Topologia: A Strange Campaign Setting, Part 2
Today, Part 2 of the Topologia campaign setting details the Glassdust Desert, the Fields and Farms of Gardenia. But first, a section that got inadvertently left out of last week:
Walking Out Of Splinter
There are four compass directions, and walking in one of them leads to the edge of a different territory.
The river runs from East to West, ending at the Everflow Plunge. If you walk alongside it, you get to the Cliffs, and at their base, you find the Shadowfen, as explained previously.
If you walk in the opposite direction, you come to the edge of the Fields of Gardenia, exactly as you would expect from what’s been described already. But that still leaves north and south.
Heading North takes you into the Forests of Asthar, and more specifically, into the Brambles, a part of the forest where stinging nettles and other noxious undergrowth makes passage all but impossible. However, it’s possible to walk west to the cliff from the far side of the river and then north, skirting the Brambles. This carries you into the Scarletwold, an area in which the leaves always display the reds and golds of autumn, no matter what the time of year. These trees were always objects of fascination for the Elves, who long ago awoke them and decreed their independence of the Elvish people. They are unremittingly hostile toward non-elven travelers and harbor many creatures who make passage still more difficult; Spirit Wolves and Ghostkin and more.
For many years, it has been an unofficial rite of passage for youths seeking to prove their courage to spend a night under the outermost trees of the Scarletwold; so close to the town, they rarely encounter anything terribly dangerous but a lot that is scary. Anyone penetrating deeper is taking their life in their hands, however.
Heading south leads you into the Ironbarb Crags, a rocky and volcanic wasteland where the earth melts and from time to time erupts into great geysers of lava, where water placed on the ground quickly boils, and where the wind carves rock into great chasms and strange flowing shapes. The Crags are the domain of lizardfolk, dragons, and many fell things that are quite comfortable breathing the noxious fumes that fill the air. The part of the Crags closest to the town are the Crystal Spires, and they are actually the safest part of the Crags, except when it rains. When water falls from the skies it awakens venomous vines and other plants that animate and crawl this way and that, and the passages through the beautiful crystal towers are subject to flash flooding with water that itself burns and dissolves metal and flesh. Such events do not last long, but can quickly kill any who dare set foot in the area, save for those few who are naturally resistant.
It is the dangers poised at the edges that make the ‘alternative travel means’ so popular.
The Glassdust Desert

Image by Falkenpost from Pixabay
This desert is vast area of shifting dunes. When first you enter, and around an oasis, these are only 10-20′ in height, but as you travel deeper, they grow taller until the achieve almost 200m in height (650′).
The taller the dune, the finer the grains of sand, ultimately becoming akin to ground glass. Any creature without large soft pads for feet can sink a foot into this fine sand with every step, and the entire weight of the dune then resists the lifting of that foot.
The Great Salt Lake
Struggle through, and in the very center of the desert you will find a vast dry salt lake, from which salt is mined and purified for trade to the townspeople by the Dramedyn.
It rains five or six times a year, mostly in winter, and when it does, the salt lake comes back to life for a week or two, erupting in a riot of color as flowering plants spring forth from beneath the salt surface. As the lake again dries out, these brown and wither and seeds drop from the dying plants, 30-50 of them from each flower; most will not survive the conditions, but always there are enough to spawn a new generation the next time conditions are right.
The water-sources
Scattered throughout the sands are wells and oases but the sand moves around so much that these seem to wander the desert in their own right; every attempt to map their locations has failed, they never seem to be in the same place the next time you look for one.
Possibly this is because a reset has left memories that no longer accord with the current position – but perhaps not.
The Dramedyn
Inhabiting the desert are the Dramedyn. These are centaur-like camel-men who carry entire tents on their backs when they migrate.
They form 12 loose tribes who follow complicated paths from oasis to oasis; they have the natural ability to ‘small’ water from twenty miles away; unless guided by a Dramedyn, you need to be extremely lucky to find water.
Dramedyn are generally placid and peaceful, with a sly sense of humor, but they are proud and can be quick to anger. They are also known to hold grudges.
…until the next reset, at least.
Within their tents, they kneel on large cushions using their hind legs. When awake, they remain standing on their front legs; should they kneel on those, so that their bodies are angled toward the flooring, they are able to lock their arms to provide additional support while they sleep.
At need, Dramedyn can traverse the desert for about four weeks without water. This is more than enough time to get anywhere in this region, so if they undertake hostile action, they can literally come from anywhere.
