World & maps

Mainland

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Places44

  1. 1 Old cemetery 8–10

    The dead have grown restless since the crypt seal broke

  2. 2 North gate

    The old cemetery lies beyond

  3. 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.

  4. 4 Riverhollow

    Stone streets under tiled roofs inside the walls, and the square where the trader keeps his counter.

  5. 5 The quay of Riverhollow

    Gulls, tar and rope, and two jetties running out over the estuary where the Hollow meets the sea.

  6. 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.

  7. 7 The barracks stores 10

    Sigurd sells out of them: mail, shields and everything swung by hand.

  8. 8 The archery butts

    Halvard keeps the bows, the arrows and the knives that come back.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 13 The war band's picket 10–15

    The first camp on the steppe road, and its skull posts are the tribe's welcome

  14. 14 The hunters' camp 20–25

    The butts stand by the tents, and the arrows fly before the warriors are out of them

  15. 15 The war camp 35

    The standard of the band is planted here, and the berserkers sharpen their axes round the fire

  16. 16 The chieftain's stockade 45–60

    One gateway through the palisade, and heads on posts either side of it

  17. 17 The fore-yard of the Ashen Spire 15–20

    The gate posts still stand; the gate itself went for firewood a century ago.

  18. 18 A cloister with half its colonnade down 26–38

    The order walked here in threes, reading aloud.

  19. 19 The reading hall 38–46

    The shelves went into the sea; the tables were too heavy to carry off.

  20. 20 The tower's foot, and the only ground on this cape the order still keeps 38–60

    Something is burning on the altar.

  21. 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.

  22. 22 The court before the keep 45

    The Black Knight holds it himself, and throws a spear at anyone who turns to run

  23. 23 The inner ward 35–40

    The Black Knight's own — assassins and the king's champions who changed sides

  24. 24 The outer bailey, east: the butts and the ring 27–31

    The hunters keep the inner gate, the gladiators fight for wagers

  25. 25 The outer bailey, west: the barracks and the forge 21–24

    Hired northmen and a gang that does the castle's dirty work

  26. 26 The Renegades' Camp 14–18

    The rabble at the castle gate: smugglers, bandits and poachers who are not trusted inside the walls

  27. 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.

  28. 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.

  29. 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

  30. 30 The keep's court 35

    The master mages of the woods, who mend their own wounds.

  31. 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.

  32. 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.

  33. 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.

  34. 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.

  35. 35 The dwarves' workshops 26

    Two forges and the smiths who keep them. The mine gates are north, at the foot of the range.

  36. 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.

  37. 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.

  38. 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.

  39. 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.

  40. 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.

  41. 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.

  42. 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.

  43. 43 The open steppe 10

    Grass to the horizon in every direction, and the wind never stops.

  44. 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.

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