Treacherous Ground

"Pits and quags and sudden tumbles. The earth here cannot be trusted. We will need strong hands or clear sight."

- In-game text

 is an Obstacle appearing during Expeditions. Its Aspect is Peril.

Crossing
"Sucking mud, tricksy fissures: the earth is hungry. We need Lantern to show us a way, or Forge to make one."

- When confronting the obstacle

As told by the description, Followers with or  aspects can overcome this Obstacle with a probability depending on the aspect magnitude.

We call upon the Watchman, who...
 * 1 < < 5: ... is not compassionate. The Watchman shows mercy neither to our obstacles nor to us. If we're lucky, we may make it through. 30% chance of success.
 * 5 <= < 10: ... illuminates. The Watchman will lend virtue to our lamps, that they will show us the perils to avoid. Probably. 70% chance of success.
 * 10 <= : ... navigates. The Watchman will clear our sight, so that we can almost certainly pass without error. 90% chance of success.

We call upon the Madrugad, who
 * 1 < < 5: ... comes before the Sun. The Madrugad is an Hour of Forge as well as Winter. Forge lends strength, but now the mists rise and cling. We might make it through. 30% chance of success.
 * 5 <= < 10: ... quells and quiets. The Madrugad is an Hour of Forge as well as Winter. Her power might quiet the unsteady earth. We'll probably be fine. 70% chance of success.
 * 10 <= : ... cannot be unbalanced. We invoke the Madrugad, an Hour of Forge as well as Winter. We'll make our own path through. Success is almost certain. 90% chance of success.

Success
"We're mud-spattered and thorn-scratched, but we've made it through."

- Safe Across the Treacherous Ground (After success)

Crossing the Treacherous Ground will remove the Obstacle and continue the expedition.

Failure
"A promising route reveals itself as a sucking snare. We'll have to go round and try again."

- The Earth is Hungry (After failure)

Failing to safely cross the Treacherous Ground will result in a 70% chance of a Follower becoming injured.