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The Heartlands
Flat farmland crossed by three major rivers and the old imperial road. The richest soil in the known world, and the most contested.
🛖 The Crossroads
Hamlet · 80 pop.
"Every story starts somewhere — this is where the roads begin."
Four roads meet here, and nothing else does. The inn is older than the roads, or so they say. A dozen buildings, a well, a shrine nobody quite tends, and enough passing traffic to keep the tap room busy.
Districts
The Inn Grounds
The inn itself dominates the junction — a low sprawling building with a stable yard behind it and a well at the centre of the muddy courtyard. The smell of woodsmoke and wet hay follows you everywhere.
The Road
The actual junction, where the imperial road crosses an older track. Milestone markers stand at the corners — north, south, east, west. The imperial road is still paved with the old flat stones, cracked by frost and tree roots.
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🏰 Thornhaven
City · 18,000 pop.
"A city that knows the price of everything and has quietly arranged to charge slightly more."
Thornhaven grew up around a river crossing and never quite stopped growing. It has the bones of an old imperial garrison town — straight streets in the oldest quarter, grid-pattern insulae crumbling under centuries of additions — and the flesh of a trading city that has seen empires come and go and found profit in all of them. The river runs through the middle and the smell of it follows you everywhere.
Districts
Market Quarter
The commercial heart of the city, packed from dawn to dusk with stalls, shouts, and the constant negotiation of the market square. The smell changes block by block — spices, then fish, then tallow, then the sharp iron smell of the money changers.
Noble Quarter
The oldest part of the city, where the streets widen and the houses have walls. The imperial grid is most visible here. Iron lanterns burn at night, paid for by a levy the noble houses arranged specifically to avoid having to live in darkness.
Temple Quarter
The religious district is quieter than the rest of the city, and paved in lighter stone that keeps the dust down. Three temples sit within two blocks of each other, which causes ongoing theological inconvenience. The healers' infirmary is here because the gods and medicine have historically arrived in the same district.
Scholars Quarter
The academic district smells of ink and candle wax and old paper. The streets are narrower here and the residents look through you rather than at you. The academy produces lawyers, physicians, and the occasional philosopher, roughly in that order of city utility.
Harbor Quarter
The working waterfront runs for half a mile along the river. It smells of fish, rope, pitch, and the particular combination of industry and decay that characterises all active ports. The buildings here lean slightly toward the water, as if they are considering their options.
Craftsmen Quarter
The working district, which means constant noise from the forge hours in the morning and the chemical smell of the apothecary in the afternoon. The streets here are wide enough for a cart and no wider, which creates regular entertainment when two carts meet.
The Warrens
The oldest and lowest part of the city, built over the ruins of the original riverside settlement in layers of accumulated poverty and necessity. The streets here are barely wide enough for two people and the buildings lean on each other like drunks supporting each other home. Official Thornhaven pretends the Warrens do not exist; unofficially, the Warrens supply half the city's irregular economy.
Garrison Quarter
The military district occupies the northeast corner of the city where the walls are thickest and the streets are widest for troop movement. It smells of horses, leather, and the particular cleaning compounds soldiers apply to metal. The residents here are either soldiers, the people who supply soldiers, or people who prefer predictable neighbours.
Ambercourt
A residential district that did not exist thirty years ago. Odran Vellisar purchased the land, drained the standing water, and built Rosethorn Manor at the corner — and within a decade the surrounding blocks filled with the residences of people who wanted to be near him. The architecture is newer than the Noble Quarter but more expensive, the streets are private cobble lit by amber-glass lanterns Odran supplies from his own workshop, and the air carries the faint sweet resin smell that follows him everywhere. Diplomats winter here. Retired generals live out their remaining distinction here. Minor royalty in transit have been known to take the guest wing over the citadel's state rooms. Money lives here — not titles, not inheritance, not old blood. Money.
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🏡 Greenhollow
Village · 420 pop.
"Small enough that strangers are noticed; isolated enough that they are welcome."
