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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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