World Travel & Gateways

“A toll is only the first price. Find out who needs the road kept open, and how long they can afford to wait. — The Edgewalker (as recorded by Dusana)

“Dusana wrote that down because he says it well, not because it is true. I have crossed forty of these gateways. Not one of them was a throat. Several were somebody’s whole life’s work, kept open in bad weather by people whose names he did not ask for.” — Mira of the Wandering Circle, in the margin of Dusana’s copy

Global Travel Procedures

The Known World: Bearings and Connections

The northern Amaranthine. From west to east the mainland sequence is Ecktoria, Acasia, Vhasia, and Viterra. The Violet Steppe lies north of Ecktoria. The Aelerian Mountains begin near the meeting of Ecktoria, the steppe, and Acasia, and run above Acasia, Vhasia, and Viterra. Ubral occupies the approaches north of Viterra, below the range. A coast journey and a northward mountain crossing are different routes.

The two southern seas. Viterra has the Dolmis to its east and the Amaranthine to its south. Thepyrgos projects from its southeastern corner; Hyaar lies east of that peninsula. The Astroegro Straits connect the Amaranthine and Dolmis under Thepyrgan control. The Theonan Isles lie in the Dolmis. The Black River belongs to the Viterran–Thepyrgan border country; it is not a river route from Dhahara or Akilan.

The northern waters and the forest. Zakov stands on the northern coast of the Dolmis. The Valewood begins northeast of it and extends far north, reaching east of the Aberderrin at its northern extreme. The Thin Coast, also called the Thin Shore, is the narrow strip between the forest’s southern margin and the Dolmis. Linn crews use this strip on the portage route between the two seas. The Linn homelands lie around and north of the Aberderrin, with the Yloka flowing down from the north into that sea. Reaching the Dolmis requires an overland haul and relaunch; there is no continuous Yloka channel or open-water strait between the seas.

The mountain’s northern side. The Mistlands lie north of the Aelerian Mountains and west of the Aberderrin, with the Direwood immediately west of them. Payden’s Port opens onto the Aberderrin. A vessel crossing from Linn waters to the Mistlands stays on that sea; one bound for Zakov must use the Dolmis portage. The Valewood’s northern shore and its southern Thin Coast approach are not interchangeable landings.

Akilan and the Way of Silk. Mbaro stands on Shoreless Bay on the southern Amaranthine shore. Its Oshiiran hinterland reaches deep into Akilan, meeting Ashaan to the east and Taharka’s highland country farther southeast. Fhara is the peninsula beyond the Ashaani approaches. The Pereshi highlands continue east toward northern Dhahara and the Himadri. Caravan routes through these lands involve successive lowland roads, wells, and high passes; a shared trade name does not make them one valley.

Dhahara and the eastern realms. Kahfagian maritime power holds Dhahara’s wet southern ports on the Bronze Coast; the Kahfagian homeland remains in the western Amaranthine. Himdal Aeler rule the northern highlands and approaches to the Himadri. Between these lie the Nine Kingdoms: eight present kingdoms and a ninth remembered as missing. Farther east, the Eastern Ykrul rule the great northern steppe and the eastern mainland territories; Sihai holds the remaining mainland realm. Nihori is an offshore archipelago, and Ayokha is the southeastern mainland and peninsular country. A Nihori crossing reaches the eastern mainland, not the inland Aberderrin. The New World is not commonly known and supplies no routine itinerary in these books.

Reading the routes. Arrows below show successive legs, not continuous waterways. Change vessel, haul, or hire pack animals where the mode changes. Travel timers measure complications within a leg, not fixed days or mileage. Green Gates and shadow corridors require their stated supernatural access; they do not shorten an ordinary map journey by default.

Route Tables

Rows with different starting points are alternatives; join only those whose endpoints match. A regional leg may contain several days of ordinary travel. Choose the destination deck for the encounter and the authority actually controlling that crossing for its papers.

