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TRAVELING
IN TELGARD
(Landscape
Details)
The
following guide is designed to help you decide on what kind of territory
you would like to adventure in. There is something for everybody in the
lands of Telgard.
Grasslands
/ Plains
Korresh
/ Lirynn / Tahnn |
Roaming
herds thunder over the plains, gentle beasts graze upon the grasslands,
and carnivores hide in the tall grass seeking the injured or weak. It is
easy to get lost in the wide expanse of unchanging land, especially in
the large areas of terrain in Korresh. |
Forests
All
Kingdoms except for Mirg |
There
are many types of forests in the known Kingdoms from the hardy snow pines
common in Garr to the lush, spectacular variety of trees that grow in Lirynn.
Many types of creatures make their homes in such places, and aren't easily
spotted. Some forests are full of spirits or other inhabitants which may
or may not approve of strangers. Thus, one should always show a fair measure
of respect and care when traveling amidst the trees. |
Hills
Garr
/ Tahnn / Korresh |
From
the rolling lands of southern Tahnn to the Horsemyster Steppes of Korresh,
the hilly regions provide both cover from the weather and vantage points
upon which one may navigate ones way through the wilderness. Most of the
dangerous creatures prefer less visible haunts, so a traveler may find
this type of terrain pleasant unless set upon by roving bands of thieves. |
Mountains
All
Kingdoms |
Traveling
in mountanous terrain is physically challenging and more often than not,
dangerous going. Rock slides, falling trees, icy water, hidden mine pits,
harsh winds, slippery slopes, blinding mists, or blood thirsty beasts are
just an unlucky step away. Don't go unprepared. In addition, take into
consideration the Kingdom you are traveling in. The mountains of Garr are
usually icy and cold while the lower mountain ranges of Lirynn and Mirg
are more tropical. The mountains of Tahnn and Korresh are typically dry
and jagged. |
Deserts
Tahnn |
The
desert of Tahnn is a hot, dry, and unforgiving territory by day and bone
chilling cold at night. Some areas consist of shifting sand dunes. There
are also rocky, barren plains and blistering salt flats. Water is scarce,
here, and what water can be found in the wilds is more often than not a
poisonous liquid. The safe water sources are usually jealously guarded.
The beasts of the desert are mostly nocturnal and come out from their dens
only when the temperature drops. Rock vipers are common as are scorpions
and small carnivores. |
Scrublands
Tahnn
/ Korresh |
A
mix of grasslands and dry, scraggly brush, traveling in scrubland terrain
is most uncomfortable. The creatures who live here are necessarily swift
and opportunistic hunters. Water is seldom found and brambles have the
uncanny ability to work their way into ones clothes and hair. Take special
care with your pack animals in such areas, and watch for bandits whose
hideouts may lay hidden nearby. |
Swamps
Mirg |
What
looks like solid ground may not be, and what appears to be a pool of water
may hide a solid base inches below the surface. Deception rules the swamps,
and as the land seeks to trap the unwary, so do the creatures who live
here. Huge water snakes, aquatic reptiles, toothy fish, hungry leeches,
blood sucking flies and more eagerly compete for the flesh of trespassers. |
Jungles
Mirg |
Poisonous
spiders, flesh eatting plants, deadly dart spitting flowers, springing
vine vipers, creeping blood sucking roots, and.......isn't that enough?
These things and more await those who would dare to travel in the jungles.
Take a guide with you, and if you can afford it, take two in case you lose
one along the way. |
Underground
Garr
(for the most part) |
One
might think that it is all darkness and gloom below the crust of the sunlit
land, but this is not always the case. Vast areas glow with light infused
into the rock, gemtones sparkle like millions of stars, and groves of underground
foliage bathe in soft radiance. Of course such places are NOT the norm,
but they are worth finding. For those who would seek such rare riches,
many a day of dark and dangerous travel is in order. |
Lakes, Rivers,
Springs, etc.
All
Kingdoms |
Whether
an icy lake of Garr or a sparkling body of water in Lirynn, lakes, springs,
rivers, and streams attract the local wildlife. If you know what the local
wildlife is composed of, you can better prepare for any confrontations. |
Seas / Ocean
All
Kingdoms except for Garr |
Defined
trade routes use the known currents to speed travel while avoiding the
dangerous reefs. Few travel far into the open sea, but there are some islands
which can be explored by those who wish to risk running into the bands
of pirates which hunt merchant ships. Storms are frequent during parts
of the year, but are avoided by experienced Captains. |
Note: Weather
and unexpected trouble can add travel time. For more information, visit
the Road Details Page.
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