📜 Lorepage: Travel & Terrain Logic — Western Midkemia

📜 Lorepage: Travel & Terrain Logic — Western Midkemia

Overview

This guide summarizes realistic travel distances and times across key regions of the Western Kingdom and surrounding lands in Midkemia. Travel assumes non-magical foot movement at approximately 20 miles per day, adjusted for terrain and weather. Distances are approximate straight-line (bird’s-eye) measurements.

Northern Pass Zone

Regions: Inclindel Canyon Pass, Tyr-Sog Village, Northwarden Fortress

  • Approximate Distance: 230 miles (from LaMut to Krondor, direct)

  • Typical Travel Time on Foot: 10 to 14 days

  • Terrain & Conditions: Mountainous, snow-covered, with hazards like avalanches and rockslides

  • Travel Modifiers: Add 1 to 2 days in severe snow or blizzard; add 1 day for detours to nearby settlements; wildlife such as wolves and boars may become aggressive during storms

Kingdom Midlands

Regions: Timons, Shamata, Vale of Dreams

  • Approximate Distance: 120 miles across fertile valleys

  • Typical Travel Time on Foot: 5 to 7 days

  • Terrain & Conditions: Fertile river valleys, rolling farmland, with trade roads

  • Travel Modifiers: Add 1 day for heavy rains causing floods or mudslides; add 1 to 2 days when escorting nobles, livestock, or refugees; boar stampedes possible during storms

Kingdom Coastal Region

Regions: Krondor, Far Coast, Crydee

  • Approximate Distance: 150 miles (Krondor to Crydee)

  • Typical Travel Time on Foot: 7 to 9 days

  • Terrain & Conditions: Rocky cliffs, estuaries, salt marshes, and coastal storms

  • Travel Modifiers: Add 1 to 2 days during oceanic squalls or harbor lockdowns; expect wildlife displacement like aggressive seals; local criminal activity (Mockers) surges in storms

Northlands (Moredhel Clans)

Regions: Moraelin, Delekhan’s Territory, Cursed Lakes

  • Approximate Distance: 180 miles (Northwarden to Moraelin)

  • Typical Travel Time on Foot: 8 to 12 days

  • Terrain & Conditions: Rugged, hostile, politically unstable

  • Travel Modifiers: Frequent raids and ambushes; cursed or disorienting terrain; traveling without disguise or escort is extremely dangerous

Grey Towers & Mac Mordain Cadal

Regions: Dwarven strongholds and ancient mines

  • Approximate Distance: 130 miles (Krondor to Mac Mordain Cadal)

  • Typical Travel Time on Foot: 6 to 9 days

  • Terrain & Conditions: Jagged ridges, alpine passes, deep caverns

  • Travel Modifiers: Add 2 days for navigating collapsed tunnels or cave-ins; dwarf-controlled areas may restrict access; wildlife includes cave bears and territorial goats

Green Heart

Regions: Borderlands between Elvandar and the Kingdom

  • Approximate Distance: 100 to 150 miles

  • Typical Travel Time on Foot: 6 to 8 days

  • Terrain & Conditions: Meadows, rivers, ancient stone circles, leyline-rich groves

  • Travel Modifiers: Paths may shift subtly; waystones can mislead travelers; trade and diplomacy governed by elven terms; weather mild but changeable near ley lines

Elvandar

Regions: Forest of the Eledhel

  • Accessibility: Only by invitation or guided path

  • Typical Travel Time: Variable, depending on entry method

  • Terrain & Conditions: Primeval forests, illusion-shrouded paths, sentient flora

  • Travel Modifiers: Uninvited travelers become lost or redirected; patrolled by dryads and forest guardians; no direct roads, travel is narrative-dependent