Imperial provinces
Öne çıkanlar
Cities
Explore the cities and other centres of settlement.
Hepsini gör →Imperial provinces
Explore the provinces governed within the Empire.
Hepsini gör →Natural landmarks
Explore named natural features of the realm.
Hepsini gör →YerBugbear caveA cave in the hills near Osterhn in the Sürgün Günlükleri campaign, once a bandits' hideout, where six bugbear warriors of the goblin host had made their lair during the town's goblin war.YerChasm of the priestess ambushA wide underground chasm with caves high on its walls, several days' journey down the tunnels from Gromkar, where Kemp Corvus, Sarah, Ephorus and Baltazar lay in wait for a drow priestess on Karak's behalf in the Sürgün Günlükleri campaign.YerClearing of the broken statueA hidden forest clearing on the road to Aquila in the Yeni Dünya campaign, where a headless human statue holds a bowl of strangely dark crystals and a band of travellers finds seven pursuers dead around a cold campfire.YerDwarf Gate battlefield monumentA carved memorial stone amid flowers on the old battlefield of the Dwarf Gate, inscribed "where he fell", where an anonymous letter summoned Kemp Corvus, Sarah and Ephorus to a meeting in the Sürgün Günlükleri campaign.YerVanishing lake of ElmA small, strangely clear lake ringed by trees in the forest near Elm in the Zincirsiz campaign, wrapped in magic touching time, which vanished at sunrise and hid beneath it a way down to an ancient stone hall.BölgeBlue ForestThe forest in whose depths the Badgerfolk emerged.BölgeBoundless ForestThe forest that separates the Empire from the eastern steppes known as the Yellow Sea.BölgeCalinor-dal RiverThe mighty river etched into the land by elven magic in the Second Age, which forms the southern border between the Empire and the elven Da'fat Federation.BölgeCrooked Teeth ValleyA valley where a battalion of the Scarlet Spears cornered the bandit captain Sigusmund the Boar and his gang, beside woods in wood elven territory.BölgeDark Water BayA bay where, one moonlit night, the young pirate later known as CHOMPS was bitten by a wereshark and took on the curse of lycanthropy.
Other planes
Explore the worlds and planes beyond ordinary mortal lands.
Hepsini gör →BölgeAbyssThe layered otherworldly realm of the demons, counted among the most malevolent and destructive beings in creation, whose forces conjurers and priests call forth and banish back.BölgeCelestA land named in the Hymn of Passing of the Draklin Blot, which bids a slain beast sail to fair shores and hunt the beasts of Celest.BölgeFeywildA realm apart from the material plane, where the dark fey lord Blaspheus held the nature spirit Erdentree until the druids of Lunara freed it, and to which tricked druids of the Bluelands once opened a portal.BölgeLower PlanesRealms beyond the material world, to whose entities mortals may sell their souls, and towards which forbidden rites and the contracts of the Morenar lead the souls of those who take part in them.BölgeMaterial PlaneThe plane of mortal existence, distinct from the upper and lower planes, the Feywild and the void, which demons, fey spirits and Voidborn enter through rites and portals or, rarely, of their own will.BölgeNine HellsThe infernal realm of powerful devils and their lords, whom only a few spellcasters can truly bind, and whose influence runs through the mercenary company called the Morenar.BölgeThe GateThe final threshold before the afterlife, which the souls of the dead reach about a minute after death and where Rakash the Gatekeeper meets them and their first judgement begins.Bölge · TaslakEthereal PlaneA plane discussed in the books' accounts of supernatural perception and passage beyond ordinary material existence.Bölge · TaslakShadowfellAn otherworldly realm whose influence is discussed in accounts of strange encounters and lingering marks.
Realms
Explore the major lands and political realms of Teneris.
Hepsini gör →Ruins and strongholds
Explore named fortifications and remnants of earlier settlements.
