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		<id>https://elanthipedia.play.net/index.php?title=Sanowret_crystal&amp;diff=623418</id>
		<title>Sanowret crystal</title>
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		<updated>2023-10-11T21:32:37Z</updated>

		<summary type="html">&lt;p&gt;BAKEDCOUCHSPUD: added Spidersworn crystal knowledge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Sanowret crystals are magical crystals imbued with knowledge, based on the workings of an [[Item:Achaedi crystal|achaedi crystal]]. Sanowret crystals both teach the [[Arcana]] skill (regardless of guild and skill) and come with extensive notes about one of nine topics of magic theory.&lt;br /&gt;
&lt;br /&gt;
To use it, one merely gazes upon the crystal while fully concentrated and absorbs the knowledge therein. Arcana is learned as the notes on magic theory progress, over the course of approximately half a minute. The amount of Arcana experience granted scales upward with your skill.&lt;br /&gt;
&lt;br /&gt;
This is a permanent item, without needing to be recharged. Non-magic users can use them. It consumes [[concentration]] to use. The initial lecture the crystal is prepared with is random, although more may be unlocked with [[Item:potency crystal|potency crystals]]. &#039;&#039;&#039;Unlocking additional lectures does not increase the experience granted, and they are primarily for role-play purposes or &amp;quot;fluff&amp;quot;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They were available as consolation prizes from the [[Bacon Man&#039;s Birthday Bash 419 Auction|Bacon Man&#039;s Birthday Bash&#039;s token auction]] as a special sneak-preview. They were scheduled for general release some time after [[Hollow Eve 2016]], and arrived for sale at [[Web of Fate (3)]] at [[Guildfest 423]]. [[Chris&#039; Mass Festival 425]] (2017) saw special frost-colored sanowret crystals that held new wintry stories. &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Notes===&lt;br /&gt;
*{{tt|Gaze}} seems to take roughly 30 seconds to discharge the lecture. Each pulse of lecture information gives a pulse of exp. It seems to consume 51% of concentration regardless. Learning is dependent upon current arcana ranks.&lt;br /&gt;
*{{tt|exhale}} appears to teach roughly half as well, but it&#039;s instant and does not have a wall of text. Concentration hit seems to be the same.&lt;br /&gt;
*Both commands have no noticeable cool down and can be used as soon as concentration hits 100% again.&lt;br /&gt;
*No other skills gain exp regardless of the subject of the lecture.&lt;br /&gt;
*Initially, sanowret crystals randomly generated a permanent wrist or neck worn position, though various worn locations, including generally worn, are now available.&lt;br /&gt;
&lt;br /&gt;
===Care and handling===&lt;br /&gt;
*Crystals should not be {{com|drop}}ped or they will be damaged. &lt;br /&gt;
*They can be {{com|lower}}ed to the ground instead to avoid damage.&lt;br /&gt;
*Damaged crystals can be repaired by using an [[Item:Infuser stone|infuser stone]] on them.&lt;br /&gt;
*They do not require any other special handling and are weather-proof.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
{{VERBSSanowret|sanowret|crystal}}&lt;br /&gt;
&lt;br /&gt;
==Lectures==&lt;br /&gt;
===Arcane Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Arcane Magic rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcane magic is, by definition, a poorly understood field.  A generous reading of the field includes all forms of magic that are unquantified or poorly fit the categorization of the four frequency model of magic.  More typically, it refers to sorcerers and Necromancers.  Scholars with an unhealthy interest in the later often try to hide behind the former to gain a veneer of respectability, further polluting opinion of the field.&lt;br /&gt;
&lt;br /&gt;
Focusing on its &#039;legitimate&#039; face, Arcane researchers attempt to categorize the great bounty of magical phenomenon on Elanthia, everything from the nature of mana-reactive materials (such as cambrinth) to the attunement practices of animals.  Analogous Patterns are also traditionally considered Arcane, due to no one guild or discipline being able to claim them, and spell researchers that delve into this &#039;pure&#039; theory of magic are (often unwillingly) categorized as Arcane.&lt;br /&gt;
&lt;br /&gt;
Sorcery is the major focus of Arcane magic.  Scholarly understanding of the practice changes practically from decade to decade, but in recent years there has been a general consensus that sorcery refers to a style of casting which allows the magician to exceed the known limits of attunement and the frequency model.  By invoking powerful, negative emotions, a well trained magician can intuitively manipulate mana that they are otherwise blind to.&lt;br /&gt;
&lt;br /&gt;
There is not sufficient space in this crystal to emphasize how unusual this is.  Conventional magic is, by its nature, a very meticulous practice that requires intense concentration and discipline.  Sorcery not only flies in the face of physics, it requires a wholly different paradigm.&lt;br /&gt;
&lt;br /&gt;
This method, sometimes referred to specifically as &#039;sorcerous casting,&#039; allows a magician to cast spells that would otherwise be beyond the ken of their attunement.  It also is required to cast &#039;sorcerous spells,&#039; or spells that by their very construct require two or more frequencies of mana to function.  The generic term &#039;sorcery&#039; is used colloquially to refer to both the casting paradigm and the broken spells that require it, resulting in often unnecessary confusion.&lt;br /&gt;
&lt;br /&gt;
Debate rages within the adventuring community as to the morality of sorcery, much to the horror of other strata of society.  While sorcery is illegal across Kermoria and seen as reprehensible by the vast majority of its inhabitants, adventurers will often argue the utilitarian merits of sorcerous casting.  Within their subculture there is relatively little censure for &#039;mild&#039; sorcery usage, to the point that they often forget that they can be accused of heinous crimes should it be witnessed by others.&lt;br /&gt;
&lt;br /&gt;
Necromancy is a specific form of sorcery, which occurs whenever Life mana is added to a sorcerous spell.  It focuses on the manipulation and perversion of the life cycle.  While Life magic is perfectly at home with death and decay, necromancy focuses instead on mutations, reanimating the dead as soulless minions, and bizarre, unworldly malaise such as psychic diseases and exploding blood.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Arcane Magic.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attunement===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Attunement rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Attunement is a descriptive term referring to an individual magician&#039;s capacity to see and manipulate the mana of a particular frequency in their environment.  While attunement can happen naturally within certain species of animal and even in extremely rare instances spontaneously within people, in modern times the various guilds are responsible for the vast majority of attunements and each possesses their own traditions and methods. In particular, the Moon Mage Guild has been known to persecute those who pursue Lunar attunement outside of the hegemony of their organization, ensuring their monopoly on the practice of Lunar magic.  For other frequencies, small and exclusive enclaves of hedgemagicians still exist largely in rural areas and practice various means of their own attunement processes and minor feats of spellcasting.&lt;br /&gt;
&lt;br /&gt;
Through guided meditation a nascent magician learns to see or feel the normally invisible, incorporeal frequency to which they wish to become attuned.  This process and the resulting experience of a particular frequency of mana depends on the magical lineage of the teacher and can vary wildly between traditions.  The experience of mana to the senses can be thought of as an illusion or sensory shortcut rather than a literal manifestation of the force in question for example, an Elemental magician trained by the Bards&#039; Guild will experience mana aurally as a kind of ambient harmony, while one trained by the Warrior Mage Guild experiences a visual illusion of a more roiling, violent force flowing around them. Neither is a more correct way of experiencing Elemental mana than the other, but instead reflect the traditions and dispositions of either guild.&lt;br /&gt;
&lt;br /&gt;
The initial process of attunement can take anywhere from hours to months based on an individual&#039;s proficiency with the exercises in question, but once a magician is attuned to a frequency certain changes take place within the nervous system that allow them to access that frequency with relatively a small exertion of mental effort.  This alteration is effectively permanent and attunement to more than one frequency at a time is physiologically impossible.  Certain exercises have proven capable of &#039;shifting&#039; a magician&#039;s attunement to a different frequency, but in the process they completely lose access to the old one, and such a shift is has not been known to occur without the specific effort of the magician in question.&lt;br /&gt;
&lt;br /&gt;
Once attuned, a magician may then concentrate to feel their mana and manipulate individual streams into patterns to produce the spell energy necessary to create a magical effect.  Doing this is mentally and physically exhausting as well as potentially dangerous.  Simply through normal spellcasting, a magician will eventually find themselves too mentally depleted to continue without a period of rest, much as one may need to rest their body after lifting and carrying a heavy weight.  Additionally, as the nervous system is the means by which a magician interfaces with their attuned frequency, channeling spell energy through it or mangling spell patterns -- known colloquially as backfiring -- can lead to increasingly crippling damage to the nervous system, which in turn affects a magician&#039;s ability to continue manipulating mana.&lt;br /&gt;
&lt;br /&gt;
Nearly everybody possesses the basic mental and physical capacity for attunement to any frequency given adequate training, though attunement in the population at large tends to be quite rare and restricted to those privileged with wealth, power, or those otherwise capable of accessing some kind of formal magical training.  Individuals who attempt to become attuned may also fail to be able to attune to a particular frequency of mana while being capable of attuning to another for no readily discernible cause. The most common anomaly however is a condition known as mana blindness, defined as a physiological inability to attune to any frequency of mana.  Mana blindness is congenital, can be inherited from either parent, and is known to breed true, with magicians estimating anywhere from 1-5% and growing of the population lacking the ability to perform magic entirely.&lt;br /&gt;
&lt;br /&gt;
Fables exist about attunement the same as any other magical subject with the most famous being legends about so-called &#039;true sorcerers&#039;: individuals capable of attuning to multiple or even all frequencies of mana simultaneously.  As noted, the nervous system is not physically capable of being altered or adapted to attune to more than one frequency at a time, and attempts to do so at best lead to a magician&#039;s attunement simply shifting from one frequency to another.  The manipulation of mana outside of a magician&#039;s attuned frequency is possible but dangerous and must be done blindly, with no means of actually measuring or sensing the mana in question.  No evidence has ever been found to suggest that multi-attunement is anything but an urban legend, and sorcerous casting remains a dangerous and frequently hubristic pursuit.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Attunement.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elemental Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Elemental Magic rings clear in your mind:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The oldest scholarly body of work on magic concerns Elemental magic.  While Holy and Arcane magic have mythic histories and Lunar &lt;br /&gt;
magic a scattered archaeological record, only Elemental magic has a continuous history stretching multiple millennia.  Broadly, Elemental mana derives its power from natural forces and interacts with the physical fundament of the Plane of Abiding.&lt;br /&gt;
&lt;br /&gt;
At the heart of Elemental magic is the knowledge that all things on the Plane of Abiding are complex mixtures of simple building blocks.  The commonly accepted elements are Aether, Air, Earth, Electricity, Fire, and Water, though fringe scholars within the Warrior Mage Guild have recently begun championing the existence of Metal as an additional element.  These compose the atoms of which all material is made, and Elemental magic exploits (and, commonly, explodes) this.&lt;br /&gt;
&lt;br /&gt;
Elemental mana is resonate with or created by (depending on your point of view) natural forces.  Everything from waves to earthquakes, storms to volcanoes, find Elemental mana in abundance.  Conversely, places that are stable and geologically &#039;dead&#039; are bereft of elemental might.  In addition, some mana appears to come into Elanthia from the Elemental Planes, springing forth from seemingly nowhere.&lt;br /&gt;
&lt;br /&gt;
The Warrior Mages are perhaps the most iconic magicians on Kermoria, summoning relatively simple but powerful manifestations of pure elements.  Lightning bolts, sheets of ice and pyroclastic clouds are their staples.  Bardic magic, through the medium of sound waves, focuses more on subtle manipulations.&lt;br /&gt;
&lt;br /&gt;
Elemental magic has the distinction of being the first &#039;legitimized&#039; branch of magic in the current epoch.  While the other branches were still mired in mysticism and elaborate ritual, Elemental magic had already grown to regard itself as a science. The first consistent Attunements were to Elemental mana, and the first magical devices made by mortal hands were Elemental powered.&lt;br /&gt;
&lt;br /&gt;
