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Kingdom of KORRESH

Tegn
Maston 
Tiangchou
Village of Kel
 


Kingdom of TAHNN 

City of Hasst
Naczach'sh
Oasis of Ta'ess
 


Kingdom of GARR

Korgarr
Dirgarr
Zilgarr
 


Kingdom of LIRYNN

Silverdawn
Thornmist
Na'el
 


Kingdom of MIRG

Krull
Deeg


TRAVEL:

At a Glance
Road details
Weather/seasons
Landscape details
 



MAPS







 

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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