The Amaranthine Coastway (West to East)

Kahfagia →\rightarrow Ecktoria →\rightarrow Acasia →\rightarrow Silkstrand →\rightarrow Vhasia →\rightarrow Viterra →\rightarrow Thepyrgos

Leg Origin Destination Gateway Deck Diamond Timer
1 Kassamira (Kahfagia) Ecktoria Capital Port Coastal shipping Ecktoria Convoy Letter 6
2 Ecktoria Silkstrand (Acasia) Coastal shipping Acasia Exchange Pass 6–8
3 Silkstrand Marcott (Vhasian bank) River/coastal Vhasia Letters Patent 6
4 Marcott Fairport (Viterran bank) River/coastal Viterra Customs Seal 6
5 Fairport Thepyrgos (southeast peninsula) Border road / river transfer Thepyrgos Harbor Pass 6–8

The Dolmis Circuit (Circum-Dolmis)

Fairport →\rightarrow Theona →\rightarrow Zakov →\rightarrow Thin Coast →\rightarrow Aelinnel →\rightarrow Aelaerem →\rightarrow Fairport. The Valewood interior is a separate landward branch.

Leg Origin Destination Gateway Deck Diamond Timer
1 Fairport (Viterra) Theona (Dolmis isles) Coastal access; sea crossing Theona Moot Token 6
2 Theona Zakov (north shore) Sea lane Zakov Harbor-Green 6–8
3 Zakov Thin Coast (northeast) Coastal passage Valewood Way-Cord 6
4 Thin Coast Aelinnel (east shore) Coastal passage south Aelinnel Tide-Path Key 6
5 Aelinnel Aelaerem (south) Coast road Aelaerem Host-Right Bough 4
6 Aelaerem coast Fairport approaches Dolmis crossing; local transfer Viterra Customs Seal 6–8
Branch Thin Coast Valewood interior Forest road Valewood Truce-Bough 6

The Aelerian Passes (North-South Through the Mountains)

Acasia/Vhasia/Viterra/Ubral →\rightarrow Aeler Gates →\rightarrow Mistlands. A westward branch enters the Direwood; a northern branch reaches the steppe. The forest is not a compulsory stop on every northbound journey.

Leg Origin Destination Gateway Deck Diamond Timer
A Acasian north roads Aeler Gate Foothill approach, then pass Aeler Underway Pass 6–8
1 Marcott (Vhasia) Aeler Gate Inland approach, then pass Aeler Underway Pass 6–8
2 Fairport (Viterra) Aeler Gate Ubral approach, then pass Aeler Underway Pass 6–8
3 Ubral (north of Viterra) Aeler Gate Mountain pass Aeler Pass-Ring 6–8
4 Aeler Gate Payden’s Port (Mistlands) Underway/crossing Mistlands Ward-Salt 6
5 Payden’s Port Direwood (west of Mistlands) Westward forest crossing Mistlands Lantern Writ 6–8
6 Mistland northern roads Violet Steppe Plain-to-steppe Ykrul Foedus Seal 8

The Shadow Corridors (Valewood Approaches)

Thin Coast ↔\leftrightarrow Valewood edge; Payden’s Port ↔\leftrightarrow Thin Coast only by a usable shadow corridor or a separate overland journey. A supernatural crossing is not an Aberderrin–Dolmis sea lane.

Leg Origin Destination Gateway Deck Diamond Timer
1 Zakovward landing Valewood portage landing Narrow coastal strip Valewood Way-Cord 6
2 Thin Coast Payden’s Port (Mistlands) Conditional shadow crossing Mistlands Lantern Writ 6–8
3 Thin Coast Zakov (southwest) Dolmis coastal passage Zakov Pilot Token 6

The Linn Raid Routes (Portage)

Yloka / Linn Skerries →\rightarrow Aberderrin landing →\rightarrow overland portage via the Thin Coast →\rightarrow Dolmis. Unload the freight and haul the hull; a deep-draught ship must transship rather than follow a longship overland.

Leg Origin Destination Gateway Deck Diamond Timer
1 Yloka / Linn Skerries Aberderrin portage landing River / inland sea Linn Thing Ruling 6
2 Aberderrin landing Thin Coast launch Overland haul Linn / Valewood Thing Ruling; Way-Cord 6–8
3 Thin Coast launch Zakov Relaunch; Dolmis passage Zakov Pilot Token 6
Branch Thin Coast launch Aelinnel Dolmis coastal passage Aelinnel Tide-Path Key 6

The Steppe Frontiers

Ykrul ↔\leftrightarrow Vilikari ↔\leftrightarrow Ecktoria/Acasia ↔\leftrightarrow Black Banner Territories

