World lore · 10 min read

Catalogue of Strange Lands

Public lore preserves the setting's disagreements and uncertain histories.

Spine of the Magni#

A vast southern mountain arc of the Reach overlooking the inner sea and the broken waters around the Voided wound. Once the vertebra of western imperial logistics, the Spine contains road tunnels, relay chapels, buried granaries, avalanche walls, and signal keeps older than most successor kingdoms. Dwarven citadels hold the deepest stone, halfling terrace leagues govern many of the habitable shelves, and isolated elven observatories continue to measure stars and omens by calendars no prince can entirely suppress. Weather here turns quickly, and law tends to be local, stern, and written on bells, bridge tablets, and pass stones.

Moonglass Heights#

These western high forests and lake mountains preserve one of the Reach's oldest non-island elven continuities. Moon-pale mineral outcrops flash under starlight, causing distant ridges to seem glazed with silver. The Heights are known for treaty groves, hidden court roads, fog monasteries, and ancient observatories partly absorbed into living woodland. Gnomes, half-elves, and fey-adjacent peoples are common in sheltered basins where leaked weather and inherited magic make the land beautiful, temperamental, and politically difficult to tax.

Sunwall Cordillera#

A red-gold mountain chain in the southwestern Reach facing sea winds, caravan heat, and long western light. Its ridges are cut by stair roads, cliff cisterns, cedar crowns, and fortress toll towns built in layered stone. The Sunwall was once managed as a strategic contract frontier by the empire and now supports an intricate patchwork of catfolk caravan houses, dwarf holdfasts, tengu port aeries, gnoll oath camps, and mixed customs republics. Travelers know it as a place where hospitality is formal, debt is remembered, and every pass has both a shrine and a price.

Red Stair Marches#

Descending from the Sunwall in bands of escarpment and heat-broken plateaus, the Red Stair Marches form the principal dry frontier of the southwestern west. Hard grasses, thorn canyons, caravan wells, and old punitive forts define the region. The Marches are famous for escort companies, salt leagues, fast raiders, and exacting path law. Gnoll and human oath societies are especially prominent here, though catfolk merchants, ork veterans, kobold diggers, and shrines of the desert saints are all woven into the same contested landscape.

Warmglass Coast#

A luminous southwestern littoral where bright sea, mineral-rich heat, and old imperial glassworks altered both architecture and agriculture. Towers are ribbed for glare, roofs are pale, and marketplaces often use mirrored screens to manage light. Tengu, catfolk, humans, and mixed maritime peoples dominate the ports, while inland low terraces support lizardfolk marsh-farms and orchard settlements tied to cistern economies. The coast is wealthy by Reach standards and culturally difficult for inland powers to control.

Pilgrim Canyons#

A canyon country of carved shrines, stair monasteries, hidden springs, and wind-scoured road chapels in the southwestern interior. The empire once threaded tax roads through these canyons to control movement between coast, upland, and dry interior. After the Shattering, religious houses, caravan fraternities, and refuge communities turned abandoned checkpoints into living settlements. The Pilgrim Canyons are home to mixed-ancestry communities, old vows, disputed sanctuaries, hidden passes, and forms of law preserved more by memory than by crown.

Cedar Crown#

A cool upland forest belt nested within the southwestern mountain systems, the Cedar Crown is prized for resin, carved wood, high pasture, and defensive isolation. Large cedar trunks rise from terraced villages and monastery clearings, while long ridgeline roads connect towers originally built for smoke signalling. Dwarves, elves, halflings, catfolk, and leshy-touched communities all maintain enclaves here. The Crown is less populous than the Sunwall but older in spiritual memory, with many sacred groves predating imperial administration.

Cinder Wells#

Scattered across the hotter southwestern interior are geothermal fissures, fumarole basins, black wells, and mineral springs collectively known as the Cinder Wells. Some are natural. Others are suspected to sit atop broken imperial works or even deeper structures whose purpose is no longer openly discussed. Ifrit-descended families, alchemists, glassmakers, shrine wardens, and healers all compete for access. The Wells are a fertile origin point for elemental-touched characters and for rumors linking the southwest to older pre-imperial mysteries.

