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Travelling in the world of Trill

Travelling in the world of Trill

Postby HRGM on Thu Sep 03, 2009 3:41 pm

Travelling in the world of Trill

As players adventure in the world of Trill one never knows where the unfolding story will lead them. There may be times between or even during games that a character will wish to journey somewhere outside the stronghold that the game takes place in. The world however is a vast place, and to help players and game participants gain a perspective of its size as well as the scope of just what travelling to far off lands would entail, below you will find a travel guide.

The map included in the player handbook is not necessarily to scale, is not topographical and does not provide an accurate rendering of the various terrains. The travel times in this guide however does take these things into consideration. All travel times given below are based on either the point of origin or destination being the Elecsert Stronghold. Any travel not including the Stronghold should be clarified with the GM for specific travel time.

Before getting into the specific times it takes to get from one place to another, it is first important to discuss some of the travel basics.
Modes of transportation:

Caravan- The most common form of travel for adventurers is by way of Caravan. Caravans generally consist of several travelers moving together by way of either horse drawn wagons or on horseback itself. Some areas may require the use of pack mules as well. The times discerned in this guide will use Caravans as the basis for its calculations across land. A player choosing to travel by Caravan to a destination should inquire with the GM if there will be a potential fee imposed for this mode of travel or barter of services.

Walking - Most adventurers have their own two feet and some prefer to use this mode of transportation to explore the world. It should be noted that travelling across Trill by this method is far slower than by way of Caravan and will take three times longer to reach a destination. If your character chooses to walk/run to a specific destination the guide will provide a separate travel time that will take three times longer than Caravan travel. It is also worth noting travelling alone in certain places can be inherently dangerous and may, depending on your destination, pose additional travel times in order to circumvent certain areas. Players travelling alone are also more vulnerable and may encounter potential threats and hazards. Such risks must be taken into consideration by the player before choosing this mode of travel.

Coastal Sailing Ship – If a player books passage on a ship to travel to other continents and islands, one must take into account that what seems a short distance is harrowed by rough seas and weather. Further, the times given for sailing are from port to port and the player must also incorporate the time it took them to reach the port they are leaving from in addition to sailing times. A player who is travelling abroad should also inquire with the GM about any potential in game fees imposed for booking passage on a ship or a bartering of services.

Small Boat- This mode of transportation is used for travel along large rivers and across large inland lakes. Generally this method of travel takes the same amount of time as a Caravan. A player choosing to travel by small boat to a destination should inquire with the GM if there will be a potential fee imposed for this mode of travel or barter of services.

Magical Teleportation- Teleportation is by far the most efficient mode of travel but requires the services of specific individuals to open safe portals to and from places. These skills are not ones generally available to players (unless otherwise pre-arranged by the GM and/or a NPC) and would require permission from a GM to use for character travel. The permission to use this mode of travel is strictly at the discretion of the GM.

Travel Schedule:
For the examples listed below, all travel will begin with the point of origin being the Elecsert Stronghold to a specific destination. Return trips from a destination back to the stronghold will take the same amount of time.

Travel on the Continent of Nor:

Destinations/ Points of Interest (friendly):

Trillador - A large city ruled by the current King of Trillador. Trillador is known for its vast libraries, scholars, vendors, schools, training facilities, houses of worship and other persons/places often found in large cities. Government officials, knights and guards of the city adorn the official colors of Trillador, Gold and Black, and maintain a visible symbol consisting of the tri-tower castle with a crowned knight to the left of it and a gryphon to the right. To get to the great city from Elecsert Stronghold, one must cross the Millorn Mountains and head directly north.

Travel by Caravan: One week
On foot: Three weeks

Vedican Stronghold – One of the three major strongholds under the rule of Trillador also tasked with the protection of the lands of Nor. Officials of the Vedican Stronghold adorn the colors of Green and Black and the official symbol is a single black tower on a green background. This stronghold lies within the Glaring Plains, south of the Millorn Mountains. It is the nearest neighboring stronghold to Elecsert and is similar in nature; however it is the closest Stronghold in proximity to the dreaded Whispering Forest and often comes under attack.