The Dance Of The Dramedyn
The 12 tribes migrate roughly every 4 weeks to the next in a series of 12 major oases. Somehow, they time and coordinate these movements so that the tribes do not accidentally cross paths during a migration, averting possible conflicts.
The migration pattern between the 12 oases, if they were arranged in a circle (and including amongst their number two favorable spots on the River Everflow), would look like this:
It is the responsibility of the tribe who is about to migrate to the more upriver of the river landings to pause at the Salt Lake and mine as much salt as they can in about a week. If there has been a recent rainy day, they need to migrate a week later than they normally would, and this can result in conflict if the Tribe heading for the current campsite has not also delayed their migration.
Sometimes tribes have no choice; diets at any given oasis tend to be constricted, with all other supplies needing to be brought with the tribe. Only by regularly visiting all 12 micro-climates can a satisfactory level of nutrition be maintained. “Dramedyn cannot live by dates alone,” as they themselves say.
Unfortunately, the reality is more complicated. The oases are not evenly distributed around the edges of the desert in this way; some are close, and some are further away.
Because 12 sets weeks of 7 days each only totals 336 days, wherever a tribe is located at the start of a year, they will return to before the end of that year, and in fact be close to leaving it at the end of that calendar year (measured by the turning of the seasons). Over time, this means that each tribe will experience each location in all four seasons, a 12-year cycle referred to as “The Great Circle”.
Variations between Tribes
Every tribe is a little bit different. Much of this derives from the personality and leadership style of the tribe’s chieftain.
If you draw up a list of characteristics – “Relationship with humans”, “Greed”, “Generosity”, “Friendly Demeanor”, “Hard Bargainer”, and anything else you want, as a general rule, on a scale of 1-12, all 12 possible values will be represented – though they will be distributed randomly.
A table with the tribes numbered 1-12 along the top and the characteristics down the side permits using a d12 roll to select which tribe has the next value. So you roll once for the “1” and then a second time for the “2” and so on – ignoring any that have already been allocated numbers.
It should be noted that these are relative values that do not override the basic nature of the Dramedyn – even a tribe with a “1” for “Relationship with humans” will still be polite and willing to receive any that visit his tent. He’s just less likely to give them anything more than the minimum courtesy and hospitality. And likely to get angry of they insist or complain.
Relationship Between Tribes
Dramedyn practice a strict formality with their own kind based in traditions, many of them millennia old. Or so they think, anyway. These are designed to use customs as social lubricants – fulfill your obligations as demanded by tradition, to the letter, and there is less chance of conflict arising between tribes.
This leads to some practices that even the Dramedyn consider archaic, but that they will not change.
The Exchange Of Daughters
When female Dramedyn reach an appropriate age, they are left at the Salt Lake the next time the tribe passes near it, with a suitable dowry. The size of the dowry indicates the authority within the source tribe of the female’s father.
When another tribe passes the salt lake a few days later, they will pause to permit their unwed males to interact with the females and, if they seem compatible, to marry one. The tribe’s chief gets half the dowry and the bachelor’s father, the other half. Both are expected to match it in value relative to their own social standing in a gift to be delivered by the couple to the tribe of the newly-wedded daughter. They are then expected to return to the tribe of the former bachelor, with the daughter being formally adopted into that tribe.
The Exchange Of Sons
Bachelors get only 8 opportunities to look for a bride; after that, they are exchanged by the father of the bachelor for one of the daughters, who joins his harem. The father then has the obligation to deliver the compensatory ‘gift’ to the former tribe of the new concubine.
The bachelor, who has been effectively expelled from his tribe, is given the responsibility (along with others in the same position) of defending and protecting the unwed females at the Salt Lake. In so doing, he earns kudos and appreciation from those protected, and when next a tribe stops to look for brides, the prospective brides regale the chieftain. with tales of the battle prowess of the sons.
If he is sufficiently impressed, he may adopt the bachelor into his family and tribe, and must then marry the bachelor to one of his concubines – at his own pace; he can wait years for a suitable match.
If the bachelor has a bad personality, the reports are likely to be less than glowing, and the chieftain. less likely to adopt the bachelor – leaving him at the salt lake for another tribe to swing past.
Exchange Of Sweethearts
Should a couple form within a single tribe, Dramedyn custom permits them to wed, but at a price: they must leave that tribe and find another to join.
Nor are they permitted to accept the first offer given to them; they must wait for three offers to be received from different tribes, and are then allowed to choose the one they want. Variations between the tribes are strongly reflective of the offers that are made and the compatibility of the tribe with the couple.
