Following the path around the northern side of the pond you can find a bridge that leads up to the temple. But on this path you'll surely encounter your first taste of the dangers that lurk in this seemingly-idyllic setting when you encounter a massive Glades Bruin or an equally imposing Red Stag, whose antlers can measure many feet in breadth - and could definitely gore you straight through. You'll soon discover that the majority of Venatrix Glades' inhabitants are not friendly towards Romans. The animals here are especially aggressive, as if some malign influence is driving them all mad. And that's just the ones that are still alive: Undead bears and stags have become a major problem in several areas of the glades. There is even an unnatural taint to the plants as a result of the unnatural magic at work. Indeed, something is deeply wrong with Venatrix Glades.
If you'd like to pay homage to Diana, cross the bridge to the temple. But beware: Samnites have settled in this area, and there might be a guard at the temple who will cause you trouble. That is, of course, assuming you make it past whatever nasty creature has decided to ambush travelers seeking to cross the bridge.[a href='http://gh.warcry.com/scripts/images/view_image.phtml?id=78910&site=87']
If you quail at the thought of a gruesome death by harpy, you can always head to the east of Vestigo Woods. You'll eventually reach Salicus Thicket, but you might decide to turn back and try your luck with the harpies and scorpions. Centaurs have taken up residence in this area. The entrance to the thicket is guarded by a couple of massive centaurs, and if you make it past those two your troubles have only just begun. The main camp is guarded by several more of the fearsome creatures. But imagine the glory of infiltrating all the way to the heart of the camp and slaying their leader! Of course, that is way easier said than done. Still, I'm sure as mighty a warrior as you can handle it.
If you head north from Salicus Thicket, take a friend - or several - with you. Ever since the river broke through the mountains north of Venatrix Glades, the Greek ruins in Egeria's Well have been flooded and overtaken by Nereids, a type of water nymph who are deadly spell-casters. The stoic ruins can not offset the fury of these nymphs. You will have to use extreme caution when fighting them because you're not likely to have to fight just one. The waterfall in Egeria's Well is quite the sight to behold, especially as a backdrop to the ancient ruins. And who knows what treasures the nymphs might be hiding? But a better question might be: Is it worth it to you to try and find out when you run the risk of being the next sacrifice on the Nereids' black altar?
If you're lucky enough to escape Egeria's Well alive, you can continue traveling east to Cataracta Crags. Samnites have moved in and occupied this entire territory, so you might want to tread lightly. Unless you're carrying a really big stick, that is. Cataracta Crags is completely enclosed by barriers both man-made and natural, meaning the entire area is one large Samnite fortification. As you first enter Cataracta Crags you'll encounter lone sentries and outposts, but the Samnites have built a stronghold protected by two thick walls, so you'll no doubt be confronted by entire squads of Samnites if you venture all the way in. There have been reports that the Samnites have taken as hostage a countrymen of yours, but those reports are still unconfirmed. There is a shrine sitting on a tiny finger of land at the fork in the river, with bright red wildflowers growing around it. The color of those flowers seems to have something to do with the gruesome offerings the Samnites make to their gods at this shrine.
Nestled in between Cataracta Crags, Egeria's Well, and the Salicus Thicket is a small hill known as the Cervinus Rise. A band of hunters have set up their camp there, and you might be able to pick up a few items or perhaps some coin by stopping there and seeing if there are any quests you can embark on for them.
The Desoro Woods lie just to the east of the Samnite stronghold at Cataracta Crags, but a respectable Roman citizen, such as yourself, is not likely to find much of interest there. The Telchines have defiled this area, and their evil has seeped into every living thing. It has even seeped into things not living, unnaturally prolonging their life. Inside the fort, the Telchines have built altars to perform their dreadful rites. It is whispered that the Telchines and the Samnites have some sort of an alliance, but there's no proof as yet. Perhaps if you investigate, you could finally bring to light the evidence that will warrant an armed Roman response to the hateful Telchine presence.
