Quickleaf
Legend
[SECTION]
Back at Caer Greu, the old witchers had a saying: "The Law of Surprise comes from above." Humor from the humorless. As Fergus ascends the gnarled misshapen oak in the center of the hut, a breeze blows through the sundry charms dangling from its leafless branches, causing them to twirl in the breeze. Some are oak-carved prayer cards hanging from a bit of cordage, others copper coins of Aedirn and Lyria with holes punched through them to allow a leather cord threaded through, others twisted bone and feather fetishes and straw dolls. Many villages boast such "charm trees."
At last, ascending as high as the aging boughs could support him, Fergus has a 360-degree view of the village and surrounding terrain...
To the North, where the cold winds and griffons come from, Fergus can see over the copse of woods where you'd fought the drowners, and the brewery overlooking the slow-moving Arel River. There is the bridge where you'd entered the village while Elora chatted with the farmer Leofort and his two sons. From this vantage point, Fergus can make out a small shrine to Melitele hidden off the roadside by a cluster of boulders and trees. And even further beyond is the hillside graveyard and the old windmill overlooking the crossroads which leads to the Aedirnian border and Blue Mountains.
To the East, where the dawn rises, is the Inn of the Sojourn Plough and the fête grounds, and all the small village trades that follow the Arel River upstream - boatwrights, sawmills, wheat mills, a fisherman's wharf, tannery, smithy, and the road towards the Valley of Flowers. A small hamlet lies just a mile away on the other side of the Arel's banks, what you've heard the peasants refer to disparagingly as "Upper Posada." Outside the village, the road hugs the northernmost edge of a vast dark stretch of pine forest that seems to go on forever. At the very edge of Fergus' vision, the trail enters misty moorland at the edge of the Valley of Flowers.
To the South, the direction of Nilfgaard's heart, are a tangle of family homes, provisioners, barns, and granaries. Further out are fields of flax, hops, and wheat glistening in the morning light, with a mule and ox trail wending through them towards hills that mark the border with Lyria and the Blue Mountains. Buttressing the hills is a lake over a mile long with an island at the center marked by a rock-carved ruined keep that at first appears to be a heap of boulders before Fergus realizes its true nature.
And to the West, where the sun sets over the Skellige isles far too far too be seen, following the Arel River downstream are fallow fields intermixed with copses of trees. There is a slow bleed from fruit and hardwood trees to larger oaks, which then blend into a mixed oak and pine forest. A flutter of wings catches Fergus' eye at the edge of the woods, but their distinctive flitting is that of bats, not birds.[/SECTION]

At last, ascending as high as the aging boughs could support him, Fergus has a 360-degree view of the village and surrounding terrain...
To the North, where the cold winds and griffons come from, Fergus can see over the copse of woods where you'd fought the drowners, and the brewery overlooking the slow-moving Arel River. There is the bridge where you'd entered the village while Elora chatted with the farmer Leofort and his two sons. From this vantage point, Fergus can make out a small shrine to Melitele hidden off the roadside by a cluster of boulders and trees. And even further beyond is the hillside graveyard and the old windmill overlooking the crossroads which leads to the Aedirnian border and Blue Mountains.
To the East, where the dawn rises, is the Inn of the Sojourn Plough and the fête grounds, and all the small village trades that follow the Arel River upstream - boatwrights, sawmills, wheat mills, a fisherman's wharf, tannery, smithy, and the road towards the Valley of Flowers. A small hamlet lies just a mile away on the other side of the Arel's banks, what you've heard the peasants refer to disparagingly as "Upper Posada." Outside the village, the road hugs the northernmost edge of a vast dark stretch of pine forest that seems to go on forever. At the very edge of Fergus' vision, the trail enters misty moorland at the edge of the Valley of Flowers.
To the South, the direction of Nilfgaard's heart, are a tangle of family homes, provisioners, barns, and granaries. Further out are fields of flax, hops, and wheat glistening in the morning light, with a mule and ox trail wending through them towards hills that mark the border with Lyria and the Blue Mountains. Buttressing the hills is a lake over a mile long with an island at the center marked by a rock-carved ruined keep that at first appears to be a heap of boulders before Fergus realizes its true nature.
And to the West, where the sun sets over the Skellige isles far too far too be seen, following the Arel River downstream are fallow fields intermixed with copses of trees. There is a slow bleed from fruit and hardwood trees to larger oaks, which then blend into a mixed oak and pine forest. A flutter of wings catches Fergus' eye at the edge of the woods, but their distinctive flitting is that of bats, not birds.[/SECTION]
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