Until the day they receive the third offer, they are honored visitors amongst any tribe they may encounter, and are expected to offer whatever skills they possess in return for that hospitality. This gives them a chance to demonstrate what they have to offer the tribe, and for the tribe to demonstrate what they have to offer the couple.
It is not uncommon for the most generous offer to be rejected in favor of a smaller one from a tribe that is a better ‘fit’.
The couple are considered envoys and representatives of their old tribe, so the refusal of offers must be done very carefully so as not to give offense and create a state of war between those tribes.
Trade Goods
In addition to salt, Dramedyn sell preserved game, fruits, etc (if they have any spare). They also sell the finest sand from the tops of the tallest dunes, which in turn makes the best glass.
In exchange, they will buy flour, preserved meats and fish, made goods like lanterns, fabric for clothing, and so on.
Unlike Elves and Dwarves, Dramedyn do not visit the town; the cobbled roads hurt their feet. Instead, they expect traders to come to them.
The Lost Tomb Of Ezrarch
Somewhere in the desert, a long way from anything else of note, travelers will sometimes come across a strange construction of stone. This is the Lost Tomb of Ezrarch. Who Ezrarch was is not remembered, only the name is known.
It is rumored that the tomb contains uncountable wealth in valuables, but there is a terrible curse that comes from disturbing them – at some random time in the next 30 days, any item taken AND all other wealth belonging to the trespasser will magically transport itself into the tomb. No ifs, buts, or maybes, no plea bargains – it’s all gone, including anything magical that they possess, even if they were miles away and wearing it at the time. The owner will fall asleep, or into a deep reverie if they don’t sleep, and when they come to, their goods are just gone.
Phistil, the Guardian of the Lost Tomb
Why, then, would anyone seek out the Lost Tomb? The answer is, the guardian. A cryosphynx of unprecedented size and age, she has three roles to play.
- If you come to her with a question, and answer her riddle, she will give you a clue as to the answer or a direction in which to find the answer. Sometimes, this is so profound that it gives the asker +1 INT – until the next reset.
- If you come to her with a problem, and answer her riddle, she will impart a single piece of relevant wisdom. Sometimes, this is so profound that it gives the asker +1 WIS – until the next reset.
- If you come to her with neither, but present her with a gift that she likes, she may reward you with one of the above with no riddle to overcome. Or she will give you the gift of entry to the tomb (see below).
The Dangers Of The Desert
All manner of creatures who like the heat abide in the desert besides the Dramedyn. Snakes, and scorpions and who knows what. It’s even rumored that there are Salamanders and Fire Elementals. But the desert itself is the biggest danger; near the taller dunes, even a strong breeze can act as a flensing wind, flaying flesh from bones. Lack of food or water can kill almost as quickly. It’s a good thing there are a lot of tribes of Dramedyn out there…
Leaving The Desert
There are 5 ways out of the Glassdust Desert.
- The Lost Tomb Of Ezrarch has an exit into the Mountains of Zugarth. If you do not earn passage with a suitable gift to the Guardian, you must answer a riddle to earn passage AND tell her a riddle she has never heard before. The first hard, the second is even more so. But it’s an option.
- Somewhere in the desert, not close to anything else of note, is an archway of rock with a hole in its underside. There is usually a rope ladder hanging down from the hole. Climb up the rocks to the arch, climb up the ladder into the hole, climb up the hole, and you will emerge from a hole in the ground near to the central square of the town of Splinter.

I’ve modified this image from the Arches National Park in Utah to include the passage to and from Splinter (with a rope ladder for the townspeople’s convenience and to remove a photographer that was visible on one of the rocks). Original image by Rosy / Bad Homburg / Germany from Pixabay.
- Somewhere in the desert, not close to anything else of note, there is a pillar of fire concealed by the sand dunes and the heat-haze of the desert. Walk through it, and (if you aren’t incinerated), you will find yourself in the Ironbarb Crags.
- Somewhere in the desert, not close to anything else of note, there is a dead tree almost 40′ in height and with a base almost six feet across. The interior of the tree is hollow. If you walk to the far side, and grope around, you will find a second hollow space within; squeeze into it (about 1′ across by 4′, so it’s difficult but not impossible) and you will find yourself in a completely different dead tree hollow, one located in the Shadowfen.