A farming village that has been here long enough to lose track of why it started. The hollow it sits in keeps the worst of the wind off and catches the best of the sun, which explains the settlement but not the staying. Three dozen households, a well that has never run dry, and the kind of social knowledge that comes from everyone knowing everything about everyone else.
Districts
Village Common
The heart of the village: a green with an oak tree old enough to have a local name, a well, a notice board, and the handful of buildings that constitute the village's public life. Chickens wander everywhere. Nobody is surprised by this.
Farm Track
The outer ring of the village where the farmsteads sit: stone walls, kitchen gardens, a barn visible from the track at each holding. The smell of animals and earth.
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🏘 Millhaven
Town · 3,400 pop.
"The river turns the wheels, the wheels turn the grain, the grain turns into money, and the money turns into everything else."
A market town built at the confluence of the River Mill and the main imperial road, Millhaven has been doing exactly what it does for three hundred years: aggregating grain from the surrounding farms, milling it, and selling it along the river. The town itself is prosperous in the way that comes from doing one thing reliably and charging the right amount for it.
Districts
Mill Quarter
The working core of Millhaven, where three large mills stand along the river bank. The sound of millstones is constant background noise to every conversation in the town. The smell of fresh flour is a permanent feature of the air.
Riverside
The river frontage of Millhaven, where barges load and unload and the town's commercial life meets the water. The bank is muddy and the dock is a permanent work site.
Market Street
The main commercial street of Millhaven, with shops and a small weekly market in the square at its centre. Less grand than the city markets but adequate for everything a town of this size needs.
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🛖 Ashford Mill
Hamlet · 60 pop.
"The wheel turns whether anyone watches or not."
Ashford Mill exists because of the ford and the mill, in that order. The Ash Ford is a reliable shallow crossing on the road north, and someone built a watermill on the race beside it two generations ago. The hamlet that grew up around both has never needed to be larger: a miller's family, a handful of labourers, a small alehouse, and the farmsteads that bring grain from a dozen miles around to be ground.
Districts
The Ford and Mill
The ford itself is a wide, knee-deep crossing paved with flat stones — reliable in all but the worst floods. The mill sits ten yards north, its wheel turning on the mill race that diverts from the main stream. Everything in the hamlet is within shouting distance of both.
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⛺ The Mill Road Camp
Camp
"A fire circle and a place to stop. Sometimes that is enough."
The Mill Road Camp is not a settlement. It is a maintained stopping point on the road between Ashford Mill and Thornhaven — a stone fire circle, a lean-to shelter, a water barrel refilled twice a week by the road warden who works this stretch. No one lives here. Travelers, carters, and road crews rest here and move on. The warden is the closest thing it has to a permanent presence, and he sleeps in Thornhaven three nights in four.
Districts
The Camp
A clearing beside the Mill Road where the verge widens enough for a dozen people and their animals. Stone fire pit, a lean-to shelter against the north wind, a water barrel on a wooden stand, and a road marker post.
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🏚 The Halven Estate Ruins
Ruin
"Someone still visits. The undergrowth on the path is pushed back along the centre."
What remains of a noble estate abandoned generations ago after a scandal that nobody recorded properly — which usually means it was very bad. Stone walls stand at odd angles. The forest has been working on the rest for longer than anyone in Greenhollow has been alive.
Districts
The Estate
Overgrown grounds surround the main manor house. What were once formal gardens have become thicket and bramble. The stone manor stands at the centre — intact enough to enter, ruined enough that you might regret it.
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🏡 Fisher's Landing
Village · 310 pop.
"The river gives and the river takes. The village has learned to keep up."
Fisher's Landing grew where the river slows and widens before its final run south. The landing itself — a stretch of stone-set bank where flat-bottomed boats tie up — gave the settlement its name and its reason for existing. Freshwater fish, preserved and smoked, move from here to Thornhaven and beyond. The village is practical in the way places dependent on seasons and weather have to be: it does not waste time on things that do not help it survive.
