"Avoiding the
Dangers of Elanthia"
by Jolebin Swordstaff, Elemancer of Riverhaven
Elanthia is, of course, a land of great beauty and limitless
wonder. It is also, unfortunately, a land of many undocumented
perils. I must confess that in the earlier days of my adventures
in these lands, I suffered numerous deaths. Naturally I have
also died during more recent excursions, but never with a
frequency as intense as during those days of my youth. To
be honest, some few of those early deaths were ignominious
in the extreme, and the empaths and clerics who restored me
to vigorous life did, I suspect, find some humor in the details
of my unfortunate condition. It is my fervent hope that this
cautionary letter will prevent the young adventurers of today
from succumbing to some of the more embarrassing demises that
might await them in some of the more frequently visited Elanthian
locales.
First, I address what I consider to be the most dreadful
death possible in Elanthia, for it leaves its prominent mark
upon every victim. I speak of none other than the dastardly,
luminescent mushroom that grows in the dark, unsavory shadows
of our lands. I do not believe that I would be presumptive
to suggest that most young Elanthians are quite familiar with
the rural road that originates at the Western Gate of the
Crossing, and which extends far to the west of the city. Not
far from the gate, there is a southern offshoot of the road,
and this trail divides as well. If one is inclined to follow
the more southerly path upon reaching this fork, he or she
will discover a ruined farmhouse at its terminus.
I myself had looked upon this decrepit building many times,
whilst battling cruel-eyed goblins, odiferous musk hogs, and
gibberingly crazed madmen, before I ventured inside. After
a brief survey of the structure's interior, I discovered a
means of entering the abandoned cellar. In the chamber's dank
recesses, I discovered clusters of the selfsame fungi against
which my intention is to warn. Noticing their phosphorescent
property, I reached out my hand to take hold of a single mushroom,
hoping to use it as a torch to light my way in exploration
of the cold, clammy depths. But instead, the seemingly inanimate
protrusion belched forth a putrid stream of thick sputum,
which enveloped my right hand and much of that arm. Immediately
I could feel it burning the very flesh off my bones.
I scrambled out of the forgotten basement, and rushed headlong
out of the blasted ruin. Already, the accursed ichor had spread
to my chest and neck, devouring my skin all the while and
leaving only hideous open sores and blistered flesh in its
path. The toprightmost quarter of my body might as well have
been set aflame. I finally succumbed to my wounds not far
from the Western Gate, dropping dead on the spot. Luckily
a passing group of hunters discovered my body and dragged
me to the safety of the Cleric's Guild, where the kind ministrations
of the empaths and clerics returned my life to me. Therefore,
if ever you see any sort of plant which casts light upon it
surroundings, know that it most likely harbors carnivorous
ambitions, and should be avoided at all costs.
This is another great peril not far from the Crossing, and
I know that it has claimed the lives of many of my fellow
Elanthians as well as myself. Outside of the Northeastern
Gate of the city, one finds the Northern Trade Route. This
well-traveled highway forms the backbone of commerce between
the Crossing and fair Riverhaven to the north. A short distance
to the north of the Crossing there is a picturesque bridge,
and just past it lies a shaded forest path that leads into
the woods on the west side of the road. It is along this path
that one finds the stomping grounds of the faenrae reavers
and the dens of the wind hounds. The thin trail turns towards
the north and ends at the entrance to the Silverwater Mine.
In the deepest reaches of the mine, one finds a passageway
down into its abandoned depths. A strange trick of the light
(what little there is) makes it appear to be nothing but a
shallow, gently sloping depression. However, in actuality
it is a sheer mineshaft, hundreds of feet deep. There is no
aid to climbing, save a single knotted rope. But once one
has committed oneself to attempting the climb, there is no
other possible course of action. The only way to advance upwards
or downwards is to continue to climb. I have it on good authority
that this is one of the most difficult ascents or descents
known to exist in Elanthia. I can certainly believe that,
for I myself fell to my death when I sought to explore the
lower levels of the mine. My screams echoed against the cruel
walls of the shaft, and my body was shattered by the impact.
