon | 6 | 10000 groschen |
Cartwrights work beside the stables of most towns (see Towns and places). Talk to one to buy a cart. It is paid from your purse, the rest from your account at the moneylender, and it comes with its horse in the shafts.
Driving and riding
| What | How |
|---|---|
| Get in | Press the use key on the cart. Seat 0 is the reins; the others are the bench and the back. A wagon seats six, a two-wheeled cart three. |
| Change seats | /seat shows who sits where, and /seat 2 moves you to seat 2. To move between the bench and the back you climb down and up again, so the cart must be standing still. |
| Locked reins | A locked cart (F2 > My belongings > My carts > the cart > Lock the reins) can be driven only by you and whoever holds its spare key. Anyone else who climbs in sits in the back. An unlocked cart can be driven off by anyone, and you will be told. A cart driven off is still yours: take its reins back and you have it again. Any convoy crates on it are then lost to the one who took it. |
| A loaded convoy cart | While a convoy's crates are on it, its reins are locked to the convoy's own people: the cart's owner and spare key holder, the convoy's master and, on a merchant's hired cart, the master's party. Anyone else can cut the reins by standing still within 3 m of the cart for 15 seconds while nobody holds them (/seizecart, or Cut the reins on the action wheel). Each character can do this to one convoy cart a day. The owner, the master and their party are warned the moment it starts. Take the reins back and the lock is on again; once the crates are sold or lost, the cart is back to normal. Keep someone at the reins, or hire guards. |
Keeping a cart
| Where | What |
|---|---|
| F2 > My belongings > My carts | Bring a cart out where you left it, leave it where it stands, show where it is, lock or unlock its reins, or rename it. |
| Its look | Chosen at the cartwright, with the cart beside you: the load (sacks, hay, charcoal, cabbages...), the wheels, the body (covered or open) and the horses' coats. The first choice is free and opens by itself when you buy the cart. After that, talk to any cartwright > Change the look (100 groschen), change what you like, then press Done. Everyone sees the new look at once. |
| The spare key | /cgivekey lends it to someone beside you: they may drive, fetch and lock the cart. /ctakekey takes it back. |
| Your faction's cart | Open a cart to your faction with /cfaction (or F2 > My belongings > My carts > the cart > Open it to your faction). Every member whose rank has the Faction vehicles right (on by default, like Faction houses) then sees it in their carts and may bring it out, put it away, lock it and drive it, as with a spare key. It stays yours: only you sell it, rename it, lend its key, or close it to the faction again (/cfaction once more). It closes by itself if you leave the faction, the faction is dissolved, or the cart is sold. |
| Its store | A cart has its own store, like a horse's saddlebags. It holds both items from your pack (gear, crafted pieces, food...) and goods from your gathering sack (ore, logs, herbs...). A two-wheeled cart holds 300 weight of items and 400 loads of goods; a farm wagon 600 weight and 600 loads; a covered wagon 900 weight and 800 loads. Within 8 m of the cart, it shows under your sack in your pack (B), its goods and its items, with Load everything / Unload everything; Z > Here > What the cart carries (or F2 > My belongings > My carts > the cart, or /cartstore) opens it next to your pack as well: drag items and goods either way. Only the owner, the spare key holder and the faction members who may drive it can use it - not someone who cut a convoy cart's reins. The contents go with the cart when you sell it to a player; empty it before selling it to a cartwright. A convoy's crates are kept apart from it. |
| Crafting | When you craft within 8 m of a cart you may use, the goods your recipe needs are taken from your sack first, then from your horses and the cart. |
| Its load and pace | What the store holds weighs on the cart: the items by their own weight, a load of goods 2 kg. The emptier the cart, the faster it goes: up to about 60% of what its horses pull it keeps its full pace, heavier it slows, and at 1.6 times their pull it only walks. A heavy cart also tires its horses sooner: when they are spent the driver is told, and the team walks until it gets its breath back. F2 > My carts > the cart (beside it) shows its load against the horses' pull. You can see what it carries, too: crates for the items and sacks for the goods appear on the bed as it fills (a first piece as soon as you put anything in it, then one more for every bit of room you fill - the bed first, then a second layer on top when it is nearly full). They do not show while the cart carries a convoy's crates. |
| Your own horse in front | A cart comes with its own horse, but you can put one of yours in front of it instead: lead your horse beside the cart (nobody on it) and use /hitch, or F2 > My carts > the cart > Hitch. A wagon takes two of your horses. Your horse pulls as its breed does (a draught horse 1000 kg, a farm horse 600, a riding horse about 350 - see Horses), keeps its saddlebags, and nobody can ride it while it is hitched. /unhitch (or Unhitch your horses) takes it out: it stands beside the cart and the cart's own horse comes back. Putting the cart away, whistling for the horse or putting the horse away unhitches it too. |
| Selling | Back to a cartwright for half its price (/sellcart, with its store emptied first), or to a player beside you (/csell; they answer with /accept). |
| Upkeep | 5% of its price each week (300 groschen for a two-wheeled cart, 1 000 for a covered wagon), paid at any cartwright, stable master or town clerk. See Upkeep. |
| The impound lot | The Watch can impound a cart left in the street with nobody in it (/cimpound), with a fine and a reason. It cannot be brought out or sold until you claim it at a cartwright or a stable (/crelease) for a 50 groschen keeping fee plus the fine, taken from your purse first and the rest from your account. If it is not claimed within 7 days, it is sold off for the town with everything in its store, and a letter tells you. |
