EXAMPLE OF MAP NARRATION: PLAYING THE GAME Once you begin play, the game will consist of a dialogue
APPENDIX C: A MAP OF SOUTHERN ELYNTIA, SHOW ING THE DUCHY OF DRAN AND HULDRE FOREST
The Duchy of Dran, and surrounding areas, are civilized — but
neither populous nor especially advanced. Elyntia and its neighboring kingdoms are still recovering from a devastating war that ended two hundred years ago, and much of the land is wilderness. Its folk are mostly human, though orc and dwarf communities exist.
Huldre Forest is not a large wood, by Cidri standards — but it
is very old, and there are frightening stories about its south- ern parts.
Dranning is the capital city of the Duchy and the seat of the
Dukes of Dran. It has a population of about 15,000.
Bordre is the second city of the Duchy, with a population of
about 7,000. It was originally a fort built to guard shipping along the Evenflow and to keep an eye on Kel and Deseret.
Tro is a port city — population around 5,000.
Kel is the capital of the Duchy of Kel, to the east of Dran. It is
slightly smaller than Dranning, but has a thriving river trade.
Winterhome is the only city in the western part of the dusty
Duchy of Deseret. Once an oasis metropolis and winter cap- ital of a great empire, it is now shrunken to a town of 10,000 souls living amid buildings that could house ten times as many.
Rubydelve, dug into the eastern slopes of the Gargoyle Moun-
tains, is a dwarven town of 2,000 or so. Its chief industry, of course, is mining. Occasionally rubies are found — mostly, though, the dwarves dig for silver and iron.
The Gargoyle Mountains, as their name implies, are full of
gargoyles — as well as other creatures.
The Bright River carries half the commerce of southern Elyn-
tia. Since it flows very slowly for most of its length, and the prevailing winds are from the southwest, ships work up- stream as well as down on the Bright, King Ater, Trassy, and Lesser Trassy.
Tanander was once a kingdom. Its southern parts are now a
squabbling jumble of counties and city-states; the northern reaches have no organization at all, and few folk venture there. Elyntia honors the Bright River as the old border — so south of the Bright, force is the only law.
Thargi Swamp is a fell place, indeed - though fortunately the
really bad parts lie in the Duchy of Bolors. It harbors octo- pi, wild saurians, and less nameable terrors. Merchant craft plying the Trassy and Lesser Trassy carry armed crews ... and a few ships vanish every month.
The Tower of Revoreesh lies on the foothills of the Gargoyle
Mountains. Revoreesh is probably the most powerful wiz- ard in (at least) the whole Duchy. He is an adept, preferring the company of his books. The people of the countryside believe him to be quite mad, and never see him, but hold him in great respect due to his advanced age and the fact that (as they will be quick to point out) he has never harmed anyone except intruders.
Podliforku is a fishing village grown up alongside an old fort. It
is also — in its small way — a notorious pirate base.
Littlehill is an ordinary farm village in all ways save that its
people are halflings.
Elfwood does, indeed, contain a small population of elves, as
well as a tribe of centaurs.
Canigli is a town of about 2,000; its population is mixed hum-
an and goblin, with a little of everything else thrown in. Its lord, who holds the rank of Count, is an old goblin-warrior — still robust in his early 80's. He, his son and heir, and his eldest grandson are all totally loyal to their liege lord the
Duke, though there is constant intriguing against both Count and Duke among those goblin-lords who have not given their pledge of fealty.
MAP SCALE
Each hex on this map measures 12.5 kilometers from side to side.
Where a route (like the rivers on this map) follows hex-sides instead of cutting through hexes, count two hex-sides as equal to one hex.
TRAVEL SPEEDS
Any small group (mounted or on foot) will travel long dis- tances at about the same speed; a riding animal cannot travel at or near its full MA for more than a couple of hours without exhaustion. Use the following rates of speed:
4 hexes/day for normal road travel 3 hexes/day along secondary roads
2 hexes/day along minor roads, or across open country or light woods
1 hex/day through rough terrain or heavy woods 2 days/hex if cutting through swamp or across mountains
Travel by air: A large dragon (7 hexes or better) can fly 16
hexes in a day. A pegasus, gryphon, medium-sized dragon, magic carpet, or Flight-spell user can cover 12 hexes/day. A Gargoyle, small dragon, or bird can manage 8 hexes/day.
Travel by water: It all depends, of course. The riverboats of
Dran and the surrounding areas usually make 4 to 5 hexes per day downstream, 1 to 2 upstream.
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