THE WORLD OF CALDRITH
A Gazetteer
THE WORLD OF CALDRITH
A Gazetteer
- Caldrith
- The world-island, and everything on it.
- The Veil
- The sister-world alongside this one, home of the great beasts. Between the two lies a place that is neither, a floor of black glass with no horizon, and things in it that scrabble.
- Skyveil
- Evarra’s highest settlement, a mountain peak levelled flat. Home of the High Archon and the Conclave, reached by a narrow stone bridge over a chasm, and riddled with passages that are not on any plan.
- The Hall of Animals
- Skyveil’s great hall, where the ten kingdoms’ beasts stand in stone. Beneath it lie the Nurseries, the catacomb stables of the great beasts.
- Ravensfall
- Capital of Brevos, on Raven Lake. Thin landing towers, most of them empty now, and the Square of Claws, where the statues of the Eagle Knights stand and none of them are new.
- SaltReach
- A Galmarian cliff town of terraces, rope bridges and sea caves on the river Ebe. Fifty-odd families, a bell, and the Eel-eye docks.
- Mac-Corac
- The capital of Galmar. Open harbour, island watchtowers.
- Sunbarrow
- An Orvynite town built inside a vast earthwork of scalloped embankments and standing stones. It is older than Orvyn. The Healers keep a temple beneath it.
- Gridvale
- The capital of Thevric, a honeycombed canyon city of round stone dwellings on terraces, with the Temple of Healers at its heart. Half of it stands empty with the doors left open.
- Frosthelm
- Seat of the War Chiefs of Valnor.
- The Drowned Reach
- The inner sea, and the road between every kingdom that matters.
- The Storm’s Jaw
- The strait between Quenhal and Evarra, where the storm never stops.
- The Girdle of Quenhal
- The boundary of the forest kingdom. Crossing it severs the link between a champion and their beast for as long as you are inside.
Read the Chronicle of the Longest Night
[PLACEHOLDER: final CTA wording to be supplied]