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Appendix — Gazetteer & Atlas of Merretia

The maps of the world, delivered in words. Until the plates are drawn, this appendix is the atlas: a table of every province, a schematic of the continent, a reckoning of travel times, and a full survey of Sulamir, the three-layer city. Everything here is drawn from established canon — no province, capital, or feature has been invented. Where a distance or a rough bearing is not fixed in the record, a sensible and internally-consistent figure has been supplied for play; those are marked as approximate and never overrule the source.

Two facts frame the whole atlas. First, Merretia is one continent tiled by eighteen provinces, from the western Ocean to the eastern Waste Lands, from the northern coast to the southern river-country. Second, the city of Sulamir mirrors that continent at a second scale: it holds eighteen culturally-coded districts, one per province, each the city-home of that province’s diaspora, houses, and guild. “The eighteen provinces of Sulamir” and “the eighteen provinces of Merretia” name the same eighteen things at two sizes. Roughly forty-six million people live under this arrangement — about thirty-five million packed under Sulamir’s single dome, and only about eleven million across the whole of the provincial homelands. The continent is a megacity orbited by sparse ancestral hinterlands.

The world reads red: the soil across central Merretia is rust-red and iron-shot, stone weathers ruddy, and two moons cross the night — small fast Vashkil and large slow Alshera.


Each province is the hereditary territory of one Council guild and keeps two seats: a capital in its homeland and a guild seat-house in Sulamir. The city of Sulamir is the capital of Ahlgenadin, which is why its guild, the Sulamir League, hosts the whole Council.

Province (ruling guild)CapitalCharacter, in a linePosition & bloc
Julin — Torrus Ectos (Red Octopus)OlmenfjordCold fjord coast; fishing fleets, shipyards, dockside brawler marketsNorthwest corner, on the Ocean. Rival of Frewna Nurrelle; allied to The Hand for southbound fish
Yisk — EmphemereVasilekCourtly grain-and-dairy plain; theatres, the gloom festivalNorth-central interior. Votes with the cultural-patronage bloc; distant from the frontier
Entoyo — Temple of the OneHokudenTemple heartland; terraced foothills, teaching-houses, quietNorth-central-east. The contemplative belt (with Pogus and Illibill)
Nolekkelon — Abyssal FiresVissettAlpine mines and cliff-cut Library Vaults; the continent’s archiveFar northeast, on the Waste-Land frontier. Eastern watchtower alliance
Frewna Nurrelle — The White LegionFrewna NurrellePleasure-coast of opera, wine, and the best sunsets on the continentWest coast, north of Sulamir. Coastal sister-alliance with Antodinera; rival of Julin
Pogus — The CoreBurumqiMountain-valley academy; philosophy, marble quarries, clear-sky observatoriesCenter-north interior. Alliance-neutral; the contemplative belt
Sahthan — MultaniShuzozhengCaravan crossroads; merchant-princes and intelligence networksCenter-east interior. The financial axis with Lupan
Hakkar — The MasonsJoranFortified quarry-uplands; stone, ramparts, war-memorials, tall peopleEast, on the Waste-Land frontier. Eastern watchtower alliance
Lupan — The Iron CoinLupanBanking strongholds; the mint and the coinage the whole continent usesWest-central interior. The financial axis with Multani (Sahthan)
Ockallaka — Prodigus GroupKazunVolcanic highlands; hardy clans, engineering, quake-braced buildingCenter-west interior. Alliance-resistant, self-reliant, underestimated
Ahlgenadin — The Sulamir LeagueSulamir (the city itself)The seaboard heart; the capital province that contains the capital cityWest-central, coastal. The Sulamir League — host to all eighteen guilds
Creko — The Red DragonsRikutDrill-city of the martial order; officers exported continent-wideEast-central, part-frontier. Structural friction with the Red Octopus (Julin)
Tonja — Alum-sidek AllianceLandavilksFrontier farmland and the magnerail terminus; House Corveliss’s homeFar east, on the Waste-Land frontier. Eastern watchtower alliance; rail-bound to Sulamir
Merjaya — Bavit-vitaPekkalipiaMonsoon river-mouth; Heart-discipline healing, tropical colorFar southwest coast, southern river-mouth. Principled, alliance-fluid
Antodinera — Order of the Blue CrossAntodineraHospice coast; dying-care, mortuary ceremony, herb-and-drug tradeSouthwest-central coast. Coastal sister-alliance with Frewna Nurrelle
Bolanbi — The HandMuhanRiver-country wealth; drum-towers, gold, the largest market outside SulamirSouth-central river-country. Sulamir Forest custody bloc; trades with Julin
Illibill — Alyu’amareNanderlandMountain-river harmony; the marriage-and-alliance brokerage of the CouncilSoutheast river-country. Forest-custody bloc; the contemplative belt
Udlimill — Order of the SpiderYlothiahokethThin-peopled grassland and forest-edge; the eyes of the continentFar southeast, on the Sulamir Forest border. Forest-custody bloc. Borders the Waste Lands’ southern reach but is NOT in the watchtower alliance

The blocs, at a glance.