Hepsini gör →YerDemirkapı amethyst minesThe mines of the dwarven kingdom of DağAltı in the Sürgün Günlükleri campaign that were the main source of black amethyst, closed by the Demirkapı dwarves some twenty years ago after hard fighting with duergar.YerFırtına TepeA hill of old Inran ruins in the forest south of Aquila in the Yeni Dünya campaign, named by mercenaries for its lightning scars, with a hidden laboratory cave beneath it and a dead white tree, an ancient altar, a mirror and a ballista on its top.YerForest cave laboratoryA partly hand-widened cave in the forest of Sınır Sapı in the Zincirsiz campaign, stripped of every living thing, where drow and a mind flayer kept a hidden laboratory that the mage Jonathan River and his companions found and stormed.YerGazadA dwarven fortress and military town behind the great gate that closes a mountain pass, half above ground and half below, through which Kemp Corvus, Sarah and Ephorus enter the dwarven kingdom in the Sürgün Günlükleri campaign.YerHall of the five doorsA round stone hall reached beneath the vanishing lake of Elm in the Zincirsiz campaign, lined with misted glass cases of books and armour, where no spell can be cast and three inscribed doors marked past, present and future lead into the same room at other times.YerMarble PalaceThe palace of the emperors of the Empire, whose walls legend says were raised by godly magic in the First Age, guarded by the Throneguard and keeper of the original decree of the Sanction.YerPerses CastleA small Geroni castle on raised ground at a crossing of forest roads in the Yeni Dünya campaign, where leaders driven out of their cities by a wave of coups gather and debate peace with the Empire.YerRuined Geroni templeAn old, sealed Geroni temple with a great library, reached through the painting of Avlor Aten in the Yeni Dünya campaign, whose way out opened onto a street of that city through a wall mural.YerSarpyarA small hilltop fortress of the Sürgün Günlükleri campaign, held by Lord Verdun Kobelar half an hour from the village of Vadiyurt, where refugees, the Porvis family and Kemp Corvus's company withstood a rebel siege.YerTomb of AzboThe hidden tomb of the great orc Azbo in the Zincirsiz campaign, said to lie inside an ancient mountain behind an illusion, which the mage Jonathan River reached by map and rod.
Coğrafya bölümünde daha fazlası
YerAlaztaşı mineThe mine outside Aquila in the Yeni Dünya campaign that supplied the Coalition of Enlightenment with Alaztaşı, closed for a time by a darkness in its tunnels that no lantern could pierce.YerDoktorun YeriThe clinic of Bruno Rossi, the Doctor, in the Yeni Dünya campaign, a rented shop in a working quarter of Aquila near the Merchant Road that also serves his companions as their base.YerFundin's workshopThe shop of the dwarf Fundin Alsakal in Sınır Sapı in the Zincirsiz campaign, where a tailor's table and a smith's forge share one room, and where the young mage Jonathan River mended armour and sought news of the forest's heart.YerHidden underground settlementA secret settlement deep below the tunnels of Gromkar in the Sürgün Günlükleri campaign, whose people have survived by staying hidden, where Kemp Corvus, Sarah, Ephorus and Baltazar were held after escaping a fight with drow.YerJonathan's PlaceThe inn of Kokarca Loui in quarantined Sınır Sapı in the Zincirsiz campaign, the only one left open and the only one allowed outside supplies, where the young mage Jonathan River and Olaf lodged and which the innkeeper later renamed in Jonathan's honour.YerLazy WizardThe inn kept by the tiefling Exalon in the small town of Osterhn in the Sürgün Günlükleri campaign, a cheap house of many rooms with gaming tables, where Ephorus first found shelter and the companions met in secret.YerNight WolfAn inn near the palace of White City, formerly called the North Wind, which the assassin Raphael takes from the assassins of Kalel in the Raphael Efsanesi campaign and runs under a new name; an inn of both names also appears in Mürekkep ve Çelik.YerOrphanage of Sınır SapıThe orphanage of Sınır Sapı in the Zincirsiz campaign, an old barn by the square turned into a home for some forty or fifty children of the town and its region, supported by the governor's son Tim, where the mage Jonathan River tested the children for magic.YerOrpi's lakeside houseAn old log house belonging to the family of the head consul Orpi, on a lake south-west of the Geroni city of Avlor Aten in the Yeni Dünya campaign, where he meets a band of escaped strangers outside the walls.YerTahta BacakAn inn of Gromkar in the Sürgün Günlükleri campaign, a tall square stone house under the sign of a wooden-legged toy pony, where Kemp, Sarah and Ephorus lodge while they help the dwarves of the city.