Leg Origin Destination Gateway Deck Diamond Timer
1 Ykrul Winter Camp Foedus Stone (Vilikari) Wolf Road Vilikari Foedus Renewal 6–8
2 Foedus Stone Ecktoria/Acasia border Steppe road Wilds Remount Chit 6
3 Ecktoria/Acasia border Black Banner Camp Frontier Black Banner Safe-Conduct 6–8
4 Black Banner Camp Ykrul Territory Steppe road Ykrul Paiza Tablet 6–8

The River Roads

Belworth: Forms the boundary between Vhasia (west) and Viterra (east). The Black River forms most of the border between Viterra and Thepyrgos. The lower Belworth and Black River are separate waterways: transfer by road or coastal carrier where required; do not draw a continuous river between them.

Leg Origin Destination Gateway Deck Diamond Timer
1 Marcott (Vhasia) Pont-du-Tithe River Vhasia Letters Patent 4–6
2 Pont-du-Tithe Fairport (Viterra) River Viterra Customs Seal 4–6
3 Fairport Black River bend Road / coastal transfer Viterra Portage Pass 6
4 Black River bend Thepyrgos Border river; road to port Thepyrgos Harbor Pass 6

The Green Gate Hops (Aelinnel)

Aelinnel (east Dolmis shore) ↔\leftrightarrow Aelaerem (south); Aelinnel ↔\leftrightarrow Valewood (north). The phasing gate is a conditional shortcut, not a relocation of either shore.

Leg Origin Destination Gateway Deck Diamond Timer
1 Aelinnel Coast Green Gate Tide path Aelinnel Tide-Path Key 4–6
2 Green Gate Aelaerem Downs Forest road Aelaerem Host-Right Bough 4
3 Green Gate Valewood Phasing gate Valewood Way-Cord 6

The Astroegro Straits (Thepyrgos Control)

Amaranthine ↔\leftrightarrow Astroegro Straits ↔\leftrightarrow Dolmis. Thepyrgos controls the western approach; Hyaar lies east of its peninsula.

Leg Origin Destination Gateway Deck Diamond Timer
1 Thepyrgos Astroegro Straits Chain/boom Thepyrgos Harbor Pass 6
2 Astroegro Straits Amaranthine Sea Sea lane Kahfagia Pilotage Token 6–8
3 Astroegro Straits Dolmis Sea Sea lane Zakov Corsair Charter 6–8

Ubral Routes (North of Viterra, South of Aelerian Mountains)

Ubral ↔\leftrightarrow Viterra ↔\leftrightarrow Aeler (via passes)

Leg Origin Destination Gateway Deck Diamond Timer
1 Ubral Highlands Fairport (Viterra) Southward descent; lowland road Ubral Guide’s Braid 4–6
2 Ubral Highlands Aeler Gate Mountain pass Aeler Pass-Ring 6–8
3 Ubral Highlands Vhasia (west) Mountain pass Ubral Shelter Writ 6

Routes Beyond the Amaranthine

Shoreless Bay and the Akilan Interior

Amaranthine port →\rightarrow Mbaro (sea); Mbaro →\rightarrow Oshiiran interior (canal and caravan); Oshiiran eastern roads →\rightarrow Ashaan; southeastern roads →\rightarrow Taharkan approaches. The bay landing and inland carrying routes are separate legs. Use Oshiiran weights and barge priority in the canal country, Ashaani papers at the Brass Gate, and Taharkan pass-stones on the highland approach. Mbaro’s reach into Akilan does not make the entire hinterland navigable from the quay.

The Way of Silk: Peninsula to Highlands

Ashaan →\rightarrow Fharan approaches →\rightarrow Pereshi highlands →\rightarrow northern Dhahara / Himadri approaches. The Salt Road changes from lowland and oasis travel to highland roads; wells, border posts, and pass closures govern different legs. A caravan leaving Fhara for Oshiira travels west through the Ashaani approaches, not north directly to Mbaro. Sidhi and Tulkani communities occur along the network; they are not single intermediate countries that every journey crosses.

Dhahara: Coast, Courts, and High Passes

Bronze Coast port →\rightarrow a river landing / inland road →\rightarrow one of the eight present kingdoms →\rightarrow northern Aeler approaches. Kahfagian harbor papers do not grant an inland audience or a Himdal toll waiver. Monsoon shipping connects the southern ports to Ayokha and to Akilan’s eastern ports; onward passage to Mbaro or the Amaranthine is a separate journey. Thepyrgos is reached through the intervening maritime network, not by ascending the Black River from Dhahara. The missing ninth kingdom is not an ordinary scheduled destination. Himadri underways serve their own mountains; no routine tunnel joins them to the western Aelerian range.

