World Guide · The atlas

Geography & realms.

Find your bearings in Arcadia, or cross the sea to Nareen. Start with a map, then explore the places you’ve met in the books.

Start here

Two maps to explore.

Open either map at full size to look closer at the names, roads, and coastlines.

The mainland

Arcadia after the Divine War

From the Crimson Tundra to Solara, with the forests, trade roads, and eastern coast between them.

Open full-size Arcadia map ↗
Map of Arcadia after the Divine War, showing the Crimson Tundra, Godscarred Wastes, Verdant Veil, Atheria, Solara, settlements, and trade routes.

Across the sea

Nareen

The Land of Light and Flowers, from the Blossom Cliffs and High Terraces to the Cherry Grove and Amina’s village.

Open full-size Nareen map ↗
Map of the crescent island of Nareen, showing Blossom Cliffs, the Vale of Steps, High Terraces, Wind Markets, the Lighthouse, the Cherry Grove, and Amina’s village.

Visit this island in The Girl Beneath the Cherry Tree, or explore Nareen below.

The wider world

Regions & landscapes.

A quick introduction to each region. Open a description for landmarks, local life, and history—all here on this page.

Azure Expanse

The eastern sea, along the shores of Atheria and Sommer Isle.

More about this place

The great sea that dominates Arcadia's eastern reaches, whose tides answer to divine emotion as well as to the moon, and in whose deepest trenches ancient leviathans dream. It is the lifeblood of the fishing kingdom of Atheria, and upon its waters, southeast of Atheria, lies the elven paradise of Sommer Isle—known before the Divine War as the islands of Fayespire, home of the divine-blooded Vaelari.

Coasts & trade

Freeport’s fishing fleets and merchant ships make the Expanse central to Atherian life. Rivenglade lies farther south along the coast, while Sommer Isle sits offshore to the southeast. The Dawnseekers trade their rare fruits and herbs for Atherian fish and produce.

Older stories

Ocean-bound bards preserve the story of Elodias and Senia, associated with the old seaside village of Quenos. The sea’s moods and the memory of divine grief run through its coastal folklore.

Godscarred Wastes

A land scarred by the Divine War and home to the Ashborn tribes.

More about this place

A desolate, sun-baked realm where the fury of the Divine War left its most visible mark. Molten rivers of divine blood run through cracked earth, obsidian glass chasms and skeletal rock formations resemble the petrified remains of colossal beings, and the ruins of ancient battles litter the terrain, birthing colossal Beastborn. It is home to the nomadic Ashborn tribes—relic-hunters and scavengers who worship the remnants of the fallen gods—and the birthplace of both Kaelen R'Veyne, the Silver Hunter, and the historian Tanneus G'Raja.

Landmarks

Obsidian Glass Canyons, fields of petrified bone, and molten rivers of divine blood mark the landscape. Solidified ichor gathers on canyon walls, concentrating the corruption that feeds the Beastborn.

Life in the Wastes

Ashborn communities survive through scavenging, relic hunting, and knowledge of a dangerous landscape. Hunters pursue the Beastborn; relic-seekers search the old battlefields for fragments of divine weapons and armor. Extreme heat and the whispers of dead gods make solitary travel perilous.

Verdant Veil

The living forest homeland of the Dawnseeker elves.

More about this place

An ancient forest realm where nature reigns supreme and the veil between mortal and spirit realms remains gossamer-thin. The blood of the Wild Gods has made nature itself sentient here: trees whisper forgotten prayers, rivers shift course with their moods, and beasts bear luminous divine sigils. It is the homeland of the reclusive Dawnseeker elves, stewards of the wild who commune with the whispers of the Wild Gods—among them Princess Elowen Faerwyn.

Homes & sacred places

Dawnseeker villages are woven into ancient groves and enormous trees. The Circle of Ancient Oaks, hidden temples, and tree-libraries bring worship and learning into the living forest.

Trade & healing

Rather than clear the woods for farmland, the Dawnseekers trade rare fruits and herbs for Atherian food. Their healers combine herbal knowledge with nature magic. In the later stories, the Veil’s libraries and sheltered paths also make it a place of refuge.