By the Imperial era the study of Elemental magic was so well entrenched that the College of War Magics was the single institution of scholarly magic within the empire.  This hegemonic force would last until the formation of the Moon Mage Guild, which sought and acquired legitimacy despite the College&#039;s best efforts.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Elemental Magic.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holy Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Holy Magic rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Holy magic is theoretically the oldest form of magic known.  While Elemental magic has the oldest continual record, there have been tales of priests and wonder-workers for as long as there has been accounts of mortals upon the Plane of Abiding.  It is assumed, then, that Holy magic has been with us the entire history of the Plane of Abiding.  Broadly, its domain is the soul, spiritual energies and the fabric of magic itself.&lt;br /&gt;
&lt;br /&gt;
The range of effects that Holy magic can conjure up is impressively wide, recalling the dominion of the Immortals over Elanthia.  However, the discipline is most at home augmenting or cursing what already exists, as well as manipulation of subtle energies such as spiritual energy.  Metamagic is a particular passion of the Cleric Guild, born from early attempts to &#039;bless&#039; magic.&lt;br /&gt;
&lt;br /&gt;
Holy magic derives both its name and its power from the Immortals.  Holy mana is resonate with or created by (depending on your point of view) places where the Immortals have, or will, exercise their power.  Metaphorically, Holy magic springs out from the &#039;footprints&#039; of the Immortals.  Since this is irrespective of time, causality is often muddled and Holy mana can appear effectively random.&lt;br /&gt;
&lt;br /&gt;
Moreso than any other discipline of magic, Holy magicians consider high concentrations of mana to be sacred in and of itself.  This has often led to the construction of altars and cemeteries in high mana areas.  However, taken that mana appears irrespective of time, this leads to a great confusion of causality.  Was the altar placed in an area of native high mana, or is the area highly attune to Holy mana because we would place an altar there?&lt;br /&gt;
&lt;br /&gt;
While Holy magic is powered by the activity of the Immortals, as a rule it does not directly invoke divine attention.  Like all magic, it is ultimately mechanistic in how it functions.  There are, however, exceptions to this rule, such as the Divine Intervention magic that Clerics wield.&lt;br /&gt;
&lt;br /&gt;
It is fair to say that Holy magic has a moralistic bend, but this is found in the confounds that empower it rather than the spell patterns themselves.  Clerics rely on a poorly understood connection to the Immortals that they cultivate through ritual veneration.  Paladins depend upon the purity of their sanctified souls to channel magic.  The spells themselves are indifferent to the piety of the Cleric or goodness of the Paladin, but suffer in the hands of &#039;fallen&#039; members of these guilds due to their confounds dictating codes of conduct.&lt;br /&gt;
&lt;br /&gt;
Despite this discipline&#039;s strong connection to the Immortals, other entities have historically made use of Holy magic.  Priests of the western gods were verifiably using Holy magic prior to contact, as seen through their artifacts (including the Barrier, which kept Lyras contained for decades).  A frightening but poorly understood adjunct to this is that demons seem capable of replicating Holy magic, either in whole or in effect, and there is insufficient study to determine how deeply the similarity to Holy magic this &#039;unholy&#039; magic runs.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Holy Magic.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Life Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Life Magic rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life magic is perhaps the most mysterious realm to Kermorians, lacking the scholarly body of the other three conventional realms and the critical eye placed upon Arcane magic.  Broadly, it derives its power from the cycle of life and death, expressions of biological order and entropy.&lt;br /&gt;
&lt;br /&gt;
Despite the name, Life mana is strongly identified with the natural processes of decay.  This has been a matter of some confusion, since common sensibilities would place the &#039;magic of death&#039; as being Necromancy, but this is not the case.  Necromancy deals with perversions and unnatural permutations of life and death.  The actual process of dying and decaying into constituent parts is part of the power of Life.&lt;br /&gt;
&lt;br /&gt;
While sufficient Life magic can accelerate or delay the march of time upon an organism, the central principle of Life magic is &#039;Life cannot defeat Life.&#039;  Life magic, again, draws its power from life&#039;s cycle, and it thus has no power to totally usurp or stop it from happening.  This chiefly creates two problems: Life magic alone cannot forestall death beyond a certain point (usually 100 years), and Life magic cannot create whole life out of nothingness, it must work with energies and organisms that already exist.&lt;br /&gt;
&lt;br /&gt;
Despite this, both the Empaths and Rangers have made an art out of stretching the limits of what Life magic can do.  While it cannot defeat death, it can bring someone back from the furthest brink. While it cannot create life, it can channel existing energies in living beings to incredible ends.&lt;br /&gt;
&lt;br /&gt;
Life mana is created by or resonate with (depending on your point of view) with vibrant ecosystems.  Places with great concentrations of birth or death will spill out Life mana, while even serene places that are static or slow to develop will stifle it.  While great wilderness regions are the iconic example, busy cities are by no means bereft of Life mana either.&lt;br /&gt;
&lt;br /&gt;
The history of Life magic is incomplete, in large part due to the disbanding of the Imperial Healers Guild in the Imperial era. Fragmented records suggest that there was a vastly sophisticated understanding of biology and Life magic over a thousand years ago, but for an unknown reason the guild did not survive the empire. While the Empaths are famously scholarly, there is only limited scholarship across the intervening centuries to try and recapture some of this body of knowledge.&lt;br /&gt;
&lt;br /&gt;
Conspiracy theorists claim that the Empath Guild is suppressing knowledge of the history and advanced applications of Life magic, but there is no proof of such claims (which, admittedly, may simply be the sign of an effective conspiracy).  The Ranger Guild, while it has scholarly members, has never been focused on the production of high theory, so has not contributed to the debate.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Life Magic.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lunar Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Lunar Magic rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The youngest of the magical disciplines, Lunar magic&#039;s scholarly study begins in the Imperial era.  Broadly, it is the study of the powers derived from the celestial bodies, which include magical (&#039;enlightened&#039;) geometry, psychic phenomenon, and light manipulation.&lt;br /&gt;
&lt;br /&gt;
Lunar magic is, befitting the name, strongly affected by the rise and fall of the three moons, but all the heavenly spheres play a role in the production or resonance of Lunar mana.  It is theorized that Lunar mana specifically results from the kinetic energy of massive bodies, with the planets and sun being incomprehensibly massive but also so incomprehensibly distant that they pale compared to the relatively nearby moons.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the forces that Lunar mages use, the seemingly insubstantial nature of their powers often take a very real, almost surreal, edge.  Lunar magic does not merely create or manipulate shadows, it can make it substantial or worrisomely alive.  Psychic attacks do not merely cause distraction or headaches, but crippling neurological damage.&lt;br /&gt;
&lt;br /&gt;
Another facet of these forces is that they tend to be more volatile than other forms of magic.  Certain forms of Lunar magic, though especially teleportation spells, can backfire dramatically, leaving little of the incautious magician than a depressing mess.&lt;br /&gt;
&lt;br /&gt;
This volatility combined with a generally malicious edge to Lunar spells has historically lead to misunderstandings regarding its nature.  Prior to the Imperial era Lunar magic was conflated with Sorcery and Lunar magicians were hunted down and killed regularly.  It was only through extensive political and diplomatic efforts that the disparate sects of Lunar mages won their legitimacy in Imperial society.&lt;br /&gt;
&lt;br /&gt;
Archeological evidence proves that a highly advanced form of Lunar magic was practiced sometime prior to the waking of the World Dragon.  The nature of these &#039;proto-Moon Mages&#039; are almost completely unknown, except that they possessed magic that can best be described as more broadly &#039;celestial&#039; than limited to the power of the moons.  Whatever secrets these magicians held, only scattered artifacts survived Grazhir&#039;s fall.&lt;br /&gt;
&lt;br /&gt;
Moon Mages specifically derive much of the character and power behind their magic from a psychic connection to the Plane of Probability, a distant plane where time warps and concepts are living, breathing things.  Moon Mages have been locked in conflict with the denizens of the Plane of Probability since the guild&#039;s inception, though little is known of why the beings that dwell there are so hostile to Elanthian life. &lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Lunar Magic.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Devices===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Magical Devices rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Magical devices are, simply, devices that use mana or spell energy to function.  While this covers the vast majority of all &#039;wondrous&#039; items seen in Kermoria, it is not all inclusive.  Godly artifacts, soul stones, Chakral and Gnomish steam-engineering are all examples of objects which defy common understanding but nonetheless do not rely on magic to function, therefore are beyond the scope of this topic.&lt;br /&gt;
&lt;br /&gt;
A popular theory of magical genesis places the first magical devices as naturally-formed runestones, where wind and water by sheer, improbable happenstance created spell patterns in stone.  No such natural magic has ever been found (though there have been numerous hoaxes in recorded history), but it&#039;s a convenient theory for explaining how mortals first learned to manufacture spell patterns.&lt;br /&gt;
&lt;br /&gt;
The mechanism for devices typically come in two forms: conductive or resistant.  Conductive devices contain a core of some kind of mana-conducting material in a configuration that, when charged, forms a spell pattern.  Resistant devices are made out of mana-resistant material so that when enough mana is &#039;pushed through&#039; it the hollow interior forms the pattern.  Both forms of device have advantages and disadvantages to manufacture, keeping both styles alive.&lt;br /&gt;
&lt;br /&gt;
In addition, devices can be characterized as self-powered or requiring an external source of mana or spell energy. Self-powered devices employ what&#039;s typically referred to as a fount (or, in gnomish circles, a &#039;mana engine&#039;) to deliver the necessary power.  Founts can be incredibly complex, up to and including self-recharging.  Other magical devices either are built to hold a limited magical charge, or require the input of energy from a magician for every use.&lt;br /&gt;
&lt;br /&gt;
There are some practical limits to these devices, especially self-powered ones.  While founts of sufficient simplicity (or ingenious craftsmanship) can be &#039;free standing&#039; or purely magical in nature, most of them require a cambrinth core.  The more power, the bigger the core.  This places a practical limit as to the power of a device, before you start needing a wagon team to haul it around.  Likewise, there is a limit to how miniaturized a spell pattern can be while still remaining coherent at a desirable level of potency.  Once again, particularly powerful devices tend to be larger.&lt;br /&gt;
&lt;br /&gt;
Activation of a magical device can range from simple to incomprehensibly complex.  The simplest devices include physical levers or buttons, while increasingly complex devices can require complex ritual, chanting, or even esoteric qualities like projecting an emotion or having a specific parentage.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of mana incompatibility, devices tend toward being based on one frequency of mana and accept no other kind of energy.  Typically this is the mana most aligned with the device&#039;s effect, however relentless ingenuity has time and again proven you can create very similar effects from different frequencies if you try hard enough.  However, in recent decades an Analogous Pattern that &#039;scrubs&#039; spell energy into a mana-neutral state has become increasingly popular for pan-discipline usage.  First seen in the Crossing&#039;s temple defenses, the &#039;scrubbing&#039; pattern has since been miniaturized for common usage, though it remains an expensive and rare enchantment.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about magical devices.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mana===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Mana rings clear in your mind:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mana, simply, is the basic building block of magic.  It is a form of energy that surrounds and suffuses all of Elanthia and the raw potential that is shaped into spell patterns.&lt;br /&gt;
&lt;br /&gt;
Invisible and intangible to untrained senses, mana responds to psychic effort by an appropriately attuned nervous system.  Mana is manipulated through the nervous system into specific, usually complex, patterns that compose the spell.  This manipulation generates a secondary energy called &#039;spell energy&#039; which gathers in the shape of the disturbed mana.  Upon completion of the spell, the mana returns back to its original configuration and the spell energy, suspended in the shape of the pattern, activates, generating the manifested spell.&lt;br /&gt;
&lt;br /&gt;
It is spell energy, not mana, that is created and expended in the process of casting a spell.  Mana itself is considered by all reputable scholars to be impossible to create or destroy by mortal hands.  Sufficient magic can shape it, divert it, or even enable wide-scale change of its layout, but nothing short of an Immortal or the forces of nature can create it.  This answers one of the questions many apprentices have regarding magic: There is no threat of mana ever running out due to too much magic use.&lt;br /&gt;
&lt;br /&gt;
