The eastern third of the Wanderlands is forest, and the forest is Dragonsong. Old growth runs without a break from the highland stands of Plyrthasnyach in the northeast, down through the dense canopy of Mylownach, to the southern woods of Bysal Emmus where the dragon Ziru keeps her lair. The trees themselves are ordinary. The sound is not.
A low tone moves through the whole region, felt in the chest before it is heard, rising from the great stone arch of Dragon's Gate in the Sonagrev hills. It does not stop. On still nights it carries past the treeline to the moors of Grendenheim, and the region took its name from it. What the arch is, and why it hums, belongs to the entry for Dragon's Gate.
Ziru holds everything within earshot of that arch. She suffers no one near it, and the Sonagrev hills are littered with the bones of those who came anyway; the name renders roughly as "song-graves" in Old Aboyinzan. The forest stays empty by consequence, not decree. There are no roads and no holds here, only old timber and the one unbroken note. To the south the trees break against the Thundering Mountains, and beyond them the land climbs into the Dalizi Highlands.
The practical trouble for any expedition is geography. Dragon's Gate sits in the northeastern hills, and the only land approach to it runs through Bysal Emmus, which is Ziru's own ground. Reaching the arch means crossing her hunting range first. Her motives, and the price she sets on passage, are her own affair and are set out in her entry.
Keep the song on your left hand and the sea on your right, and you will come out of Dragonsong alive. Lose the song and you are already lost. — a Wispen wayfinding rule, Grendenheim