Coğrafya içindeki her şey
146 maddeden 146 gösteriliyor
A
- Abandoned tax office of OsterhnThe tax office of the Harbour Quarter of Osterhn in the Sürgün Günlükleri campaign, empty for some twenty years, which served in turn as a goblin spy's lair, a cell for a goblin prisoner and a hiding place for the innkeeper Exalon.
- AbyssThe layered otherworldly realm of the demons, counted among the most malevolent and destructive beings in creation, whose forces conjurers and priests call forth and banish back.
- AkşelaleAn unwalled city of strong elven character in the Mürekkep ve Çelik campaign, named for the white waterfall on its slope and ruled by a council of eight lords, where the party investigated the legion's firing on a peaceful crowd.
- Alaztaşı mineThe mine outside Aquila in the Yeni Dünya campaign that supplied the Coalition of Enlightenment with Alaztaşı, closed for a time by a darkness in its tunnels that no lantern could pierce.
- AquilaThe port city founded on the continent of Canarque after the imperial voyage that discovered the New World returned in 289 AVD.
- Archon embassy in White CityThe Archon Academy's seat in the capital in the Raphael Efsanesi campaign, a windowless, colour-changing building ringed by purple water, whose shifting halls are home to the head envoy Siyah.
- AsharOne of the large cities of Whitefall, the imperial province shaped by elven culture whose lands meet the only land route into the Da’fat Federation.
- AthrokaanAn old elven city beneath the Great Western Sea, which sank into the sea during the Desolation; its people hold harming the kraken to be sacrilege.
- Avlor AtenA Geroni city-state of Canarque in the Yeni Dünya campaign, a walled city of great statues, domes and automata that the band first saw in a painting from Willow's vault and later entered through it.
B
- Bellwater ConcoctionsA potion shop in Vansreik owned by Pixus Oakberry, which she has run with her older brother Chestnutt for a decade.
- Bellwater VillageA village of halflings near Vansreik, renowned for its potion-making and remedies and for the knife skills of its people, and the home of Turnip Bellwater and his Shortstack Stranglers.
- Blue ForestThe forest in whose depths the Badgerfolk emerged.
- Blue GroveA wine-producing region whose wine the mercenary Magnus Driftwood demands as part of his hire.
- BluelandOne of the large cities of Bluelands, the fertile imperial province known for its agriculture, forestry and blue-leaved vegetation.
- BluelandsA large, densely populated imperial province of blue-leaved forests and fertile farmland along the Calinor-dal River, ruled by House Boldric and famous for its agriculture, timber and wine.
- BordernrootOne of the large cities of Nearpeak, the imperial province marked by dwarven influence in its architecture and culture.
- Boundless ForestThe forest that separates the Empire from the eastern steppes known as the Yellow Sea.
- Bugbear caveA cave in the hills near Osterhn in the Sürgün Günlükleri campaign, once a bandits' hideout, where six bugbear warriors of the goblin host had made their lair during the town's goblin war.
C
- CaligranThe eastern of the two great continents of Teneris, mostly desert since the Desolation, whose habitable north holds the Lands of Exile, the refuge of the surviving races.
- Calinor-dal RiverThe mighty river etched into the land by elven magic in the Second Age, which forms the southern border between the Empire and the elven Da'fat Federation.
- CanarqueThe western of the two great continents of Teneris, a collection of fragmented lands discovered by an imperial expedition that returned in 289 AVD, and known to most imperial subjects as the New World.
- CarnsburgOne of the large cities of Westreach, the imperial province known for its industry and mines.
- Castle BlackOne of the two main headquarters of the Order of Chain, guarded by the wardens who follow the vanguard doctrine.
- Castle RedOne of the two main headquarters of the Order of Chain, guarded by the wardens who follow the vanguard doctrine.
