Just finished a chapter where protag browses local arcnet (magic internet) for tips on how to deal with spirits in a certain area.
GrayForeigner:
To preface, I’m a fifth year WACA student who has completed five Un exams, walked the halls of the other W, and earned passage to the Keyless Court. Most current students probably haven’t met me, I’ve been hermiting it out in the exam floors, but I hope that those in the know can vouch for my advice’s validity.
The stretch of oddlands known as Briacrawl Woods is what I would classify as a lightly warped spirit domain. The original spirits are still mostly in charge and warpings are under their influence, if not direct control. This is important, because it means you can rely on local traditions to deal with the weird stuff.
To my knowledge Briacrawl Woods is (and feel free to correct me) an early remnant stage spirit ecosystem. Legends surrounding the Bramble Forts of Great Draiaa (not to be confused with central continent Dryads though there are similarities), rose to prominence in the sorcerous age and persisted through heroic age until the fourth century modern calendar, when Magogram Magogrammed. So the origin of spirits is in very bloody magics and dark rituals, but they are also all about fair deals, equal exchange, and polite hospitality. These ones won't lie to you directly, unless first lied to.
Specific traditions to note: Clearings are halls of great beings and therefore dangerous, rivers are borders, paths are treacherous to those who disrespect the woods, and speaking into the night will get you snatched by the local equivalent of whooragoo. Keep in mind this is from research. Speak to locals if you can find them! Always speak to locals.
I would also suggest finding a local guide versed in legend lore (preferably a local non-wizard practitioner if any still exist) or employing the services of a spirit. Given they originate from the sorcerous era, I’m certain they will ask for a payment that may seem hefty at first. However, I advise you to pay immediately. Refusing might not directly anger them, but they will be likely to sabotage your journey and approach you with a much steeper price at a moment where you are unable to refuse. Of course, a local human guide is preferable. But if you can’t get one, pay the spirits.
As for other precautions. So long as you respect the local spirits and nature, warped stuff of this level should not be dangerous. However, always stay alert, and if you notice active warping, leave.
Symbolic barriers and precautions will work against most spirits. Use what you have available and are familiar with. Rivers and running water is especially potent, given its place in local lore.
Physical barriers will serve against native and warped fauna, though again, they should be under the spirits’ influence. Still, it's a good habit to set up defensive camps in oddlands. Keep a fire going. It’s the best symbolic and physical spirit/beast repellant since our ancestors arrived on Oor.
I will try to answer questions while I have a stable connection.