Travel by Caravan: Three days.
On Foot: Six days

Nordor Stronghold – Another of the three major strongholds under the rule of Trillador, it lies on the North Eastern banks of the Serpent River. East of the capital city it serves as a defense to the Northern regions of Nor as well as the vast trade city of Pelezar. Officials of the Nordor Stronghold wear the colors of Blue and Black and the official symbol is a single tower in black upon a blue background. To travel to Nordor one must at some point cross the Serpent River and follow it to the North. There are several ferry crossing points along the way, but since the river is well known for its population of thieves, the safest point to cross is the one nearest to Nordor. Travelling by small boat along the river is considered very treacherous and thereby expensive if one is lucky enough to find a waterman to lead them by this route.

Travel by Caravan: Two weeks
On Foot: Six Weeks
Small Boat: Two to Three Weeks

Pelezar – The shining city home of the Pelezarian Mages, it draws many a traveler. Neutral in most politics of the world, this city in Nor is unique in that it remains open to most factions for trade of both knowledge and goods. Although once home to Terengoth before his downfall into evil, most Pelezarian citizens look to move away from the shadow cast upon them by this blight upon its otherwise pristine history. Speaking of Terengoth’s beginnings in this land is largely frowned upon. Pelezar currently maintains an alliance with the Kingdom of Trillador and often comes to the aid of the King when called upon. Pelezarian mages are easily identified as they proudly adorn themselves in bright blue robes. The city sits just a short distance to the East of the Nordor Stronghold.

Travel by Caravan: Two weeks
On Foot: Six Weeks
Small Boat: Two to Three Weeks

Quest Coast – The primary seaport for adventurer’s seeking to travel to the southern contents from Nor. The area was named after the number adventurers who came to the ports seeking to travel abroad and explore the lands of Farlenia and Shar. It is also the port where most travelers from the Southern continents arrive in Nor. Traders often find their way to Quest Coast to buy and sell goods. The three major fleets that run from this port consist of graceful Elven Sailing vessels that travel back and forth from Farlenia, Massive Wooden masterpieces crafted by both Dwarves and Triclopsian Ship makers that travel to and from Shar, and the Royal Naval Fleet of Trillador that patrols the Southern and Eastern coasts of Nor. There are several other fleets of ships that are privately owned and maintained, usually dealing specifically in trade rather than travel.

Travel by Caravan: Three Days
On foot: Six Days

Destinations/ Points of Interest (Unfriendly):

Ardoran - An isolated community of mages located on a lone chain of islands Northeast of Pelezar. Most travelers do not venture there uninvited. Absolute in their beliefs that they are above all others, they have cultured a structured society. Considered by most to be fanatical, the Ardorian Mages are unwelcoming to strangers and may treat them with open hostility and aggression. These mages have from time to time offered their alliance to the Kingdom of Trillador, but it is often fleeting and rescinded once they no longer have use for it. Ardorian mages can usually be identified by their flaming red raiment. Players seeking to travel here should speak with the GM to determine if travel to Ardoran is open or closed.

Travel by Caravan: Two and a half weeks to the coast, then five days by sea. On Foot: Nine weeks to the coast, then five days by sea.

The Whispering Forest – One of the most dreaded places in all of Trill, the Whispering forest is by far one of the most dangerous places one can travel to. Being a fount of evil, it has attracted some of the most nefarious creatures not only from this plane but from others as well. Riddled with wraiths, undead, Sarreth, Antarra, Vampires and Witches just to name a few, it is a living nightmare. Few adventurers have travelled there and escaped unscathed. With putrid earth that carries its noxious stench throughout the blighted forest, most living beings find it difficult to endure. The trees and verge have withered appearing to be dried husks or skeletons of their former majesty. Although the trees and strange forest creatures may appear to be dead or dying, dark magic has twisted them into an existence that is beyond ordinary comprehension. Much like the natural elements of a healthy forest, they communicate what they witness and hear to the evil denizens that dwell within. Players who travel to the Whispering Forest should speak with a GM to determine if any ill effects have been imposed upon them during the course of their time there.