Bastion Teeth#

A hard mountain belt between the Heartland and Umbra Magni, named for the serried appearance of its quarry ridges and fortress crowns. Roads here are straight when they can be and murderous when they cannot. The Teeth preserve siege schools, engineer houses, old penal works, and veteran colonies with stronger memories than loyalties. Dwarves, orks, hobgoblins, and humans dominate the overt strongholds; kobolds, goblins, and ratfolk are more common in the underworks. In strategy, the region matters out of all proportion to its population.

Ashen Ladder#

A volcanic and sulfurous mountain system on the remnant's southern approaches, marked by black terraces, ember shrines, eclipse towers, and sealed vault observatories. The Ashen Ladder is associated with regulated cult practice, unusual bloodlines, and old imperial attempts to classify rather than eliminate the uncanny. Tieflings, nephilim, fetchlings, elemental-touched lineages, and occult monastic orders are all plausible here. Even ordinary villages often keep unusually exact household records, as though some forgotten bureaucracy still expects inspection.

Glass Wheat Plains#

These western grain belts were once stabilized by weather engines and solar agriculture rites. Their wheat grows translucent in dry years, producing a chime-like whisper when whole valleys turn in the wind. Farmers harvest at dawn or dusk to avoid glare. The crop stores light strangely, spoils unpredictably when transported through cursed weather, and is prized by apothecaries who mill it into alchemical flour. Whole villages judge the health of the old world by whether the glass wheat still rings in season.

Bloodvine Slopes#

Grown on old siege hills, noble vineyard terraces, and war-fed river inclines, bloodvine roots seem to read the violence buried in soil. The fruit darkens almost black before harvest and can yield wines associated with memory, beauty, stamina, or obsession depending on cask, ritual, and moon. Some Barons cultivate it as a luxury crop; others fear it as a political intoxicant. Bats, silk moths, and red ant swarms cluster unnaturally around mature bloodvine country.

Corpse-Marrow Fens#

These marshes formed where plague pits, battle dead, and necromantic runoff combined over generations. Reeds grow in pale knots around bones below the waterline. Fog takes lantern light too easily. Ferries run by undead labor are common because the living do not like poling the deepest channels at night. The fens are dangerous but economically important: they preserve canals, reeds, medicinal bog salts, and hidden routes that no cavalry can follow.

Thorn Choir#

Stretching across old saint-war districts, the Thorn Choir consists of hedgerows and bramble fortifications permanently altered by relic fire, consecration, and curse countermeasures. Wind through these belts produces a faint choral hum. Oathbreakers often suffer cuts that refuse to close while within them. Pilgrims value the roads they guard; smugglers fear them. In peacetime they mark old defensive lines. In wartime they can become living barriers that punish both invader and liar.

Ironwood Marches#

Dark, straight-trunked forests of the Heartland where imperial road geometry and martial logging regimes permanently changed growth patterns. Roads abandoned for decades can reappear beneath brush after a hard winter, as though the woods remember survey lines. Ironwood is prized for beams, bridge braces, and shield cores. Wolves in these forests are unusually tolerant of marching troops and unusually hostile to scattered travelers, a trait some Heartland veterans take as evidence of old training magics in the land itself.

Bastion Grid#

The bastion districts are not one biome but a civil-engineered landscape: fort chains, berm fields, drill grass, quarry cuts, signal ridges, and veteran village belts fused over centuries into a single military ecology. Soil compacts differently here. Horses settle quickly in camp. Roadside drainage works remain legible long after maps are lost. Some old fort cores still respond to command phrases in dead administrative dialects. The Grid is less picturesque than the Reach, but more unsettling to those who realize how much it still functions.

Azure Wakes#

Beneath certain sea lanes around the Isles lie dormant or partial navigation wards from earlier maritime states. At low light these wakes gleam faintly blue below the hull, granting speed, stability, or safer passage when approached correctly. They can just as easily mislead the untrained into reefs, dead harbors, or ghost traffic. Admiralty charts treat the wakes as strategic assets. Fisherfolk treat them with reverence and profanity in equal measure.

