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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:

Time / Distance

Road Details

Landscape details

Weather/seasons



MAPS

 

 

TRAVELING IN TELGARD
(Road Details)


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.

Note: Weather and unexpected trouble can add travel time. For more information on local climate conditions, visit the  Landscape Details  Page.

 

 
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