There are two competing theories for to categorize mana, the frequency theory and the field theory.  Frequency theory is by far the more popular and colors all of our descriptions.  In it, we describe mana as existing in discrete units called, frequencies or realms, which do not interact with each other.  Each frequency of mana is a separate natural force which shares many similarities but are nonetheless complete unto themselves.&lt;br /&gt;
&lt;br /&gt;
Each frequency of mana is traditionally arrayed within something confusingly called the &#039;mana spectrum,&#039; though careful scholars note that this metaphor is misleading.  Mana, according to the frequency theory, does not exist in the smooth granularity of a spectrum, but instead is separated by stark leaps.  Nonetheless, it is at least helpful as a construct that mana is categorized as going from &#039;more physical&#039; to &#039;more rarified&#039; from Lunar, to Elemental, Life, and then Holy.&lt;br /&gt;
&lt;br /&gt;
Field theory, which is proposed to better explain sorcerous casting, argues that mana is a holistic force.  Mana field theorists imagine mana as a single field or &#039;aura&#039; of energy emanating from Elanthia, which in turn is aspected or &#039;colored&#039; by various forces to produce the different sub-types that we know.&lt;br /&gt;
&lt;br /&gt;
While field theorists lack evidence for their model, it is fair to say that sorcerous casting flies in the face of frequency theory and cannot be accounted for by conventional scholars.  Meanwhile, field theory accounts for this by stating that since mana is a holistic force that we are selectively blind to, it is possible for any one manipulation to impact and warp the rest of the mana field, allowing for manipulation of other realms.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Mana.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Patterns===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about Spell Patterns rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If mana is the building blocks of magic, spell patterns are the buildings magicians make out of them.  Spell patterns are three-dimensional drawings, often but not always geometric, that are the raw &#039;formulae&#039; of the spell being cast.  While spell patterns vary in complexity, they are often extraordinarily complex &#039;images&#039; that are vanishingly rare in nature.  There are legends of spell patterns manifesting naturally by freak happenstance in the waving of tree branches or carved in gulleys by wind and rain, but no example of this has ever been formally documented.&lt;br /&gt;
&lt;br /&gt;
While each magical guild has a corpus of spells unique to themselves, spell patterns tend to vary by frequency rather than guild.  For example, Bardic and Warrior Mage magic both use very fundamentally similar patterns, even though both guilds keep their own grimories.  This, in addition to attunement and mana compatibility, allows magicians that share frequencies to also share spells relatively easily.&lt;br /&gt;
&lt;br /&gt;
Conversely, spells across frequencies tend to look bizarre to those who are not used to the rules and physics of that type of magic.  For example, Holy patterns most often appear to have trinary elements to them, while Lunar patterns most often look like spirals or fractals.  Nothing stops a Cleric from making a mana-spiral, but the figure would make no sense in terms of Holy magic and, at best, backfire.&lt;br /&gt;
&lt;br /&gt;
Most spell patterns are rigid in their definitions and effect. The Clear Vision pattern does one thing and only one thing, and cannot be casually modified to do other, even conceptually similar, things.  An exception to this rule is the relative rare &#039;spell matrix.&#039;  Spell matrices are an advanced form of pattern that have built-in redundancies and adaptive functions, giving them a limited ability to shift function based on environment or other contingencies.  Even matrices are limited and mechanical, however.  There is, as far as modern scholarship is aware, no such thing as a truly adaptive or &#039;living&#039; spell.&lt;br /&gt;
&lt;br /&gt;
The science, or perhaps art, of creating new spell effects is called spell research.  Spell research is an incredibly dangerous practice of trying to find new, functional patterns from the basis of existing ones.  While some of this work can be done theoretically to some success, radical new inventions in magic require physical, and typically explosive, experimentation.  Spell researchers tend to blur the line between genius and madness, especially those that survive long enough to be published.&lt;br /&gt;
&lt;br /&gt;
Complicating both casting and research further is the existence of confounds.  A confound in tradition research is an unaccounted for variable; in spellcraft, it is a natural or supernatural force that influences the effect of magic.  Many, perhaps even most, spells in existence benefit from or even flat out require a confound to function.&lt;br /&gt;
&lt;br /&gt;
Each confound is unique and all known magical guilds have at least one if not more.  For example, Moon Mage teleportation magic requires an extensive and intimate knowledge of multi-planar geometry to function correctly.  The Teleport pattern, in what other guilds would consider a fatal flaw, does not include proper handling for targeting the destination correctly.  That aspect is &#039;missing,&#039; but the average Moon Mage is perfectly capable of filling in for it.&lt;br /&gt;
&lt;br /&gt;
Indeed, to outsiders confounds often look like missing bits in patterns.  There is no part of the Resurrection pattern that actually deals with the reunion of flesh and spirit.  Likewise, the Fire Rain spell by itself lacks sufficient elemental power to form a pyroclastic cloud.  In all these cases, the magician adds something special to make the spell function, and without it the spell is simply nonsense.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about Spell Patterns.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spidersworn and wildling spiders===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Knowledge from your sanowret crystal about the Spidersworn and wildling spiders rings clear in your mind:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Is it possible to know the mind of a spider?  A group that calls itself the Spidersworn discovered the answer.  In Shorka 425, they made their first public appearance at their shop, Accents for the Arachnophile, in order to tell the public about themselves and their charges, the wildling spiders.&lt;br /&gt;
&lt;br /&gt;
The Spidersworn follow the goddess Harawep.  They clothe themselves in elaborate robes swathed in colorful wildlace, but that is where the resemblance to an ordinary cult ends.  Incredibly, their initiation rites assimilate their minds into a collective consciousness.  As a result, the Spidersworn always speak and move in perfect unison, even when making slight adjustments to their posture.&lt;br /&gt;
&lt;br /&gt;
When the Spidersworn speak of themselves, it is invariably in the plural: we, us, ourselves.  When they are together, the Spidersworn share a collective sensory experience.  When they are far apart, they simply know what the others have experienced, thought, or felt.&lt;br /&gt;
&lt;br /&gt;
Their purpose is to serve, translate, and speak for Harawep&#039;s creatures, who form part of their collective consciousness.  As they put it, &amp;quot;We share their mind, as they share ours, as do all of Her creatures.&amp;quot;  Yet while the Spidersworn share a telepathic link with all spiders, there is one species of spider to which they owe complete devotion: the wildling spider.&lt;br /&gt;
&lt;br /&gt;
It is the venom of wildling spiders that transforms ordinary Humans -- it does not work on other races -- into the Spidersworn.  Harawep created wildling spiders for this purpose and others.&lt;br /&gt;
&lt;br /&gt;
Wildling spiders are a long-lived species.  The spiderlings typically gestate within crystalline droplets for a hundred years, although specimens have been known to remain in their droplets for up to a thousand years.  When the spiderlings feel it is the right time, they emerge, although they are very small and only venture out of the crystalline droplets for short periods of time.&lt;br /&gt;
 &lt;br /&gt;
Unlike conventional spiders, wildling spiders feed on mana -- primarily from the air but potentially from the blood of those deemed worthy.  A fully grown wildling spider is approximately two to three feet in length (including the legs), and coloring depends on the type of mana it has recently consumed.  A diet high in life mana produces blues and greens.  Spiders that have fed on holy mana are white and gold.  Elemental mana results in elemental hues -- or sometimes a very particular blue.  Lunar mana is expressed with whorls of shadows and pale moon and starlight colors.&lt;br /&gt;
&lt;br /&gt;
Effectively immortal, wildling spiders live until killed.  Their health is linked to that of the Web of Fate: that which harms the Web is poisonous to the spiders.  Even being exposed to the presence of a sufficiently corrupt necromancer can jeopardize their health, and wildling spiders have refused to show themselves when such &amp;quot;sickness&amp;quot; is present.&lt;br /&gt;
&lt;br /&gt;
While conventional spiders spin silk, elder wildling spiders spin wildlace.  Authentic wildlace contains small but extremely durable crystalline droplets similar to the structures used for egg casings.  The Spidersworn consider wildlace to be a gift that brings the wearer closer to the wildling spiders.  Each piece is unique in color and design, and these features cannot be altered, as to change the gift is to destroy it in one&#039;s own hubris.&lt;br /&gt;
&lt;br /&gt;
The light and crystal sound of your sanowret crystal fades slightly as you come to the end of the knowledge about the Spidersworn and wildling spiders.  You feel quite enlightened, if a bit mentally tired.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Variations=&lt;br /&gt;
There are various types of sanowret crystals&lt;br /&gt;
{{#ask:[[item type is::sanowret crystal]]|?worn in slot=Worn Location|?source is=Source|order=asc|format=table}}&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Magical theory]]&lt;br /&gt;
{{cat|Magical items,Items,Definitions,Item Types}}&lt;/div&gt;</summary>
		<author><name>BAKEDCOUCHSPUD</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ranger_trail_system&amp;diff=623401</id>
		<title>Ranger trail system</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ranger_trail_system&amp;diff=623401"/>
		<updated>2023-10-10T14:05:55Z</updated>

		<summary type="html">&lt;p&gt;BAKEDCOUCHSPUD: corrected missing province for trail F52&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ranger Trail System is a complex route of ranger only trails which can cover vast distances in a short amount of time.  To enter the trail system, a ranger must first {{com|SCOUT|SCOUT TRAIL}} in the room which a trail begins, then GO TRAIL.&lt;br /&gt;
&lt;br /&gt;
An in game maps script can be found [[Trailmap_%28script%29|here]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See also: [[Trailmarker]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Difficulty meanings: (these are an estimate, actual ranks needed can vary due to perception) &amp;lt;br /&amp;gt;&lt;br /&gt;
*Beginner - 55 Ranks of Scouting&lt;br /&gt;
*Easy - 85 Ranks of Scouting&lt;br /&gt;
*Intermediate - 105 Ranks of Scouting&lt;br /&gt;
*Advanced - 155 Ranks of Scouting&lt;br /&gt;
*Very Advanced - 175 Ranks of Scouting&lt;br /&gt;
*Expert - 255 Ranks of Scouting&lt;br /&gt;
== Zoluren ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Trail Number!!Start Location!!Start Map!!End Location!!End Map!!Province!!Difficulty!!Room!!Marker&lt;br /&gt;
|-&lt;br /&gt;
{{RTS|Z1|Crossing NE Gate|RanikMap7|Kaerna Village|RanikMap9|Zoluren|Beginner|[Northern Trade Road, Farmlands]&amp;lt;br /&amp;gt;Rich farmland surrounds the road on both sides.  The fresh scent of the tilled soil rises all about you.  Southward, the walls of a fair-sized city rise near the banks of a glistening river.  A faint haze of smoke hovers over the town, blurring the outlines slightly.  To the north, distant hills rear up against the grey-blue horizon.  You also see an open crate, a stone pile and an onager.|You recognize the sign of the horned horse chiseled into the smooth surface of the brown fieldstone. | }}&lt;br /&gt;
{{RTS|Z2|Crossing NE Gate|RanikMap7|Haven Ferry|RanikMap14|Zoluren|Easy|[Northeast Wilds, Birder Lane]&amp;lt;br /&amp;gt;One of the gates of the Crossing lies before you to the northwest, and a steady stream of adventurers flows by.  You notice a high proportion of wizards, grey-bearded and fierce-eyed, leaning on staves or muttering to themselves or their familiars.  A small lizard barely escapes death underfoot, and you pay more attention to where you tread, lest you inadvertently do in some Mage&#039;s favorite pet.|Sinuous lines etched into the stone form the sign of the rolling wave. | }}&lt;br /&gt;
{{RTS|Z3|Crossing NE Gate|RanikMap7|Dirge|RanikMap13|Zoluren|Easy|[Northern Trade Road, Farmlands]&amp;lt;br /&amp;gt;Open grassland mingles with small farmsteads as the wide road passes through a cut where a low hill rises.  The road is edged with tall hedges, apparently to keep cattle from wandering into the orchards and vegetable plots you see beyond the heavy, guarding branches.  Some distance to the south, you see the smoke and haze of a city of some size.  Northwards, low hills rise against the sky.|Carved into a slender branch in the hedgerow is the sign of the broken mountain. | }}&lt;br /&gt;
{{RTS|Z4|Crossing West Gate|RanikMap3|Knife Clan|RanikMap5a|Zoluren|Beginner|[Mycthengelde, Flatlands]&amp;lt;br /&amp;gt;The path winds through a thick grove of trees running north and south along the walls of The Crossing.  The pleasant smell of flowers mixed with damp earth permeates the air, and birds sing cheerfully from their homes in the foliage.  Directly south, the trees part to reveal a grassy expanse stretching towards a low series of hills.|Shallow lines scratched into the smooth bark of the beech form the sign of the upright dagger. | }}&lt;br /&gt;
{{RTS|Z5|Crossing West Gate|RanikMap3|Wolf Clan|RanikMap5|Zoluren|Beginner|[Mycthengelde, Flatlands]&amp;lt;br /&amp;gt;Several constellations twinkle in the sky above as you travel the Mycthengelde.|You recognize the sign of a paw print etched with precision into the hard-packed earth. | }}&lt;br /&gt;
{{RTS|Z6|Kaerna Village|RanikMap9|Crossing NE Gate|RanikMap7|Zoluren|Beginner|[Northern Trade Road, Open Grasslands]&amp;lt;br /&amp;gt;To the south the land turns a rough brown, shifting abruptly from plains to farming land|Two felenok pine sticks have been lashed together with rawhide to form an X | }}&lt;br /&gt;