Though that body had been good to me, I had no choice but
to abandon it. In the course of recovering my possessions
from my grave, I learned that there is a much safer way to
explore the mine's depths, and it involves a mobile platform
which, to my chagrin, sits in plain sight not twenty feet
away from the shaft.
There are also places in Elanthia which are characterized
by moderate danger, but unexpectedly harbor much greater peril
somewhere within. Disembarking from the ferry on the southern
bank of the great Segoltha River, one finds oneself standing
upon the Southern Trade Route, which leads southwards to Leth
Deriel and beyond that to Shard, jewel of Ilithi. Along this
well-worn trail one can find the elusive Forest of Night,
inhabited by bloodthirsty dryads and nyads. These wild female
elementals are vicious but not particularly hardy. Even a
young adventurer can usually dispatch them without much difficulty.
However, in the shadowed depths of these woods, thick patches
of fog envelop the path. Chillingly, an explorer may hear
voices emanating from the mist, desperately calling out for
help. Often, the voices will seem to be those of his or her
friends and loved ones, and the adventurer will be tempted
to enter the shrouded heart of the forest. But, if you do,
then beware! These dark trails are haunted by the hideous
"death spirits." They will hack the limbs from your body if
you have not the skill to defend yourself. They are formidable
foes indeed, and extreme caution should be exercised before
attempting to do battle with them. If you find yourself trapped
in their demesnes, do not panic. It is not possible to pass
back through the mist the way you came, but you can reach
safety by carefully examining the massive pile of leaves that
sits there, and finding an appropriate method of pushing through
it.
Similarly, there is great peril hidden in the heavily forested
Zaulfung Marsh, just outside of Riverhaven. This wilderness
provides a buffer between the city and the Trackless Swamp,
home of the reviled swamp trolls and the stone-slinging lesser
sluaghs. The Zaulfung itself, however, is inhabited only by
virtually harmless wild boars and boobries. Young adventurers
should not let themselves be lulled into inattention here.
In the southernmost reaches of the marsh, one may hear a woman's
soft weeping and be tempted to investigate. It is of the utmost
importance that you set aside your chivalric or sympathetic
concerns and refrain from pursuing the sound, unless you have
fully prepared yourself for what awaits you in the deepest
groves of the Zaulfung. For there you will find a secluded
trail, infested by the spiny dyrachis who have established
their lair in those dark shadows. These freakish creatures
have the unnatural ability to project deadly spines out from
themselves, imbedding them deep in the flesh of their victims.
This area is also home to the same sluaghs that inhabit the
nearby swamp. A single dyrachis or sluagh may be resisted
and its attacks evaded, but they tend to appear in groups
of two or three, making them all the more dangerous.
On the occasion of my accidental trespass of their domain,
I encountered a pair of dyrachis, and their quills penetrated
my arm and my chest, dropping me on the spot. The mysterious
magic of that area resulted in my corpse vanishing from where
I had fallen and reappearing at the Standing Stones, whence
I was eventually retrieved and brought to the clerics. I had
already discovered that after one has entered this small enclosure,
one cannot immediately find the exit; the undergrowth that
conceals the path only permits passage in one direction. I
made a point of a further study, and I eventually learned
that one must instead walk east and north, all the while hounded
by the dyrachis and sluaghs, until one reaches a small egress,
hidden by some bushes.
I hope that my writing of this article will not prove to
be in vain. My intention has been to convey to my fellow Elanthians
a respect for the dangers that may often be present in the
most innocuous-seeming situations. Elanthia is, of course,
a land of many perils, and most of those dangers are fairly
evident when approached. But others, such as those that I
have discussed here, are in fact quite well hidden. This article
describes only four pitfalls to which Elanthians might find
themselves subject, all of them near the Crossing. Elanthia
as a whole harbors countless other unexpected dangers, and
I would urge all explorers to conduct careful studies of any
regions which they plan to visit, prior to actually doing
so. Such a study should include consultation of books, as
well as discussions with adventurers who have already traveled
to those destinations.
Safe Paths.
Jolebin Swordstaff, Elemancer of Riverhaven
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