The most important element travelers must deal with is the environment itself, for the mountains and forests are unlike almost any other location on Athas. Ruins can be found in the most peculiar places, while other areas-like canyons and gulches, for instance – seem to have avoided the taint of the ancients. Either the ancients never settled in these areas or the centuries of flash floods have washed away all evidence of their existence. On the other hand, crumbling towers, abandoned keeps, and forgotten castles dot the ridges of the foothills. Often, these ruins sit atop strategic locations, like knolls overlooking canyon entrances. Some ruins remain empty to this day, while others serve as the strongholds of powerful raider chiefs or the lairs of monster tribes. In the deepest parts of these ruins, ancient treasures may still be found, including bits of metal, psionic artifacts, and arcane texts that refuse to succumb to the effects of time. Ancient mines and other subterranean tunnels spiral through the mountains and foothills. Low ceilings and narrow walls make walking through the tunnels all but impossible for creatures larger than dwarves and halflings. The mines dating back to the Green Age were constructed by dwarves or the now-extinct gnomes, while older tunnels were the work of the ancient halfling nature-masters. These latter excavations can be distinguished by the organic feel of the passages, for they seem to have been shaped through growth rather than fashioned by tools. Smooth walls of vibrantly colored porous stone mark these halfling tunnels, some of which lead to underground cities shaped from the same growing stone. Some of these tunnels were used by the people of the Green Age, serving as psionic highways that provided quick transport from one side of the mountains to the other. Time has made many of these mines and tunnels unstable. They can collapse unexpectedly, trapping explorers or even crushing them beneath tons of falling rock. Water fills some of the mines. Every so often a pool of stagnant water burns like acid or dissolves flesh clear to the bone. Explosive gases hang in the air in a few mines, causing tunnels to burst into flames at the slightest touch of torch light. Even the weakest quakes can cause extensive damage to the ancient systems. Intelligent beings can be encountered throughout the Ringing Mountains, but travelers must be constantly ready to fight or flee. Few of the mountain inhabitants that travelers meet will be friendly, with the exception of the herders tending their animals in the canyon sand washes. Most others are hiding or hunting, so they should be avoided.
Travelers may discover trading posts hidden in the
canyon passes, especially since a few of the merchant
houses have begun to seek routes to the lands beyond the
mountains in recent months. Of course, the locations of
outposts are jealously guarded, so travelers not affiliated
with an outpost’s ruling house shouldn’t expect a warm
welcome. However, if the new trade routes develop as
anticipated, more than one outpost should grow into a
full-fledged fort or even a trade village before too long.
Gith wait in ambush throughout the mountain region,
while the forest is the domain of savage halflings. Gith
hate most other humanoid races, attacking travelers on
sight with murderous and plunderous intentions.
Halflings, on the other hand, see travelers as potential
meals. They stalk travelers, waiting for opportunities to
spring ambushes. Halflings always attempt to capture their
prey alive so that they can present them to their chiefs.
The most savage tribes eat prisoners while they’re still
alive and kicking. More civilized halflings at least kill their
food before consuming it. Even a halfling among a group
of captured travelers is no guarantee of better treatment.
Savage halflings assume that their unfortunate brother
was a prisoner that they have freed from bondage. “Freed”
halflings are invited to join the tribe that “liberated” them
or presented with gifts and left to decide their own course
through the world.