{{RTS|Z7|Kaerna Village|RanikMap9|Haven Ferry South Side|RanikMap14|Zoluren|Easy|[Northern Trade Road, Meadowlands]&amp;lt;br /&amp;gt;The forest to the south is thick and dark, a stark comparison to the open meadow around you.  Short, springy grass grows in soft mounds over hillocks and hollows.  Tiny white wildflowers peek out amongst the greenery, their petals open to accept the sunlight.|Crudely scratched into the glassy surface of a mica slab is the sign of the rolling wave. | }}&lt;br /&gt;
{{RTS|Z8|Kaerna Village|RanikMap9|Dirge|RanikMap13|Zoluren|Easy|[Northern Trade Road, Kaerna Outskirts]&amp;lt;br /&amp;gt;There is almost a visible line drawn between the plains and the waystop of Kaerna, but it would appear that the thick grasses are winning out over the village&#039;s side-by-side buildings.  Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature.  You also see a weathered wooden sign.|The charred lines forming the sign of the broken mountain stand out against the pale wood. | }}&lt;br /&gt;
{{RTS|Z9|Kaerna Village|RanikMap9|Knife Clan|RanikMap5a|Zoluren|Easy|[Northern Trade Road, Open Grasslands]&amp;lt;br /&amp;gt;Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity.  A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation.  A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.|Wind and rain have smoothed the uneven lines forming the sign of the upright dagger | }}&lt;br /&gt;
{{RTS|Z10|Kaerna Village|RanikMap9|Wolf Clan|RanikMap5|Zoluren|Unknown|[Kaerna Village, Near The Well]&amp;lt;br /&amp;gt;Meandering eastward from the village well, a grassy footpath follows a gentle decline away from the bustle of the Northern Trade road and through a small copse of oak and aspen trees.  Wildflowers grow in abundant banks on either side of the path, their delicate blossoms evolving with the seasons in an endless, ever-changing cycle of color and fragrance.  You also see an abandoned unremarkable cabin and the village well.|Several mottled stones protruding from the low grass are arranged in the sign of the paw print. | }}&lt;br /&gt;
{{RTS|Z11|Dirge|RanikMap13|Kaerna Village|RanikMap9|Zoluren|Easy|[Lava Fields, Valley]&amp;lt;br /&amp;gt;Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops.  Almost mountains in themselves, the outcrops rise steeply from the valley floor.  Nestled between them sits a small, drab-looking town.  Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.|You recognize the sign of the horned horse chiseled into the smooth surface of the brown fieldstone. | }}&lt;br /&gt;
{{RTS|Z12|Dirge|RanikMap13|Haven Ferry South Side|RanikMap14|Zoluren|Easy|[Volcanic Ruins, Dirge]&amp;lt;br /&amp;gt;Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way.  To the north, twin volcanic cones loom high into the sky.  The small town tucked between their towering masses seems to huddle in on itself.|The beveled cuts of a chisel mark the sign of the rolling wave on the soot-smeared boulder. | }}&lt;br /&gt;
{{RTS|Z13|Dirge|RanikMap13|Crossing NE Gate|RanikMap7|Zoluren|Easy|[Dirge, Hangman&#039;s Road]&amp;lt;br /&amp;gt;A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses.  To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins.|Supported by a heap of stones, the broken remains of a window frame are lashed together to form an X.}}&lt;br /&gt;
{{RTS|Z14|Knife Clan|RanikMap5a|Crossing West Gate|RanikMap3|Zoluren|Beginner|[Wilderness, Gully]&amp;lt;br /&amp;gt;An occasional glimpse of distant peaks can be caught through the leafy canopy to the north.  The sounds of birdsong are muted, with only a faint melody breaking the silence.  A dry streambed cuts across the forest floor, spanned by an old rope bridge that sways gently in the breeze.|Pale goblin bones tied together to form an X sway and spin in the breeze. | }}&lt;br /&gt;
{{RTS|Z15|Knife Clan|RanikMap5a|Kaerna Village|RanikMap9|Zoluren|Unknown|[Wilderness, Sparse Forest]&amp;lt;br /&amp;gt;There is a rustling sound in the undergrowth beyond a fallen tree.  Suddenly, up pops a squirrel.  He climbs up on the tree, stares around for a bit, then starts licking and cleaning his fur, pausing only to sniff at a tree beetle crawling nearby.|A rust-stained dagger embedded into the tree is inscribed with the sign of the horned horse. | }}&lt;br /&gt;
{{RTS|Z16|Knife Clan|RanikMap5a|Haven Ferry South Side|RanikMap14|Zoluren|Unknown|[Knife Clan, Woodlands]&amp;lt;br /&amp;gt;Ancient trees soar skyward here in the heart of the primeval forest.  The mammoth trunks dwarf even the Gor&#039;Tog hunters that frequent the glade in search of game.  One blackened stump pays testament to the violent storms that sometimes frequent these lands.|A broken knife blade protruding from the thick stump is etched with the sign of the rolling wave. | }}&lt;br /&gt;
{{RTS|Z17|Wolf Clan|RanikMap5|Kaerna Village|RanikMap9|Zoluren|Unknown|[Wildulf Woods, Dense Forest]&amp;lt;br /&amp;gt;Soft, damp masses of dead leaves carpet the ground, filling the air with a moist, unpleasant odor.  Unsightly growths of a spongy, greenish-brown moss cover the trunks of many of the trees.  You can hear the murmur of rippling water nearby.  The carcass of a deer lays discarded on the ground.  A large black bird is perched on the ribs, casually pecking at decaying remnants of flesh.|The sign of the horned horse carved into the stump is nearly obscured by thick growths of verdant moss.  | }}&lt;br /&gt;
{{RTS|Z18|Wolf Clan|RanikMap5|Crossing West Gate|RanikMap3|Zoluren|Beginner|[Wildulf Woods, Dirt Road]&amp;lt;br /&amp;gt;A wide dirt road cuts through impenetrable walls of timber and dense brush.  A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent.  You cannot shake the uncomfortable feeling that you are being watched and judged.  Several rough buildings stand at the southern end of the road.|Pale goblin bones tied together to form an X sway from the branches of a stunted sourwood tree to one side of the road. | }}&lt;br /&gt;
{{RTS|Z19|Wolf Clan|RanikMap5|Haven Ferry South Side|RanikMap14|Zoluren|Easy|[Wolf Clan Home, Worn Path]&amp;lt;br /&amp;gt;As the path meanders from the road forest dense with undergrowth begins to take over.  Animals scurry in the brush cracking leaves and small limbs, making an orchestra of sound more complex than any town.  You also see a small clearing and a road.|Fluid lines etched into the lichen-patched stone form the sign of the rolling wave. | }}&lt;br /&gt;
{{RTS|Z20|Crossing Ferry South Side|RanikMap60|Leth Deriel|RanikMap61|Zoluren|Beginner|[Southern Trade Route, Segoltha Plain]&amp;lt;br /&amp;gt;The shouts of traders, caravan drivers, soldiers of fortune, scoundrels, thieves, bards, and less unsavory travelers echo across the flood plain along the road here as it narrows.  Everyone must jostle each other to pass.  Occasionally, a full-blown caravan or war party thunders by, which causes all the foot traffic to leap to the side of the road and turns the shouting to swearing.|Etched with an artist&#039;s hand, the fluid cuts in the stone form the sign of the great tree.}}&lt;br /&gt;
{{RTS|Z21|Crossing Ferry South Side|RanikMap60|Gondola North Side|RanikMap62|Zoluren|Unknown|[Endrus Forest, Clearing]&amp;lt;br /&amp;gt;A thick, tangled wall of trees, underbrush and twining vines stands a respectful distance from the thick trunk of an ancient, and most peculiar, tree.  Below your feet the moss-laden ground is even and free of debris and weeds.  You also see a break in the dense foliage encroaching on the clearing.|A broad-tipped arrowhead lodged into the thick tree trunk is inscribed with the sign of the swift cloud. | }}&lt;br /&gt;
{{RTS|Z22|Leth Deriel|RanikMap62|Gondola North Side|RanikMap62|Zoluren|Beginner|[Bosque Deriel, Whispering Woods]&amp;lt;br /&amp;gt;A grove of old trees has shot up above the common height of the surrounding forest.  They shut out the sight of the sky by the gloom of their matted boughs.  You feel there is a spirit in this place, so lofty is the wood, so lone the spot, so wondrous the thick, unbroken shade.  Their entwined leaves rustle amid the gurgling of the stream that flows north into the hollow, from its source, the lake to the south.|Fluid lines raised in the sleek skin of the ironwood form the sign of the swift cloud. | }}&lt;br /&gt;
{{RTS|Z23|Leth Deriel|RanikMap61|Crossing Ferry South Side|RanikMap60|Zoluren|Beginner|[Bosque Deriel, Northern Reaches]&amp;lt;br /&amp;gt;The trees thin out a bit to the southeast, where the path leads to some kind of junction.  The sounds of crowds and carts along the way echo from that direction, an uneasy interruption of the deep silent reverie that pervades Bosque Deriel.|Raised ridges in the fine bark of the rowan tree form the sign of the flat wave. | }}&lt;br /&gt;
{{RTS|Z24|Ilaya Taipa|RanikMap111|Crossing Ferry South Side|RanikMap60|Zoluren|Unknown|[Old Crank&#039;s Road, Field]&amp;lt;br /&amp;gt;The dark soil is damper to the north where the road emerges from the marsh than it is to the south.  The dryer earth has been cultivated with cotton -- in the spring the delicate plants push through the dirt, the early summer brings rich full-bodied plants heavy with pink blossoms and the late summer foreshadows winter as the boles of cotton burst open to give the appearance of a heavy snowfall held aloft by dark, leggy stalks.|The rusty surface of an old machete, buried amongst some rocks, is inscribed with the sign of the flat wave. | }}&lt;br /&gt;
{{RTS|Z25|Ilaya Taipa|RanikMap111|Leth Deriel|RanikMap62|Zoluren|Unknown|[Old Crank&#039;s Road, Forest]&amp;lt;br /&amp;gt;Considerably drier than the lower lying points of the forest, the dirt road threading this section of land is firm and the ruts are less noticeable. The air has a fragrant tang from the pines and firs growing in profusion, and seasons of fallen leaves coating the path muffle the sounds of travel. Northeast, the ground seems to slope slightly upward.|Jagged knife marks make up the image of the great tree in the bark of a nearby fir. | }}&lt;br /&gt;
{{RTS|Z26|Ilaya Taipa|RanikMap111|Gondola North Side|RanikMap62|Zoluren|Unknown|[Old Crank&#039;s Road, Forest]&amp;lt;br /&amp;gt;Leaves and debris fallen from the trees have done little to soak up the moisture from the soft, damp earth that composes the road.  Heavily rutted, large puddles of muck fill the deep tracks sliced into the trail by passing wagons.  A narrow ditch runs parallel to the path, but the water that drains into it is not enough to dry its surface.|A lone branch hanging from the alder tree bears the carved image of the swift cloud. | }}&lt;br /&gt;
{{RTS|Z27|Gondola North Side|RanikMap62|Ilaya Taipa|RanikMap111|Zoluren|Unknown|[Foothills, Steep Path]&amp;lt;br /&amp;gt;The mountains begin reclaiming road here, their rocky mouths and jagged teeth piercing the passage with fang and claw.  Even the very sky seems to betray the land, for water and wind erode the dirt of the route away, leaving patches of bare rock facing the lone sky, naked to plain sight.|Cut into the surface of a rough boulder is the faint image of a river boat. | }}&lt;br /&gt;
{{RTS|Z28|Gondola North Side|RanikMap62|Leth Deriel|RanikMap61|Zoluren|Unknown|[Obsidian Pass, Mountain Trail]&amp;lt;br /&amp;gt;The walls of the pass press in on both sides, as if the trail were some sort of uninvited wound the rocks were trying to mend. You also see a narrow track entering a crack in the rocks.|Deep creases in the stone form the sign of the great tree. | }}&lt;br /&gt;
{{RTS|Z29|Gondola North Side|RanikMap62|Crossing Ferry South Side|RanikMap60|Zoluren|Unknown|[Obsidian Pass, Mountain Trail]&amp;lt;br /&amp;gt;Harsh sounds echo uneasily between the sides of the narrow pass, clawing icy tracks along your spine.  Dark foliage climbs up the mountainside, feathering the skyline in bold brushes of dark color.  Rubble and scree lie scattered across the trail, making footing treacherous.|Peeking from behind thick foliage is the sign of the flat wave formed of raised ridges. | }}&lt;br /&gt;
{{RTS|Z30|Leth Deriel|RanikMap62|Ilaya Taipa|RanikMap111|Zoluren|Unknown|[Old Crank&#039;s Road, Forest]&amp;lt;br /&amp;gt;Veering away from the Southern Trade Route to travel northwesterly into the Bosque Deriel, this narrow roadway is little more than a rutted caravan track meandering beneath the great canopy of trees.  Grey with age and leaning precariously, a weathered sign is wedged into a mound of stones near the edge of the track.|Branded onto one of the old weathered vanes is the image of a river boat. | }}&lt;br /&gt;
{{RTS|Z31|Crossing Ferry South Side|RanikMap60|Ilaya Taipa|RanikMap111|Zoluren|Unknown|[Southern Trade Route, Endrus Forest]&amp;lt;br /&amp;gt;The road continues to the southwest and northeast, wide enough here to allow pack animals, carts, and small bands of travelers to pass in both directions at once.  A view southwest reveals a narrowing of the way, while to the northeast, you see a small clearing and hear strange sounds and cries.|Concealed by the tall grass, the outline of a river boat is burned into the base of the tree.| }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Therengia ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Trail Number!!Start Location!!Start Map!!End Location!!End Map!!Province!!Difficulty!!Room!!Marker&lt;br /&gt;
|-&lt;br /&gt;
{{RTS|T1|Haven Ferry South Side|RanikMap14|Knife Clan|RanikMap5a|Therengia to Zoluren|Advanced?|[North Road, Farmlands]&amp;lt;br /&amp;gt;DAY: Long rows of vines laden with bunches of ripe purple grapes grow over rows of wooden trellises lining both sides of the road. Here and there, brightly dressed Halfling workers wander through the vineyard, carefully picking and gathering the harvest. You also see a large sign.&amp;lt;br /&amp;gt;NIGHT: Long shadowy rows of vines stretch off to either side of the road like darkened corridors. A sweet smell drifts on the evening breeze from the ripe grapes hanging in thick bunches from the vines. You also see a large sign.|The sign of the upright dagger is incised into the grainy skin of the sinuous vine.}}&lt;br /&gt;
{{RTS|T2|Haven Ferry South Side|RanikMap14|Crossing, NE Gate|RanikMap7|Therengia to Zoluren|Easy|[North Road, Farmlands]&amp;lt;br /&amp;gt;A whitewashed wooden fence stands between you and a cool pond beckoning from beside the road. White linens hanging from a clothesline wave slowly in the breeze behind a nearby cottage, from which wafts the scent of freshly baking bread.|Broad brushstrokes of sooty black paint form an X.}}&lt;br /&gt;
