THE COMPENDIUM
Places
24 entries · filtered to city · town · settlement — clear ✕

Aelvyrenn
The elder Vyr's sky-seat — a great island of pale tiered halls hung in the cold air above Caer Vallen, where the oldest blood withdrew after the Sundering and the Riven King still reigns. Most of the Vale half-believes it a myth; it is reached only by a warp-pilgrimage, never on foot.

Ashfall Town
A dozen ash-brick buildings at the end of the old Imperium road, permanently hazed by the Emberthrone — the only inhabited settlement in the waste.

Ashwake Hearthhold
House Ashwake's seat in the Ashen Wastes — a low, thick-walled hearthhold built around a bank of fires that have not gone cold in three generations.

Correth, the Bronze Seat
The Imperium's far capital, west beyond the Rampart and the inland sea — a city the size of a nation that the Vale only ever heard about. Whether it still stands is the oldest open question in the world; no Vale-dweller alive has been there or met anyone who has.

Dustmere Hollow
A sheltered green hollow where a failing spring crosses the barrow road — the one liveable fold in the Eastern Crags and the last place that sells water before the delves.

Greywater Hollow
A tiny Stoneborn quarry-steading folded behind the eastern ridge in the Hollow Vale — three slab-roofed stone houses, a forge, and a cold black tarn — the only hearth and roof in the Rampart Foothills.

Highbridge
The human-founded capital of the lower world, terraced above the Vellen gorge where the imperial span carries every road east. The Highbridge Trade-Moot governs an open city where every ancestry may live, take citizenship, join a guild, and choose its allegiance.

Hollowfold
The only living settlement on the Sered Spur — a small grazing-village of dry-stone steadings huddled in the largest sheltered hollow below Vandahl Keep, threadbare and proud, paying tithe-silver the house can barely protect them for.

Oswin's Furrow
The smallholding west of the Highbridge span where Oswin's plough turned up an Imperium ring-seal — and where a Highbridge scholar and a Highbridge scrap-buyer have been quietly outbidding each other for it ever since, with Oswin caught in the middle wondering if honesty was worth the trouble.

Saltreach Spring
The only standing settlement in the Southern Flats — a handful of mud-and-rib-stone houses hidden in a sheltered hollow around the region's one living spring.

Siltmouth
A reed-and-plank fishing village on stilts where the Vellen spends itself into the Mirrenmere, quietly in the Silt Hands' pocket.

Sresh-Dar
The Hessk capital below the ocean beyond the Tidewrack Narrows: a dry-vault and flooded-avenue city grown through a drowned limestone shelf, freely visitable by any traveler who can survive the descent.

Tanwick's Croft
A farmstead at the edge of Valenfeld's belt, split clean down the middle of the house and the fields by a chalk line neither Tanwick sibling will be the one to rub out — the corridor's standing joke about how not to settle an inheritance.

The Arena
The games quarter on the upper terrace, built around the Marrowring — the fighting-ring, the pits the fighters call the Bloodworks, and the betting-floor that ruins everyone the sand spares. Nobody dies in the ring; the debt does the killing.

The Bonesung Camp
A shifting Asheni camp out on the open ash, hide-tents and ancestor-poles.

The Driftmarket
A hidden black-market under the Siltmouth wharves where the Gaunt Ledger fences Old Work, relics, and worse — bright, busy, and quietly armed.

The Farroad Waystead
House Farroad's caravan-hold on the southern flats — the one waystead on the old routes that never once closed, even the season the Marauders turned.

The Guildrows
The terraced middle of Highbridge, where every guild in the Vale keeps a door within shouting distance of every rival's — the Far College's reading-hall, the Marrow Lances' company-house, the trade benches, and a street plan deliberately built so no two enemies share a wall.

The High Terrace
The top step of Highbridge — the broad shelf of dressed grey stone where the free city keeps up the pretence of being a state. The Crossing-Hall and its moot, the great chantry to Vallen the Wright, the pale envoy's house, and the best air in the gorge; also the quiet knowledge that all of it stands on a claim House Vandahl could wake with a single march.

The Kilns
The craft and industrial quarter on the city's eastern working edge — smelters, forges, the Old Work market where salvaged temple-bronze is weighed and worked, and the salvor culture that lives off a dead empire's scrap. The air is green with kiln-smoke and the salvors cough green with it.

The Span
The great three-arched bridge the city is named for, and the roaring throat of quarter that grew around it — the toll-chain, the caravan yard, the crossing every road in the Vale must pay to use. Also the place the street-prophets stand, because the whole world walks past the toll-queue eventually.

The Underbridge
The waterside lower quarter, beneath the arches where the terraces run out — debt, smuggling, and the drowned. The Ledger's night-holds, the Finders' unmarked door, the Long-Water shrine and its Hessk divers, the Mourners' rolls and the Stillwater cloister all crowd the wet lower streets where the mist never lifts.

Valenfeld
A silt-grey frontier town in a flat basin, clinging to silver rights and the barrow's long shadow — and, quietly, the breadbasket that feeds the whole lower world.

Vel-Sathra
The Hessk core city in the Underworld, built where a black subterranean river crosses a forest of stone roots; a fully visitable refuge, caravan station, and guardian of the oldest road below.