The world of Prythian
41 places across the seven courts, the wild Middle, the mortal lands and beyond the sea. On the Discord each one is a forum, and every scene is a post inside it.
Night Court
Velaris
The City of Starlight on the Sidra: markets, galleries, river-walks and quiet wealth hidden from the rest of Prythian.
Rainbow Quarter
Velaris's artists' quarter: painted houses, studios, music halls and the people who never sleep.
House of Wind
The Night Court's seat, carved into the mountain above Velaris. No stairs from the city. Visitors fly, winnow or climb ten thousand steps.
Hewn City
The Court of Nightmares, deep inside the mountain. Old blood, older grudges, and a throne room where smiles are weapons.
Illyrian War Camps
Windswept steppes and mountain camps of the Illyrian war-bands. Wings are clipped for less than an insult.
RamielDeath-enabled
The sacred mountain, where the Blood Rite runs. The mountain does not care who climbs it.
Day Court
City of Day
The Day Court's capital: white stone, gold light, scholars and spies in equal number.
Great Library
The greatest library in Prythian. Some stacks are open. Some are warded. Some read you back.
Peregryn Aeries
Cliff-nests of the winged Peregryns, who answer to the Day Court when it suits them.
Sunscorch RuinsDeath-enabled
A city burned to glass in the War of Thorns: scavengers, curses and things that like the heat.
Dawn Court
Cliffside Palace
The Dawn Court's palace on the eastern cliffs, where morning arrives first and courtiers rise to meet it.
Halls of Healing
Prythian's finest healers. Neutral ground by old custom; drawing steel here is a crime in every court.
Eastern Cliffs
Sheer cliffs above a cold sea: smugglers' stairs, sea caves and the storms that break on them.
Spring Court
Spring Manor
The Spring Court's seat: rose gardens, endless blossom and a court that mistakes beauty for safety.
Spring Villages
Farms and festival towns under an eternal spring. Calanmai fires burn on the hills each year.
Rosehall
The ancestral estate of Spring's old rulers, abandoned since the war. Overgrown, haunted and full of locked doors.
Spring Woods
Deep woods near the Wall. Naga, wild beasts and things the High Lords used to hunt.
Summer Court
Adriata
The Summer Court's island city of white walls and turquoise water, rebuilt twice in living memory.
Island Palace
The palace in Adriata's bay: tide-gates, sea-glass halls and a treasury everyone wants a look at.
Summer Harbors
Docks, shipyards and markets where every court's coin changes hands.
Sapphire Reefs
Reefs and wrecks off the Summer coast. Pearls, pirates and creatures with teeth.
Autumn Court
Forest House
The Autumn Court's seat, a palace grown through an ancient forest. Every sibling here is a rival.
Harvest Villages
Orchards, vineyards and harvest fairs under a sky that is always gold and red.
Ember Woods
Forests that never finish burning. Fire-touched beasts and outlaw camps.
Hunting GroundsDeath-enabled
The Autumn Court's hunting preserve. The Great Hunt does not ask whether you are the hunter.
Winter Court
Winter Palace
The Winter Court's palace of ice and starlight, warmed only by its hearths and its grudges.
Winter Villages
Snowbound towns, sled roads and trading posts that endure the long dark together.
Snowbound Forest
Pine forests buried in snow, home to ice-wolves and things that hunt in white-outs.
White WastesDeath-enabled
The frozen north beyond the last village, where cold kills faster than steel.
The Middle
Crossroads
A neutral market town where the court roads meet. Every court's spies drink at the same inn.
Under the MountainDeath-enabled
The sealed court beneath Prythian's central mountain, empty since the war. It is not empty.
Middle WoodsDeath-enabled
The tangled heart of Prythian. Something weaves in a cottage there, and it is always hungry.
MiddengardDeath-enabled
Bogs and mud-flats where the great wyrms burrow. Watch the ground.
Mortal Lands
The Wall
The invisible Wall between Prythian and the mortal lands. Its holes are secrets worth killing for.
Mortal Villages
Human villages south of the Wall. Iron on the doors, ash in the quivers, and old stories about the fae.
Mortal Ports
Human harbor towns trading with the continent. Merchants, smugglers and envoys of the mortal queens.
Mortal Woods
Hunting woods near the Wall, where humans go hungry enough to cross.
Beyond the Sea
HybernDeath-enabled
The island kingdom to the west, never at peace with Prythian. Prythians are spies until proven dead.
The Continent
Vallahan, Montesere, Rask and the mortal queens' realms. Foreign courts, foreign rules.
Open Sea
Ships between Prythian, Hybern and the continent. Storms, pirates and the deep things below.
The PrisonDeath-enabled
An island mountain of cells older than the courts. What is locked here wants out.