Crimson Tundra

Frozen northern lands, home to the Bloodfang Clans.

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A frozen wasteland where perpetual winter reigns, inhabited by the fierce Bloodfang Clans of the Beastmen. Endless plains of snow lie crimson-stained by the blood of the War God spilled in ancient battles, beneath jagged black ice peaks and howling blizzard winds. Its god-battlefields still hum with dormant power, and beneath them lies the Awakening Tomb.

Crossing the north

Frozen rivers, black-ice cliffs, and sudden blizzards shape travel. Sheltered valleys contain broken monuments from the god-battlefields. Travelers provision themselves in Oakhaven before the journey north; the Weary Wanderer offers a rare warm stopping place near the tundra’s edge.

The Bloodfang Clans

Nomadic Beastmen follow the migrations of tundra animals, including Ice Boars. Hunting, rank, and devotion to the War God govern clan life. Blood Moon rites and the sacrifice of powerful Bloodmarked children form part of the history behind Ryx’s exile.

Nareen

The island of eternal spring and the setting of The Girl Beneath the Cherry Tree.

More about this place

A large, crescent-shaped island southwest of Arcadia, ringed by warm seas and a constant mist at its edges. Its name means "Land of Light and Flowers," and warmth never truly fades there. Cherry trees root into the pale stone of the Blossom Cliffs and drop their petals into the sea; hand-carved High Terraces climb the highlands in mosaics of green and pink; the Wind Markets hum like a single instrument when the breeze moves through their bells and shells; and in the hidden Vale of Steps, the Nareenese say, the gods come to rest. Its people keep a sacred pact with the sirens of their coasts. Nareen is the setting of The Girl Beneath the Cherry Tree.

Landmarks

The Blossom Cliffs are pale stone rooted with cherry trees. In the Vale of Steps, creeks wind between stepping stones where offerings are left for resting gods. The High Terraces hold rice fields, fruit trees, and flower gardens. Bells and shells turn the seaside Wind Markets into music when the breeze passes through.

Life & belief

Nareenese traditions value patient work, remembrance, and renewal. Songs and lullabies are believed to anchor a loved one’s soul. The Four Who Rest are Sireh, the River Rest; Leonas, the Sun Weaver; Tao, the Stone Sleeper; and Mairu, the Breath of Rain. Prayers also honor Chiru, Oruen, Luralei, and Maiku.

The siren pact

People leave fish after storms in honor of Maiku’s sirens, who allow magical gifts to wash ashore. A siren found dead is buried beneath a tomb of seashells on the beach. Those whose hair turns white are regarded as blessed by Maiku and able to understand the sirens’ language.

The four festivals

Spring brings cherry-tree planting and wishes carved into bark. Summer fills terraces and doorways with chimes. Autumn brings a silent pilgrimage to the Vale of Steps. Winter celebrates exchanges of food and sacred materials with the sirens.

Language

Most people speak the common tongue, while Naru survives as the old language. Explore Naru’s dictionary, phrases, and grammar →

Places people call home

Towns, cities & islands.

Rivenglade

Mira Roehart’s coastal hometown, between woodland and the Azure Expanse.

More about this place

A coastal forest town south of Atheria and west of Sommer Isle, its timbered, thatch-roofed houses and winding cobblestone streets nestled between dense, shadowed woodlands and the Azure Expanse. Five years after the Silence it became a haven for refugees from ruined Solara and battered Atheria—and the cradle of Zenith's Chosen, whose influence has turned a once-peaceful fishing and forest town watchful and strained. Home of Mira Roehart.

Landmarks

The Zenithian Hall is the center of Lucien’s religious authority. Beyond town, ancient stone monuments still carry traces of older magic. The Whispering Falls lie hidden behind vines in the forest, with a deep pool and a great boulder at the water’s edge.