{{RTS|T3|Haven Ferry South Side|RanikMap14|Wolf Clan|RanikMap5|Therengia to Zoluren|Intermediate?|[North Road, Farmlands]&amp;lt;br /&amp;gt;DAY: Stalls, tents and carts line the road, bedecked with all manner of fresh produce for sale. Local farmers wander about hawking baskets of apples, cherries, cages full of squawking fowl, and a bedazzling variety of edibles. A festive spirit hangs in the air, and the sound of music and dancing rings out over the voices of haggling shopkeepers and hucksters pitching their wares. &amp;lt;br /&amp;gt;NIGHT: Empty wooden stalls line the road, and the grass is crushed in neat squares where tents stood during the day. |A broken clay stew pot standing in the high weeds bears the sign of the paw print.}}&lt;br /&gt;
{{RTS|T4|Haven Ferry South Side|RanikMap14|Dirge|RanikMap13|Therengia to Zoluren|Easy|[North Road, Riverbank]&amp;lt;br /&amp;gt;DAY: A pungent smell rises from racks of salted fish standing like tattered skeletons against the evening sky. Thatched huts stand in a circle around you, their doors and windows locked against the evening gloom. You also see an abandoned fir-trimmed hovel, an abandoned mud brick hovel, an abandoned pine plank shanty, and an abandoned hut. &amp;lt;br /&amp;gt;NIGHT: A pungent smell rises from racks of salted fish standing like tattered skeletons against the evening sky.  Thatched huts stand in a circle around you, their doors and windows locked against the evening gloom.  You also see a stacked stone house.|The deeply carved lines are splintered along the edges, but the sign of the broken mountain is still clearly visible.}}&lt;br /&gt;
{{RTS|T5|Haven Ferry South Side|RanikMap14|Kaerna Village|RanikMap9|Therengia to Zoluren|Easy|[North Road, Riverbank]&amp;lt;br /&amp;gt;This close to the river&#039;s edge, dry ground gives way to marshlands. A thick coat of bright green moss grows over many of the standing pools, and on the groups of elm trees rising from scattered muddy knolls. Waterfowl swim lazily on the ponds, diving under the water every now and again for a quick snack. The path runs atop a packed earth dike rising above the sodden ground.|You recognize the sign of the horned horse chiseled into the smooth surface of the brown fieldstone.}}&lt;br /&gt;
{{RTS|T6|Haven Ferry South Side|RanikMap14|Gwenalion Fens|RanikMap40a|Therengia|Very Advanced|[North Road, Farmlands]&amp;lt;br /&amp;gt;DAY: Local folk gather alongside a clear running stream, chatting merrily as they wash their clothes on the smooth stones lining the riverbank. A flock of geese floating regally in the water add their own honking comments to the gossip and chatter on the shore. &amp;lt;br /&amp;gt;NIGHT: Grey shadows float on the placid surface of a stream running near the road, as a family of geese drifts asleep amid the stars twinkling off the water.|Painted in a dull green on the side of the stall is the sign of the fenberry bush.}}&lt;br /&gt;
{{RTS|T7|Riverhaven, North Gate|RanikMap31f|Riverhaven, East Gate|RanikMap31|Therengia|Beginner?|[Wildlands, Path]&amp;lt;br /&amp;gt;The pathway travels through open country of low brush and heather. The gleam of a river sparkles to the south beyond the nearby town of Riverhaven. An undulating plain dotted with small hills and clumps of forest stretches out to the east. Nearby, a curiously dense stand of woods arises. As sudden as a knife stroke, the trees begin, as if a line had been drawn to contain them. |Peeking through the thick brush is the sign of the eastern tower gate chiseled into a rough-edged cobble.}}&lt;br /&gt;
{{RTS|T8|Riverhaven, North Gate|RanikMap31f|Riverhaven, West Gate|RanikMap32|Therengia|Easy?|[Wildlands, Forest Edge]&amp;lt;br /&amp;gt;A narrow trail passes between two large and heavy trees as if beneath the gaze of stern sentinels. To the south, the land is open, only low shrubs and modest groups of woods scattered about. North, the forest rises, dense and compact, offering scant explanation for its origins|Crudely carved into the tree&#039;s bark is the sign of the western tower gate.}}&lt;br /&gt;
{{RTS|T9|Riverhaven, East Gate|RanikMap31|Riverhaven, North Gate|RanikMap31f|Therengia|Beginner?|[Riverhaven Road, The Foothills]&amp;lt;br /&amp;gt;The road weaves through a gathering of large round boulders as it heads down into the plains which, judging from the number of burrow holes in the area, have become home for a family of ground squirrels. To the south, the road meanders its way up and through some small foothills. Although there can be little doubt that this route was well-traveled at one time, it shows only moderate signs of recent use.|Etched on the lichen-patched stone boulder is the sign of the noble gate.}}&lt;br /&gt;
{{RTS|T10|Riverhaven, East Gate|RanikMap31|Zaulfung|RanikMap31|Therengia|Easy?|[Riverhaven Road, South Road]&amp;lt;br /&amp;gt;A grove of trees grows between the road and Riverhaven&#039;s defensive wall just to the west. A large tent is nestled within the grove. Several smaller tents have been added as extension to the back of the larger one, hiding in back of it like children peeking out from behind their mother. A tall guard tower looms above the treetops with a silhouetted figure pacing its perimeter, surveying the surrounding area with an ever watchful eye. |Burned into a half-buried piece of bone is the sign of the cypress tree.}}&lt;br /&gt;
{{RTS|T11|Zaulfung|RanikMap31|Riverhaven, East Gate|RanikMap31|Therengia|Easy?|[Zaulfung, Marsh]&amp;lt;br /&amp;gt;The tangle of scrub to the north gives way to more open terrain here, where the vegetation is too thin to hold back the cold wind. A rough trail twists haphazardly northward, apparently the work of a half-mad boar or a drunken band of Gor&#039;Tog rangers. You also see a trailmarker protruding from the boggy ground and a tiny frog.|Etched into a broken spear is the sign of the eastern tower gate.}}&lt;br /&gt;
{{RTS|T12|Riverhaven, West Gate|RanikMap32|Riverhaven, North Gate|RanikMap31f|Therengia|Easy?|[Riverhaven West Wilds, Meadow]&amp;lt;br /&amp;gt;Trampled grass creates a criss-cross pattern of narrow trails across the lush meadow. Here and there can be seen a bare spot of disturbed ground, small mounds of dirt piled next to narrow holes dug deep into the rich moist soil. |Scratched into the fieldstone&#039;s uneven surface is the sign of the noble gate.}}&lt;br /&gt;
{{RTS|T13|Riverhaven, West Gate|RanikMap33|Mistwood Forest|RanikMap33|Therengia|Easy?|[Mistwood Forest Road]&amp;lt;br /&amp;gt;Faded red bricks, once neatly laid in a herringbone pattern, now exist only as scraps of pavement heaved up and broken by years of neglect. Weeds grow through the crumbled mortar, obscuring the direction of the road. Wild roses climb in a high thicket along the northern side of the road to form a tangled mass of sweetly scented thorns. |The sign of the deer antler is scratched into the surface of the faded red brick.}}&lt;br /&gt;
{{RTS|T14|Mistwood Forest|RanikMap33|Riverhaven, West Gate|RanikMap30a|Therengia|Easy?|[Mistwood Forest]&amp;lt;br /&amp;gt;Fallen logs, bark peeled away to reveal weathered grey wood beneath, are arranged in a semicircle around a rock-lined fire pit. The ashes are cold now, but wood piled between two saplings marks this as a frequent resting place for travelers.|A small circle of wood tied to the sapling is painted with the sign of the western tower gate.}}&lt;br /&gt;
{{RTS|T15|Langenfirth|RanikMap41|Therenborough|RanikMap41b|Therengia|Beginner|[North Road, Danduwen Forest]&amp;lt;br /&amp;gt;Hedges of primroses and sunny yellow cat&#039;s-ear edge the road, adding a festive and fragrant border to the towering trees. Occasionally, tiny brown woodmice dart out of the hedges, quickly grabbing seeds from the ground and scampering back into their flowery home. You also see an adult oak log. |Carved into the end grain of the oak log is the sign of the crested shield.}}&lt;br /&gt;
{{RTS|T16|Langenfirth|RanikMap41|Deer Trail|RanikMap34|Therengia|Easy|[North Road, Danduwen Forest]&amp;lt;br /&amp;gt;The melancholy cry of a riverbird comes from the south, where the Gwenalion River meanders past the rustic dwellings of Langenfirth. Dense woodlands to the north press up against the waterway&#039;s coastline, and judging from the array of twitters and rustling branches, they provide shelter for a rich variety of wildlife.You also see an adult acanth log. |Expertly carved into the smooth surface of the river stone is the sign of the deer antler }}&lt;br /&gt;
{{RTS|T17|Deer Trail|RanikMap34|Rossman&#039;s Landing|RanikMap34|Therengia|Easy|[Mistwood Forest, Deer Trail]&amp;lt;br /&amp;gt;Leaves whisper in the wind, twisting to reveal their red-veined undersides. Quiet and peaceful, the serenity is belied by scraps of blood-stained fur caught on the rough bark of a tree trunk and the marks of claws in the damp loam of the forest floor. |Tied to a low branch is a small circle of wood painted with the sign of the gravestone and deer antler.}}&lt;br /&gt;
{{RTS|T18|Deer Trail|RanikMap34|Langenfirth|RanikMap41|Therengia|Easy|[Mistwood Forest, Deer Trail]&amp;lt;br /&amp;gt;Moisture trickles down the face of a sandstone cliff, gathering in a shallow pool at the base. Year after year, such trickles wear away at the smooth surface, leaving behind striated chimneys carved out of the surrounding rock. |Red paint on the circle of mistwood marks the sign of the two-handed tankard.}}&lt;br /&gt;
{{RTS|T19|Rossman&#039;s Landing|RanikMap34|Deer Trail|RanikMap34|Therengia|Easy|[Mistwood Forest, Narrow Trail]&amp;lt;br /&amp;gt;The road wends its way back and forth through the trees.  Little more than a dirt track bordered by curseweed and other thorny shrubs, its rutted surface is shadowed by overhanging branches.  The silence is broken from time to time by low growls or the chirping of unseen birds.  You also see a dense rose thicket.|Painted on a small circle of mistwood is the sign of the deer antler.}}&lt;br /&gt;
{{RTS|T20|Rossman&#039;s Landing|RanikMap34|Gwenalion Fens|RanikMap40a|Therengia|Very Advanced|[Mistwood Forest, Northwest Road]&amp;lt;br /&amp;gt;Almost as wide as a Gor&#039;Tog is tall, a lightning-blasted stump is all that remains of a once-mighty mistwood tree. The charred wood, crackled by heat, is split into jagged spikes that tower above the fallen branches. Blueberry bushes cluster around its base, thriving in the ashes. To the northwest, the forest gives way to fields of wheat and barley surrounding a palisaded wooden fort. You also see a tan lynx that is sleeping. Obvious paths: east, northwest.|Painted on the small circle of weathered mistwood is the sign of the fenberry bush.}}&lt;br /&gt;
{{RTS|T21|Rossman&#039;s Landing|RanikMap34|Shepherd&#039;s Meadow|RanikMap34a|Therengia|Easy?|[Mistwood Forest, Forest&#039;s Edge]&amp;lt;br /&amp;gt;Soft-edged shadows pool beneath the low shrubs at the edge of the forest. The path winds back and forth as it traverses the thicket, obeying the instincts of generations of deer as they follow the sound of rushing water that heralds a nearby river to the south.|Carved into the pale wood is the sign of the shepherd&#039;s crook.}}&lt;br /&gt;
{{RTS|T22|Shepherd&#039;s Meadow|RanikMap34a|Rossman&#039;s Landing|RanikMap34a|Therengia|Easy?|[Shepherd&#039;s Meadow, Grazing Land]&amp;lt;br /&amp;gt;Various building implements and lengths of unfinished wood are stacked here in the northeast corner of the meadow, awaiting future repairs to the split rail fence.  A stone fire ring and the scattered bones of small animals indicate this clearing might have been used as a gathering place for builders to eat and have a brief rest from their labors.|Crudely scratched into a smooth fieldstone is the sign of the deer antler and gravestone.}}&lt;br /&gt;
{{RTS|T23|Therenborough|RanikMap41b|Langenfirth|RanikMap41|Therengia|Beginner|[North Road, Farmlands]&amp;lt;br /&amp;gt;Tawny acres of birch trees and furlongs and picturesque crofter&#039;s cottages spread out across the land, forming an enchanting panorama of Therengian farmland.|Carefully chiseled into the weatherworn fieldstone is the sign of the two-handed tankard.}}&lt;br /&gt;
{{RTS|T24|Gwenalion Fens|RanikMap40a|Rossman&#039;s Landing|RanikMap34|Therengia|Very Advanced|[Gwenalion Fens]&amp;lt;br /&amp;gt;A fallen log blocks the path to the south and forces travelers to skirt around the puddle at its base. Many years dead, its branches are chewed off, its trunk is split, and old char marks near a split limb hint at fire or lightning as a contributing factor in its demise. But life springs from death in the fens as in the forest, and graceful orchids and bromeliads have turned the fallen trunk into a nurse tree on which they feed.|Angular lines deeply etched into the rock form the sign of the deer antler.}}&lt;br /&gt;
{{RTS|T25|Gwenalion Fens|RanikMap40a|Haven Ferry South Side|RanikMap14|Therengia|Very Advanced|[Gwenalion Fens]&amp;lt;br /&amp;gt;Wood chips litter the ground around a low stump. The surface is smooth and slightly curved, making a perfect seat on which to rest before continuing on the way, and the pile of broken sticks and snapped limbs tossed into the nearby underbrush suggests that a youngster just learning to carve wood has done just that. |The scratched lines form a rough image of a rolling wave.}}&lt;br /&gt;
{{RTS|T26|Svesinek Cels|RanikMap148|Hag&#039;s Crag|RanikMap137|Therengia to Forfedhdar|Very Advanced|[Svesinek Cels, Blocked Canyon]&amp;lt;br /&amp;gt;The distance between the surrounding hills is narrower and the gentleness of the slope disappears, exchanged for high bluffs on either side.  The result of this geographical change is that the pleasant countryside is now a narrow canyon overshadowed by enormous rock formations.  A huge boulder has crashed down on the roadway and blocks access through the canyon at this point.|Carved into the boulder is the sign of a Dwarven hag.}}&lt;br /&gt;
{{RTS|T27|Langenfirth|RanikMap41|Gwenalion Fens|RanikMap40a|Therengia|Beginner|[Outside Langenfirth]&amp;lt;br /&amp;gt;Rustic wooden cabins peek out from the lush growths of trees and bushes that almost manage to hide the fact that there is a small community just to the south.  The North Road picks up again at this point, heading straight north through the deep Danduwen Forest.|Scratched into a lichen-covered stone is the sign of the fenberry bush.}}&lt;br /&gt;
{{RTS|T28|Gwenalion Fens|RanikMap40a|Langenfirth|RanikMap41|Therengia|Beginner|[Gwenalion Fens]&amp;lt;br /&amp;gt;The path twists and winds through the fen, skirting sodden depressions which fill with water after each rainfall, sullenly draining in better weather.  Mounds of wildflowers thrive in the damp soil -- vibrant patches of pink, red, yellow, purple and blue swaying amidst the deep green ground cover.  Over it all, the forest looms, dark and secret, the thorny thicket that guards its borders an impenetrable barrier.|Deep lines cut into the rotting wood form the sign of the two-handed tankard.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ilithi ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Trail Number!!Start Location!!Start Map!!End Location!!End Map!!Province!!Difficulty!!Room!!Marker&lt;br /&gt;
