THE COMPENDIUM
Places
9 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 the Echo of Vallen 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 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 ring on the air the Cullers mark and the Rootbound guard.

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 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 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.