Paravian markers were carved and set by centaur guardians to channel the flux of the mysteries. At one point, the markers spanned the land like a star grid, creating a network of stones and patriarch trees. At the time of the story, the network has atrophied and markers are rarer.
The markers identified on the map of Paravia tend to appear along the borders of High Kingdoms, usually near the "corners" of the kingdoms. Rathain's markers are the exception -- five markers on the Plain of Araithe are arrayed in a semicircle. The reason for this has not yet been revealed.
- There are no markers identified on the map of Tysan or Shand.
- The kingdom of Havish has three, two at the endpoints of the border with Tysan, and one on the border with West Shand.
- West Shand has one marker near the Salt Fens.
- The kingdom of Melhalla has three, two at the endpoints of the border with Shand, and one on the border with Havish.
- The Kingdom of Rathain has eleven, one near Rockfell on the border with Melhalla (called Standing Rock), one in the middle of Daon Ramon Barrens, one near Tal's Crossing, five on the Plain of Araithe, and three which make up Farl Rocks. A twelfth marker exists in the Mathorn Mountains along the Fourth Lane, although it is not visible on the official map.
- Athili, in the center of Paravia has one on its southern verge, on the border shared with Havish and Melhalla.
- In Curse of the Mistwraith, Daon Ramon Barrens is dotted with lichen-covered markers, but it is unclear if these are the same type of marker as the ones explicitly marked on the map.
Markers within the Free Wilds
Role in the Story
|Spoiler warning: Contains plot elements from multiple books in the series.|
Third Age 5670: To weather the incoming Winter Solstice lane tide, Dakar and Fionn Areth stand at a marker near Jaelot. Later as Arithon is pursued across the Mathorn Mountains, a nearby marker sings of the carnage in Daon Ramon Barrens.
Third Age 5671: In the face of an attack on Alestron, Kharadmon uses the markers to seal the free wilds of Atwood. Later, Arithon uses his Masterbard's gifts to awaken the 12 markers in the free wilds of Selkwood to defend the clansmen under Lord Erlien. The marker nearest to him countermatches his song of violence, the Curse, and the absence of hope and lights up the night sky.