|-&lt;br /&gt;
{{RTS|I1|Gondola South Side|RanikMap64|Gilen Otso Steppes|RanikMap71|Ilithi|Unknown|[Obsidian Pass, Mountain Trail]&amp;lt;br /&amp;gt;The packed-down road that winds its way through the mountains glitters with chips of onyx that have been embedded in it, lending the pass its darkling name.  The Spine Mountains stretch like an arched cat to the east and west.  Said to be the only part of the World Dragon visible through the shell of the earth that encases the mythic creature, the little fable seems to be confounded by the fact that the mountain is clearly stone and earth, not scale and bone.  You also see a wrecked catapult.|The sign of the standing horse is formed in deep relief on the surface of the ebony stone.}}&lt;br /&gt;
{{RTS|I2|Gondola South Side|RanikMap64|Western Road (gryphons)|RanikMap141|Ilithi to Forfedhdar|Unknown|[Obsidian Pass, The Edge of the Forest]&amp;lt;br /&amp;gt;The tall shadow of the Spine Mountains towers into the skies, casting a dark shroud over the area.  Thin, green grasses and small wiry flowers eat away at the crumbling rock here at the base of the foothills.  Their presence signifies the proximity of the forest&#039;s edge.  You also see a switchbacked path leading into the mountains.|The sign of the mountain gorge is faintly visible on the post.}}&lt;br /&gt;
{{RTS|I3|Shard|RanikMap66|Gondola South Side|RanikMap64|Ilithi|Beginner|[Lake of Tears, East Gate Road]&amp;lt;br /&amp;gt;The expansive body of water that Shard is constructed over ripples as a slight breeze brushes over the lake, the cool calmness radiating from the serene cobalt surface almost hypnotic.|Sinuous ridges raised in the smooth surface of the stone form the sign of the swift cloud.}}&lt;br /&gt;
{{RTS|I4|Shard|RanikMap66|Gilen Otso Steppes|RanikMap71|Ilithi|Beginner|[Southern Trade Route, Road to Shard]&amp;lt;br /&amp;gt;Elegant rosewood trees line the roadside, their pale red leaves rustling as they slowly drift to the ground.  To the south, the tips of a crystal city peek into view.|A small tile painted with the sign of the standing horse is bound with cord to a low branch.}}&lt;br /&gt;
{{RTS|I5|Gilen Otso Steppes|RanikMap71|Shard|RanikMap66|Ilithi|Beginner|[Gilen Otso Steppes, Game Trail]&amp;lt;br /&amp;gt;The trail fades into a narrow channel left by the course of a long-ago flash flood, though a network of tracks on the other side indicates that it continues.  Nearly overgrown with a lush tangle of evening primrose bushes that fill the night with their intoxicating scent, the channel still bears the marks of the torrent that created it.|The sign of the tall spire is painted onto a thin clay tile bound to a branch of the bush with cord.}}&lt;br /&gt;
{{RTS|I6|Gilen Otso Steppes|RanikMap71|Gondola South Side|RanikMap64|Ilithi|Unknown|[Gilen Otso Steppes, Game Trail]&amp;lt;br /&amp;gt;Thick-spiked windfeather and mature bluestem create a nighttime mosaic worked in moonlight and shadows that stretches to the horizon, competing with the vastness of the sky.  Occasionally, the joyful, raucous yips of coyotes can be heard as they hunt for field mice or create their particular and unique brand of trouble.|An arc of clay tile nestled in the grass is painted with the sign of the swift cloud.}}&lt;br /&gt;
{{RTS|I7|Blackthorn Canyon|RanikMap68b|Gilen Otso Steppes|RanikMap71|Ilithi|Unknown|[Blackthorn Canyon, Entrance]&amp;lt;br /&amp;gt;Broad arms of stone rise to either side, drawing the ancient road into the cool embrace of a dark canyon that wears a grey-green mantle of forested slopes and lacy snowcapped peaks.|Sinuous ridges rising from the granite surface form the sign of the standing horse.}}&lt;br /&gt;
{{RTS|I8|Gilen Otso Steppes|RanikMap71|Hibarnhvidar|RanikMap115|Ilithi|Unknown|[Gilen Otso Steppes, Game Trail]&amp;lt;br /&amp;gt;The tawny expanse of grasses is broken by the dark crowns of several oak trees nearby. Clumps of coyote mint thrust themselves up amongst the grasses, permeating the air with a sharp-sweet scent when crushed underfoot.|Partially hidden by the grass is the sign of a stocky miner.}}&lt;br /&gt;
{{RTS|I9|Gilen Otso Steppes|RanikMap71|Western Road (gryphons)|RanikMap141|Ilithi to Forfedhdar|Unknown|[Gilen Otso Steppes, Game Trail]&amp;lt;br /&amp;gt;Screens of grass part to allow passage but quickly close ranks again, as though reminding travelers that they are merely visitors in this place.  Trilling through the bright air, the sonata of savannah sparrows and meadowlarks accompanies the sun as it stakes its claim on the prairie.|The grass almost conceals the sign of a mountain gorge.}}&lt;br /&gt;
{{RTS|I10|Gilen Otso Steppes|RanikMap71|Blackthorn Canyon|RanikMap68b|Ilithi|Unknown|[Gilen Otso Steppes, Game Trail]&amp;lt;br /&amp;gt;Ridges in the earth mark the place where water once flowed, and will likely flow again if rains are heavy.  Thanks to the presence of a bare trace of silt left behind by the flood, ghostflowers inhabit the sides of the channel.  The rounded, bushy plants are crowded with translucent, pale yellow blossoms in branched clusters.|The sign of the crenellated wall has been carefully painted on a thin clay tile.}}&lt;br /&gt;
{{RTS|I11|Shard|RanikMap70|Western Road (gryphons)|RanikMap141|Ilithi to Forfedhdar|Unknown|[Western Road, Foot of Wyvern Mountain]&amp;lt;br /&amp;gt;Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern&#039;s great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.|The deep cuts form the sign of a mountain gorge.}}&lt;br /&gt;
{{RTS|I12|Shard|RanikMap70|Ferry to Ain Ghazal|RanikMap115|Ilithi to Forfedhdar|Unknown|[Wyvern Trail, Narrow Path]&amp;lt;br /&amp;gt;Fields lie fallow and overgrown by weeds, the farms abandoned to time and the wind.  With each step, a small cloud of dust rises into the air to hang there for a moment before dispersing.|The split river sign is clearly painted on the rusty blade.}}&lt;br /&gt;
{{RTS|I13|Gondola South Side|RanikMap64|Shard|RanikMap66|Ilithi|Unknown|[Obsidian Pass, Foothills]&amp;lt;br /&amp;gt;A wooded path winds its way through some low foothills on the edge of both forest and mountain.  To the south stands the Forest of the Dragon&#039;s Breath, a place of much myth and legend.  To the north, the Spine Mountains rise over the land, their jagged peaks tearing rents into the sky.|You notice a trailmarker formed in the surface of a half-buried stone.}}&lt;br /&gt;
{{RTS|I14|Gondola South Side|RanikMap64|Blackthorn Canyon|RanikMap68b|Ilithi|Advanced|[Dragon&#039;s Spine, Mountain Foothills]&amp;lt;br /&amp;gt;The trail becomes spotty as it meanders its way along the rock strewn canyon beside a wide riverbed containing a tiny trickle of water.  Sage and juniper cover backsides of steep tan sandstone hogback ridges that angle downward toward Shard.  Underbrush rustles as tiny brown sparrows, blue-bellied lizards, and russet squirrels forage for food.  You also see a switchbacked path snaking its way out of the mountains.|The sign of the crenellated wall is scratched onto one of the ridges of the sandstone.}}&lt;br /&gt;
{{RTS|I15|Blackthorn Canyon|RanikMap68b|Gondola|RanikMap64|Ilithi|Advanced|[Blackthorn Canyon, Entrance]&amp;lt;br /&amp;gt;Clusters of hardy scrub oak and pine struggle to grow through the uninterrupted shadows thrown across the thin soil of the canyon floor by the surrounding mountains.  Each day life on the basin bottom fights to regain ground lost to the ravages of mining operations ages ago.|Etched onto an old miner&#039;s axe is the image of a swift cloud.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Qi Reshalia ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Trail Number!!Start Location!!Start Map!!End Location!!End Map!!Province!!Difficulty!!Room!!Marker&lt;br /&gt;
|-&lt;br /&gt;
{{RTS|Q1|Ratha|RanikMap93|Old Fields Road|RanikMap94|Qi Reshalia|Easy|[Reshalia Trade Road]&amp;lt;br /&amp;gt;The land near the city has been denuded of all vegetation save for weeds, and even the useful among their number have been rooted up and foraged into extermination.  All that&#039;s left are some scrubby grasses and a few patches here and there of a particularly ugly creeper.  An occasional insect creeps, hops or buzzes about its business, but even the bugs have largely sought more hospitable terrain.|The sign of the singing bluff is chiseled into a grey-veined brown fieldstone.}}&lt;br /&gt;
{{RTS|Q2|Old Fields Road|RanikMap94|Ratha|RanikMap92|Qi Reshalia|Easy|[Old Fields Road, Low Hills]&amp;lt;br /&amp;gt;Tufts of grass grow around an old post.  A comparative oasis in this barren area, the small patch of life only further underscores the bleakness of the landscape.  The sullen volcano rises to the west and dominates the countryside with rumbles and belches.|Heavy lines burned into the sun-bleached wood form the sign of the gate of commons.}}&lt;br /&gt;
{{RTS|Q3|Ratha|RanikMap92|Abandoned Road (leucros)|RanikMap93|Qi Reshalia|Easy|[Reshalia Trade Road, Farmland]&amp;lt;br /&amp;gt;The road runs close by the edge of the barley fields to the west.  On the opposite side of the way the land resembles a rural garbage heap.  The farmers apparently dumped stumps and boulders dug out of the fields across the road, and then continued dumping anything else they didn&#039;t want there in subsequent years.  Beyond the narrow strip of rocks and refuse the land rises in a steep slope, a berm covered with grass and weeds and loose-looking rocks.|Deep lines etched into the rotting wood form the sign of the broken road.}}&lt;br /&gt;
{{RTS|Q4|Ratha Abandoned Road (leucros)|RanikMap93|Ratha|RanikMap92|Qi Reshalia|Easy|[Abandoned Road, The Pit Edge]&amp;lt;br /&amp;gt;More a path than a road, the way circles the gap where the pit edge has crumbled away.  The new face is almost vertical, eroded deeply and as yet untamed by plant or weather.  The gravel miners far down in the pit seem to avoid the area just below the gap, perhaps from bitter experience.|Thin lines etched into the basalt form the sign of the gate of commons.}}&lt;br /&gt;
{{RTS|Q5|Ratha Gravel Pit (leucros)|RanikMap93|Roadblock|RanikMap93|Qi Reshalia|Intermediate|[Reshalia Trade Road, Gravel Pit]&amp;lt;br /&amp;gt;The sounds of hard labor drift out of the gravel pit to one side of the road.  The whacking of pickaxes, the scrape and crash of rock being loaded with shovels, the ringing of sledge hammers and the rattle of gravel in sorting screens all blend into a chaotic din that assaults the ears.  The woods on the other side of the road are thin, with many stumps and few grown trees.  The wooden scaffolding and sheds and lean-tos down in the pit show where the wood likely went to.|The lopsided sign of the one-legged seabird is artistically carved into the wood.}}&lt;br /&gt;
{{RTS|Q6|Ratha Roadblock|RanikMap93|Reshalia Trade Road (leucros)|RanikMap93|Qi Reshalia|Intermediate|[Reshalia Trade Road, Woods]&amp;lt;br /&amp;gt;The grass shivers in waves on the ground as the breeze from the ocean passes over it.  A ring of little brown-capped mushrooms is set in the shade of a tree, like a council room for tiny fae, gathered to discuss a coming moonlight dance or the flavor of this season&#039;s honeydew.  You also see a tall oak tree.|The sign of the caravan wheel is burned into the bark of the branch.}}&lt;br /&gt;
{{RTS|Q7|Aesry Shadaer Jama Pass|RanikMap98|Geshiger (snow goblins)|RanikMap98b|Qi Reshalia|Unknown|[Aesry Surlaenis&#039;a, Shadaer Jama]&amp;lt;br /&amp;gt;Dark basalt towers above, the natural walls of the selhin dava rising several thousand feet above the path.  Brilliant white light shines from the Twin Sentinels of Aesry Surlaenis&#039;a, guarding either side of the pass.  A narrow dirt path runs through the pass.|Fluid lines etched into the black stone form the sign of the glacier.}}&lt;br /&gt;
{{RTS|Q8|Aesry Geshiger (snow goblins)|RanikMap98b|Shadaer Jama Pass|RanikMap98|Qi Reshalia|Unknown|[Aesry Surlaenis&#039;a, Geshiger]&amp;lt;br /&amp;gt;The narrow passage to the south opens out into a large echoing cavern, with icy walls soaring into darkness.  The soft brushing sound is that of falling particles of frozen mist -- it whispers as it touches the floor, the chunks of fallen rock, or your face.|Visible beneath a shifting layer of snow is the sign of the terraced road.}}&lt;br /&gt;
{{RTS|Q9|Aesry Docks|RanikMap98|Hart Hall|RanikMap98c|Qi Reshalia|Unknown|[Aesry Surlaenis&#039;a, Shadaer]&amp;lt;br /&amp;gt;A few small boats are anchored away from the pier.  The waters below are alive with scores of fish that come to feed off of the trash that is dumped into the harbor each night.  The reek of decaying garbage rises from the water.  You also see a wooden ladder.|The lines forming the sign of the standing buck are still visible on the eroded timber.}}&lt;br /&gt;
{{RTS|Q10|Aesry Hart Hall|RanikMap98c|Aesry Docks|RanikMap98|Qi Reshalia|Unknown|[Aesry Surlaenis&#039;a, Wooded Path]&amp;lt;br /&amp;gt;Young aspens that quiver with each breeze grow in the space beneath the towering rowans.  The smaller growth screens and shelters the area from the forest beyond, forming a natural sanctuary.  You also see a pine log cabin.|The sign of the troubled wave is finely carved into the tree&#039;s tender bark.}}&lt;br /&gt;
{{RTS|Q11|M&#039;Riss Penal Colony|RanikMap110a|M&#039;Riss Belarritaco Bay|RanikMap110|Qi Reshalia|Unknown|[Penal Colony, Northwest Ring Road]&amp;lt;br /&amp;gt;The ancient road, once a thoroughfare along M&#039;Riss&#039;s north shore, is surrendering to the elements.  Paving stones cracked and heaved up by frost lie half-buried in sand blown by the constant northwest winds, and a grey-green moss covers their leeward side.|You notice a trailmarker on a broken moss-patched stone...Crudely etched into the cracked paving stone is the sign of the curling wave.}}&lt;br /&gt;
{{RTS|Q12|M&#039;Riss Belarritaco Bay|RanikMap110|M&#039;Riss Penal Colony|RanikMap110a|Qi Reshalia|Unknown|[Island Ring Road, Mer&#039;Kresh Flats]&amp;lt;br /&amp;gt;The small farm here is in obvious disrepair.  A small tree grows through the roof of a tumble-down barn.  Someone has attempted to thatch the branches in an effort to re-roof the barn.  Several small fields are rapidly vanishing as the forest reclaims the land.  Chickens scratch between the greying buildings and a small flock of geese act like they own the road.|You notice a trailmarker branded into a discarded wooden plank stuck into the soil.}}&lt;br /&gt;
{{RTS|Q13|M&#039;Riss Galduta Isharon|RanikMap109|M&#039;Riss Belarritaco Bay|RanikMap110|Qi Reshalia|Unknown|[Galduta Isharon, The Outcropping]&amp;lt;br /&amp;gt;The trail swings through a half-turn as it threads its way among the sharp, loose stones.  A few ravelthorn bushes spring up in the soil collected on the high side of the larger stones, but for the most part, the slope is barren of plant life, left to the wind and the rain.|You notice a trailmarker nearly hidden beneath some raevelthorn bushes.}}&lt;br /&gt;