To the southwest of the Telchines' nefarious fortress is the Verdurous Knoll. Few human or mythical creatures reside in this area. Animals have taken it over. Rabid Grayhide wolves, Glades Charger boars, and a host of other maledicted critters rule in this area. Giant Vultures have taken over some large rock outcroppings to set up their nests and lay eggs, while Venom Spitter and Venatrix Cobra snakes have found root systems to shelter their eggs. But none of these are the most fearsome of the foes you'll meet: Skeletal Stags and Tainted Bruins, the living dead, will surely envy your warm flesh and desire a chunk or two. Occasionally a group of Satyrs will hunt in this area, but even they won't venture very far into the Verdurous Knoll.
Scindo Canyon, to the southeast of the Verdurous Knoll, is a long canyon with run-down shacks scattered about, which you'll pass as you travel down towards Arx Pluteus. The canyon is filled with large rocks, and the shacks are tucked in between them so that they pop right out at you and take you by surprise. Which means you'll have to be extra-careful, because the original inhabitants of these shacks are long gone, and scorpions are the current tenants.
You can actually rest a bit easy in Arx Pluteus, as Romans have taken up this area to protect the entrance to Vaporo Valley. Walls and watchtowers have been set up to guard the mountain passes. Some Roman citizens have taken up residence here, as well, because of the safety of the fortifications. You might be able to find some vendors or perhaps even some work. On occasion the harpies from Mordeo Gorge, to the west, raid the Roman settlement at Arx Pluteus, so you may be able to lend your blade, or cast a spell or two, in defense of your countrymen. You might even be rewarded for doing so.
Large rocks have fallen from the tops of the mountains surrounding Mordeo Gorge and turned it into a maze-like path. The winding pathway is all the more unfortunate because of the harpies that use the fallen rocks to make their nests. These harpies are an especially nasty and aggressive lot, and they've been known to have spell casters among them. If you move through Mordeo Gorge cautiously you might get lucky and only have to fight one harpy at a time, but make a ruckus and you risk the chance of bringing the entire colony out to play.
Northwest of Mordeo Gorge is Cruor Meads. The dominant feature of this area is the series of plateaus between which rope bridges have been built to allow for traveling from one plateau to another. On top of the plateaus are some breathtaking Greek ruins which have been occupied by Satyrs and Maenads. The Satyrs have built a statue to their god Pan, and the dance of the Maenads around the statue is something you must witness before you die. There is another statue in this area, but little is known about this one--except that, for some reason, it is guarded by maenads and a satyr. The maenads have stockpiles of wine and urns all around, and if you're brave enough you can try and help yourself. On the east side of Cruor Meads there is a small camp of Satyrs and Maenads apart from those living in the ruins. But be warned: You wouldn't want to go crashing into their camp without an invitation. Even worse, Skeletal Stags and Tainted Bruins have been known to meander over to Cruor Meads, and you wouldn't want to be caught by them after dark.
Moving further west to complete the circuit around Venatrix Glades you come to the Sacred Grove. Just east of Diana's Mirror, the grove is home to a vicious pack of Wood Strix, who live next to the three small ponds. The old overgrown structures that the Wood Strix live around are rumored to have been abandoned by the ancient gods themselves. The Strix' areas are surrounded by vine walls that most certainly did not grow by natural processes, and you won't want to get tied up in them because the Strix will gang up on you and cut you to pieces. There is a very small village of Romans on the top of the hill above the Strix camp, which is only accessible by a path that runs all the way from the Temple of Diana to Cruor Meads. The small town is relatively safe, though it is home to only a few Romans.
Continuing west you will find yourself on the southern shore of Diana's Mirror, where there is an herbalist academy. Stop in for all your herbal needs, or perhaps you can find a quest or two to keep you busy. In Venatrix Glades, sturdy warriors are always in demand.
[p]Venatrix Glades offers plenty of excitement for the adventurer bold enough to enter, and plenty of reward to those lucky enough to make it back out! For instance, a Great Glades Bruin-skin rug would look great in that home you've been wanting to buy in Rome. Of course, if you're not motivated solely by greed you could help make Venatrix Glades a safer place for your fellow Romans who are living there. Either way, keep your wits about you and know that wits alone will not be enough.
