Warp: Difference between revisions

From gronkfinder
m (Gronk moved page Darkland Warps to Darklands warp)
No edit summary
Line 1: Line 1:
The '''Darkland Warps''' are anomalies scattered throughout the cave networks of the [[Darklands]], where distance is distorted and either stretched or shrunk.
The '''Darklands warps''' are anomalies scattered throughout the cave networks of the [[Darklands]], where distance is distorted and either stretched or shrunk.


Passing through a Warp can potentially allow for much faster travel than a long overland trip or even seafaring voyage, but it is extremely perilous. Warps tend to be unpredictable - a given Warp may usually shorten travel, but at times the same Warp can instead lengthen or even cause hapless travelers to disappear entirely, never to exit.
Passing through a warp can potentially allow for much faster travel than a long overland trip or even seafaring voyage, but it is extremely perilous. Warps tend to be unpredictable - a given warp may usually shorten travel, but at times the same warp can instead lengthen or even cause hapless travelers to disappear entirely, never to exit.


Warps are almost imperceptible, a fact that has caused some unwary adventurers to enter them by mistake. Only marked by a slight shimmer on the surfaces of caves and tunnels, Warps are difficult to locate unless one already knows of their presence. The cave past a Warp entrance appears normal from both sides of the entrances and exits. Many only know they have entered a Warp once a strong sense of dread and impending doom sets in, a near-universally reported phenomenon.  
Warps are almost imperceptible, a fact that has caused some unwary adventurers to enter them by mistake. Only marked by a slight shimmer on the surfaces of caves and tunnels, warps are difficult to locate unless one already knows of their presence. The cave past a warp entrance appears normal from both sides of the entrances and exits. Many only know they have entered a warp once a strong sense of dread and impending doom sets in, a near-universally reported phenomenon.  


Warps are largely static in their locations. New ones rarely appear, and old ones can be relied on to remain present - while a few are recorded as having vanished, this is quite rare. Skilled and experienced adventurers may know the location of one or even two Warps, but like the Darklands as a whole, the Warps remain un-mapped and generally poorly understood. The dwarves of [[Barazar El]] are one of the few exceptions to this - they are known to regularly travel through the Darklands with the assistance of the Warps, using them to come and go from their deep ocean cities.
Warps are largely static in their locations. New ones rarely appear, and old ones can be relied on to remain present - while a few are recorded as having vanished, this is quite rare. Skilled and experienced adventurers may know the location of one or even two warps, but like the Darklands as a whole, the warps remain un-mapped and generally poorly understood. The dwarves of [[Barazar El]] are one of the few exceptions to this - they are known to regularly travel through the Darklands with the assistance of the warps, using them to come and go from their deep ocean cities.


[[Category:Points of interest]]
[[Category:Points of interest]]

Revision as of 15:27, 2 August 2022

The Darklands warps are anomalies scattered throughout the cave networks of the Darklands, where distance is distorted and either stretched or shrunk.

Passing through a warp can potentially allow for much faster travel than a long overland trip or even seafaring voyage, but it is extremely perilous. Warps tend to be unpredictable - a given warp may usually shorten travel, but at times the same warp can instead lengthen or even cause hapless travelers to disappear entirely, never to exit.

Warps are almost imperceptible, a fact that has caused some unwary adventurers to enter them by mistake. Only marked by a slight shimmer on the surfaces of caves and tunnels, warps are difficult to locate unless one already knows of their presence. The cave past a warp entrance appears normal from both sides of the entrances and exits. Many only know they have entered a warp once a strong sense of dread and impending doom sets in, a near-universally reported phenomenon.

Warps are largely static in their locations. New ones rarely appear, and old ones can be relied on to remain present - while a few are recorded as having vanished, this is quite rare. Skilled and experienced adventurers may know the location of one or even two warps, but like the Darklands as a whole, the warps remain un-mapped and generally poorly understood. The dwarves of Barazar El are one of the few exceptions to this - they are known to regularly travel through the Darklands with the assistance of the warps, using them to come and go from their deep ocean cities.