Local life

Fishing, craftwork, logging, and gathering sustain the town. Refugees crowd its inns and markets after the Silence. As Zenith’s Chosen gain influence, the community’s older woodland and sea traditions meet pressure to conform. The Forsaken’s refuge lies beneath the surrounding woods.

Oakhaven

A settlement in the Dark Forest, on the pilgrim road to the Hollow Spire.

More about this place

A small settlement of stone cottages and timbered shops grown up around a crossroads deep in the Dark Forest, on the pilgrim road to the Hollow Spire. It already stood in the Age of Gods, when the exiled Azrael lived in its woods as the feared "forest demon" and the tavern girl Rynn refused to believe the legends; ages later, in the Silence, travelers bound for the Crimson Tundra still take rooms at its Black Boar Inn.

Inns & old stories

The Weathered Willow belongs to Oakhaven’s older tales; the Black Boar Inn welcomes travelers in the age of the Silence. Both serve as gathering places where news and local fears become stories. Hidden records beneath the Weathered Willow connect the town to The Sin of Mercy in The Lost Histories.

At the crossroads

Cobbled streets, stone cottages, timbered shops, a forge, and market stalls serve merchants and pilgrims. Those heading north buy furs and provisions here. Disappearances in the Dark Forest threaten that trade, while old suspicions make the town less welcoming to non-human travelers.

Hollow Spire

A fortress-city built into the remains of a colossal Titan.

More about this place

A towering fortress-city sculpted from the bleached bones of a colossal Titan, surrounded by steep cliffs and misty valleys—a monument to mortality and the legacy of the gods. Within its bone-white walls the Chroniclers of Bone study those legacies in vast, tomb-silent libraries, and its Scholarly Consortium offers fellowships to researchers of every background under the "Vigilant Eye of the Archive Eternal." It was the seat of High Inquisitor Mordain Ashcroft and his Eyes of the Spire, and the adopted home of the historian Tanneus G'Raja.

Inside the fortress

Libraries, chapels, studies, and dungeons wind through the Titan’s remains. Bone-choked crypts lie beneath the halls; an isolated tower rises above them. The forest presses close beyond the walls.

Knowledge & control

The Chroniclers of Bone preserve dangerous writings about gods and the Bloodmarked. The Spire’s scholarly promise sits uneasily beside Mordain’s inquisition and the hunters known as the Eyes of the Spire. Beneath the dungeons, a hidden waterway leads out toward the forest.

Freeport (Atheria)

Atheria’s coastal capital, with busy harbors, markets, and council halls.

More about this place

The bustling coastal capital of the Kingdom of Atheria, from which its royal lineage rules—a city of sturdy, practical stone rather than Solara's opulence, with fishing harbors, shipbuilding docks, and marketplace squares that throb with commercial energy. Modern Atheria gleams above the cliffs of old Quenos, the quiet seaside village where gods once walked beside mortals. Neutral ground for the diplomacy of kingdoms, it hosted the Dawnseeker delegation on the eve of the Silence.

Harbor life

Practical stone buildings and cobbled streets give way to sandy paths beside fishing boats and merchant vessels. Inland, wheat and barley fields help make Atheria the “breadbasket and fishmonger of the east.” Council halls, markets, and trading delegations connect the port to the other kingdoms.

Older coast, later city

Coastal tradition links Freeport’s history to Quenos, a seaside settlement remembered in the story of Elodias and Senia. Survivors of a great wave rebuilt inland. That remembered catastrophe helps explain the coast’s enduring respect for the sea’s moods.

Solara (Ruins)

The Golden City of the south. Its entry includes events from The Silence.

More about this place

Once the Golden City, jewel of the south—polished white stone and shimmering gold, graceful arches and soaring spires beneath a sun that never seemed to set—built where the Sun God Solarius was believed to have fallen in the ancient celestial war. Consumed by fire and silence when its possessed prince turned it to the void, it now stands as blackened, skeletal husks under thick grey ash, prowled by void-corrupted Beastborn; only the Temple of Solara stands untouched. Its survivors fled as refugees to Rivenglade and Atheria.

