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Meterology of Telgard

Telgard is part of a larger world, much of which is unknown and unexplored. Thus the science of meterology is inexact at best, and whether it is an actual science or an act of the will of the Gods (or spirits, in the case of Tahnn and Mirg) is still hotly debated.

It is known, however, that it is during the end of Spring and the beginning of summer that the most deadly storms brew on the waterways of Telgard--the Ahrin Straights and the Telgard Sea. Beginning near the start of Wyldling and finishing near the end of Preyn, it is at this point that tornadoes, waterspouts and hurricanes pepper the coastal areas. Coastal trade is virtually halted at this point, and the coastal fishing villages suffer their greatest shortages now.

In the Mountains, especially Garr and Lirynn, the stormiest season is the beginning of Winter and lasts a bit longer, from Deln to Slumber. Most of the mountain passes close, and again, Trade is virtually halted at this point except in the more protected regions of Korresh and Lirynn.

Winds generally blow from east to west in Telgard, from off the sea. Most scholars believe this is the reason for the strange differences in temperatures on the East cost when moving from north to south. There is a massive river of cold seawater off the coast of Tahnn, and so the wind fails to pick up any moisture from the sea and this results in the arid desert of Tahnn.

Similarly, the waters around the Snake islands is very warm, and the sea breezes commonly pick up a great deal of moisture. Mirg is consequently very wet.

All of Telgard is near the middle of the earth, and thus with the exception of Garr, and Tahnn at night, have a reasonable temperature. Snow in Korresh and Lirynn tend to be light dustings and serve as no real impediment. However, the mountains of Telgard, including the region of Garr, are incredibly high--even the valleys are higher than the highest hills in Korresh. There is very little warmth in Garr even during Summer, though most of the snow does melt during the height of summer for about three months. Dirgarr and Zilgarr fare a little better, being a little lower than the majority of Garr--still, they enjoy (or suffer) more snow than most any other region in Telgard save Korgarr.

The Tides of Telgard are generally fairly stable; four moons pulling in several directions tend to make the seas nearly tideless. However, every month one of two grand tides occur; during an all-moon cycle, the tide is exceptionally high, and is called a neap tide. Then, for the next month, the tide gets progressively lower, until during the no-moon cycle when it is several hundred feet below the neap-tide mark--it is now called the ebb tide. At that point it will again progressively rise towards the neap tide. Coastal areas have adapted by having floating piers that move with the tides, or by having two-part tiers, with the first part attached near the neap tide level and the second part a floating pier chained to the dock. In these cases, the ends of the fixed docks will often have cranes and lift-elevators to move cargo and passengers.


 

 

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