- CelestA land named in the Hymn of Passing of the Draklin Blot, which bids a slain beast sail to fair shores and hunt the beasts of Celest.
- Chasm of the priestess ambushA wide underground chasm with caves high on its walls, several days' journey down the tunnels from Gromkar, where Kemp Corvus, Sarah, Ephorus and Baltazar lay in wait for a drow priestess on Karak's behalf in the Sürgün Günlükleri campaign.
- Clearing of the broken statueA hidden forest clearing on the road to Aquila in the Yeni Dünya campaign, where a headless human statue holds a bowl of strangely dark crystals and a band of travellers finds seven pursuers dead around a cold campfire.
- Crooked Teeth ValleyA valley where a battalion of the Scarlet Spears cornered the bandit captain Sigusmund the Boar and his gang, beside woods in wood elven territory.
D
- Da’fat FederationThe elven federation south of the Calinor-dal, founded in the Second Age by elven tribes who fled north after the Desolation; every surviving elven people lives there, and Lady Nemarin is its spiritual leader.
- Dağ AltıA great dwarven city inside a bare mountain that shines like metal in the Sürgün Günlükleri campaign, said to be larger in area than White City, where Kemp Corvus, Sarah and Ephorus met a rune master, a general and the High King.
- Dark Water BayA bay where, one moonlit night, the young pirate later known as CHOMPS was bitten by a wereshark and took on the curse of lycanthropy.
- Deep PitThe vast pit at the centre of the crater of Vansreik, a dungeon over the ruins of the old City of Mortenox whose entry is regulated by Tickets that the mercenary companies of the city compete for.
- Demirkapı amethyst minesThe mines of the dwarven kingdom of DağAltı in the Sürgün Günlükleri campaign that were the main source of black amethyst, closed by the Demirkapı dwarves some twenty years ago after hard fighting with duergar.
- Desert of TimeThe desert on the southern side of the Living Wall, a place where survival grows harder by the hour and the mind itself is tested; its crystalline dunes are the source of the sandshapers' magic.
- Doktorun YeriThe clinic of Bruno Rossi, the Doctor, in the Yeni Dünya campaign, a rented shop in a working quarter of Aquila near the Merchant Road that also serves his companions as their base.
- Dwarf GateThe place where Emperor Conrad II, marching with a small guard after the rebellion that followed Gelts' attempt on his life, met a hidden army and fell to three cursed black arrows.
- Dwarf Gate battlefield monumentA carved memorial stone amid flowers on the old battlefield of the Dwarf Gate, inscribed "where he fell", where an anonymous letter summoned Kemp Corvus, Sarah and Ephorus to a meeting in the Sürgün Günlükleri campaign.
E
- Eastern ProvincesThe lands across which the hobgoblin chief Miraak Var Trask waged a relentless campaign, uniting countless goblinoid clans.
- EastguardOne of the large cities of Whitefall, the imperial province shaped by elven culture that guards the land route into the Da’fat Federation.
- ElmA small farming village at the foot of a forest on a wild road south, in the Zincirsiz campaign, where the mage Jonathan River and his companions saw the place turn for a moment into an old ruin, and found themselves living the same day again.
- Ethereal PlaneA plane discussed in the books' accounts of supernatural perception and passage beyond ordinary material existence.
- Eye of AquaronThe endless, boiling vortex in the Great Western Sea that separates the continents of Caligran and Canarque, long held by religious doctrine to be a barrier the gods placed at the edge of the known sea.
- The EmpireThe human realm at the heart of the Lands of Exile, an absolute monarchy heavily shaped by faith, ruled from Marble City by the unbroken line of the Red Eagle and divided into five provinces under their Sovereigns.
F
- Farr IslandsAn island group in the Great Western Sea, a few days' sail from the Free Folk's cities, whose tribal, seafaring people produce some of the best sailors in the realm and send chocolate and other exotic goods to the Empire.
- FernningA town struck by a vicious orc raid on the day the halfling swordsman Jinxy was born there, suffering immense losses although the Fifth Legion was nearby.
