Zilgarr
Road
Garr |
Branching
from the Drimlok Pass, the Zilgarr road is fairly easy to traverse. |
Drimlock Pass
Garr |
The
Kir Pass ends at the Korgarr road and becomes the Drimlok Pass. It is long
and hazardous to travel through in the best of conditions, and all but
impassable in the worst. The area is frequented by vicious snowstorms and
subzero temperatures, not to mention as yet unknown creatures and the occassional
group of bandits, all of which impede progress severely. |
Korgarr Road
Garr |
The
Korgarr Road extends up from the Kir Pass and into Korgarr. The road is
steep and winding, but accessable to wagons thanks to dwarven construction
techniques. |
Kir
Pass
Garr |
A
The Kir Pass is a steep, winding road that goes from Dirgarr to the base
of the Korgarr mountain. It is sometimes overshadowed by tall pines and
soaring rock, and at other times grants a magnificent view of the mountains
and valleys below. There are several waystations along the way to ease
travel. The road itself is of superb dwarven construction. There are tiny,
almost invisible grooves between cunningly set stones to drain away even
the heaviest rainfall. In the winter the road can be covered by snow, but
is constructed to provide grips for both horses and wagons. All dwarven
roads are constructed in this manner and require constant maintenance. |
Ras-rak
Garr |
The
road between the gate and the first district, Durak-mar, is called the
Ras-rak (High Road). It is a 2-3 hour journey on foot or by caravan,
sloped downhill most of the way. Like all main roads in Dwarven mountains,
there are small caverns that branch from the road, providing a small stash
of food and other emergency supplies. Thieves don't usualy target these
places, for the worth of the supplies are little, but still the guards
watch for Goblins and children who might steal things. |
Rak-kren
Garr |
The
road between Durak-mar and Dur-kren is called Rak-kren (Road of the King).
It is a 3-4 hour journey on foot or by caravan, all gentle slopes going
downhill. The mouths of each dwarven road is at least lightly guarded,
and has built-in gates that very few have ever seen shut. These gates
are hidden, and access to them is known only by the highest guards and
officials. All of the dwarven paths are spacious, which allows for
caravans to go through. |
Fen-rak
Garr |
The
road between Dur-kren and Dur-brek is called Fen-rak (Maze Path, or Path
of Confusion). This road takes 5-6 hours to travers--if one doesn't get
lost. It goes up and down, left and right, and in circles. Luckily for
those who can read Delfaen, most intersections are clearly marked. However,
the Fen-rak is not an easy path--it was built as a mining tunnel, originally,
thus small wagons can go through, but nothing larger. Small caverns line
the sides of the tunnels, usually about a half-hour ro an hour's travel
apart. These tunnels are stocked with emergency provisions, and are
rarely used. |
Drek-ugra
Ways
(Also
known as the Blind Walk)
Garr |
The
Drek-ugra Ways are an underground maze of interconnecting tunnels, way
stations, galleries, stairways, storage areas, rivers, bridges, and halls
which criss-cross all of Garr. No dwarf knows hardly a fraction of the
passages and no stranger is allowed inside without being blind-folded during
travel. There is no clearly defined path from one place to another and
the entrances and exits of Drek-ugra are not common knowledge. Even the
delfae societies are kept from discovering the secrets of the Drek-ugra
Ways. |
Paper Road
Korresh
> Garr |
The
Paper Road is the bridge between the Korresh / Garr trade industry. It
is a relatively well maintained road which also serves as a path towards
the Kingdom of Tahnn. (branches into the Desert Path and then onto the
Viper Pass) |
Dwarves
Road
Korresh
> Garr |
An
old road from the times before the Scourge, this road, if it can be called
that, is hardly more than an overgrown memory. Roughly, it goes from Tiangchou
to Dirgarr with a side path connected to the Paper Road. Only an experienced
tracker can pick it up through the plains. |
Great
South Road
Korresh |
The
road from Maston past Kel and onto Tiangchou is called the Great South
Road. It's a high quality road in the area around Maston and Kel, but gets
rougher and more dangerous towards the middle. It meets the Imperial Road
at the South Junction. |
Imperial Highway
Korresh |
The
Imperial Highway is a well serviced road leading from Maston to Tegn. Several
waystops and small villages dot the way. |
Kel Path
Korresh |
This
road is not recommended for carriages. It takes one through grassland and
along a rocky coastline before entering a dense forest. Slow, careful travel
is recommended. |
Maston Road
Korresh |
The
Maston road is well travelled and expertly maintained. It is frequently
patrolled and bandits more often than not seek to make their living elsewhere. |
Desert Path
Korresh
> Tahnn |
Named
the Desert Path because it is the breakaway point from Korresh and Garr
and towards the desert realm of Tahnn, it in no way resembles a desert.
Before ending at the great twin peaks which mark the beginning of the Viper
Pass, the Desert Path first winds its way through woodland territory and
low hills. |
Viper Pass
Tahnn |
Walls
of smooth rock rise up high into the sky. In between lies the road known
as the Viper Pass. Once commited to the journey, there is only forwards
or backwards as there are no wawystations or sheltered rest areas along
the way. One must travel under the watchful, and yet unseen eyes of the
guardians of the pass. |
Gateway Trail
Tahnn |
The
Gateway Trail connects Naczach'sh to the Oasis of Ta'ess. Parts of it go
through scraggly grassland. It also passes over sands and saltflats. |
Trail
of Shifting Sands
Tahnn |
The
Trail of Shifting Sands, while not as dangerous as the Path of Night, is
more difficult due to the shifting sand dunes and frequent sand storms.
There are no way stations along the way once past the small quarry village
of Zsethshh. Nomadic natives may provide help or be the source of danger
depending on the circumstances. Taking along a guide is recommended. |
Path of Night
Tahnn |
The
Path of Night is thus named because none brave the Sazz'Chessa in daylight
since it goes right across these deadly salt flats.. |
Ahrin Straights
Korresh
/ Lirynn |
The
Ahrin Straits are in parts easy to travel, and in other areas a treacherous
maze of rock dashing currents. Novice boatsmen should take extra care. |
Keechuwa Coast
Mirg |
This
extremely dangerous journey can take anywhere from 14 days to several months.
Only the very skilled attempt this trip, even with a guide. |