The Eastern Mainland and Nihori

Kuvani roads →\rightarrow Eastern Ykrul territories →\rightarrow Sihai crossings and caravan towns; eastern mainland port →\rightarrow Nihori (sea). Ykrul authority extends into settled eastern mainland country as well as the northern grasslands. Name the ruler of a port before deciding whether a Sihai pass is valid there. A journey from Nihori to Linn waters requires a mainland landing, the long westward overland route, and embarkation on the Aberderrin. Kuvani remount stations are not one short sea crossing from Nihori.

Ayokha and the Monsoon Circuit

Ayokhan river port →\rightarrow coastal anchorage →\rightarrow Bronze Coast (seasonal sea passage). Ayokha occupies the southeastern mainland and peninsula. Routes north into Sihai change from river and upland roads to that realm’s inland network; passages to Nihori require the eastern sea lanes. The Salt Scar is an Akilan carrying route, not a land bridge from Ngomebe to Dhahara. Move cargo by sea between continents and begin a new caravan on the receiving shore.

Beyond the Charts

No ordinary gateway leads to the New World. A claim to have crossed the Great Sea is evidence to investigate, not common geographic knowledge or a dependable trading timetable.

Core Travel Procedure

For each leg of a journey, draw 3–4 cards using the decks for your destination and controlling authority.

Set a travel timer by the highest rank:

On success, advance to the next leg; on failure, mark delay, debt, or diversion and resolve a consequence in the fiction.

Mode Rules

Sea Legs

(Amaranthine, Dolmis, Aberderrin, Gulf of Oshiira, Inland Sea). When crossing international waters, the controlling authority is either the origin port’s navy or a neutral convoy league.

Mountain Passes & Underways

(Aeler, Himadri, Taharkan highlands). Any A may convert a surface route to an under-route. ♢\diamondsuit from Aeler always codifies outcomes — no roll — for sealed doors, breath time, and escorted segments.

Desert Legs

(Sahel, Red Desert, Fhara drylands). Water is the primary resource. A dry well hazard can end a journey.

River Legs

(Belworth, Ayokhan rivers, Oshiiran canals). Bridges, booms, and law in Vhasia/Viterra; reed-mazes and bell-lines in Mistlands; canal mothers and weigh-houses in Oshiira.

Steppe Legs

(Violet Steppe, Kuvani grazing lands). Remount stations and grazing compacts. The Ykrul and Kuvani both use story tolls.

Shadow Corridors

(Valewood, Ways Between, Thin Shore). Add a regional taboo: never count to nine, never speak the ninth name. A 9 in the seed triggers the Hollow’s attention.

Universal Travel Hazards (d18)

When drawing a Club from the Wilds deck or from a region’s own hazard table, you may roll on this expanded table for additional flavor. These hazards integrate elements from the Eastern Realms, Dhahara, and the Way of Silk expansions.

d18 Hazard
1 Bell-Line Failure (Mistlands) – A ward-bell cracks. Wraiths cross the levee. Test Spirit + Endurance (DV 4) or gain Marked by Mist (next spirit encounter starts Desperate).
2 Star-Road Phasing (Valewood) – An ancient Lethai road flickers. Navigation DV +2; on failure, emerge in a different hex (GM chooses).
3 Spirit-Dust Storm (Ashaan) – Red sand whispers. All actions Desperate for the scene. On any 1, a bound spirit breaks free (Cap 2).
4 Ninth Night (Tulkani Circle) – The Hollow walks. A Oath-Keeper demands a story, memory, or name. Refusal starts a Hollow Attention timer [4].
5 Well-Spirit Offended (Fhara) – A dry well flows bitter water. Spirit demands apology (dates or a true story). Failure poisons the party’s water supply.
6 Tariff Shift (Silkstrand/Brass Coast) – Customs official declares new duties. All trade goods cost +1 Measure until next port. Bribe (Presence+Sway, DV 4) avoids the hike.
7 Dry Well – The oasis keeper is dead. Lose 1 Supply. (Original entry)
8 Ghost Caravan – Spectral camels pass at midnight. One of your beasts becomes a spirit for an hour.
9 Debt Collector – Someone recognizes a Tulkani vow-cord you carry. Pay in story or a favor to be named later.
10 Sandstorm – Navigation DV +1; mark Fatigue.
11 Customs Inspection – Roll Papers or start a 4-timer Audit.
12 Oasis Court – A dispute over water rights. Mediate or be delayed.
13 Elephant Stampede – Test Stealth or take Harm 1.
14 Mirage – False well; lose 1 Supply and mark Fatigue.
15 Ashfall – Distant volcano; all actions Desperate.
16 Singing Dunes – Sand hums. A spirit offers a riddle; solve for a Clue.
17 The Ninth Hour – Sunset lasts twice as long. GM gains 1 SB to spend in the next scene.
18 Widow’s Omen – Distant thunder; the party dreams of ledgers and death.

