Places44
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1 Old cemetery 8–10
The dead have grown restless since the crypt seal broke
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2 North gate
The old cemetery lies beyond
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3 The temple of Riverhollow
Olvir keeps his phials on the steps — the city learned long ago that a healer belongs where the dead are carried past.
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4 Riverhollow
Stone streets under tiled roofs inside the walls, and the square where the trader keeps his counter.
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5 The quay of Riverhollow
Gulls, tar and rope, and two jetties running out over the estuary where the Hollow meets the sea.
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6 The trade row
A hammer, a crate and a mug hang from their brackets over the walkway — a shop says what it sells without a word on it.
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7 The barracks stores 10
Sigurd sells out of them: mail, shields and everything swung by hand.
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8 The archery butts
Halvard keeps the bows, the arrows and the knives that come back.
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9 The training camp outside the east gate 10
Every row is a level — 10 in the north to 60 in the south — and every booth a sword, knives or magic. The masters never tire and never kill: stand between two of them and learn.
Knife Trainer · Lv 10 10
Magic Trainer · Lv 10 10
Road Goblin 10
Sword Trainer · Lv 10 10
Knife Trainer · Lv 20 20
Magic Trainer · Lv 20 20
Sword Trainer · Lv 20 20
Knife Trainer · Lv 30 30
Magic Trainer · Lv 30 30
Sword Trainer · Lv 30 30
Knife Trainer · Lv 40 40
Magic Trainer · Lv 40 40
Sword Trainer · Lv 40 40
Knife Trainer · Lv 50 50
Magic Trainer · Lv 50 50
Sword Trainer · Lv 50 50
Knife Trainer · Lv 60 60
Magic Trainer · Lv 60 60
Sword Trainer · Lv 60 60 -
10 The Riverhollow Outpost on the mines road 10
Bruni the sutler sells food, torches, arrows and bolts and buys anything; Captain Hrodgar has work for anyone going north to the dwarves.
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11 The western steppe, between the elves' woods and the war band's camps 10–27
Thieves near the river, bandits north of them, nomads in the middle, robbers and hunters out west — the further from the Hollow, the harder the men.
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12 The steppe east of the outpost, between the mines road and the necropolis road 10–27
Thieves and bandits near the outpost, nomads, robbers and hunters further east.
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13 The war band's picket 10–15
The first camp on the steppe road, and its skull posts are the tribe's welcome
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14 The hunters' camp 20–25
The butts stand by the tents, and the arrows fly before the warriors are out of them
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15 The war camp 35
The standard of the band is planted here, and the berserkers sharpen their axes round the fire
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16 The chieftain's stockade 45–60
One gateway through the palisade, and heads on posts either side of it
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17 The fore-yard of the Ashen Spire 15–20
The gate posts still stand; the gate itself went for firewood a century ago.
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18 A cloister with half its colonnade down 26–38
The order walked here in threes, reading aloud.
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19 The reading hall 38–46
The shelves went into the sea; the tables were too heavy to carry off.
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20 The tower's foot, and the only ground on this cape the order still keeps 38–60
Something is burning on the altar.
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21 The western cape 38
Sea on three sides, and at the end of the road a wall that was not built by this kingdom.
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22 The court before the keep 45
The Black Knight holds it himself, and throws a spear at anyone who turns to run
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23 The inner ward 35–40
The Black Knight's own — assassins and the king's champions who changed sides
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24 The outer bailey, east: the butts and the ring 27–31
The hunters keep the inner gate, the gladiators fight for wagers
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25 The outer bailey, west: the barracks and the forge 21–24
Hired northmen and a gang that does the castle's dirty work
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26 The Renegades' Camp 14–18
The rabble at the castle gate: smugglers, bandits and poachers who are not trusted inside the walls
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27 The renegades' castle 40
A border fortress the king's own soldiers deserted with. The gate is south, the inner gate at the east end of the cross wall, the keep at the back.
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28 The keep of the Necropolis 65
Its lord never left it: the Undead Overlord stands before the door, and the candles are still lit.
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29 Steps cut into the lower court go down into the Elven Cellar 35
The stores under the fortress, kept by elves older than the ones up here
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30 The keep's court 35
The master mages of the woods, who mend their own wounds.
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31 The elves' fortress, its lower court 20–32
Arcanists who shoot arrows from afar and spells up close. The keep is at the back.
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32 The inner village 20–29
The spearmen's yard and the assassins who walk it. The fortress gate is up the track to the north.
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33 The outer village of the elves 20–23
Houses under the trees and archers who shoot before they draw a knife. The inner village is along the track to the west.
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34 The mine gates under the northern range 26
Three doors lead down into three mines, and the clan's strength is below: the deeper the mine, the harder the dwarves.
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35 The dwarves' workshops 26
Two forges and the smiths who keep them. The mine gates are north, at the foot of the range.
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36 The dwarves' diggings 15–20
Spoil heaps and barrows. The workshops are up the track to the north-west, the mines beyond them under the rock.
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37 The inner ward 53–58
The chapel of the dead to the west, the ossuary to the east, the colonnade up to the keep.
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38 The outer ward of the Necropolis 40–46
Fallen halls and open graves. The inner gate is at the end of the lamp-lit avenue.
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39 The Necropolis churchyard 29–35
The dead of a whole country were carried here, and the vaults are older than the kingdom. The gatehouse is straight up the lane.
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40 The woods under the Necropolis' west wall 37–38
The dead who wander out of the breaches do not come back, and bones with a bear's hat on them walk among the trees.
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41 The strand behind the Necropolis 48–50
The surf brings the bones up and the occultists raise them again — the heavy ones swing hammers.
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42 The road up to the Necropolis 24–26
The drowned crew of a ship that never made the lagoon wanders its shore, and the plainest of the dead walk the steppe.
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43 The open steppe 10
Grass to the horizon in every direction, and the wind never stops.
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44 The northern woods 10
The trees close in, the road narrows, and the ridges beyond are the edge of the map anyone has drawn.