So details on the Frax-side Trade Road. Since this is general knowledge, you'll know it if you have proficiency in the relevant skill, there's no need to roll:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body">  Named after the elvish breed of pine trees common along it, the Frax-side Trade Road links the bottom of Court lands with the fortified gnomish town of Helceg. Its a notoriously rough road, though not quite treacherous. The two exceptions to this are the first 8 miles before it properly enters the Calamb Mountains, and a day's journey in, where the the path dipped into a unnamed valley 5 miles.<br/>  The Frax-side is also not the responsibility of the Court to grantee the safety of the road, thanks to larger trade negotiations which resulted in among other things, the dismantling of a Court trade post and an end to their tolls, in return for the road's safety falling to Helceg.</div></div><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nature</div><div class="spoiler_body">For environmental purposes, the Frax-side Trade Road can be considered part of the Calamb Mountains. The top soil is erratic, broken by chunks of jagged rock, but in places where it runs deep enough tall pine trees grow, giving the road its name, in elvish. The trees produce a  spare canopy, allowing for tuffs of grass and sharp-leafed sedges to dot the mountainside. Due to the terrain and vegetation, the animals tend to be long limbed, sure footed and fleet. Most predators are small, tending towards scavengers, though there is a nasty breed of rock snake that can sometimes be encountered in the pockmarked cliff faces.</div></div><br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=300270.msg14720098#msg14720098">Quote from: Chulanowa on 26-02-2019, 23:31:22</a></div></div><blockquote class="bbc_standard_quote">Everyone can spend hit dice on a short rest to recover HP, a long rest restores all HP</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I thought we agreed to use the Slow Natural Healing varient rule, which means long rest don't restore all HP.<br/>