Gateways & Control Points

llll


Gateway & Region & Diamond Source & Typical Leverage
Table  – continued from previous page
Gateway & Region & Diamond Source & Typical Leverage

Kassamira Port & Kahfagia & Kahfagia & Convoy letter, lantern-law warrant, pilotage token
Ecktoria Capital Port & Ecktoria & Ecktoria & Berth priority, coin-house credit, procession permit
Silkstrand & Acasia & Acasia & Exchange floor pass, condotta rider, watergate priority
Marcott & Vhasia & Vhasia & Letters patent, safe-conduct, fairground precedence
Fairport & Viterra & Viterra & Customs seal, ferry priority, Dawn escort
Tarlington Falls & Viterra & Viterra & Lift priority, bridge/portage pass, County Thing
Thepyrgos (boom) & Thepyrgos & Thepyrgos & Harbor pass, crane allotment, Synod indulgence
High-Mist Pass & Aeler & Aeler & Underway pass, Key-Writ, breath-time allotment
Payden’s Port & Mistlands & Mistlands & Lantern writ, ward-salt, wraith indemnity
Thin Shore (Valewood) & Valewood & Valewood/Mistlands & Way-cord, dew-mirror, lantern writ
Green Gate & Aelinnel & Aelinnel & Tide-path key, host-right bough, salt license
Ubral Passes & Ubral & Aeler/Ubral & Vurim pass-ring, hill-fort shelter writ, guide’s braid
Thing-holm & Linn & Linn & Thing ruling, harbor-green chit, escort writ
Foedus Stone & Vilikari & Vilikari/Ykrul & Foedus renewal, remount allotment, hostage tree
Zakov Roadstead & Zakov & Zakov & Harbor-green chit, corsair charter, pilot token
Black Banner Camps & Black Banner & Black Banner/Ykrul/Vilikari & Safe-conduct, remount chit, clan truce
Brass Gate & Ashaan & Ashaan & Spirit-lamp, brass seal, veil-clip
Port Shed & Dhahara (Bronze Coast) & Sidhi/Kahfagia & Lighthouse charter, port-weight, freedman’s seal
Sarvistan & Dhahara (Mountain Satrapy) & Aeler & Keystone charter, sledge-wax, tea-ledger
Bridge of Nine Echoes & Ayokha & Lethai-ar & Silk voucher, monsoon schedule, nat’s blessing
Sihai Examination Hall & Sihai & Lethai-thora & Stamped pass, Celestial Ledger, silence-token
Nihori Storm-Shrine & Nihori & Shrine Maiden & Shrine bell, storm-charmer’s hat, wanderer’s oath-bracelet
Mbaro Weigh-House & Oshiira & Vermilion Corps & Grain ledger page, tariff stamp, barge priority token
The Ukwe (Speaking Tree) & Sekogo & Green Council & Ungwe leaf, nkisi shard, leopard’s favor
Himadri Pass & Dhahara (Himadri) & Aeler & Iron ingot, toll waiver, elephant whistle