Districts
The Landing
The river bank where everything in Fisher's Landing begins and ends. Stone steps lead down to the water, worn smooth by a hundred years of boots and boat ropes. Nets dry on racks above the waterline. The smell of fish and smoke is permanent.
Upper Village
The residential part of Fisher's Landing, set back from the river on higher ground. Stone-built houses with low rooflines, kitchen gardens behind wicket fences. The headman's house is the largest building on the hill.
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⚔ The Frontier Outpost
Military Post · 150 pop.
"The edge of the known world is a damp posting with good sightlines and very good reasons to keep the gate closed."
A wooden palisade on the west bank of the river, guarding the only bridge crossing in forty miles. The outpost was built in a season and has been considered temporary for thirty years. Everything here is timber — the palisade, the gatehouses, the barracks, the tower. The river runs fast and deep on its eastern side, the Darkwood presses close from the north, and the frontier road west disappears into tree cover within a hundred yards of the gate. The garrison knows what is in those trees to a distance of about three miles. Beyond that, they have theories.
Districts
The Frontier Outpost
A compact military compound behind a wall of sharpened timber posts, each one fire-hardened at the point. The east gatehouse faces the bridge road to Thornhaven; the west gate faces the frontier and is kept barred. Between them sit a long barracks, a forge that burns day and night, and a squat central tower that serves as watchtower, command post, and last defensible position if everything else fails. The compound smells of pine resin, forge smoke, and the river.
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📍
The Broken Roadside Shrine
Hermitage
1 pop.
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The Ash Watchtower
Ruin
1 pop.
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The Heights Observatory
Ruin
1 pop.
📍
The Amber Cave
Hermitage
1 pop.
The Stoneback Range
A mountain spine running north to south, rich in ore and cold wind. The quarry towns here have a particular hardness to them — the stone gets into the people.
🏰 Stoneford
City · 9,000 pop.
"The stone here is older than the mountains, they say, and the people are beginning to catch up."
Stoneford was built to process stone and has never pretended otherwise. The quarry faces are visible from any high point in the city — three vast stepped cuts in the mountainside above the town, each one a generation of work. The streets are paved with the rejects from those cuts, and the buildings are made of the same grey-green stone. Even in summer it feels like a grey place, because it essentially is.
Districts
Quarry Gate District
The district closest to the quarry access road, where the day workers congregate before dawn and the foremen organise the shifts. Everything here serves the quarry: equipment hire, token exchanges, the kind of inn where you wake up ready to work because nothing about the place suggests any alternative.
Market Row
The commercial district of Stoneford: a single long street with shops on both sides. It lacks the variety of a proper city market but has everything you actually need and closes early because the city closes early.
Ore District
The industrial end of the city, where the smelters operate and the air has a metallic taste that takes several days to notice and longer to stop noticing. The buildings here are blackened by decades of forge smoke.
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🏘 Ashwick
Town · 1,800 pop.
"The ridge gives up its ore slowly and the men who take it have learned to match its pace."
Ashwick began as a silver strike and became something more modest: a working mining town that found iron and coal after the silver gave out and decided to stay. The ridge it sits on has been worked for two generations now, mostly by independent claim-holders who know what the ground holds and have opinions about what it owes them. The Consolidated company has been making enquiries. The claim-holders have been saying no, so far.
Districts
Claim Road
The main street of Ashwick: a single broad track running along the ridge with the mine workings above it and the drop into the valley below. Everything the town needs is on this road, and nothing it doesn't. Claim notices are nailed to every available surface.
Ridge Workings
The upper part of Ashwick where the shafts go into the hillside and the ore comes back out. A permanent smell of damp stone and lamp oil. The sound of hammering is audible most hours. The claim stakes cover every viable patch of ground.
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🌲 The Northern Territories
Frontier Region · 120 pop.
"The pass is the last road. Everything north of here is a blank on every map, and the people who have gone to look at it do not all come back."