- Lastly, there is the Everflow. Going Upriverleads directly to the Ironbarb Crags, then Shadowfen, the Forest of Asthar, and finally, the Zugarth Mountains. Going Downriver leads to the Fields of Gardenia and then to the town of Splinter. Beyond splinter lies the Everflow Plunge – which (in theory) drops you back into the Shadowfen from a height of more than 1,000 feet.
The Fields & Farms of Gardenia

This rather green valley is actually labeled ‘desert’ – and in the original image, there is a highway running off into the distance straight down the middle! It’s been extensively modified by me, obviously! Original Image by Sabrina Eickhoff from Pixabay
Gardenia is a vast plain and valley that is just big enough and fertile enough to feed the population of Splinter as well as the rest of Topologia. Should that population falter, a share of the losses will be amongst the farmers who abide here, meaning that fewer crops are planted/sewed and hence there is no vast amount of waste. If necessary, farmers who are no longer needed in that role will relocate to Splinter and take up a new social role / profession.
What astonishes the locals and the inhabitants of Splinter is that – to them – the converse is also true – if there is a vast upswelling of population, somehow Gardenia will grow by the precise amount necessary to feed the greater population.
The reality is, of course, twofold: that the entire ‘world’ of Topologia is an artificial ‘pet enclosure’ designed and constructed to provide adequate food for the current level of occupation, and that it keeps resetting to this baseline position.
Geography of Gardenia
The river runs from East to West in long, lazy, bends through the middle of Gardenia. The northern region is very different to the southern, however, though both are full of fertile lands appropriate to the name.
Beyond Gardenia to the south are the Zugarth Mountains, preceded by foothills that are also considered part of Gardenia. Numerous small, shallow, streams. .emerge from the mountains and run down to join the river. These often come together or split en route, effectively creating a network of lozenge-shaped islands, but these waterways are easily crossed. The soil in this direction is fairly heavily clay, becoming more balanced as the river is approached.
Beyond Gardenia to the north are the sands of the Glassdust Desert, and – as you would expect – the soil is comparatively sandy in these regions. The border falls where the land ceases to be agriculturally productive, even though it is supported by viaducts and waterways used to irrigate the land. These tend to be deeper and wider than the streams to the south, but there are abundant bridges, ferries, and fords enabling passage by foot.
The vast forest to the east also provides vegetable matter in the form of leaves and occasionally trees to fertilize the soil, so it is somewhat richer to the east and slightly less productive as you approach the town.
Agriculture in Gardenia
This geology impacts the agricultural practices, suiting some crops better than others. Closest to the desert is a belt of Barley, but this soon gives way to wheat-fields. Windmills and Waterwheels are used to transform the wheat into flour for easier transport.
The wheat-fields. give way to lands used for the growing of vegetables from about 2/3 of the distance to the river, though crop rotation is practiced routinely. Pockets of slightly less-fertile soil support vineyards. There are also pockets of corn and tomato plantations, strawberry fields, blackberry bushes, and so on.
South of the river are bands of more of the same, but not all of this land is cultivated; much of it is left fallow and used for the growth of grasses for the support of cattle, pigs, and horses. Much of the farming in these parts supports root vegetables like pumpkins, potatoes, and turnips.
Past the 2/3 distance to the mountains from the river, these strips of farmland give way to orchards, while the natural strips become increasingly used to support sheep and – eventually – goats, as the mountains draw near.
Farm Ownership
This is operated on a variation of a more 19th century model than the feudal / medieval. Farmers own both the land and produce that they produce, but they have to buy these from the King every year; come January 1, title reverts to the crown. Unless there’s a war that has to be paid for, these expenses are generally amortized over the entire year, and amount to between 1/3 and 1/2 of the production value. Some small quantity is paid in kind to feed the royal household and the army that they command. A further 10% is taken in tax (usually after sale and conversion to hard currency).
Every farm strikes hard times now and then and fails to clear these debts in the course of the year. Some debt can be rolled over and added to the debt owed in the next year; but after 2-3 bad years in a row, this begins to exceed sufficient production to support both the debt and the residents. A fourth year in which the debts remain unpaid results in foreclosure and the farmland being available for purchase by another family, who will hopefully be more prosperous.
The former owners then have to work for someone else for a living until their debts are cleared, plus a penalty period of 2 years; the family are then free to purchase any new farmland that becomes available, with their past debt record expunged. It is generally hoped and expected that this period of ‘apprenticeship’ will show the family what it was doing wrong, enabling them to be successful the second time around – but there are occasions when the problem is laziness or sloppiness and those personality traits are often harder to shift. As a result, there are always some who are found working other people’s farms.
