Discover

Worlds to play, cards to import

The Cinderhall Tavern

A smoky roadside tavern off the Lower Market, lit by ember-lamps.

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Glitch's Clinic

A ripperdoc's nook behind a noodle bar.

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The Floodline

The drowned undercity below Mid-City.

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The Sublevel Courts

Rain-slick arcades beneath the arbitration spire.

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The Ash Cathedral

A vaulted ruin choked with falling ash.

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The Broken North Bridge

A severed span over a dry river.

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The Lower Market

A maze of stalls under tarp and ash.

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Inkrow Lane

The printers' lane of Songspire — a dozen shops shoulder to shoulder, ink in the gutters, apprentice runners carrying proofs, and a censors' sweep every week.

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The Chantling Stairs

A steep stair-street of student lodgings between the Echo Halls and the archives, named for the chantlings — student cantors, law-copyists, and scholars — packed three to a room along it.

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The Cormorant Counting-House

A modest, spotless counting-house that settles small merchants' accounts by day — and squares the Brine Ledger's collections by night.

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The Echo Halls

Seven terraced galleries carved into Songspire's crag where Aeviri cantors sing the realm's law and memory in relay shifts, dawn to dawn, and have not dropped the note in 152 years.

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The Garland Terraces

Stacked open-air theatre terraces on the crag's south face — each terrace a stage, its audience seated on the terrace above — built from repurposed Longwar siege-scaffolds.

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The Grey Cellars

The old salt-cellars under the quarter's spine, rented out vault by vault — the Saltmere stores its valuables and its grudges at the same depth.

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The Letterhold Archive

The realm's archive of written law — statutes, contracts, precedents, and Council minutes — which the Aeviri call 'the dead voice' and refuse to enter.

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The Marle Press

Cadenza Marle's print-shop on Inkrow Lane — the press that turned a funeral song into a movement, and that prints every faction's pamphlets, frequently on the same night.

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The Office of Seals and Staves

The Accord Council's censors' office for print and stage: every playbill and pamphlet in Coronal legally requires its wax seal and stave-mark before it sees the street.

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The Split Reed

The taphouse under the Garland Terraces where players, chantlings, pamphleteers, and off-duty censors drink in an enforced and well-understood truce.

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The Tidegate Menders' Arcade

A brick arcade by the old tide-gate where Chittik menders fix locks, clocks, pumps and scales — the quarter's small machines, and some of its large secrets.

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The Tuning House

A sound-baffled rehearsal hall — once a bell-foundry's testing hall — that rents its hours to any troupe, choir, or unnamed party with coin, no questions asked.

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Alderhollow

A Sylvithi hollow-town grown inside seven living alder trunks — homes coaxed, never cut, where the forest's law is spoken in the oldest room.

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Coldharbour House

House Vairre's city seat in the Saltmere: a bank pretending to be a palace, or the reverse — nobody who enters leaves unrecorded.

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Farthingdeep

A stilt town standing on black piles above the drowned village of Old Farthing — at low tide the old roofs break the water like the backs of sleeping whales.

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Tallowfen Steading

The fen homestead of the Tallow oathtaker family — a Grimwold steading where disputed oaths come to be tasted at the brine-table.

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Tanglemark Post

The forest-edge trade post where the Rootwild meets the wagon roads — the last place money means anything and the first place the marked paths begin.

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