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Windscar Highlands

Gold-green grass follows the dry shelves between the Windscar Highlands’ exposed stone ridges. Sparse trees stand above slate-blue pools. The Marchkeepers say the wind never took a road; it only found the paths people had stopped tending.

Look in dry Overworld hill country. Windscar occupies part of the windswept hills’ climate, with the same broad terrain transitions into neighbouring country. It appears in newly generated chunks; saved land keeps its existing biome. Entering the region adds a permanent field note to the Places tab of your lore journal.

Read the slope

The heights have exposed rock, grassy shelves and steep drops. Follow the ground around a ridge before committing to a descent. A Draft Kite gives eight seconds of Slow Falling and consumes one Windreed tassel from your inventory. Its twenty-second rest means it cannot carry you down an unlimited series of cliffs. It does not lift you, and it needs fuel before you step off.

Windreed grows in small patches on dirt and grass. Use a mature plant to collect two tassels while leaving the root in place. Open sky and daylight let it regrow; Life magic can advance the existing plant by one stage. Take the tassels, leave the root, and the next walker can use the same patch.

At height 200 or higher, Windscar also holds Summit Wind. Meditate with a Blank Rune using the ordinary attunement ritual. It shares the daily rest of the other mountain habitats; lower shelves do not meet its height requirement.

Windreed, string and sweet berries make a Windreed Braid. Its thirty seconds of Downwind let you approach highland animals more quietly, at a ten-percent movement penalty. Sprinting gives you away. It will not cancel an attack already underway.

Animals of the heights

Look for Approach
Stonehorn A rare rock-shouldered grazer on open ground above sea level. Carry wheat and give it room. A calm animal can shed a useful plate without being killed. Its warning stamp precedes a straight charge.
Galeclaw A rare feathered ridge runner. Offer raw rabbit or chicken before provoking it to gather a plume. If it crouches and marks a landing, move clear before the leap.
Tussock Pika Small foragers among the grassy shelves. Watch where they pause before walking into the same patch.
Skyray An exceptionally rare sight overhead. Its ordinary highland rarity still applies; a visit is not a promise of a sighting.

The Highland Beasts guide explains feeding, warnings, shelter, the Ridge Whistle and the recipes for travel gear. Windscar gives these animals another habitat; ordinary spawning limits and server settings still apply.

Shelters on the ridge

Highland Cairn Lodges stand on dry stone shelves across the Windscar Highlands, windswept hills and meadows. Look for a carved north wind-break wall, a spruce-and-stone shelter and a tall stone cairn on the eastern point carrying a shuttered redstone lamp and lever. In the lee of the north wall grows an open-sky terrace of six living Windreed plants. Inside are a hearth, a bed, a cartography table, travel supplies and a lectern holding The Paired Cairns, a four-page account of how the Marchkeepers became ridge guides.

A Highland Cairn Keeper lives at the lodge. Use the resident to open ordinary cartographer trades. Crouch and use them to hear their stories, leaving a short pause between lines. Meeting the keeper adds them to the People tab of your lore journal, and each story remains under Talk. The keeper explains the leeward Windreed terrace, the paired cairns and the high meridian survey ring. Returning as your investigation progresses unlocks guidance on the watchtowers, the cairn lamp, and the optional survey ring encounter.

Finding a lodge earns Keeper of the Cairns. Lodges need level shelf ground, so not every ridge will carry one.

Follow the Paired Cairns

Speaking with a Highland Cairn Keeper through their fourth story opens The Paired Cairns in the lore journal. Visit a road watchtower or a ring of standing stones to complete The Ridge Watch, connecting the hill road-markers to the high shelves. The final chapter, A Lamp on the Ridge, asks you to flip the lever on a Cairn Lodge’s eastern cairn lamp and stand within six blocks of the lit beacon. A cairn lamp another traveller already lit also counts.

The three chapters pay 90 XP, five Blank Runes and one Aura Shard in total, once per player, with no combat or Aura stage required.

Old routes and the High Meridian

Higher on the dry shelves stands the Highland Survey Ring, a stone meridian court with four compass causeways and a northern shelter holding a Survey Astrolabe and The Glass Meridian. Waking the astrolabe in Survival challenges the Glass Cartographer. The encounter is optional and separate from the peaceful Paired Cairns journal route.

Watchtowers and standing stones can appear here. Towers give a place to read the surrounding country, while standing stones preserve clues to older routes. They also belong to both the Scout’s and the Cairn Keeper’s investigations in the lore journal.

The Wind Gate can stand on suitable highland ground. Its climbing challenge belongs to the Gale and Thunder schools. These places need suitable terrain and are scattered across the world; every ridge will not carry a landmark.

The region itself has no Heart Circle or Aura requirement. Ordinary monsters still appear after dark. Keep a lit route back to camp and save a little Windreed for the journey home.

Type to find a guide, rune or recipe.