Places of Record · 68 entries
Every place the company has set foot in, from a room behind a shopfront to a whole nation, and a few known only by name. Read the full account →
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The Crack Deep cavern SW of Haudh-Gwenn; the slavers' auction site, now a refugee base.
Amulta Gwenivere's homeland: born mages, outlawed slavery, and a war that will not finish.
Asiya Azrak's riverside warehouse A councilor's store of medicine, and the trap laid inside it.
Baku's secret clinic The hospital in the poor quarter that officially is not there.
Bank of Haudh-Gwenn Invite-only, and it has never named its owners.
Bank of Meshtes Where Beltran kept things nobody was meant to be able to name.
The Broken Shield The cheap house by the Bronze District where the company got its name.
The cairn grave site A hillside stripped of its stones to build one bare grave.
Chaos Keep A keep said to break the mind. Nobody who talks about it has been. ◆
Clan Säv hideout A Säv bolt-hole in the mountains, sized for bugbears.
The Color Stay Haudh-Gwenn's grandest inn, for as long as you believe it.
Deadport The far-eastern port, closed to merchants and reached by contacts.
Draazstone The smith-town that arms the region, and that nobody in the company has been inside.
Durwyn Thirty-seven theaters, a university, and a war it reads about.
Eldamar It exports nothing. What leaves it, leaves in other hands.
Escaria A country everyone trades with and no one has been to.
Forven All docks and no crossing, and the town where the first man went missing.
Gaba Alam The haunted woods east of Loshev. One stretch of them soaks everything carried through.
Galderia The crossbow country, and the one Aldo has not gone back to.
Harad The small west-bank crossing, and the captain who keeps it honest.
Haudh-Gwenn The nearest thing the region has to a capital.
Haudh-Gwenn barracks The old place of safety, and nobody would run to it now.
Haudh-Gwenn curse-keep The keep under Haudh-Gwenn, and the city it dissolved. ◆
Haudh-Gwenn garrison The guard's last hold on the river, and the rising's main prize.
Haudh-Gwenn guard station Cracked early, never taken, and still full of the guard's paperwork.
Haudh-Gwenn Mól ruins Haudh-Gwenn's ruined quarter, and the cellar under it.
Haudh-Gwenn town hall The council's chamber, saved out of the fire by two of the company.
Idir City-states with no crown above them, and the curses beneath. ◆
Kurvroc's Loshev estate A dead man's house on Mól stone, and the bard who did not expect it.
Lady Talia's command post A tavern on old bones, and an uprising run out of its cellar.
Loshev The trade town the party woke up in, and keeps coming back to.
Loshev's ancient bridge One of two ways across the rivers, and the one coming apart.
Lux Astralis A college of enchantment and illusion, and one graduate who says she read anatomy.
Lvov The fork in the western river, and the stop Aldo slept through.
Magadan Peredhel's prison in the marsh, which nobody is known to have left.
Malkor A Prince's house in a regional seat, kept ready whether he is in it or not.
Meshtes The slave city in the south, and a song about its burning.
Momly Northern river city: iron, alloy rushes, and a decline nobody has arrested.
Nahr The walled town that feeds Yovincia its arms.
Nahr Al-Bahr Loshev stands on it, and lives off what comes up it.
Osto The seat above the provinces, and the schools that teach its wars.
Ostrad The eastern food-town, taken twice for its grain.
Peredhel Mikhail's home, at war on every border, ruled by three.
The Prancing Prince The Loshev house named for a joke, emptied into the cells for its habits.
Ravenhold The northern port it all came out of, and nobody has gone back to.
Ridh Koa's home village, and it was taken off the map.
Rio Vite Where healing potions come from, and nobody has stood beside it.
River of Thea Named for the sea, salted like it, and joked about accordingly.
River's Edge Haudh-Gwenn's middling inn, chosen for being neither of the other two.
The Rusty Nail Go inside, ask for Tony. The company never did.
The safe rock The boulder on the Grove road, and the company's standing camp.
Saltmarch Unclaimed ground where three realms meet; no crown reaches it.
Silencio Not conquered. Altered, and then left alone.
Talesong Conservatory Mikhail's college, and where his name is being worked on without him.
Taziondale Isolated mountain towns, the best iron nobody can reach, and a sixth of itself annexed.
The Three-Sided Coin A slavers' old house turned safe-house, then turned into a trap.
The Twisted Grove A keep between two trees of an age, one living, one rotted. ◆
The Underôth Erôth's underside. Nothing has come up from it.
Ustos The gnome nation the Congress came out of, and nobody in Idir has been.
Vala Peredhel's monster country, and where the Muharib went.
The Valiant Few's Loshev estate Westwood's forfeited house, granted to the company and left bare for a year.
The Valley of Doom Two dangers in one valley, and only one of them is the curse. ◆
Veren Idir horse country, known to everyone and visited by nobody.
Vigil A town on nobody's map, keeping watch over one grave. ◆
Westwood An inn, a tavern, farmland, and an unfinished tunnel.
Wraithblade Keep Clan Zarkhûn's keep, and the forge its cursed sword came off. ◆
Yovance The slavers' country in the west, and not the province named after it.
Zatichsk Where the Grove-bound contract began, and did not take the road.
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