THE COMPENDIUM
Places
14 entries · filtered to region · wilderness — clear ✕

The Beaver-Flats
A wide drowned flat of standing water and root-bridges in the Greatwood's middle — dark ponds strung together into a maze of dry islands, good fishing, and an easy place to lose a pursuer or yourself.

The Eastern Crags
A wind-scoured highland of mesas and dead-end gorges at the far east of the Vale, threaded by the old barrow road that climbs to two things the rest of the Vale would rather forget.

The Eastern Hills
Wind-scoured ridges east of town, hiding Vallen's Barrow and older, hungrier things.

The Emberwaste
A black-basalt killing country of ash drifts, fumarole fields, and cinder-flash heat ruled from above by the living fire-mountain.

The Farshield
The Stoneborn homeland — a montane continent north-west across the sea, where the Northern Rampart's strike-line dives under the water and heaves up again as a shield-wall ridge. One stone with the Rampart, sundered by the sea.

The Frostcrown
A single snow-giant of a peak rising sheer from the sea north-east of the Vale, its true summit lost in permanent snow — the Korl hold it the highest grave in the world and will not say whose.

The Fumarole Fields
A quarter-mile shelf of cracked basalt north-east of the Emberthrone, riddled with hundreds of hot gas vents — the region's maze, navigable only by the Ashwalkers' stake-markers.

The Greywood
A stretch of Greatwood forest where an echo-beast lay too long and the land turned grey and wrong — ashen grass, pale bark, a faint wrongness in the air the Cullers mark and the Rootbound guard.

The Longwater
The strait between the Mirrenmere capes and the Silkstrand's north coast — a mile and a bit of hazarded blue water with Sresh-Dar on its floor. It takes its name from the drowned trench the Hessk city grew in.

The Pale Strand
A long bleached beach on the open Pacific side of the south headland, drift-strewn and gull-loud, where the great ocean swell rolls in unbroken — the literal western edge of the world.

The Rimeward
The Korl homeland — a cold fjord continent north-east across the water, grown around the Frostcrown itself — the grave-mountain anchors its south-western end and is the continent's gate, all sheer ranges falling into black sea. The far cold country the Korl came down from into the Vale, and where the High Moot keeps its true seat.

The Sered Spur
The grass-shouldered crag west of the Vale where House Vandahl has clung since the Imperium fell — a half-ruined dynastic upland that guards its castle, its keep, and the dead it can no longer afford to keep quiet.

The Silkstrand
The Reshi homeland — a low, hot, dry continent south across the Longwater, all dune belts, salt flats and one inland scarp. The salt-and-silk shore the road-blood came up from, and where the far road actually begins.

The Sulfur Flats
A wide yellow-crystal depression south of the Emberthrone where sulfur vents have encrusted the land in mineral formations that glow faintly at night and slowly poison the air.