Amaria (Dual Customs Post) & Kahfagia/Amaria & Kahfagia/Oshiira & Dual customs stamp, two-ledger receipt, fog keeper’s log
Midh-Akhaz (Violet Bazaar) & Midh-Akhaz & Ykrul/Vilikari & Grass right, oath-bead, water share, dust market cut
Narrow of Sorrows (Strait) & Oshiira/Kahfagia (Disputed) & Vermilion Corps/Admiralty & Cipher book half-key, false flag papers, deniable asset contract
Roller Gate of Khomani & Ngomebe (Stone Men) & Mason-Kin & Keystone shard, sledge-wax, stone-song fragment
Silver Pass & Taharka (Highlands) & Ridge-Watchers & Pass-stone, horse-bond, coffee measure
Crimson Silk Bridge & Lethai-ar (Crimson Valley) & Silk-Warden & Witness cord, warden’s mask, Ukwe root shard
Moot Hill of Three Greens & Theona (Eastern Dolmis) & Green Council & Well-blessing, moot token, hawthorn pass
Well-Court of the Three Wells & Fhara (Oasis Courts) & Well-Judge & Water-share tablet, caravan court writ, well-judge’s dipper
Lighthouse of the Brass Flame & Sidhi (Brass Coast diaspora) & Lighthouse Judge & Lighthouse charter, freedman’s seal, archive key
Fire-Temple Pass & Pereshi (Highlands) & Flame-Keeper & Fire-temple token, caravan tariff receipt, royal seal
White Mane Remount Station & Kuvani (Steppe) & Wind-Singer & Remount chain mark, grazing compact, sky-road song
Ninth Cord Wagon Circle & Tulkani (Itinerant) & Caravan Judge & Vow-bead, safe-haven oath, dream-cord

Edgewalker’s Notes on Leverage

A Diamond gives you an opportunity. To use it well, establish who recognizes it, what it permits, and why that matters now. A beautiful seal in the wrong jurisdiction is a heavy piece of wax.

Begin with the decision you need. Find the person able to make it. Learn what constrains them: supplies, time, witnesses, orders, a promise they intend to keep. Then secure a useful alternative to their cooperation. Until you can bear their refusal, they are negotiating with your need.

At one harbor I needed a detained pilot released before the tide turned. His employer had offered money. The harbor-master preferred to keep both the pilot and the possibility of a larger payment. I obtained the outbound masters’ signatures on a statement that they would remain at berth without their licensed pilot. Their contracts charged delay to the harbor. They signed because they needed him too.

I gave the harbor-master the statement, the first hour’s charge, and a release form requiring no admission of fault. He read the signatures twice. The pilot was outside in seven minutes. I had said fourteen words. The masters supplied the force; I had made it possible for them to apply it together. Had they been willing to sail without him, my paper would have been worthless.

Make the demand narrow. Show enough evidence to be believed. Give the other party a usable way to agree. If compliance will not end the pressure, expect resistance: you have given them nothing to buy. Honor the settlement. You may need people to fear your next demand, but you certainly need them to trust your receipt.

Keep a reserve when you can afford it. Spend it when it purchases the objective. A claim preserved while the grain rots is an expensive souvenir.

Playing the Uncharismatic Face

The Edgewalker can lead a social scene without winning affection. Show the preparation: a visit to the clerk, a verified obligation, an ally with a matching interest. At the negotiation, state the desired decision and the concrete reason someone might make it. Quiet precision can be more unsettling than a speech, especially when an apparently minor contact proves able to stop a powerful person’s business.

Give that preparation real weight under the existing core procedures. Establish what the leverage makes possible, then resolve uncertainty through the normal core loop and applicable rules. This portrayal grants no new skill, automatic success, free String, or power to dictate another character’s choices. A refusal can be sincere, affordable, or based on information the Edgewalker lacks. On success, let the gate actually open: resentment need not cancel a well-earned result. Later consequences should follow what the parties did and promised.

For a playable starting package, see Edgewalker — the uncharismatic Face in the Complete Guide to Subclasses.

Four Uses for an Open Gate

The four travelers were asked what they would do with passage through a closed gate. Their answers pursue different kinds of success.

The Edgewalker: Get the cargo through before negotiating anything else. Have the keeper acknowledge the delivery. Once our obligation is discharged, we can discuss the next one from a better position.

Mira of the Wandering Circle: Find the person who asked for us. Share a meal if they offer one. I would like our next visit to begin with someone recognizing our faces. I cannot demand that welcome in advance.

Ume Nineterrace, Rota-Keeper: Ask who opens it tomorrow. If we have used an exceptional permission, arrange an ordinary one for the next wagon. A successful crossing should leave a workable route behind it.

Naru of the Fourth Terrace: Count the people who came with us. Ask whether this is still where we meant to go. An open gate makes a choice possible; we are allowed to choose another road.