Cliffs:

Cave

Civilization

Civilized Wilderness

Crypt

Dungeon

Labyrinth

Sky - Fly into the sky

Tomb

Wilderness

 

The cliff region is mostly rock, and little soil. Its cliffs of sheer rock tower high, and harbor great rents and fissures across the tops which not only hinder travel, but are dangerous areas to travers.

 

If not on a forged path:

While traveling within this region there will be a 40% chance per 1-D8 days of coming across impassable areas, forcing time consuming detours. This only applies to travels not skilled in spelunking. These types of impassable areas can be traversed if one has ropes and grappling hooks, but the skill of spelunking must be used, or this can be a fatal risk. This form of travel will slow down travel to 10% of the normal distance traveled per day. For a master Spelunker, the travel penalty will be reduced by 2% of the normal distance traveled per day per mastery attained.

 

Fatigue:

For creatures with 5-20 Constitution: Such creatures will be forced to make a successful avoidance-roll vs. “Constitution” per 24 hours of travel in such a region or be delayed by 20%-90% (D8 +1 x10) travel distance for 24 hours. Note: If traversing a path or road, this does not apply (this only applies to wilder land travel, climbing, repelling, Etc.).

 

Resting from Fatigue: 8 hours rest will refresh a traveler to continue on for 24 hours, after which time another avoidance-roll must be successful. This will continue on like this.

 

While fatigued, there will be a penalty of -1D3 x10 to Defense and Offense, and movement will be reduced by 20%-90% (D8 +1 x10).

 

Recommended level and Constitution: Level 18+ / Constitution: 21+ (see: "Fatigue" above).