- FeywildA realm apart from the material plane, where the dark fey lord Blaspheus held the nature spirit Erdentree until the druids of Lunara freed it, and to which tricked druids of the Bluelands once opened a portal.
- Fırtına TepeA hill of old Inran ruins in the forest south of Aquila in the Yeni Dünya campaign, named by mercenaries for its lightning scars, with a hidden laboratory cave beneath it and a dead white tree, an ancient altar, a mirror and a ballista on its top.
- Forest cave laboratoryA partly hand-widened cave in the forest of Sınır Sapı in the Zincirsiz campaign, stripped of every living thing, where drow and a mind flayer kept a hidden laboratory that the mage Jonathan River and his companions found and stormed.
- Fort Drake’s EndThe fort and headquarters of the dwarven mercenary company the Grimbolt Cripplers, built at Westreach after the company was founded there.
- FrazaThe harsh northern realm beyond the Empire's mountain passes, a land of monsters and relentless winter whose clans live free, honour strength and deed above blood, and esteem their seers and witches.
- Free CoastA coast whose cities are ruled by seven pirate lords and their fleets, a place of constant feuds where high elven patrols are the terror of Neptun's pirates.
- Free PortsThe self-governing city-states of the free folk on the western coast, with Pupa, Pruva and Neptune the largest of them, where there is no king, little law, and powerful gangs thrive.
- Fundin's workshopThe shop of the dwarf Fundin Alsakal in Sınır Sapı in the Zincirsiz campaign, where a tailor's table and a smith's forge share one room, and where the young mage Jonathan River mended armour and sought news of the forest's heart.
G
- GazadA dwarven fortress and military town behind the great gate that closes a mountain pass, half above ground and half below, through which Kemp Corvus, Sarah and Ephorus enter the dwarven kingdom in the Sürgün Günlükleri campaign.
- Grand GearA gnomish workshop in Vansreik where the markswoman Zherafinn first met Ozzigus of the Brine Blades.
- Grand SerrinA mining town between the provinces of two feuding noble houses, first held by House Salvador and later claimed, with its surrounding mines, by House Arvantess.
- Gras’ur BaerA dark elf town that the Monastery of the Inner Flame attacked with the aid of the Scarlet Spears mercenary company.
- Great Western SeaThe great sea between Caligran and Canarque, home of the Eye of Aquaron, the Farr Islands and the sunken elven city of Athrokaan, along whose shores live the Free Folk.
- GreenpineThe town from which the clanless black dragonborn archer and ranger Aetheus Boldragon comes.
- GromkarAn important border city of Nearpeak and a centre of trade and diplomacy, governed directly by House Grett, whose rulers are traditionally raised and guided by a dwarf mentor.
- Grove of the MoonA grove where several mercenaries of the druidic Moonlit Circle can be found; close to it lies the nest of fey-touched wyverns where the trial of the sting is held.
- The GateThe final threshold before the afterlife, which the souls of the dead reach about a minute after death and where Rakash the Gatekeeper meets them and their first judgement begins.
- The Grand MerchantiumA gathering place where many mercenaries and their associates can be found.
H
- Halfling is Your MotherThe famous inn and tavern in Vansreik built by Turnip Bellwater and his men, base of the Shortstack Stranglers and meeting place of the Grand Table.
- Hall of the five doorsA round stone hall reached beneath the vanishing lake of Elm in the Zincirsiz campaign, lined with misted glass cases of books and armour, where no spell can be cast and three inscribed doors marked past, present and future lead into the same room at other times.
- HammerghazA city whose streets may be free of mountain trolls, but where being in the wrong place at the wrong time can still end badly.
- HammerhomeOne of the large cities of the province of Bluelands.
- HargalA small town, birthplace of the Northerner shield maiden Revna Spearmaiden.
- Hidden underground settlementA secret settlement deep below the tunnels of Gromkar in the Sürgün Günlükleri campaign, whose people have survived by staying hidden, where Kemp Corvus, Sarah, Ephorus and Baltazar were held after escaping a fight with drow.