Farmhouses
These start out quite rustic, but get improved year after year as the farms prove successful and well-managed. Looking at them gives a quick indication of the level of success of the family – those who are productive year after year grow country mansions as well as crops!
Most are not successful to that extent, and live in comfortable and sometimes extensive cottages.
Families, Neighbors and Reputation
Farming is hard work, and it’s not uncommon for farmers to have large families. This encourages a ‘clan’ mentality in which the family owns the farm and shares in the labor of running it, even though the title may vest in the head of the household. Daughters who are not the eldest child usually have to marry and move away from the family farm, but there is a bride-price paid by the farm that acquires a new worker in this way, usually equivalent to five years’ worth of labor by the ‘lost’ daughter. Sons normally remain on the farm when they marry.
There are times when there is more work than their are hands to perform it; this often happens when a daughter with many years experience marries and the bride-price used to hire a less-skilled replacement. When this happens, the first resource available for assistance are the nearest neighbors. It is commonly expected that farmers will trade in favors and helping hands when necessary, fostering a local community spirit; come need for a barn-raising, for example, it’s quite common for the neighbors to gather workers from the rest of their neighbors and simply show up one morning – once the farmer has the necessary construction materials. It is expected that the beneficiary will feed these workers.
Of course, if one has a bad reputation for whatever reason, people are less likely to volunteer their time and efforts to help out. Being stiff-necked or cantankerous earns you few friends, and sooner or later, that comes back to bite you. Being niggardly, unwilling to pay debts promptly, or not giving your share to such group activities, is generally noted and means that you are more likely to be on your own when trouble strikes.
The result is a reputation, especially amongst townsfolk from Splinter, of generosity of both purse and spirit, an earned goodwill that makes life a lot easier in troubled times.
Itinerant Specialists
There are some annual tasks that are manpower-intensive, such as shearing time, when more labor is needed than is available. Many farmers whose crops are quite able to be managed without a lot of activity in such times supplement their incomes by learning a specialist secondary trade and making themselves available for such tasks. A few with large families can even devote themselves full-time to a series of such endeavors and become Itinerant Specialists who spend their entire year working a ‘circuit’ of support activities – picking crops here, shearing sheep or goats there, and so on, and then moving on to the next task.
Hamlets in Gardenia
Especially where two or more agricultural activities meet, the largest employer in the region may erect additional buildings and form a hamlet, a small village where there is sufficient economic activity to support secondary industries and services. There are dozens of these small communities scattered through Gardenia, none with populations of more than one or two hundred people.
The residents of these communities use the proceeds of their activities to buy the land of their dwelling and business from the farmer who establishes the hamlet, paying rent to them in the meantime. They are thus a source of considerable wealth for those landowners.
Should a hamlet be established where there is insufficient economic support for it, because another one is too close for example, however, and this can become a road to quick ruin. They are not cheap to create, and if there isn’t enough demand, the businesses will fail, rents will not be paid, and the landowner can find themselves out of pocket by significant amounts.
It follows that being host to a prosperous hamlet is a significant feather in one’s cap.
Note that the landowner is also expected to give up more than just the land and buildings occupied by hamlet residents and businesses – they have to provide suitable means of accessing the broader community through roads and the like, and these rights-of-way are purchased from the original landowner by the community, funded by local taxes.
Dangers and Adventuring In Gardenia
There are always those who find it easier to take from others rather than perform hard work for themselves. Bandits, they are commonly called. There are also perpetual threats from the mountains, in the form of creatures who hunt the meat-on-the-hoof of the farms, and the occasional monster from the Desert. And the forest is home to many dangerous beasts that sometimes venture forth. Throw in politics and the way some landowners seem to go off the deep end from time to time, and there’s plenty of adventure growing alongside the fruit and veg.
But adventurers can’t be expected to do all the work on their own. There are two forces emplaced whose primary responsibility is dealing with these threats.
Each hamlet has a sheriff and a couple of deputies who are charged with investigating banditry and putting the perpetrators in prison. Typically, 10 days for a first offense, 30 for a second, 60 for a third, and then up through years – 1, 2, 5, 10, 25, life. Other offenses count as well – including murder and the like – and may catapult the offender up the chain with breakneck speed.
Sheriffs generally know their limitations and those of their manpower, and will often deputize adventurers for specific tasks – capture this bandit leader or whatever – when those resources are inadequate. Once the task is complete, the deputization lapses.