  • The Sulamir League — Ahlgenadin’s guild, the one host-guild that keeps the capital fed and functioning while the other seventeen conduct their cold war through its districts.
  • The eastern Waste-Land watchtower allianceNolekkelon, Hakkar, and Tonja, the three frontier provinces that share the cost of watching the Waste Lands: watchtower lines, Marshal patrols, and the occasional expedition that does not return. Udlimill borders the Waste Lands’ southern reach but is not a member.
  • The Sulamir Forest custody bloc — Bolanbi, Illibill, Udlimill, and southern Ahlgenadin, who share stewardship of the unowned forest and the southern river-trade corridor through one of the Council’s quieter standing committees.
  • The coastal sister-alliance — Frewna Nurrelle and Antodinera, twinned in theatre, healing, and aesthetic culture on the western coast.
  • The financial axis — Lupan (which banks the money) and Multani/Sahthan (which moves it), a quiet partnership the rest of the Council is never quite sure exists.
  • The contemplative belt — Entoyo, Pogus, and Illibill, three doctrines’ worth of students and texts in constant cross-traffic.

Beyond the eighteen sits Azhandia, not a province at all but a foreign eastern-frontier polity out past the Waste Lands, organized around holding a Founding-era wall and its Gate. And offshore in the western sea lies Aldasen, the drowned sibling-city, a ruin now.


A schematic, not to scale. North is up; the Ocean and West Sea lie to the west (left), the Waste Lands and Azhandia to the east (right). The eastern (fourth) column is the frontier edge.

N O R T H
Ocean / West Sea <=============================> Waste Lands ==> AZHANDIA
+--------------+--------------+--------------+---------------------+
| JULIN | YISK | ENTOYO | NOLEKKELON [W] |
| Olmenfjord | Vasilek | Hokuden | Vissett |
| fjord ports | grain/court | Temple heart | archives / mines |
+--------------+--------------+--------------+---------------------+
| FREWNA | POGUS | SAHTHAN | HAKKAR [W] |
| NURRELLE | Burumqi | Shuzozheng | Joran |
| theatre-port | academy | caravans | stone & forts |
+--------------+--------------+--------------+---------------------+
|####SULAMIR###| OCKALLAKA | CREKO | TONJA [W] |
|## Ahlgenadin#| Kazun | Rikut | Landavilks |
|### CAPITAL ##|....... | drill-city | rail terminus; |
|# GreatHarbor #| LUPAN | | Landa Mts. beyond |
|##############| Lupan (bank) | | |
+--------------+--------------+--------------+---------------------+
| MERJAYA | ANTODINERA | BOLANBI | ILLIBILL |
| Pekkalipia | Antodinera | Muhan | Nanderland |
| river-mouth | hospices | river-gold | harmony...... |
| | | | UDLIMILL |
| | | | Ylothiahoketh |
| | | | intel / forest-edge |
+--------------+--------------+--------------+---------------------+
S O U T H
[W] = eastern Waste-Land watchtower alliance (Nolekkelon - Hakkar - Tonja)
Udlimill (far SE) touches the Waste Lands' southern reach but is NOT
a watchtower member.
