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

About the Night Court โ†’

  • 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

About the Day Court โ†’

  • 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

About the Dawn Court โ†’

  • 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

About the Spring Court โ†’

  • 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

About the Summer Court โ†’

  • 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

About the Autumn Court โ†’

  • 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

About the Winter Court โ†’

  • 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.