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RPG Database

Different Terrains and there Stats


Map of Altur | Character Classes | Equipment | Skills | The World | Systems and Stats | Terrains | Affiliated Fighter | Unaffiliated Fighter | Weaver | Sorcerer | Summoner | Necromancer | Thief | Martial Artist | Survival Artist | History

Each terrain contains seven different factors as to what you can do in battle. These factors include:
- maneuverability
- present elements(magic)
- present obstacles, benefits
- visibility(accuracy) benefits/penalties
- trackability(for survival artists, and following someone)
- survival duration
- types of lifeforms

The types of terrain include:
1) plains
2) hills
3) mountainous
4) cavern
5) desert
6) snow
7) dusty
8) swamp
9) beach
10) volcano
11) glacier caverns
12) woods
13) jungle
14) supernatural environments (underworld, ethereal plain)

Plains are large lowland areas with grass and sparringly placed trees. The grass ranges anywhere in length from 1-5ft. In some areas, small groups of trees are located. These trees can be oak, maple, pine, spruce, or in remote areas sequoia trees. The sequoia trees are locations of magic, they were at one time homes of Lithlurgols before the expansion of humans. The grass can range in color from deep green to light brown.

Maneuverability-Any person walking on the plains is alright to move freely but anyone running or riding has a problem. Because of the uneven ground or rocks the rider can fall off his/her horse. This results in 3d100 damage and can sometimes result in death. Roll one luck +20 every round to see if the rider falls. If the rider falls they have a chance to escape hiting the ground below their horse by rolling one speed and one luck. If both of these rolls are successful the rider escape by jumping free and rolling away from his/her horse. If one of these rolls fail they still suffer the same amount of damage.

Present Magic Elements-

Present Obstacles-The only obstacles that are on the plains are uneven ground, rocks, and animal holes. All three can result in the rider falling off his/her horse and suffering 3d100 damage. These obstacles can be avoided if the character rolls are successfully made.

Visibility-Because of the wide flat expansion of the plains you can see people twice as far as normal. Accuracy is normal unless it is raining. Because of the downpours that occur frequently accuracy is -25%. Tracking on the plains has benefits because of the footprints left by people. Because the grass is pushed down by people footprints are left for trackers to see. You receive a bonus to your tracking ability.

Survival-Survival on the plains is easy. Small animals can be 3C (captured, cleaned, and consumed). Water is readily available because of the rain and small streams that run through the plains. The weather is not to hot in the summer and very friged in the winter.

Lifeforms-Small animals including rodents, rabbits, coyotees, small birds, and carrion eaters. Humans live on the plains in small farming/trading villages. The villages range from 25-200 people in size. Other races live on the plains but are mostly nomadic and stay clear of civilization because they value their privacy.

Hills are any small lowland elevated areas that are located at the base of mountains or divide throughout the land. The hills can be anywhere from small mounts to large almost seemingly small mountains. They can sometimes house small caves and holes where people may either live in solitude or hide items. Hills can have any sort of vegetation on it, trees, grass, shrubs, etc.

Maneuverability-Moving on hills is fairly simple as to walking or running. Running uphill; however, slows the person way down on account of the slight to steep incline. Fighting uphill is very hard, on account that the person higher up has a major advantage. The person uphill gets a +25% bonus to their accuracy. The person downhill has a -25% penalty to their accuracy because the light of the sun. Disregard the penalty if the fight is at night. Riding horses up and down hills can be very difficult depending on the angle of the hill. If the hill is 35 degrees or more, the horses cannot ride down/up the hill.

Present Magic Elements-

Present Obstacles-The only permanent obstacles that is on a hill is the angle of the incline. Other such obstacles could include vegetation, rocks, and loose dirt. The only benefit that a person receives while on a hill is when they are running down. Running down a hill doubles a person's speed and it continues for one round after they have returned to level ground.

Visibility-Visibility is normal around hills, the light of the sun can sometimes damper the visibility of some. Darkness;however, is almost pitch black. The hills can cast shadows over the lower grounds and valleys, blocking out moonlight. From onto of hills, people can see much farther than on level ground. This allows people to see other people from higher up.  Accuracy is normal unless fighting on an angle.
Survival-Survival in hilly areas is easy.  The water and vegetation supply is sufficient and all types of animals live on the plains which allow for food.  The weather of any hills depends on the climate of the area.  Most hills will be hot in the summer and frigid in the winter.
Lifeforms-The only lifeforms which would be located on hills are rodents, rabbits, deer, elk, moose, most woodland carnivores and birds.  Some humans may live upon hills or in between.  They would most likely be living a hermit's life of solitude. 

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