=== THE LONG RENT === the older of the two continental scars: a canyon
miles deep running EAST from Sulamir's hinterland across the central
band (Ockallaka -> Creko -> Tonja latitude) toward the Waste Lands.
~~~ THE RIVER SYSTEM ~~~ rises in Ahlgenadin's uplands, runs SOUTH
through Bolanbi and Antodinera and reaches the Ocean at Merjaya
(southern arm); a western arm reaches the sea at Sulamir's Great
Harbor. Tributaries thread Illibill and Udlimill.
### SULAMIR FOREST ### the unowned wooded belt wrapping the southern
& southeastern approaches to the city — across Udlimill, Illibill,
Bolanbi, and southern Ahlgenadin.
XXX ALDASEN (ruin) + THE MAW XXX offshore in the West Sea, off the
western seaboard: the sunken sibling-city and the drowned, haunted
reach where part of the continent fell.

Sulamir is the hub of all long-distance movement, because the inter-provincial magnerail — the electromagnetic suspension rail, held under charter by House Corveliss — is the fast artery of the continent. The trunk line runs from Landavilks in Tonja, at the far eastern frontier, straight across the continent to Sulamir’s Great Harbor on the western coast; branch lines feed the other capitals. Where the rail reaches, travel is measured in hours and single days. Where it does not, travel reverts to road and foot, and the times balloon.

Three modes, three rules of thumb:

  • Grid-rail is the default and by far the fastest, but it only runs where the buried-sun grid runs. It links the capitals; it does not cross the frontier line.
  • Road / foot is the fallback everywhere, and runs roughly six times the rail time. Beyond the frontier capitals — into the Waste-Land watch line or toward Azhandia — it is the only mode, and it is slow, guarded, and dangerous.
  • West-Sea passage links only the coastal capitals (Julin, Frewna Nurrelle, Sulamir, Antodinera, Merjaya). Shipmasters give the Maw, off the drowned Aldasen coast, a wide berth.

Approximate one-way travel from Sulamir to each provincial capital. Figures are gameable estimates, internally consistent (rail-time scales with distance from the capital; road ≈ rail × 6), not canon-locked.

Destination (capital)By grid-railBy road / footBy West-Sea shipNotes
Frewna Nurrelle (Frewna N.)~½ day~3 days~1 dayNearest neighbor; the pleasure-coast just up the shore
Lupan (Lupan)~1 day~6 daysWest-central interior; banking run
Bolanbi (Muhan)~1½ days~9 days— (river only)Reachable by the southern river-corridor as well
Antodinera (Antodinera)~1½ days~9 days~2 daysCoastal; ship is the scenic choice
Pogus (Burumqi)~1½ days~9 daysInland mountain valley
Ockallaka (Kazun)~1½ days~10 daysHighland and isolated; the last stretch is hard road
Yisk (Vasilek)~2 days~12 daysNorth-central plain
Sahthan (Shuzozheng)~2 days~12 daysCaravan crossroads; road-country by temperament
Illibill (Nanderland)~2 days~12 daysSoutheast river-country
Merjaya (Pekkalipia)~2 days~13 days~3–4 daysRiver-mouth; the southern coastal run
Julin (Olmenfjord)~2 days~13 days~3 daysNorthwest coast; ship is the honest way to arrive
Creko (Rikut)~2½ days~15 daysEast-central; part-frontier
Entoyo (Hokuden)~2½ days~15 daysNorth-central-east foothills
Udlimill (Ylothiahoketh)~2½ days~14 daysThin rail; tracks give out to trails near the forest
Hakkar (Joran)~3 days~18 daysEastern frontier; the rail runs to the wall of the world
Tonja (Landavilks)~3 days~20 daysTrunk-line terminus at the far eastern frontier
Nolekkelon (Vissett)~3½ days~21 daysFar northeast; add mountain foot-travel beyond the rail-head

Beyond the capitals. The three eastern watchtower capitals (Vissett, Joran, Landavilks) are the last stops on the grid. The Waste-Land watch line itself lies another 2–4 days by road or foot past them, with no rail and no comfort. Azhandia, out beyond the Waste Lands, has no rail and no safe road at all; it is reckoned in weeks of guarded overland travel and sits, for most purposes, off the surveyed map.


