Trailmarkers

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Trail Markers

Trail markers are a ranger only ability. They are very similar to thief passages, but they are in the wilderness instead of in town...plus they are much cooler ;) and a ton more useful! Most trail's have a trail in each direction, but they aren't in the same room you come out in. gotta look around, they usually arent too far away.
To find a trail marker, go to the room it's in, and type "SCOUT TRAIL" then "GO TRAIL" You can't have anything in your hands when you go down the trail, or it will tell you that your not ready to make the journey.
There is also Personal Trail Markers that require 200+ in scouting and a certain level (unsure what it is). They allow you to set a begin/end trailmarker that you can use over and over to move from place to place.

Zoluren Provice

Crossing-Haven Ferry:

[Northeast Wilds, Birder Lane]
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's favorite pet.
Obvious paths: east, northwest.

Haven Ferry-Crossing:

[North Road, Farmlands]
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.
Obvious paths: east, west.


Crossing-Kaerna:

[Northern Trade Road, Farmlands]
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.
Obvious paths: north, south.

Kaerna-Crossing:

[Northern Trade Road, Open Grasslands]
The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
Obvious paths: north, south.

Crossing-Dirge:

[Northern Trade Road, Farmlands]
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.
Obvious paths: northeast, southwest.

Crossing-Knife Clan:

From west gate - nw
[Mycthengelde, Flatlands]
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.
Obvious paths: southeast, west.

Knife Clan-Crossing:

From Bridge - South
[Wilderness, Gully]
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.
Obvious paths: south.

Crossing-Wolf Clan:

From outside west gate - nw w nw w nw nw nw
[Mycthengelde, Flatlands]
Several constellations twinkle in the sky above as you travel the Mycthengelde.
Obvious paths: southeast, northwest.

Wolf Clan-Crossing:

From trader guild - north
[Wildulf Woods, Dirt Road]
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.
Obvious paths: northeast, south.

Kaerna-Haven Ferry:

[Northern Trade Road, Meadowlands]
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.
Obvious paths: north, south.

Haven Ferry-Kaerna:

[North Road, Riverbank]
This close to the river'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.
Obvious paths: north, south.

Kaerna-Dirge:

[Northern Trade Road, Kaerna Outskirts]
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'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.
Obvious paths: south, northwest.

Dirge-Kaerna:

[Lava Fields, Valley]
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.
Obvious paths: north, east.

Kaerna-Knife Clan:

[Northern Trade Road, Open Grasslands]
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.
Obvious paths: north, southeast.

Knife Clan-Kaerna:

[Wilderness, Sparse Forest]
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.
Obvious paths: south, northwest.

Dirge-Haven Ferry:

[Lava Fields, Valley]
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.
Obvious paths: north, east.

Haven Ferry-Dirge:

[North Road, Riverbank]
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.
Obvious paths: north, southeast.

Haven Ferry-Knife Clan:

[North Road, Farmlands]
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.
Obvious paths: east, west.

Knife Clan-Haven Ferry:

[Knife Clan, Woodlands]
Ancient trees soar skyward here in the heart of the primreview forest. The mammoth trunks dwarf even the Gor'Tog hunters that frequent the glade in search of game. One blackened stump pays testament to the violent storms that sometimes frequent these lands.
Obvious paths: north, northeast, east, northwest.

Wolf Clan-Haven Ferry:

[Wolf Clan Home, Worn Path]
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.
Obvious paths: none.

Haven Ferry-Wolf Clan:

[North Road, Farmlands]
Empty wooden stalls line the road, and the grass is crushed in neat squares where tents stood during the day.
Obvious paths: east, west.

Wolf Clan-Kaerna:

[Wildulf Woods, Dense Forest]
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.
Obvious paths: north, east.

Ilithi Provice

Leth Ferry-Leth:

From ferry - s, s
[Southern Trade Route, Segoltha Plain]
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.
Obvious paths: north, south.

Leth-Ferry:

From leth nw gate - nw,n,n,ne
[Bosque Deriel, Northern Reaches]
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.
Obvious paths: northeast, southwest.

Leth Ferry-Gond:

From Ferry - s,s,s,s,go path, go clear,
[Endrus Forest, Clearing]
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.
Obvious paths: none.

Gond-Ferry:

From Gond - n,ne,nw,n
[Obsidian Pass, Mountain Trail]
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.
Obvious paths: north, south.

Leth-Gond:

[Bosque Deriel, Whispering Woods]
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.
Obvious paths: northeast, south.

Gond-Leth:

[Obsidian Pass, Mountain Trail]
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.
Obvious paths: north, southeast.

Gond-Shard:

From gondola - g frame,g door,sw,s,se
[Obsidian Pass, Foothills]
The shadows of the mountains beyond trickles over the descending edge of the foothills. Patches of green reflect the sparse light of stars twinkling far above. A wooded path winds its way southward.
Obvious paths: northwest.

Shard-Gond:

From outside North Gate - n,n,n,n,n,n,e,e
[Lake of Tears, East Gate Road]
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.
Obvious paths: east, west.

Shard-Ranger Guild:

From outside North Gate - n,n,n,n,n,ne,nw,nw
[Southern Trade Route, Road to Shard]
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.
Obvious paths: north, southeast.

Ranger Guild-Shard:

From guild - go path, nw,n,n,sw,up
[Gilen Otso Steppes, Game Trail]
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.
Obvious paths: northwest, down.

Ranger Guild-Gond:

From guild - go path, nw,n,n,sw,up,nw,ne
[Gilen Otso Steppes, Game Trail]
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.
Obvious paths: north, southwest

Gond-Ranger Guild:

From Gondola - climb ridge, se,sw
[Obsidian Pass, Mountain Trail]
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.
Obvious paths: northeast, south.

Therengia Province

Lang-Theren:

[North Road, Danduwen Forest]
Hedges of primroses and sunny yellow cat'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.
Obvious paths: northeast, southeast.

Theren-Lang:

[North Road, Farmlands]
Tawny acres of birch trees and furlongs and picturesque crofter's cottages spread out across the land, forming an enchanting panorama of Therengian farmland.
Obvious paths: north, west.
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