The High Pass drops you into a wide valley that nobody owns on paper and three factions are fighting over in practice. The crown sent a garrison of six soldiers and a sergeant. The mining companies sent surveyors and prospectors with opinions and sidearms. The settlers who got here first sent nobody, because they were already here, and they resent the rest equally. The valley floor is good land — sheltered, watered, ore-bearing — and everything that comes into it costs twice what it does in Stoneford. The official census has the population at zero because nobody this far north files census papers.
Districts
The Waystation
A fortified cluster of timber buildings at the base of the pass — the first thing you see coming down and the last thing you see leaving. The palisade is rough but functional. The inn has a sign. Everything else is improvised.
The Claim Ground
A broad open area of tents, campfires, and the occasional timber-framed structure where the prospectors and surveyors operate. The ground has been staked and restaked so many times that the marker posts form a forest of their own. Half the stakes overlap. The disputes are ongoing.
The Garrison Post
The crown's presence in the Northern Territories: six soldiers, a sergeant, and a timber fort that was rotting when the current garrison arrived and has not improved since. The garrison enforces what it can enforce, which is less than the sergeant would prefer.
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The Hollow Wood
Hermitage
1 pop.
The Saltsea Coast
A ragged coastline of fishing villages, trading ports, and older things half-drowned by the sea. The salt air carries rumours from three continents.
🏰 Harrowport
City · 14,000 pop.
"The sea gives and takes without preference, which suits the merchants of Harrowport perfectly."
Harrowport is a trading port of the old kind: everything passes through it at least once, including information, money, and people who would prefer not to be tracked. The harbour is deep enough for ocean-going vessels and has been continuously occupied since before anyone built a city around it. The current city is the latest layer of a site that has been strategically valuable for a thousand years.
Districts
Old Port
The oldest part of the harbour, where the fishing fleet operates and the commercial docks handle cargo. The smell of salt fish and tar is strongest here. The buildings lean seaward as if pulled by the tide.
Merchant Quarter
The commercial district behind the docks: warehouses, trading houses, and the offices of shipping agents. The money of Harrowport is made here, in contracts and manifests rather than at sea.
Old Town
The residential and administrative centre of Harrowport, built on the slight rise behind the docks. The oldest streets here still follow routes laid down before the current city was planned.
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🏡 Saltwatch
Village · 280 pop.
"The wind never stops. After a while, you stop noticing it."
Saltwatch sits on the clifftop sixty feet above the sea, which is the only flat ground available and barely that. The village exists because of salt: seawater is pumped up the cliffs and run into shallow evaporation pans, and what remains is bagged and sent south to Harrowport by the cartload. The rest of the economy is fishing, which requires descending the cliff steps, launching into difficult water, and coming back up again with whatever the sea chose to give. Most people here are lean and either very quiet or very loud, with little between.
Districts
Village Clifftop
The main settlement on the plateau above the sea. A dozen stone cottages, the saltworks shed, the inn, and the steps cut into the cliff face down to the boat landing below. Everything faces slightly away from the sea, as if the buildings themselves have learned to brace.
The Watch
The northeastern edge of the village, where the old signal tower stands above everything else. It was built three hundred years ago by whoever controlled this coast then, and the current arrangement is that Cray maintains the fire and the village gets to keep the structure. It is an arrangement everyone has quietly decided not to examine too closely.
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⛺ The Southern Coves
Camp
"What happens in the coves stays in the coves. That is the arrangement."
The Southern Coves are a series of natural inlets cut into the coastal cliffs south of Harrowport, where the rock face curves and creates sheltered anchorages invisible from the main coast road. No permanent settlement has taken hold — the cliffs make building impractical and fresh water is scarce. Fishermen use the coves during rough weather, and others use them for less stated purposes. The harbour master's authority does not technically extend this far south, a fact that several parties find convenient.
Districts
The Coves
A narrow path descends from the clifftop to a rocky shelf at sea level. Three coves cut into the cliff face, each large enough to shelter two or three small boats. The largest has a fire ring and a wooden net-drying rack. The smell of salt, seaweed, and old smoke.
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📍
The Salt Marsh Cliffs
Hermitage
1 pop.