Sulamir is not a normal city; it is three cities stacked on one ancient upthrust, which the folk of the heights pretend is one. About thirty-five million people live in its vertical extent, and where you stand in the stack is the first fact anyone learns about you.

The surface — the Dome. The city everyone means when they say “Sulamir.” An always-on Founding-era energy dome, glowing faintly cyan, arches over the whole vertical mass; citizens pass through Marshal-staffed gates at its footprint to enter or leave. Beneath the dome the city climbs in suspended squares and tiers, and daylight thins as you descend: the great houses and guild seats keep the upper / sky levels in open air; markets, trades, and magnerail platforms fill the mid levels; and the lower / shade levels hold the working streets, the tenements, the harbor sea-wall, and — down where the light has gone permanently grey, in the eastern rail-yard — the poor quarter called the Warrens. Overhead hangs the Cloud network, a weather-and-magic shield held aloft on the city’s spires, keystoned by the Center Spire at the exact center. This surface layer is where all eighteen culturally-coded districts live.

The deep — the Steam-Worker galleries. Below street level runs the Steam Tunnel network: the electric grid and steam transit, a physical maze maintained by the lifelong community of the Steam System Workers, the one power in Sulamir no guild commands. Their strike could dim the city to candles in hours. Below the working tunnels sit Founding-era strata — relics, dormant machinery, sealed vaults — and, deepest of all in this layer, the buried suns: captured stars in cyan containment, the primal power source everything above ultimately draws upon. This is the world that raised Oen.

The Rhydin level. At the bottom of every shaft that reaches far enough lies Rhydin: pre-Founding human masonry from an ancient settlement the city was built over and through. Layered chambers, collapsed avenues, occasional intact rooms whose purpose no one can name. The Steam Workers call these the Rhydin levels and treat them with superstition even by their own accustomed-to-the-dark standard. Most are sealed; a few open to a handful of workers with inherited keys; some open and close on schedules no one has mapped. No living Steam Worker has reached the very bottom.

All eighteen are surface-layer districts — they belong to the Dome city — but each occupies a different vertical band of the stack, and the “layer” column below records that band. Beneath them all run the Steam galleries and, deeper still, the Rhydin levels, which belong to no district.

DistrictLayer / bandCharacterKey site
Ahlgenadin Quarter (host)Concentric center; highest approaches most prizedThe civic heart; the one quarter that is a shared center, not a diasporaCenter Spire; the Senate Quarter (Hall of Houses & Council Chambers); Sulamir League lodge
Tonjani QuarterUpper / high-status, far-eastern reachFrontier village turned upward; rail-logistics; Anglo-Saxon kenningsCorvelith Tower (House Corveliss seat); Alum-sidek trade lodge Hall
Hakkari QuarterEast of the Spire; fortified vernacularStone-blocked, rampart-edged; the plainest demonstration of the mason’s craftHouse Stoneheart compound (vigil-stone); Masons’ trade lodge
Yiskii QuarterUpper / open-sky, north-central, near the SpireCourtly manors and admired theatres; melancholy performed proudlyLady Summer’s house seat; Emphemere trade lodge (theatres)
Multani Quarter (Sahthan-coded)Mid; clustered at the magnerail arteriesMerchant-prince trade that runs around the clock; the city’s connective tissueHouse Mihran compound; Multani trade lodge
Merjayan QuarterSouthern reachesHeart-discipline healing; a destination the whole city passes throughBavit-vita Mother Hall & Mantra Garden; House Singh compound
Entoyo QuarterQuiet interior levelsThe city’s cathedral; stillness kept as daily disciplineTemple of the One’s principal Sulamir cathedral & seminary
Bolanbi QuarterMid-level bright terracesMerchant-wealthy and openly so; drums for festival and funeralThe Hand’s great market square; the district drum-tower
Crekoan QuarterMid; calibrated terraces like stacked parade groundsRoman-ordered drill-craft; the city’s officers are trained hereRed Dragons’ martial hall; the banner hall (one banner per fighter lost)