Marble Bloom Gardens#

What began as formal island estates and college landscapes became a distinct biome after centuries of arcane horticulture and living architecture. Vines root in carved stone without breaking it. White blossoms emerge from statue seams. Pollen occasionally induces vivid memory or aesthetic fixation. These gardens symbolize the Isles at their best and their most artificial: beauty maintained through relentless discipline until beauty itself becomes an ecosystem.

Census Plains#

In Umbra Magni certain agricultural districts still retain underlying survey grids visible under moonlight, heat, or ritual inspection. Fields align with old census geometry so precisely that crop variation can reveal tax anomalies. Windbreak trees, drainage ditches, shrine stones, and road widths all reflect a logic of countability. Locals live with a constant sense that the land is being watched, even when no official stands nearby.

Golden Spire Wastes#

Around active and ruined spire complexes, ordinary geology gives way to angular weathering, over-precise drainage, and light phenomena that seem to favor symmetrical surfaces. Grass grows in unnatural arcs. Birds wheel in measured paths. Chaos magic is difficult to sustain. These lands are often beautiful from a distance and oppressive up close. Engineers admire them; mystics avoid them.

Whale Grave Shores#

Northern coasts where dying leviathans, whale-beasts, and older marine giants come ashore under auroral weather. Their bones feed shipyards, omen rites, ivory economies, and scavenger cults. The shoreline itself grows thick with salt fungi, giant gulls, bone foxes, and hard resin plants that root in marrow-rich sand. These beaches sustain the Vorngard materially and symbolically.

Winter Dream Forests#

In these northern forests sleep does not fully belong to the sleeper. Camps established beneath the oldest pines often share dreams, omens, and half-remembered ancestral scenes. Wise travelers do not camp alone. Hunters leave offerings before bedding down. Some groves are revered as places of guidance; others are shunned because dreams there cling to waking thought for weeks.

Nightglass Prairie#

The Steppe's famous black-silicate grasslands cut both hoof and horizon into hard brilliance under starlight. During dry seasons the land glitters like a dark sea. Campfires burn low and uneasy. Khavari scouts use the prairie's reflections to signal silently over long distances. Outsiders lose depth perception and often ride poorly there until they learn to trust stars rather than ground color.

Hollow Sky Basins#

These broad Steppe depressions distort sound, wind, and perspective. Voices travel upward and vanish. Birds shun the center. A rider may feel taller or lighter without visible cause. Local traditions treat the basins as omen country and avoid making binding promises within them. Military camps placed there suffer poor cohesion unless ritually prepared.

Saffron Stormlands#

In Pashara, aromatic crop belts and charged desert fronts combine into colored weather systems during certain seasons. Fine spice particles turn lightning gold or red. Caravans crossing active stormlands bind cloth over animals' faces and travel by trained scent-readers. The harvest is rich enough to justify the risk, which is why whole houses have grown wealthy by treating weather as a scheduled inconvenience rather than an act of God.

Lantern Dunes#

These night-bright dune fields glow with drifting lights that are not wholly obedient to wind or spell. Some are free elementals, some contract remnants, some natural phenomena still debated by scholars. Caravans prize the dunes for navigation and fear them for the same reason. Those who follow the wrong lights have been known to arrive at wells that do not appear on any map or at camps that vanish by dawn.

Prism Deserts#

Akeshi solar experimentation and natural crystal growth together created broad belts where noon becomes structurally dangerous. Light refracts unpredictably off buried facets and exposed crystal fans. Shade architecture is mandatory. Armies without proper veils can be ruined here without battle. Yet the same deserts power vaults, signal networks, and glass industries of immense value.

Glass-Domed Groves#

These managed urban biomes allow Akesh to grow delicate fruits, medicinal herbs, and prestige plants in carefully controlled climates. Dome interiors are lush, humid, and politically charged: every grove represents wealth, engineering, and water mastery. Whole court scandals have begun over access to a single dome harvest.

Vermilion Night Reefs#

Along southern coasts, ancient battle magic and mineral-rich seas produced reefs that glow deep red after dusk. Fishing fleets time their routes against reef bloom, and smugglers use the light to move without lanterns. The same glow attracts predatory things, especially after storms or eclipses.

About this entry

Public in-game encyclopedia. Website edition: 10 October 2026.

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