Travel by Caravan: One Week
On Foot: Two Weeks

Vesengoth Castle - Once the foreboding home of the fearsome Terrengoth, this daunting castle still stands sentinel over the Western lands of Nor. Believed to be occupied by the wicked sorceress that has descended from the infamous Terrengoth bloodline, she has taken up the legacy of her ancestor bringing forth a new reign of terror. The castle and surrounding lands remain shrouded in dark mystery because none who have dared to venture too close have returned. Shielded by the treacherous Scourge Mountains to the Northeast, the Whispering Forest to the Southeast, and the haunted Stormy Coast to the Southwest, travel by land is near impossible. The land’s coastal borders line the aptly named Sea of Tears and Mouth of Tahara, both reported to be incredibly difficult to navigate and widely feared and utterly untraveled by sea faring folk. Players seeking to travel to Vesengoth and the outlaying areas must speak with a GM to determine if it is possible in game. The travel times given below are primarily for distance perspective.

Travel by Caravan: Three weeks
On Foot: Nine Weeks
By Sea: Not Available

Travel by Sea to the Southern Continents:

Travel to Shar- To cross the Sea of Mist from Nor to Shar is a journey many travelers take. The weather conditions are fickle and vary from tumultuous seas to very calm. Ships sail from the ports located on the Quest Coast and dock at a small port near The Varel Marsh. The shipping lanes are protected by the Royal Navy of Trillador, so crossing is relatively safe.

Travel by Coastal Sailing Ship: Fifteen Days weather permitting.

Destinations on Shar by land – Shar is an interesting land with an arduous terrain. Crossing Shar from North to South on land by Caravan, depending on the paths taken, can take roughly two to three weeks and on foot six to nine weeks. From the East coast to the West by Caravan can take up to six or Seven Weeks and on foot eighteen to twenty one weeks. Clarification from the GM for travel time to specific destinations should be acquired when planning to travel through Shar.

Travel to Farlenia- Many a traveler yearns to see the storied land of the Elves, but the trip is a long one and not for the faint of heart. Depending on weather conditions, departing Nor to the East by way of the Forgotten Sea can take from four to six weeks on an Elven Sailing vessel. If weather and sea conditions do not permit travel through the sometimes stormy waters of the Forgotten Sea, an alternate route departing to the West from Nor across the Hallow Sea can take from six to eight weeks, weather depending. Both Routes take travelers to a Northern Port to the North of the Crystal Lake. Travel from one of Shar’s Southern ports to Farlenia and vice versa can take roughly two weeks.

Travel by Coastal Sailing Ship: 4-6 weeks along the Forgotten Sea & 6-8 weeks along the Hallow Sea

Destinations on Farlenia by land – A land that lingers in eternal summer makes for pleasant travel, and the terrain comparatively to the other contents is mild. Crossing Farlenia from North to South by Caravan can take roughly two to three weeks and on foot six to nine weeks. From the East Coast to the West by Caravan can take about four to five weeks and on foot twelve to fifteen weeks. Some areas of the forests within this magical land are enchanted and can become rather easy to get lost in for an inexperienced or foreign traveler of Farlenia. Clarification from the GM for travel time to specific destinations should be acquired when planning to travel through Farlenia.

Travel to the Gem of Ylime – A direct ship from Nor, though rare is it any travel there, can take as long as three months due to its location in the Neverwind Ocean, as well as natural and other mortal made barriers. With the absence of any notable winds in this body of water, the last leg of the journey is often rowed. Despite its close proximity to the Southern reaches of Farlenia, although the land seems close, travel by boat to the island from there can take in excess of two weeks at times. Both travel and character history associated with this place is forbidden. Please consult the GM for further clairification


Notes:

This guide is intended to assist players in gaining an understanding of travel within the world of Trill and may not address your character’s specific travel needs. Any questions pertaining to travel should be brought to the attention of the GM. Please note that if your character is travelling between games, you must inform the GM of your intentions and destination. While you are travelling you cannot interact with other players in forum role play that are still in the stronghold. Mail takes just as long if not longer than actual travel in game as listed above. There are other methods of communication that may be used by characters who have acquired such skills as dream control/sending, however, if your character does not have this skill you cannot use it. Instead you must speak to the GM about seeking out a possible NPC who can assist you. Please consider travel times as you would consider time between games. For example, one cannot travel to and from Farlenia in the course of four weeks between games, and should plan their travel and game play accordingly. Teleportation between points of travel is solely at the discretion of the GM, and should not be assumed unless the GM has approved it.

Special Thanks to Dawn aka Laurelin for all her efforts on this project.
HRGM
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