Lupanese QuarterHigh-status near the Spire; vault-keeps sunk in shade belowBanking; wealth in the sky, specie locked in the darkIron Coin banking compound & city mint
Julin QuarterLow western harbor-front, heavy shadeRough dockside; shipwork and fight-pits, proud of being realTorrus Ectos brawler markets; stave-temple to Bamoph-bam
Antodineran QuarterDome-edge open sky; terraced walled gardensTender funerary care; the dome’s largest Day-of-the-Dead processionOrder of the Blue Cross Great Hospice; mortuary cathedral
Pogusian QuarterHigh, clear-skied contemplative terracesAcademic to the bone; tutors placed in every great houseThe Core’s terraced libraries; Sulamir University beside it; the observatory
Udlimillan QuarterFull-vertical; quiet shaded lanesStealth-coded; demountable interiors so no address surfaces twiceOrder of the Spider registry-front; the Spider’s Web Garden
Nolekkelon QuarterDeep, heavy-shade; prestige runs downwardArchival intelligence; the coolest lower levels are the finest blocksAbyssal Fires’ Library Vaults, cut into the living rock
Ockallakan QuarterFull-vertical; braided into the structural spine near rail junctionsEngineering and logistics; quake-braced, quietly load-bearingProdigus Group’s city Great Hearth
Frewnese QuarterUpper-level pleasure district; finest blocks at the dome-edgeEntertainment; a manufactured sunset for a sky without a horizonWhite Legion theatre district & city Grand Opera
Illibill QuarterTerraced up the levels around garden courtsMarriage-and-alliance brokerage; the ceremonial grammar of the upper orderAlyu’amare’s city Harmony Hall

Movement between districts is free; the magnerail connects every district to every other and to the Senate Quarter. Distinctness is held by daily register — language, dress, food, festival — not by any physical wall.


Two schematics. First a cross-section through the three layers, and beneath it a plan of the surface city radiating from the Center Spire. Both are schematic and not to scale.

Cross-section — the three layers stacked:

~ ~ ~ ~ ~ ~ ~ ~ C L O U D N E T W O R K ~ ~ ~ ~ ~ ~ ~ ~ ~
||
|| <-- CENTER SPIRE (keystone).----------- D O M E (always-on cyan shield) -----------.
/ || \
| UPPER / SKY LEVELS great houses, guild seats, open air |
|------------------------------------------------------------|
| MID LEVELS markets, trades, magnerail platforms |
|------------------------------------------------------------|
| LOWER / SHADE working streets, tenements, |
| LEVELS the WARRENS (eastern rail-yard), |
| the harbor sea-wall & quays |
====| STREET LEVEL == dome-footprint GATES (Marshal-staffed) =|====
| * the RED DRAGON tavern sits on the junction below * |
+------------------------------------------------------------+
THE | STEAM TUNNELS Steam-Worker galleries; the electric |
DEEP | grid and steam transit |
| FOUNDING STRATA relics, dormant machinery, sealed vaults|
| BURIED SUNS captured stars; pulsing cyan cores |
+------------------------------------------------------------+
THE | RHYDIN LEVELS pre-Founding masonry: sealed chambers, |
RHYDIN| collapsed avenues, rooms with no name |
LEVEL |...the bottom no living Worker has reached
+------------------------------------------------------------+
(all of it riding an ancient upthrust --
a mountain only in its bones)

Plan — the surface city, concentric around the Spire:

N (north-central)
Yiskii. courtly, open-sky prestige
|
(west harbor) | (far east, high)
JULIN ----. |.---- TONJANI
low, shaded \ ___________ / (rail comes in)
sea-wall \ / CENTER \ /
\ / SPIRE \ /
W.... Frewnese -- | + Senate | -- Hakkari.... E
(dome-edge, | Quarter | (fortress
pleasure) / = AHLGENADIN \ masonry,
/ host quarter \ east of Spire)
Lupanese ----' \_______|________ / '---- (frontier
(high, near | | | quarters ring on)
Spire; vaults Merjayan | Antodineran
sunk below) (southern | (dome-edge
reaches) | gardens)
S (southern reaches)
The Center Spire stands at the exact center of the host Ahlgenadin
Quarter; the seventeen diaspora quarters ring it, each linked to it
and to every other by the magnerail. Only the bearings the record
fixes are placed above; the remaining quarters ring the Spire without
locked positions. Prestige rises toward the Spire's high approaches
and toward the dome-edge views -- except in the Nolekkelon and
Lupanese quarters, whose value runs downward into the cool shade.

