Getting there is not impossible, merely time consuming and dangerous.
En route to Krimnos travelers face a multitude of threats from bandits and rogue bands of murderous thieves, rivers covered in treacherous and deceptive ice floats, hidden beneath layers of snow, thaw-flooding as the temperatures of early winter fluctuate, marsh bogs with sinking mud, wolf packs of unusual size, ravenous bears, carnivorous and feral crocodilian beastfolk that have regressed to more primal natures, kelpies along the rivers, mischievous ice spirits with a touch that inflicts instantaneous frostbite, swamp ghouls, and spectral wanderers.
Upon reaching the mountains they must look out for avalanches, rock fall, gusting winds, cliff eagles, snow leopards, feral kobolds, griffins, rock golems, cave spindles, and the occasional manticore or giant trapdoor spiders.
These and other hazards are possible to encounter along the way, though most would not be encountered. Players can choose what hazards they might encounter, but the mods are also willing to roll random encounters for players who are interested in seeing what pitfalls and hazards might fall into their character's path.
Upon successfully arriving to Krimnos they will have to scale an avalanche that is blocking the ledge paths to the city and would find the gates closed, but entry allowed. They would be able to communicate with others in the other cities via courier, but the citizens of Krimnos lack the knowledge or size of courier that would allow them to reach out. Both of Krimnos' airships are grounded with heavy hail damage and the city is hard at work attempting to board up and repair its walls and buildings from damages caused by a terrible storm. Piles of hail ice can still be seen pushed to the sides of streets.
The citizens of the city would be impressed and surprised anyone made the journey, and may question the sanity of those who made the trek.
no subject
En route to Krimnos travelers face a multitude of threats from bandits and rogue bands of murderous thieves, rivers covered in treacherous and deceptive ice floats, hidden beneath layers of snow, thaw-flooding as the temperatures of early winter fluctuate, marsh bogs with sinking mud, wolf packs of unusual size, ravenous bears, carnivorous and feral crocodilian beastfolk that have regressed to more primal natures, kelpies along the rivers, mischievous ice spirits with a touch that inflicts instantaneous frostbite, swamp ghouls, and spectral wanderers.
Upon reaching the mountains they must look out for avalanches, rock fall, gusting winds, cliff eagles, snow leopards, feral kobolds, griffins, rock golems, cave spindles, and the occasional manticore or giant trapdoor spiders.
These and other hazards are possible to encounter along the way, though most would not be encountered. Players can choose what hazards they might encounter, but the mods are also willing to roll random encounters for players who are interested in seeing what pitfalls and hazards might fall into their character's path.
Upon successfully arriving to Krimnos they will have to scale an avalanche that is blocking the ledge paths to the city and would find the gates closed, but entry allowed. They would be able to communicate with others in the other cities via courier, but the citizens of Krimnos lack the knowledge or size of courier that would allow them to reach out. Both of Krimnos' airships are grounded with heavy hail damage and the city is hard at work attempting to board up and repair its walls and buildings from damages caused by a terrible storm. Piles of hail ice can still be seen pushed to the sides of streets.
The citizens of the city would be impressed and surprised anyone made the journey, and may question the sanity of those who made the trek.