To counter the more significant threats from outside Gardenia, small elements of the army are often deployed along the borders. Sometimes in hamlets (which can supply the needs of the force) but equally-frequently in forts and strongholds. But their task is to protect the farmers and their lands; they will not pursue a ravaging monster back to whence it came. For tasks beyond the purely defensive, they turn to adventurers, recognizing that there are things a small band of specialists can do that a large group of fighting men cannot.
It is also worth paying attention to the dichotomy of the farming footprint and the implications for encounters. North of the river, carnivores will find little of interest; the biggest threats come from herbivores and omnivores and those that attack for reasons other than a square meal. South of the river, there is a lot less of interest to herbivores but – as noted – plenty for hungry carnivores to hunt. There are exceptions to these patterns of course – northern carnivores can hunt farmers – but, these are the broad general patterns.
GMs are encouraged to find ways of keeping the threat levels posed comparable. There is a strong tendency in most game supplements that provide encounters to reserve the higher threat levels for carnivores; but, in nature, herbivores can pose almost as great a threat, and the scales are more evenly balanced.
Noblemen and Royal Offspring
These defensive establishments are usually commanded by a Nobleman or a junior member of the royal household, and both can be a source of unwanted problems. These usually come from a sense of entitlement, one way or another. There are offenses that are exclusively the province of the nobility within the criminal code; these require the direct command of the King to prosecute. But even when such permission is given, the army is duty-bound to obey the commands of the offending Noble, and the local constabulary are in no way adequate to the task of capturing the offender. This task, too, falls to adventurers.
Leaving Gardenia
There are five quick ways out of Gardenia.
- Barn
Near the center of Gardenia, and about half-a-mile from the river to the south, there is a large Barn used for the slaughter and dressing of animals. From the outside, it has only one entrance or exit; once inside, however, light reveals a second exit on the far side. Opening these doors leads directly to the town of Splinter. - Rocky Arch
Somewhere in the northwest corner of Gardenia is an archway of rock. If you circle around it, there is nothing strange until you are within 40 degrees of directly face on from the southern side, when the area under the arch abruptly fills with a mysterious mist that momentarily obscures the view through the arch completely and then clears to reveal a rocky wasteland beyond. Similarly, from in front of the arch in the wasteland, the fields of Gardenia become visible. One can simply step from one place to another.

I’ve obviously edited this image to show the passage through the archway to the fields, but there have also been a number of other subtle changes to the lighting to get the archway to ‘pop out’ a little more from the landscape..
The base image, geology-4258703.jpg, is by Pete Linforth from target=”_blank”Pixabay, and the fields is a modified extract of my modified version of the fields image shown above (refer to it for image credit).
- At the eastern end of Gardenia, there is a bridge of multicolored stone, crafted to resemble a rainbow, named the Rainbow Bridge, which crosses the river. No matter from which side of it you approach, as you get to the middle a curtain of blinding green light momentarily descends, and when you vision clears, you are able to descend the bridge into the Shadowfen.
- Valley Rope Bridge
At the extreme south of Gardenia, about 1/3 of the way along it’s length, you will find Utopia and Nirvana, the tallest peaks in Gardenia. About 2/3 of the way up them is a perpetual band of cloud. Climb up to this part of Utopia peak and you will find a tunnel through the mountain leading to a rope bridge, whose far end vanishes into the fog towards Nirvana. Crossing the bridge is not for the fainthearted; it is poorly made and very loose, swaying alarmingly up to 30 degrees with each step – the direct depending on your center of gravity at the time. Some can only bring themselves to cross it on all fours. Mounts panic and many have fallen through the ropes to either side to their doom. The bodies show that the bridge is entirely within Gardenia. At the far side, there is a second tunnel through Nirvana to a set of stone steps carved in the rock that descends into the forests of Asthar. Most animals will refuse to enter the tunnels unless forced, so mounted individuals tend to avoid this shortcut. - Mine-shaft
Somewhere in the northeast of Gardenia, an erection of steel lowers a basket into a hole deep in the ground using a clever pulley system. Take the trip down, and you will discover a seam of pure coal being worked by Dwarves. Ascend back up the shaft, and you will emerge into a cavern, whose mouth lies in distant Zugarth. - The Everflow River
Much of the traffic to and from Gardenia utilizes the Everflow. Heading Downriver takes you directly to the town of Splinter without passing through the Ironbarb Crags or the Glassdust Desert first, even though going upriver from Splinter carries you through both of these lands before reaching Gardenia.
And that’s a wrap for part 2 in this series! In the next part: The Shadowfen and the Ironbarb Crags!