{{RTS|Q14|M&#039;Riss Belarritaco Bay|RanikMap110|M&#039;Riss Fala Inisharon|RanikMap109|Qi Reshalia|Unknown|[Island Ring Road, Mer&#039;Kresh Flats]&amp;lt;br /&amp;gt;A large farm is carved from the heavy forest, rich only by virtue of its size.  A nut orchard loses itself in the native deobar and oak, while a field of cotton grows right to the verge of the road.|You notice a trailmarker near the base of a deobar tree.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Forfedhdar ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Trail Number!!Start Location!!Start Map!!End Location!!End Map!!Province!!Difficulty!!Room!!Marker&lt;br /&gt;
|-&lt;br /&gt;
{{RTS|F1|Gear Gate|RanikMap141|Gondola South Side|RanikMap64|Forfedhdar|Unknown|[Seord Kerwaith, Crystalline Gorge]&amp;lt;br /&amp;gt;The frost-covered remnants of several broken crates rest in a heap along the back valley wall, their weather-worn surfaces painted with a faded blood-red insignia.  Small patches of slowly shifting snow rest in wind-lashed drifts.  Gentle wisps of white crystals dance across the ground with each errant breeze.|The crate bears the sign of the swift cloud.}}&lt;br /&gt;
{{RTS|F2|Ferry to Ain Ghazal|RanikMap115|Hibarnhvidar|RanikMap115|Forfedhdar|Unknown|[Haalikshal Highway, Himineldar Shel to Ain Ghazal]&amp;lt;br /&amp;gt;One might almost call traveling the Haalikshal Highway a pleasure, given the luxury of a good road, pastoral surroundings and views of majestic mountains.  Why, even the scarecrows are distinctive, judging by the one erected some distance from the road.|The branded sign on the stake resembles a stocky miner.}}&lt;br /&gt;
{{RTS|F3|Ferry to Ain Ghazal|RanikMap115|Seord Kerwaith|RanikMap126|Forfedhdar|Unknown|[Haalikshal Highway, Himineldar Shel to Ain Ghazal]&amp;lt;br /&amp;gt;The road rises and falls over the hills that slope from the western mountains to the river landing.  The evidence of Dwarven industry lies on every side, and not just farming or herding --  cultivated wood lots testify to a thriving logging business, and loaded ore wagons rumble from the mines to the forges of Hibarnhvidar.|The moss has been cleared in one spot to expose the sign of the white tipped peak.}}&lt;br /&gt;
{{RTS|F4|Ferry to Ain Ghazal|RanikMap115|Raven&#039;s Point|RanikMap126|Forfedhdar|Unknown|[Haalikshal Highway, Himineldar Shel to Ain Ghazal]&amp;lt;br /&amp;gt;Rugged terrain forces the road to sometimes hug a hillside or avoid an outcropping of rock.  But the Dwarven penchant for straight lines is evident in the stone bridges that leap streams and the fills and cuts that smooth the way.|The trailmarker bears the image of a raven in flight.}}&lt;br /&gt;
{{RTS|F5|Hibarnhvidar|RanikMap115|Gilen Otso Steppes|RanikMap71|Forfedhdar|Unknown|[Haalikshal Highway, The Sky Road]&amp;lt;br /&amp;gt;The road lies along the side of the western range, passing from sight at times as it follows the contours of the hillside.|Clearly visible on the worn rock is the sign of a standing horse.}}&lt;br /&gt;
{{RTS|F6|Hibarnhvidar|RanikMap115|Mountain Giants|RanikMap125|Forfedhdar|Unknown|[Haalikshal Highway, The Sky Road]&amp;lt;br /&amp;gt;For a stretch of several hundred yards the road widens, taking advantage of a natural ledge.  The area offers unobstructed views of the roadway for a good distance up and down the slope, and the level ground allows caravans or wagons going in opposite directions to pass in safety.|The image of a mountain trail is scratched into the shard.}}&lt;br /&gt;
{{RTS|F7|Hibarnhvidar|RanikMap115|Ferry to Ain Ghazal|RanikMap115|Forfedhdar|Unknown|[Haalikshal Highway, The Sky Road]&amp;lt;br /&amp;gt;A spate of water roars down the mountainside with deafening noise and drenching mist, rushing under a stone bridge that carries the road across its path. A high brick parapet on the side toward the cataract screens the roadbed from the worst of the spray.|The sign of the split river is faintly scratched on the bridge.}}&lt;br /&gt;
{{RTS|F8|Hibarnhvidar|RanikMap115|Raven&#039;s Point|RanikMap126|Forfedhdar|Unknown|[Haalikshal Highway, The Sky Road]&amp;lt;br /&amp;gt;Nearing the summit, the road traverses its steepest grade in its passage along the mountainside. A stone parapet lines the valley side of the roadway, giving warning and some protection against a misstep. Iron eyebolts have been driven into the cliff face, spaced about a furlong apart, for wagons that need to be secured while the team is changed or repairs are made.|Barely visible beside the eyebolt is a raven in flight.}}&lt;br /&gt;
{{RTS|F9|Mountain Giants|RanikMap125|Seord Kerwaith|RanikMap126|Forfedhdar|Unknown|[On the Mountainside, Stony Trail]&amp;lt;br /&amp;gt;Stones underfoot make traversing the trail precarious, as every step dislodges bits of rubble to send them skittering down the path.  On one side of the trail, scrub and sturdy pines cling tenaciously to the boulders that jut out of the mountainside.  On the other is air, though a fall here would deal little damage.|The white tipped peak is painted clearly on the slab.}}&lt;br /&gt;
{{RTS|F10|Mountain Giants|RanikMap125|Jeol&#039;gelvmoraen|RanikMap127|Forfedhdar|Unknown|[Himineldar Shel, Trail&#039;s End]&amp;lt;br /&amp;gt;As the trail abruptly leaves the wooded area, a large cracked boulder almost completely blocks the path.  In the distance, the winds and weather have left only the hardiest of pines and shrubs on this face of the mountain.|Carved into the boulder is the sign of the icy stalactite.}}&lt;br /&gt;
{{RTS|F11|Mountain Giants|RanikMap125|Hibarnhvidar|RanikMap115|Forfedhdar|Unknown|[On the Mountainside, The Crevice]&amp;lt;br /&amp;gt;Seismic force has sundered the mountain, splitting the summit to leave behind a vast crevasse.  Pine trees, gnarled and stunted at this altitude, grow in scattered clumps with fallen trunks littering the area.|The branding on the trunk shows a stocky miner.}}&lt;br /&gt;
{{RTS|F12|Hibarnhvidar|RanikMap119|Boar Clan|RanikMap121|Forfedhdar|Unknown|[Hawstkaal Road, Chedik Bridge]&amp;lt;br /&amp;gt;Cresting above the thundering rapids, the bridge affords the traveler a panoramic vista of the entire region. To the north, the forests of northern Forfedhdar extend as far as the eye can see.  Southward lies the great walled city of Hibarnhvidar, backed by the mountains rising in the distance. The river rushes onward to the west, where it empties into the many-armed Sawstwar Lake.|The sign of the charging boar is etched into the bridge wall.}}&lt;br /&gt;
{{RTS|F13|Boar Clan|RanikMap121|Black Goblins|RanikMap128|Forfedhdar|Unknown|[Boar Clan, A Narrow Dirt Road]&amp;lt;br /&amp;gt;Softwood trees make up much of the forest glade but there are also many hardwoods scattered throughout. Deep grunting sounds echo through the darkness from deeper in the glade.|The sign of the winding river is partially obscured by the grass.}}&lt;br /&gt;
{{RTS|F14|Boar Clan|RanikMap121|Clerics Guild|RanikMap129|Forfedhdar|Unknown|[Hawstkaal Road, Dense Forest]&amp;lt;br /&amp;gt;Situated at the peak of its steady, gradual climb from the Biiskbowr River, the land is relatively level here but begins to descend to the southeast. A ring of firs circles a small clearing, which houses a stone bench upon which weary travelers can rest.|On the rock beside the bench is the sign of the monastery.}}&lt;br /&gt;
{{RTS|F15|Boar Clan|RanikMap121|Hibarnhvidar|RanikMap119|Forfedhdar|Unknown|[Hawstkaal Road, Dense Forest]&amp;lt;br /&amp;gt;The evergreens flanking the thoroughfare are tall and straight with high crowns of thickly needled branches. Tight clusters of shiny-leaved azalea dot the understory amid sprawling groups of feathery fern.|Behind the fern is the sign of the stocky miner.}}&lt;br /&gt;
{{RTS|F16|Boar Clan|RanikMap121|Vela&#039;Tohr Overlook|RanikMap136|Forfedhdar|Unknown|[Hawstkaal Road, Dense Forest]&amp;lt;br /&amp;gt;Long pine boughs reach down from above to brush the pates of the road&#039;s taller travelers.  The wind plays in the branches and releases their clean, crisp scent. Occasionally, the trees&#039; movement will liberate sap-sugared pinecones that fall to the ground with a dense &amp;quot;thud.&amp;quot;|Branded on the pine bough is the sign of the snowy cliffs.}}&lt;br /&gt;
{{RTS|F17|Boar Clan|RanikMap121|Black Apes|RanikMap130|Forfedhdar|Unknown|[Hawstkaal Road, Dense Forest]&amp;lt;br /&amp;gt;Far from large cities or towns, animals in this forest have little fear of passersby. Here and there, one can see deer browsing shoots of grass unconcernedly or a hare twitching its nose in curiosity. A sound in the distance is more likely to be the growl of a prowling bear than a hammer striking an anvil.|The tree trunk shows the sign of a stand of trees.}}&lt;br /&gt;
{{RTS|F18|Hibarnhvidar|RanikMap119|Cleric Guild|RanikMap129|Forfedhdar|Unknown|[Hawstkaal Road, North River Bank]&amp;lt;br /&amp;gt;The impressive Chedik bridge spans the Segoltha to the south, rising in a sturdy granite arch above the rapids. To the north, the Dwarven-laid paving stones end abruptly, and the road becomes packed dirt, still navigable but more subject to the whims of nature.|The rock bears the sign of the monastery.}}&lt;br /&gt;
{{RTS|F19|Black Apes|RanikMap130|Boar Clan|RanikMap121|Forfedhdar|Unknown|[Paasvadh Forest, Understory]&amp;lt;br /&amp;gt;Spindly shoots adorned with only a pale leaf or two spring up from a low mound in the mulch.  Whatever lay composting beneath the leaf-strewn mound is nourishing the next generation of the forest that will compete for a space in the canopy when an elder falls.|The charging boar is half visible under the rotting leaves.}}&lt;br /&gt;
{{RTS|F20|Black Goblins|RanikMap128|Boar Clan|RanikMap121|Forfedhdar|Unknown|[Hunter&#039;s Glade, Northern Tract]&amp;lt;br /&amp;gt;DAY:Sunlight speckles the forest floor and wind sighs among the pine boughs, creating a sense of quiet solitude broken only by the sound of the boars that inhabit the forest.  A loud grunting sound usually precedes their barreling heedlessly through the area, snapping thin saplings and turning up the smooth brown carpet of pine needles.  Frequently, they stop to sharpen their tusks or just scratch themselves on the pines&#039; rough bark, flaking chunks off and leaving the pale wood exposed.&amp;lt;br /&amp;gt;NIGHT:Cooler night winds sigh among the pine boughs, creating a sense of quiet solitude broken only by the sound of the boars that inhabit the forest.  A loud grunting sound usually precedes their barreling heedlessly through the area, snapping thin saplings and turning up the smooth brown carpet of pine needles.  Frequently, they stop to sharpen their tusks or just scratch themselves on the pines&#039; rough bark, flaking chunks off and leaving the pale wood exposed.|Branded on the base of the pine is the sign of the charging boar.}}&lt;br /&gt;
{{RTS|F21|Vela&#039;Tohr Overlook|RanikMap136|Blighted Tangle (Dryad)|RanikMap134|Forfedhdar|Unknown|[Hag&#039;s Crag, Vela&#039;Tohr Overlook]&amp;lt;br /&amp;gt;Shattered pieces of granite, finely dusted with tiny flecks of crystal, are strewn along the ground and encased in thin films of ice.  Occasionally, additional pieces careen down the mountainside, skittering to an abrupt halt to lie amidst the rocky debris that has accumulated.|Cut into the granite is the sign of the briar patch.}}&lt;br /&gt;
{{RTS|F22|Vela&#039;Tohr Overlook|RanikMap136|Boar Clan|RanikMap121|Forfedhdar|Unknown|[Vela&#039;Tohr Woods, Withered Foothills]&amp;lt;br /&amp;gt;Small rugged pebbles and sharp rock splinters scatter the area, runoff from the majestic mountain towering above.  Random spots of green -- vegetation battling with the debris it&#039;s buried in -- offer muted color amidst the drab shards.|The chunk of debris bears the sign of the charging boar.}}&lt;br /&gt;
{{RTS|F23|Vela&#039;Tohr Overlook|RanikMap136|Cleric Guild|RanikMap129|Forfedhdar|Unknown|[Vela&#039;Tohr Woods, Withered Foothills]&amp;lt;br /&amp;gt;DAY:With the ridge dropping sharply towards the forest below, the narrow track hugs the mountain looming to the north.  Tenacious scrub pines cling to the stony ground, growing in defiance of strong winds and occasional rockslides.  Stubborn ice fills shadowed clefts in the granite cliffs.&amp;lt;br /&amp;gt;NIGHT:Clinging precariously to the stony ground, scrub pines sway and rustle in time with the fickle wind.  Pebbles shift alarmingly underfoot and a few skitter over the edge of the ridge, a perilous reminder of rockslides.  Stubborn ice glints dully from the shadowed clefts in the granite cliffs.|Painted at the base of the pine is the sign of the monastery.}}&lt;br /&gt;
{{RTS|F24|Vela&#039;Tohr Overlook|RanikMap136|Hags Crag|RanikMap137|Forfedhdar|Unknown|[Vela&#039;Tohr Woods, Withered Foothills]&amp;lt;br /&amp;gt;Bent and twisted by strong mountain winds, an ambitious copse of witchclaw trees struggles along the sloping rise.  Huddled in solitude at the edge of the ridge overlooking the tangle, a scraggly pine draped with veils of crone&#039;s hair moss broods over its reflection in a dark pool.|Faintly carved on the broken bough is the sign of a mountain temple.}}&lt;br /&gt;
{{RTS|F25|Vela&#039;Tohr Overlook|RanikMap136|Dark Burrows (Ogres)|RanikMap135|Forfedhdar|Unknown|[Vela&#039;Tohr Overlook, Rocky Cliff]&amp;lt;br /&amp;gt;Horizontal cracks rive the rock face below, offering scant finger- and toeholds.  The slope rising above this small ledge angles inward for a slightly easier climb.  Crumbling stone and small pebbles trickle down the cliff, careening and echoing noisily as they make their rapid descent.  The temperature begins to drop considerably in the higher altitude.|Cut into stone is a stylised jagged fissure.}}&lt;br /&gt;
{{RTS|F26|Cleric Guild|RanikMap129|Vela&#039;Tohr Overlook|RanikMap136|Forfedhdar|Unknown|[Pilgrimage Trail, Overlook]&amp;lt;br /&amp;gt;DAY:From the top of a rise overlooking the valley, the road affords a view of cultivated terraced fields divided by low walls of dark stone.  Goats dot the hillside, grazing on the tall grasses covering the rocky slopes beyond the fields.  Centered within this pastoral vista is a complex of buildings enclosed by fortified walls.&amp;lt;br /&amp;gt;NIGHT:The trees thin to the north, exposing a warm twinkle of lights indicating a small settlement down slope.  Occasionally a small, rodent-like creature scurries out of the concealing vegetation beside the road to disappear into the thick grass on the other side.|The scratches on the stone form the sign of the snowy cliffs.}}&lt;br /&gt;