- House of Captain MarkusThe modest three-room house with a garden and a hidden cellar where Captain Markus lived in Sınır Sapı in the Zincirsiz campaign, searched in secret by Jonathan River and later the scene of the captain's questioning.
I
- Iron IslesRemote island groups of metal and stone in the Northern Ice Sea, north of Fraza, where wizards rule a powerful caste society, those without magic are enslaved, and the arcane arts are studied without limit.
J
- Jonathan's PlaceThe inn of Kokarca Loui in quarantined Sınır Sapı in the Zincirsiz campaign, the only one left open and the only one allowed outside supplies, where the young mage Jonathan River and Olaf lodged and which the innkeeper later renamed in Jonathan's honour.
L
- Lake PerequeThe lake from which, it is said, drowners first came; the creature is known as the Pereque drowner.
- Lands of ExileThe northern lands of Caligran where the ancient races took refuge after the Desolation, with the Empire at their heart, a harsh world of rare magic, scarce learning, many faiths and dangerous wilds.
- Lazy WizardThe inn kept by the tiefling Exalon in the small town of Osterhn in the Sürgün Günlükleri campaign, a cheap house of many rooms with gaming tables, where Ephorus first found shelter and the companions met in secret.
- Library of VansreikThe library of the city of Vansreik, where several learned mercenaries can be found.
- Living WallThe defensive line raised by the elven druids of the Circle of Elders in the Second Age to halt the hungry desert advancing from the south, beyond which lies the Desert of Time.
- LorponOne of the large cities of the province of Westreach, whose name is also borne by the province's noted regiment, the Lorpon Longrifles.
- Lower PlanesRealms beyond the material world, to whose entities mortals may sell their souls, and towards which forbidden rites and the contracts of the Morenar lead the souls of those who take part in them.
- LudusA former gladiator school inside the walls of Vansreik, turned into a fortified stronghold and serving as the headquarters of the Warmongers.
M
- Marble CityThe capital of the Empire, a city of marble walls, palaces, libraries and embassies, home of the royal family and the most expensive place to live in the Empire.
- Marble PalaceThe palace of the emperors of the Empire, whose walls legend says were raised by godly magic in the First Age, guarded by the Throneguard and keeper of the original decree of the Sanction.
- Marthen’terrainA dark elf city, once home to the powerful House Jeal’tlous; after that house fell, the House of Grezzit Baeren seized power there.
- Material PlaneThe plane of mortal existence, distinct from the upper and lower planes, the Feywild and the void, which demons, fey spirits and Voidborn enter through rites and portals or, rarely, of their own will.
- MellasA place the war mage Merindiel Stargazer left in search of companions to help her hunt down an undead pirate and his ghost ship.
- MerkroadOne of the large cities of the province of Whitefall.
- Mermaid InnAn inn in the free city of Neptune, one of the places where the mercenary Pretty Face Randor can be found.
- MortenoxThe great crater in which the city of Vansreik stands, and the name of the ancient city whose ruins and necropolis lie beneath it, reached through the Deep Pit and the tunnels of the Undercity.
- MossentryA small coastal town, home of the fisherman and mercenary recruit Bartouk Hanneker, that was raided by about twenty sahuagin.
- The Marble SeatThe capital province of the Empire, smallest in size but first in standing, traditionally governed by the heir to the throne.
N
- NearlakeA town once terrorised by a hill giant, whose defeat made a local hero of the badgerfolk fighter Ferka Doru’festan.
- NearpeakAn imperial province bordering the Fraza Lands and the great dwarf kingdoms, ruled by House Grett and marked by dwarven influence in its architecture and culture.
- Nearpeak (city)The capital of the imperial province of Nearpeak, governed directly by House Grett.
- NeptuneA coastal city west of the Empire and one of the three largest cities of the Free Ports, owned by no one, contested by street gangs and pirate lords, and home to the free folk's own church of Aquaron.
- Night WolfAn inn near the palace of White City, formerly called the North Wind, which the assassin Raphael takes from the assassins of Kalel in the Raphael Efsanesi campaign and runs under a new name; an inn of both names also appears in Mürekkep ve Çelik.
