world

Places

Valleys, forests, fjords and drowned roads of Myrvand, and the places no map can hold.

Myrvand is one broad northern continent wrapped in cold seas. Orchard valleys lie at its heart, old forests in the west, a wall of mountains in the east and fjords and glaciers in the north, and above and beneath it all lie places that no ordinary road will reach.

Each place below is described as a traveller would first see it: the light, the weather, the stones underfoot, and what the people who live there would rather you did not ask about. Start in the Greenfold, where the first songs are set, and walk outward.

Places

25
The GreenfoldThe fertile heart of Myrvand, a basin of orchards, beechwoods and hidden Hearthkin villages whose paths open only to those who are known.
Brindle HollowThe one Greenfold market village strangers are allowed to find: mill, orchards and warning bells in a fold of river country below the upper ford.
Brindle BridgeThe vanished oak crossing on the road to Brindle Hollow, cut down in a flood to save the homes below, where the Crown's first stone pier rose.
Honey HousesBee-marked farmhouses scattered across the Greenfold, where rank, custody and judgment wait outside for as long as anyone remains a patient.
WillowmereA Hearthkin village of willows and warm windows beside a shallow mere in the Greenfold, the one place Bramble Night left unburned.
RootmereA still, misty lake in the green uplands of the Greenfold, guarded by a hill that is not entirely a hill: the oldest known Rootwalker.
Northern LandingA sheltered river mouth on the Greenfold's western coast, where the upper track begins and where a northern war column once came ashore.
ArkenfallA pale plain of fused stone on a great river, where the proudest city of the Bright Works stood until a single note broke it.
EilvaranThe Silverwood of the west, an immense pale-barked forest between the Shattercoast and the Greenfold, where groves keep memory and paths keep their own counsel.
VeyrwoodA living burn scar in southern Eilvaran, black trunks and white ash where one of the oldest Eilvaren memory forests once stood.
Sael IthrynThe council grove of Eilvaran, a living vault of pale trees grown around an ancient ring of star-metal deep in the Silverwood.
Moonwell of AestraA still forest pool deep in Eilvaran whose water, when the aurora burns, reflects stars that do not hang in the sky above.
The ShattercoastA broken western archipelago beyond Eilvaran, where the tides make and unmake roads and every harbour keeps two charts.
SkeldheimThe northern homeland of the Skeldr, a coast of black fjords, timber halls and oath-rings where every harbor keeps its own law.
The White BeyondThe polar edge of Myrvand north of Skeldheim, a realm of blue ice, singing crevasses and auroras bright enough to cast shadows, where the maps stop.
The BlackspineThe black mountain wall in the east of Myrvand, home of the Stonebound: storm peaks, bridge-cities, deep halls and forge bells that keep the hours.
The Ember CrownThe volcanic southeast of Myrvand, where an ancient war fused the land into black and red glass and the horizon never quite stops glowing.
The Reed MarchesThe fog-bound southern wetlands below the Greenfold, a land of pole boats, drowned roads and crossings that exist only at the right water level.
The Black ThroneVaelra's seat at the southeastern edge of the Reed Marches, an old royal citadel shot through with towers of black glass, where every road meets.
Whale-Road SeaThe great northern and western sea of Myrvand, from Skeldheim past the Shattercoast, crossed by routes remembered in sound, current and birdflight.
The Oar-King's RoadA perilous Skeldr sea route through the northern skerries off Skeldheim, where running the passage is a rite of passage, not a royal title.
Aethra AboveThe lost homeland of the Aethyr, somewhere beyond the Aurora Veil, which no mortal chart has ever placed at any distance from Myrvand.
Aurora VeilThe shifting band of light along Myrvand's northern sky, half aurora and half threshold, through which the Aethyr are said to have come.
The UnderdeepThe impossible depths beneath the Blackspine, where Stonebound maps, echoes and even memory stop deserving trust.
ValhalOdin's hall of the chosen battle-dead, sung of in every hall of Skeldheim and found on no map, reached only through death, storm or dream.