Before the fall

The earlier kingdom of Moradim occupied this land before it became Solara. The Golden City was known for white stone, gold, royal gardens, martial academies, and its gladiatorial arena. The Solarius royal house and the Crown of Aetheris stood at the center of its power.

Among the ruins · story spoilers

After the city’s destruction, its Grand Hall, arena, and gardens lie damaged or abandoned. The Temple of Solara remains untouched, with a crystal-inlaid pedestal at its heart. Survivors attempt to rebuild, but many eventually seek safety elsewhere. This is the later Solara described in the entry, rather than the intact city pictured on the map.

Sommer Isle

An elven island home in the Azure Expanse, southeast of Atheria.

More about this place

A secluded, tropical island paradise in the Azure Expanse, southeast of Atheria and east of Rivenglade. Home to the Sommer Isle Elves, it features pristine white marble architecture laced with gold filigree, near-exclusive devotion to Zenith, and a proud, elitist culture that considers itself untouched by mainland corruption. No Beastborn or Void Wraiths trouble its shores; it is a haven from mainland blight, and the place where Lucien Altheris was raised.

Earlier name

Before the Divine War, the islands were known as Fayespire. Their royal connections and dependence on mainland trade appear in The Song of Blood and Stone in The Lost Histories.

Culture & architecture

White marble, gold filigree, gardens, and sheltered shores reflect a culture devoted to order and spiritual purity. Its elves keep themselves apart from mainland peoples, including the Dawnseekers. Vaelari—those of elven and angelic ancestry—receive particular reverence, alongside demanding expectations.

Along the way

Roads & crossings.

Places along the journeys in The Silence.

Blackwater Falls

A riverside town where the falls can be heard through the walls. Trade roads bring travelers here, and danger on the southern routes reaches its gates.

Elden Ridge

A Dawnseeker warden station connected to the roads around the Veil. Its riders carry warnings to Blackwater Falls.

The High Pass

An older trade route between the Veil and Atheria. Longer and colder than the southern roads, it becomes important again as those roads grow dangerous.

Beyond the familiar roads

Sacred & hidden places.

These entries reach further into the stories. Open them if you’re comfortable with spoilers.

Hidden Sanctuary

The refuge of the Forsaken. Its entry includes story details from The Forsaken.

More about this place

A ruined temple of the Wild Gods swallowed by time and reclaimed by stone and shadow, reached by tunnel beneath ancient woodland, where torchlight plays over old grandeur and slow decay. Here the Forsaken—those cast out and branded by Zenith's Chosen—gather under Meridia's leadership, checking every newcomer for the mark. What the sanctuary's stones remember, and why the Light's hold is weakest there, is revealed in The Forsaken.

The way inside

A concealed path outside Rivenglade passes through moss-heavy vines to a fissure in the earth. Below it, torchlit chambers preserve immense carvings of the Wild Gods. A more secluded chamber holds an ancient mural whose meaning unfolds in The Forsaken.

A refuge, not a palace

The outcasts share the ruined temple under their matriarch’s leadership. Newcomers are checked for the Forsaken’s mark, and trust is cautious. The sanctuary holds older beliefs and memories that contradict the teachings imposed above ground.

Awakening Tomb

An ancient site beneath the god-battlefields of the Crimson Tundra.

More about this place

Built upon stone saturated with spilled deity blood beneath the ancient god-battlefields of the Crimson Tundra, this structure guards the Eclipse Pendant—the artifact that can raise a Bloodmarked to godhood. Its Trial of Gods forces entrants to confront their deepest fears through elaborate illusions; those who pass demonstrate worthiness for sacred artifacts and knowledge.

The descent

A snow-covered fissure hides a stone door and a spiral stair beneath the battlefield. Relic hunters fear the enchantments guarding its depths. Inside, moving walls and shifting passages separate companions.

The trial · story spoilers

Each trial takes the form of an entrant’s deepest fears. Those who fail risk becoming trapped in their nightmares. The tomb holds the Eclipse Pendant of Zenith and revelations that shape the final journey of The Silence. Its shifting layout cannot be treated as an ordinary mapped ruin.