- Nine HellsThe infernal realm of powerful devils and their lords, whom only a few spellcasters can truly bind, and whose influence runs through the mercenary company called the Morenar.
- NornfallA frozen wasteland, the birthplace of the Northerner Gorthak Tuskcarver.
- North RazerA prosperous unwalled town on the Razer river in the Mürekkep ve Çelik campaign, across the water from South Razel, where the mage Castor was born and where his carpenter father still keeps his workshop.
- Northern Ice SeaThe sea north of the lands of Fraza, in which lie the island groups known as the Iron Isles.
- Northern ProvincesThe northern provinces of the Empire, bordering the lands of Fraza, where imperial supply lines serve the legions and northern customs such as the Day of the Thousand Fangs have taken root.
O
- Orphanage of Sınır SapıThe orphanage of Sınır Sapı in the Zincirsiz campaign, an old barn by the square turned into a home for some forty or fifty children of the town and its region, supported by the governor's son Tim, where the mage Jonathan River tested the children for magic.
- Orpi's lakeside houseAn old log house belonging to the family of the head consul Orpi, on a lake south-west of the Geroni city of Avlor Aten in the Yeni Dünya campaign, where he meets a band of escaped strangers outside the walls.
- OsterhnThe small river town where the Sürgün Günlükleri campaign begins, a refuge in the south-east for those fleeing their lives, with an old castle above it, three quarters divided by the Foam River and a long-empty tax office.
P
- Perses CastleA small Geroni castle on raised ground at a crossing of forest roads in the Yeni Dünya campaign, where leaders driven out of their cities by a wave of coups gather and debate peace with the Empire.
- PruvaOne of the three largest cities of the Free Ports, the city-states on the western ocean coast.
- PupaOne of the three largest cities of the Free Ports, the city-states on the western ocean coast.
R
- Rampart RowA place where several mercenaries who also frequent the Grove of the Moon can be found.
- Reik’s GateA town with a local temple of repentance served by the clergy of Amarath.
- RiverroadA town with a small local church to which the priest Matias Cain was sent, and where he soon gave up his post.
- RiverstawOne of the large cities of the province of Bluelands.
- Ruby InnA luxurious inn in the city of Vansreik.
- Ruined Geroni templeAn old, sealed Geroni temple with a great library, reached through the painting of Avlor Aten in the Yeni Dünya campaign, whose way out opened onto a street of that city through a wall mural.
S
- SanctuaryA city of temples a few miles south-west of Marble City, home of the High Church's First Cathedral and of the patriarchs of the Exiled Pantheon, and the place in the world most visited by pilgrims.
- SarpyarA small hilltop fortress of the Sürgün Günlükleri campaign, held by Lord Verdun Kobelar half an hour from the village of Vadiyurt, where refugees, the Porvis family and Kemp Corvus's company withstood a rebel siege.
- ShadowfellAn otherworldly realm whose influence is discussed in accounts of strange encounters and lingering marks.
- Sınır SapıA small walled town with an inner keep on a northern provincial border in the Zincirsiz campaign, kept under quarantine after months of sudden killings blamed on a sickness, where Jonathan River and Olaf were held after leaving the mountain of Azbo.
- South RazelA small town of the Mürekkep ve Çelik campaign, four days from White City across the river from North Razer, where Castor was sent to find stolen bloodstone and where tremors shook the ground above ancient workings.
- SweetealA hamlet whose defence against a goblin horde earned the swordsman Klaus his name, the Lone Blade.
- The Stone Nest CaravansaryThe new headquarters of the Eagle Brigade in the centre of Vansreik, recently opened and a meeting place for many mercenaries.
T
- Tahta BacakAn inn of Gromkar in the Sürgün Günlükleri campaign, a tall square stone house under the sign of a wooden-legged toy pony, where Kemp, Sarah and Ephorus lodge while they help the dwarves of the city.
- Tal'gardA walled city of timber, clay, brick, stone and marble in the Sürgün Günlükleri campaign, governed by a council of five noble houses, where Kemp Corvus and his companions worked to end Rainer Karga's rebellion.