{{RTS|F27|Cleric Guild|RanikMap129|Hibarnhvidar|RanikMap119|Forfedhdar|Unknown|[Pilgrimage Trail, Vela&#039;Tohr Valley]&amp;lt;br /&amp;gt;DAY:The fortified wall enclosing the monastery grounds turns north here, sheltering the huddled buildings and those within from weather and wildlife.  Terraced fields rise to the south and west, scenting the vagrant breeze with mulched soil and cultivated vegetation.&amp;lt;br /&amp;gt;NIGHT:A faint orange glow rises above the dark wall from the torches and lamps of the buildings within.  Chill breezes mutter through the dry grass, carrying a faintly disturbing scent of decay and ash.|Cut into the wall is the sign of the stocky miner.}}&lt;br /&gt;
{{RTS|F28|Cleric Guild|RanikMap129|Boar Clan|RanikMap121|Forfedhdar|Unknown|[Pilgrimage Trail, Vela&#039;Tohr Valley]&amp;lt;br /&amp;gt;DAY:A high wall lines one side of the dirt road and prevents goats from wandering into the monastery&#039;s fields.  Orderly rows of stunted yet healthy plants peek over the top of the weathered stone.  Strung on a taut line stretched between two notched stakes, tattered scraps of cloth flutter in the fickle breeze.&amp;lt;br /&amp;gt;NIGHT:A high wall along the dirt road prevents goats from wandering into the monastery&#039;s fields.  The intermittent, brisk snap of cloth fluttering in wind emanates from somewhere in the night off the west side of the track.|The charging boar is painted at the base of the wall.}}&lt;br /&gt;
{{RTS|F29|Dark Burrows (Ogres)|RanikMap135|Vela&#039;Tohr Overlook|RanikMap136|Forfedhdar|Unknown|[Vela&#039;Tohr Woods, Dark Burrows]&amp;lt;br /&amp;gt;Damp walls close in tightly, thin rivulets of water trickling and dripping into puddles on the stone floor.  The rough granite has been partially smoothed into angular planes of chiseled rock.  A flickering torch dimly illuminates the tunnel and provides evidence that this area is regularly traveled.|The jagged granite bears a crude representation of the sign of the snowy cliffs.}}&lt;br /&gt;
{{RTS|F30|Blighted Tangle (Dryad)|RanikMap134|Vela&#039;Tohr Overlook|RanikMap136|Forfedhdar|Unknown|[Vela&#039;Tohr Woods, Blighted Tangle]&amp;lt;br /&amp;gt;Draped with tattered grey moss, the barren trees resemble skeletal black arms clad in the rotting remnants of winding sheets.  Reaching through the icy fog shrouding the forest, the dense tangle of vegetation forms an impenetrable barrier blocking passage at nearly every turn.|Barely visible under the dropping moss is the sign of the snowy cliffs.}}&lt;br /&gt;
{{RTS|F31|Hags Crag|RanikMap137|Vela&#039;Tohr Overlook|RanikMap136|Forfedhdar|Unknown|[Hag&#039;s Crag, Cliff Ledge]&amp;lt;br /&amp;gt;Nature&#039;s hand has carved out a steep escarpment that leads upwards.  Wind-filled tempests and natural elements have eroded and shaped it lovingly -- a harsh testament to the power they wield.|Cut into the side of the eroded boulder is the sign of the snowy cliffs.}}&lt;br /&gt;
{{RTS|F32|Ferry to Ain Ghazal|RanikMap115|Shard|RanikMap70|Forfedhdar|Unknown|[Haalikshal Highway, Himineldar Shel to Ain Ghazal]&amp;lt;br /&amp;gt;The road moves among low hills, through a patchwork quilt of fields and wood lots. The cry of a boatman on the nearby river breaks the night silence from time to time.|A clear representation of a tall spire is painted on the smooth rock.}}&lt;br /&gt;
{{RTS|F33|Raven&#039;s Point|RanikMap126/&amp;gt;Genie Map#: 127|Mountain Giants|RanikMap125|Forfedhdar|Unknown|[Seord Kerwaith, Walls of Raven&#039;s Point]&amp;lt;br /&amp;gt;The sweet aroma of pipe tobacco and rum drifts into the area from somewhere beyond the battle-scarred walls of Raven&#039;s Point, carried upon the bitter cold mountain air that swirls about the crystalline valley. Several rows of icicles cling to the sharpened peaks of the rough-cut walls, trembling slightly as the fur-clad guards stomp along their patrols with military precision.|The base of the wall bears a scratched representation of a mountain trail.}}&lt;br /&gt;
{{RTS|F34|Raven&#039;s Point|RanikMap126|Ferry to Ain Ghazal|RanikMap115|Forfedhdar|Unknown|[Seord Kerwaith, Walls of Raven&#039;s Point]&amp;lt;br /&amp;gt;Rough-cut wooden beams set firmly into the frozen ground mark the exterior of the outpost, forming an impenetrable barrier that sinks seamlessly into the black stone walls of the valley. The clanking thud of armored boots striking the battlements perched atop the walls of Raven&#039;s Point echo amongst the curling ice structures that line the valley floor.|The branding on the beam shows the sign of the split river.}}&lt;br /&gt;
{{RTS|F35|Raven&#039;s Point|RanikMap126|Hibarnhvidar|RanikMap115|Forfedhdar|Unknown|[Seord Kerwaith, Crystalline Gorge]&amp;lt;br /&amp;gt;The distant sound of chatter and the warm scent of fresh cooking sizzling on an open fire drifts over on the chill mountain air from somewhere behind the walls of Raven&#039;s Point to the south. A maze of curious ice formations fill the interior of the valley, casting tangled shadows upon the dark walls that enclose this sheltered black rock gorge.|Chiseled marks form an image of a stocky miner on the boulder.}}&lt;br /&gt;
{{RTS|F36|Raven&#039;s Point|RanikMap126|Seord Kerwaith|RanikMap126|Forfedhdar|Unknown|[Seord Kerwaith, Crystalline Gorge]&amp;lt;br /&amp;gt;The darkened walls that enclose the pass widen to give ample space for a small army to pass with room to spare. The black stone, covered in a semitransparent ice, glistens in the available light cast from the small portion of sky overhead.  Every minute sound is magnified nearly tenfold as it reverberates off the thick walls, filling the barren pass with curious echoes.|A white tipped peak can be made out under the icy sheen.}}&lt;br /&gt;
{{RTS|F37|Seord Kerwaith|RanikMap126|Ferry to Ain Ghazal|RanikMap115|Forfedhdar|Unknown|[Seord Kerwaith, Mountainside]&amp;lt;br /&amp;gt;Tumbled blocks of shattered ice, snow, and fractured rock cover the mountainside trail in an unstable layer, evidence of a recent avalanche. Gigantic boulders, their surfaces scratched and gouged, speak of the violent nature of the slide.&amp;lt;br /&amp;gt;Barely visible in the darkness, tumbled blocks of shattered ice, snow, and fractured rock cover the mountainside trail in an unstable layer, evidence of a recent avalanche. Gigantic boulders, their surfaces scratched and gouged, speak of the violent nature of the slide.|Cut into the boulder is the sign of the split river.}}&lt;br /&gt;
{{RTS|F38|Seord Kerwaith|RanikMap126|Jeol&#039;gelvmoraen|RanikMap127|Forfedhdar|Unknown|[Seord Kerwaith, Mountainside]&amp;lt;br /&amp;gt;Winding deeper into the mountains, the narrow trail is all but hidden in the snow-covered rock and scree. Periodically, the blowing snow lessens and the briefest glimpse of a stone structure can be seen rising between two peaks in the distance. Around each bend in the trail another towering mountain rises.|The trailmarker shows a stylised representation of an icy stalactite.}}&lt;br /&gt;
{{RTS|F39|Seord Kerwaith|RanikMap126|Raven&#039;s Point|RanikMap127|Forfedhdar|Unknown|[Seord Kerwaith, A High Promontory]&amp;lt;br /&amp;gt;Like the spine of a sleeping dragon, the high ridgeline twists and winds its way through the mountains.  Fractured rock and stony spires rise into the sky, while fathomless chasms and fissures reach into the heart of the range. Rolling plains can be seen in the distance.  Meandering between outcroppings and across deep channels, the small trail leads travelers across the promontory. The rockslides and avalanches common to this area are evidenced by frequent rumblings heard echoing across the mountains.|The rock shows an image of a raven in flight.}}&lt;br /&gt;
{{RTS|F40|Seord Kerwaith|RanikMap126|The Black Spire|RanikMap142|Forfedhdar|Unknown|[Seord Kerwaith, Mountainside]&amp;lt;br /&amp;gt;Subjected to ferocious winds, this region of the mountain pass is nearly devoid of snow.  Barren rock outcroppings, some covered with a thick layer of ice, lend an eerie sense of desolation to the landscape. Little survives the bitter temperatures and the infertile mountain soil is incapable of supporting all but the most primitive of life forms. Hidden between some of the larger boulders, small patches of snow struggle to maintain a foothold on the mountain.|On the side of the boulder is the sign of the black spire.}}&lt;br /&gt;
{{RTS|F41|Seord Kerwaith|RanikMap126|Mountain Giants|RanikMap125|Forfedhdar|Unknown|[Seord Kerwaith, A Narrow Ledge]&amp;lt;br /&amp;gt;Shattered buttes loom along the horizon, carved by the eroding effects of snow and ice over the centuries into gigantic fissures and chasms, forming small rocky minarets. The spiny pinnacles thrust up into the sky like ancient watch towers, guardians over an inhospitable land. High above, a natural stone bridge connects the mountain to a distant butte.|The sign of the mountain trail is cut into the stone.}}&lt;br /&gt;
{{RTS|F42|Seord Kerwaith|RanikMap126|Ice Cavern|RanikMap125|Forfedhdar|Unknown|[Seord Kerwaith, Mountainside]&amp;lt;br /&amp;gt;Raging winds assault the range of mountains on a continual basis, many of the highest peaks are hidden behind obscuring clouds of swirling ice crystals.  Little survives in this frigid climate, the last vestiges of plant life suffocated long ago beneath a chilling blanket of snow. Animals once thrived in these mountains, but have since abandoned this inhospitable region for more temperate climes. Cold and heartless, the ancient mountains look down upon the weary traveler with disdain and contempt.|The scratched markings form the image of an ice-rimmed cave.}}&lt;br /&gt;
{{RTS|F43|Jeol&#039;gelvmoraen|RanikMap127|Seord Kerwaith|RanikMap126|Forfedhdar|Unknown|[Jeol&#039;gelvmoraen, Ice Grottos]&amp;lt;br /&amp;gt;Shifting beams of dancing sunlight filter in though a partially obstructed opening that splits the pinnacle of the ceiling, causing the surrounding walls to glisten like a freshly cut diamond. Snow-dusted icicles hang between the rough patches of stone that protrude from the foot of the gap, stretching down the faceted walls almost to the floor.|Painted on the wall is the sign of the white-tipped peak.}}&lt;br /&gt;
{{RTS|F44|Jeol&#039;gelvmoraen|RanikMap127|Mountain Giants|RanikMap125|Forfedhdar|Unknown|[Jeol&#039;gelvmoraen, Ice Grottos]&amp;lt;br /&amp;gt;Countless niches, cut into the otherwise smooth surface of the shimmering pale blue ice, reach up to the stalactite-lined ceiling. Several matted white pelts, each bearing large and unsightly stains, rest atop thick beds of straw and decayed plant matter that line the frozen floor of each niche. Small shards of white bone and tattered bits of armor have been neatly piled near a frozen basin dug into the ground, surrounded in a liberal dusting of fine black ash.|The corner of the pelt bears the sign of the mountain trail.}}&lt;br /&gt;
{{RTS|F45|Ice Cavern|RanikMap125|Seord Kerwaith|RanikMap126|Forfedhdar|Unknown|[Himineldar Shel, Ice Cavern]&amp;lt;br /&amp;gt;Claustrophobia easily affects those susceptible, as perspective in here is skewed: the floor slopes slightly upward while the ceiling seems to plunge suddenly, looming just above a Gor&#039;Tog&#039;s head. Protrusions of thicker ice along the tunnel-like walls narrow the passageway further.|Chipped into the wall is the sign of the white-rimmed peak.}}&lt;br /&gt;
{{RTS|F46|Ice Cavern|RanikMap125|Mountain Giants|RanikMap125|Forfedhdar|Unknown|[Himineldar Shel, Ice Cavern]&amp;lt;br /&amp;gt;Slippery tunnels, narrowed by ice, seem to twist and turn in no ordered direction. A huge stalagmite forming here hampers progress even further. Slick deposits of lime and frost coat the floor so thickly that in places only the most agile can safely pass between it and the ceiling.|The rock set into a carved hollow in the stalagmite bears a painted image of a mountain trail.}}&lt;br /&gt;
{{RTS|F47|Mountain Giants|RanikMap125|Ice Cavern|RanikMap125|Forfedhdar|Unknown|[In the Crater, Communal Area]&amp;lt;br /&amp;gt;Clearly composed of broken pieces of caravans and wagons, a large, disorganized semicircle of debris occupies the center of the area.  One oddly decorated caravan remains mostly intact, placed by itself beneath a small ledge. Darkened areas on the ground are in the cleared area inside the circle.|The image of an ice rimmed cave is clear on the wood.}}&lt;br /&gt;
{{RTS|F48|Mountain Giants|RanikMap125|The Black Spire|RanikMap142|Forfedhdar|Unknown|[In the Crater, The Pit]&amp;lt;br /&amp;gt;Moving around a line of pine trees, the rise in the ground prevents falling into the deep pit that fills the whole area. A ledge overhangs the pit, allowing any available light to penetrate but still protecting it from weather.  The only passable path seems to be to the northwest, as other ways are blocked by looming obstacles in the darkness.|The base of the boulder shows the sign of the black spire.}}&lt;br /&gt;
{{RTS|F49|Mountain Giants|RanikMap125|Raven&#039;s Point|RanikMap127|Forfedhdar|Unknown|[On the Mountainside, Stony Trail]&amp;lt;br /&amp;gt;Stones underfoot make traversing the trail precarious, as every step dislodges bits of rubble to bounce away into the darkness. On one side of the trail, scrub and sturdy pines cling tenaciously to the boulders that jut out from the mountainside. On the other is air, though a fall here would deal little damage.|Perched on the limb is a small polished wooden raven in flight.}}&lt;br /&gt;
{{RTS|F50|Gear Gate|RanikMap141|Gilen Otso Steppes|RanikMap71|Forfedhdar|Unknown|[Seord Kerwaith, Shadowed Copse]&amp;lt;br /&amp;gt;The densely packed trees tower above the winding path, their canopies growing together to cast shifting shadows along the rocky trail. The rustle of leaves trickles down from the lush treetops as flying squirrels leap from branch to branch, chattering noisily as they jump though the sea of green leaves.|Hanging from the branch is a rough wooden standing horse.}}&lt;br /&gt;
{{RTS|F51|Western Road (gryphons)|RanikMap141|Shard|RanikMap70|Forfedhdar|Unknown|[The Western Road, Foothills]&amp;lt;br /&amp;gt;Northward lies a heavily forested region cast in shade so deep it&#039;s hard to see more than a score of yards in that direction. To the south the forest is not so dense, although the trees and the ridges still limit the line of sight.|Burned into the limb is a representation of a tall spire.}}&lt;br /&gt;
{{RTS|F52|Hag&#039;s Crag|RanikMap137|Svesinek Cels|RanikMap148|Forfedhdar|Very Advanced|[Hag&#039;s Crag, Widow&#039;s Respite]&amp;lt;br /&amp;gt;A deep firepit has been hacked into the frozen earth.  It is protected from the howling mountain winds by a circlet of small craggy rocks.  Grouped close to the firepit are huge tree trunks that have been cut in half lengthwise to provide crude, uncomfortable benches.|Carved into a rock is the sign of a Rakash in moonskin.}}&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Ranger abilities}}&lt;/div&gt;</summary>
		<author><name>BAKEDCOUCHSPUD</name></author>
	</entry>
</feed>