A gazetteer of named landmarks, city and continent. Only places already fixed in canon appear here.

The Center Spire. The tallest structure in Sulamir, standing at the exact geographic and political center of the city in the host Ahlgenadin Quarter. It is the keystone of the Cloud network — remove it and the whole weather-and-magic shield collapses — and it serves as the ceremonial seat of the Council of Guilds. It is almost certainly original Founding-era construction; its keystone function predates the Council’s use of it, so the Council meets in a structure designed for something else, and no Leader will say what.

The Cloud network. The weather-and-magical-defense shield over the city, visible as a texture on the sky at dawn and dusk, a geodesic field held aloft on Sulamir’s spires. Each province contributes at least one spire; the Center Spire is the keystone. It bars natural weather in its raw form and permits scheduled, managed weather. It also dampens airship attack, which is why piracy is rare beneath it and common outside.

The Dome of Sulamir. The most consequential physical structure on the continent: an always-on Founding-era energy shield, glowing faintly cyan, arching over the city’s entire vertical extent and visible from the edge of the eight corners on a clear day. It stops conventional armies, kaiju, projectiles, and all nine disciplines, but has finite durability under sustained overwhelming assault — and, crucially, it does not stop the Hollow, which passes it untouched because the Hollow is an absence rather than an incoming force. Citizens pass through Marshal-staffed gates at its footprint; its upkeep is the most expensive line in the senate’s budget, paid continent-wide through the Veil Levy.

The Senate Quarter. The political center of the city, within the host Ahlgenadin Quarter, near the dome’s central axis. Here stands the Hall of Houses, where the Senate of Great Houses convenes to issue edicts, levy taxes, and ratify treaties, alongside the Council Chambers and the central political institutions that the magnerail carries every other district in to reach.

The Great Harbor. Sulamir’s western face to the Ocean: miles of harbor-front, sea-wall, and quay running beneath the Dome’s seaward arc where the river system meets the sea. It is the continent’s principal port and the western terminus of the trunk magnerail line; trade and immigration from every land wash in here, which is why the city is the polyglot melting-pot it is.

The Steam Tunnels. The network beneath the city that carries both the electric grid and steam-powered transit — a real physical maze, not a metaphor, policed by the Steam System Workers’ community better than any Militia patrols the streets above. Some sections date to the Founding. The tunnels are the distribution-and-regulation layer wrapped around the buried suns beneath them.

The Buried Suns. Captured stars, each a pulsing cyan core in a Founding-era vault below the Steam Tunnels — the primal power source the whole city draws on, from the grid to the magnerail to the Dome itself. A buried sun is a star straining to escape, held as much by continuous ritual faith-work as by machinery; neglect it and a district browns out, and in the worst remembered cases the containment sheds in a wildfire of lightning. The power of Sulamir is a stack of contained catastrophes.

The Rhydin Levels. The pre-Founding human masonry at the very bottom of the city, below the Founding-era strata: the remains of Rhydin, an ancient settlement the angels and demons built Sulamir over and through. Layered chambers, collapsed avenues, and intact rooms of unknown purpose, mostly sealed, treated with superstition by the Steam Workers who work nearest to them.

The Warrens. The poor quarter of the low, shaded levels — the working under-city, concentrated in the eastern rail-yard where the freight and immigrant trades gather. Not literally the bottom of the city, but the bottom of the part that still counts as the surface. Children are born here who climb up into the working streets to survive, thin and quick and watchful, and the city mostly does not trouble to learn their names.