- TenerisThe ancient world in which the Lands of Exile lie, with two great continents, Caligran in the east and Canarque in the west, divided by the Great Western Sea and the vortex called the Eye of Aquaron.
- Tide Breaker BayA bay named, together with the coastal towns and cities, as the place where the seafaring mercenaries of the Brine Blades can be found.
- Tomb of AzboThe hidden tomb of the great orc Azbo in the Zincirsiz campaign, said to lie inside an ancient mountain behind an illusion, which the mage Jonathan River reached by map and rod.
- Tower in the groveAbandoned tower of the Chain Wardens in a grove in the Raphael Efsanesi campaign, full of old records and corpses, beneath which a riddle door and a hidden stair lead to the chain Raphael was sent to steal.
- Tower of High Magus AendlonA tower where Ahriman Fer'zaad and Neanoth Jeal'tlous can be found.
- TwinhillsOne of the large cities of the province of Nearpeak.
U
- The Undercity of VansreikThe lawless underworld of Vansreik, reached through the tunnels of the necropolis of Mortenox and the centre of the city's illegal trade.
- UnderdarkThe underground realm beneath the surface, home to dark elves and other peoples, where Emperor Conrad II led his legions in 151 AVD and imperial garrisons still hold the tunnels.
- Undermount KingdomA kingdom named alongside the Empire as a land where Gruznar Barmbeard is renowned as a master brewer.
- Uzun İskeleA small fishing settlement well north of Aquila in the Yeni Dünya campaign, where fishermen from the Empire and native Inran live and work together, named for a long natural spur of rock that once served as its pier.
V
- Valley of Lion’s TeethThe valley where Gustavius of the Legion held a goblinoid horde of Miraak Var Trask's crusade at bay until the Legion arrived, winning the Battle for the Lion's Teeth for the Empire.
- Vanishing lake of ElmA small, strangely clear lake ringed by trees in the forest near Elm in the Zincirsiz campaign, wrapped in magic touching time, which vanished at sunrise and hid beneath it a way down to an ancient stone hall.
- VansreikA lawless city inside the Great Crater of Mortenox on the south-western edge of the Empire, grown up around the Deep Pit, whose noble houses, church and rival mercenary guilds compete for the riches buried beneath it.
- VossmarkA large town where the mercenary Balthasar Jaeger Voll began life as an abandoned orphan, and from which his name Voll is taken.
W
- Western MarchesA region named, with the underdark, as one of the two places where the drow mercenary Sazz'rast Saveer is especially skilled at pathfinding and concealment.
- Western ProvincesThe western provinces of the Empire, forest country of wood elves and rangers where northern settlers have been common since Skolpa's raids and the great mercenary companies compete for contracts and influence.
- Western SpearA stronghold where many members of the Scarlet Spears mercenary company can be found.
- WestreachAn imperial province of mines, foundries and printing presses, ruled by House Von Laidorf and known for its proud, protocol-bound nobility.
- Westreach (city)One of the wealthiest cities of the Empire, built against a great mountain, second only to Marble City in population and home to foundries, engineering schools and printing presses.
- White PalaceA palace where, the assassin known as the Wing claims, lives the only target the Wing cannot kill.
- WhitefallAn imperial province at the northern end of the Silver Bridge, where elven culture runs deep, humans and elves are bound by family ties, and the finest horses of the Empire are bred.
- Willow houseThe enchanted house among the warehouses of Explorer Port in Aquila used by the mage Albus Rodarius Willow in the Yeni Dünya campaign, with shifting rooms, deadly traps and a gnome-built vault that the band broke into.
Y
- Yellow SeaThe barren eastern steppe beyond the great forests, so flat and empty that crossing it is likened to crossing a sea, home of the capra and said to be roamed by horse-born riders and horned creatures.
Z
- ZemberekA legendary city inhabited only by gnomes, whose location very few know and whose thousand clockwork doors are said to demand exceptional intelligence to open.
- Zeolet’s FootprintVoids in the Aether in remote parts of the world, shaped like enormous, deep footprints and mostly filled with water, where mortal wizards cannot work magic.





