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The Wild Road

The seven hunting grounds used to be lands apart, walled in by mountains and fog, and the only way in or out was a waystone. They are still where they always were, with their camps, their Grown and their prizes, but now they are one road: a mountain pass at each end of each ground leads over into the next, and a road gate at each ground's camp leads to its home town and back.

The road

Port Tidewrack ⇄ the Burrows ⇄ the Lantern Marsh ⇄ the Glasswind Dunes ⇄ Rime Hollow ⇄ the Cinder Reach ⇄ the Broken Beacons ⇄ the Unlit Reach (the end of the road).

Hunting groundGrownIts home town (road gate)
The Burrowslevels 6–14Port Tidewrack (and its west pass comes down there too)
Lantern Marshlevels 16–28Pellan
Glasswind Duneslevels 28–42Port Brackwater
Rime Hollowlevels 42–58Coldhaven or Quillreach
Cinder Reachlevels 58–76Port Mistral or Port Marrow
The Broken Beaconslevels 76–100Ravenhearth or Ironvale
The Unlit Reachlevels 100–140, from level 100 or rebornPort Lanternquay or Port Orrin

A ground's home towns are the towns of the region whose Grown match its levels, so the road out of a town leads to a ground of about the same danger.

The passes

The pass at the east end of the Burrows, in the fog at the foot of the mountain: F: to the Lantern Marsh (levels 16–28)
The pass at the east end of the Burrows, in the fog at the foot of the mountain: F: to the Lantern Marsh (levels 16–28)

The road gates

The road gate on Port Tidewrack's street, beside the town gate: F: the road to the Burrows camp (levels 6–14)
The road gate on Port Tidewrack's street, beside the town gate: F: the road to the Burrows camp (levels 6–14)

Taking a road

Who may go where

On the map

The map (M) lists the hunting grounds as the road runs, from Port Tidewrack to the Unlit Reach, each with its levels: one whose Grown are above your level is marked in amber, one you may not enter yet (the Unlit Reach, under level 100 without a rebirth) in violet, and the one you stand in is outlined. Under it, each ground's travel button says its levels and where its road gate is. Inside a ground, the map says how to go on: either pass, or the road gate by the camp.

The mountains and the storm roof

For old hands

See also Regions and hunting grounds for the levels of the open world, and Towns for the home towns.