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The Glass-Woven Walkways

The Glass-Woven Walkways

The Glass-Woven Walkways

Overview & Aesthetic

The Glass-Woven Walkways are a marvel of Muridae engineering, consisting of a complex network of suspension bridges and ramps that interconnect the various sectors of The Crown City of Ardor. Unlike the standard rope-and-wood bridges found in the lower canopy, these walkways are woven from "Aether-Glass Silk"—a material created by the Mist-Weaver Coven that is as transparent as crystal but as strong as steel.

The walkways appear to be shimmering ribbons of light floating in the air, offering an unobstructed view of the forest floor hundreds of feet below. During the day, they refract the sunlight into brilliant rainbows; at night, they glow with a soft, internal phosphorescence.

History & Lore

The walkways were a gift from the Mist-Sisters to the people of Ardor during the Age of Harmony. They were designed to provide a safe and fast way for the Briar-Kin to move between the city's vertical tiers without the need for constant climbing. The material is said to be attuned to the vibrations of the Mother-Tree, making the walkways feel more like an extension of the tree than a man-made structure.

Points of Interest

  • The Prism-Bridge: The longest single span of the network, which connects the Hall of Winds to the Warden's Roost.
  • The Observation Nodes: Small, circular platforms built into the walkways that serve as rest areas and lookout points.
  • The Glass-Spindle: The central junction where six major walkways meet, dominated by a large aether-lantern.
  • The Weaver’s Path: A restricted section of the walkways that leads directly to the Sky-Hangar, guarded by members of the Acorn Guard.

Local Factions & NPCs

  • The Muridae: The entire population of Ardor uses these walkways for their daily commute.
  • Master Wright Lira: Frequently inspects the integrity of the glass-silk tension cables.
  • Zephyr the Glidist: Often uses the walkways as a launching ramp for his high-speed deliveries.
  • The Glass-Cleaners: A group of specialized laborers who ensure the walkways remain free of algae and sap-splashes.

Environmental Hazards / Mechanics

  • Vertigo: Any character not used to heights must succeed on a DC 12 Wisdom save or be Frightened while on the transparent sections of the walkway.
  • Silent Movement: The smooth, glass-like surface makes it easier to move quietly. Stealth checks made on the walkways have a +2 bonus.
  • Slippery When Wet: During rain, the walkways become exceptionally slick. Characters taking a Dash action must make a DC 13 Acrobatics check or fall prone.