Terrain Hierarchy
  1. Seacoast
  2. Swamp
  3. Forest
  4. Plains
  5. Desert
  6. Hills
  7. Mountains
Bodies of Water In a typical campaign world, rivers and lakes serve at least two important purposes: They provide a ready source of water, and their presence requires a party of adventurers to be more versa- tile. A body of water is both an opportunity and a challenge. Tra- vel on the surface of a lake or river is often faster, easier, and safer than negotiating the surrounding terrain on foot - but only if characters have access to a boat or a barge and someone in the group has the skill to handle the craft expertly. Swimming across a deep, wide river, instead of following the shoreline and looking for a place to ford, can save hours or even days of travel time - but only if characters have the ability to swim in the first place. To be fully prepared for a trek through the wilderness, a party of ad- venturers should have equipment and skills for coping with bodies of water as well as for moving on land.
ENVIRONMENT STARTING DISTANCE Deserts, Plains, Artic ranges, Lakes, Rivers 8d6 x 10 yards (80 – 480 yards)