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Travel in the Hinterlands
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Almost any normal method of travel should work well in the level plains of the Hinterlands: walking, kank riding, or even a mekillot wagon. Unfortunately, unless you can think of some way to get a kank or mekillot across the Ringing Mountains (and believe me, I have tried or heard tell of every technique I know) you'll end up walking. You're about as likely to find a domesticated beast of burden here as you are to survive a battle with the dragon. The Hinterlands remain completely deserted; even if you're carrying money or goods which with to barter with, you'll find no one from whom you can purchase an animal.
Fortunately, the flat terrain is conducive to foot travel. After leaving the narrow band of stony barrens (see below), you'll be able to make good time. There will be enough foliage so that you can forage for food without too much effort, even if you don't always recognize the plant that you're eating. I advise you to be careful of anything with crimson leaves, however; after eating the root of one of these plants, for two days I thought I could fly. (It's a good thing I wasn't in the mountains.) Game will be also be plentiful, if you feel like risking a hunt.
I would advise you to be careful about water, however. Although oases are a little more common in the Hinterlands than in the Tablelands, you won't know their locations, and there are no well-traveled paths to give you clues as to where you should look. The best option is take along a cleric of the Water Plane as a traveling companion. Barring this, I would suggest never traveling so far away from your last watering hole that you cannot return to it with what you have left in your waterskins. I suspect that one reason travelers don't return from this region is that hidden oases are more common and, they don't follow this advice.
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