The Cold Lamp. A small, half-forgotten, tolerated heretical shrine on the shabby edge of the eastern rail-yard district, where the working streets fray down toward the mouth of the Warrens. Its votive light had burned since before anyone in the district was born — until, on one cold dawn, it went out. (The shrine and its dark Lamp anchor the worked-example one-shot; a light that cannot truly be extinguished, only relocated.)

The Red Dragon. A tavern at the junction where street-level Sulamir, the old Founding-era infrastructure, and the upper Rhydin levels all meet — the oldest continuously inhabited building on the upthrust, operating on the same ground since before the Founding. It is famously neutral ground: guild Leaders, outlaw orders, steamworkers, Azhandian emissaries, and passing travelers all drink there under an ancient house-kept peace no Council has challenged. The Red Dragons guild took its name from the tavern, not the other way around.

The Sulamir Forest. The broad, old wooded belt wrapping the southern and southeastern approaches to the city, across the borders of Udlimill, Illibill, Bolanbi, and southern Ahlgenadin. It is unowned seam-ground — no province or house holds title — and those who keep estates, lodges, and hunting grounds there do so by custom and by force. The forest is older than the city it borders and is suspected of predating human arrival on the continent.

The Long Rent. The older of the continent’s two great scars: a colossal canyon system miles deep and wide, running east from Sulamir’s hinterland across the central provinces toward the Waste Lands, its far wall visible only on the clearest days. Its walls expose rock older than any guild’s memory, and its metal and mineral deposits sustain several great houses and the extraction trades. Every Sulamiri child is taught the city’s stone was cut from the Rent — the match is real; the how has never been reconciled. Something enormous is said to sleep at its floor.

The Maw & the West Sea. The West Sea is the primary body of water on the continent, the broader Ocean into which part of Merretia sank during the Fall of Aldasen; sailors report toppled mountain-tops rising and submerging with the tides. The Maw is the specific stretch off the Aldasen coast where the continent went down — deep, dangerous, and haunted, rumored to hold Aldasenian treasure and far worse, drawing adventurers who almost never return. A twenty-two-year celestial event now approaching is prophesied to “cease” the Maw briefly, opening a window onto the sunken city.

Aldasen (ruin). Once the second great city of Merretia — “the city under the mountain,” seat of preservation and older lore, allied sibling of Sulamir — destroyed by the lich-king Zar Valareth. What remains is uninhabitable ruin, its former citizens transformed into ghouls that may still shuffle the rubble; the surrounding geography is unstable, mountains toppled into the sea and the coast sank. It lies offshore on the western seaboard, beyond the Maw.

The Landa Mountains. A high range whose passes were decisive in the Great War, in the far eastern uplands near Tonja’s capital, Landavilks. “We stood at Landa” is a formal oath-keeping phrase used by the guild and house lines whose ancestors fought there.

The Waste Lands. The eastern boundary of the continent: uninhabited, dangerous, and explicitly outside the Council’s territory. The three frontier provinces — Nolekkelon, Hakkar, and Tonja — hold the watchtower line against it. What the Waste Lands truly are, no one in Sulamir agrees: unhealed Founding-era damage, a dead zone the Cloud network never reached, the hunting-ground of kaiju-class creatures, or all three at once.

Azhandia & the Azhandian Gate. Not one of the eighteen provinces but a distinct foreign polity of the far eastern frontier, out past the Waste Lands where the Hollow presses hardest. Where Sulamir answered the founding-age dangers with a dome, Azhandia answered them with a wall — a Founding-era barrier whose heart is the Azhandian Gate, kept sealed and maintained by ritual servitude across the long centuries. Its diminished, scattered people carry two voices to Sulamir — House Jukaggle, who hold the wall was terrible and necessary both, and Master Enwith, a freed slave who holds it never justified the chains.


Cross-references: the continent, the districts, the Forest, the Maw and Aldasen —. Per-province detail —. The Center Spire, Cloud network, Steam Tunnels, and buried suns —. The Dome, gates, and Veil Levy — The Warrens and the Cold Lamp — the worked-example one-shot in CAMPAIGN/MODULES/.