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Quarries and roads

Quarries

Stone is cut out of the land in quarries: pits of bare grey rock stepped down in benches, each a ledge under a sheer face, to a flat floor split by the joints the stone was cut along. One dug into a hillside is cut back into the hill in benches too, so its faces stand highest on the high side. Every quarry has a ramp from the land outside its rim down to its floor, at a gentle enough climb to walk; the faces themselves are too steep to climb. Rows of blocks stand half cut out of the foot of the faces, some split partway down; blocks already cut lie where they were left, and stacks wait at the foot of each ramp for the carts. The blocks are solid: walk round them, or climb onto the low ones. Loose stone, broken slabs and chippings lie at the faces' feet, with dropped tools, rope, timbers, crates and wagons. A sign at the head of the ramp names the quarry, and its name is written under the minimap while you stand in it.

The Wrackstone Delf on the Wrack Coast is by far the largest: cut a full 24 m down into the coast's high ground and back into its hills in great steps, a road leading from the coast's roads through the cut-back to the head of one of its two ramps. Smaller quarries are scattered about the other zones, reached across the open land.

Roads

Every zone's roads run from its outpost to each of its passes, and on to the next zone's; on an isle with no pass, they run from its outpost. A road also leads from the gate of every castle out in the world to the zone's roads, one to the way into Lord Thornwood's Maze, and one leaves each of Spitehold's four gates. Where it joins, a signpost names the castle by its name: every castle has one.

No road runs over the cliffs of the Grand Canyon. One that has to cross it goes down a trail on one wall, along the floor and up a trail on the other, and where the canyon crosses a border its floor is the way between the two zones.