Map Notes
This is a work-in-progress map brief, not a final atlas.
It records:
- what current canon already supports
- the best current schematic route/world map
- what is still too open to place confidently
What Canon Already Fixes
World Shape
- The world has one dominant continent divided by a continent-spanning central mountain range.
- The western side is the unstable monster/demon side.
- The eastern side contains the main human kingdoms, trade routes, and most organised civilisation.
- The Elven Woods are approximately
100 kmeast-west and1000 kmnorth-south.
Early East-Side Geometry
- Green Road exits the Elven Woods through the eastern river gap and reaches Merrowford by travelling east.
- Merrowford is the first human town east of the Elven Woods.
- Merrowford is less than a week from the Woods.
- Thomas's family village/farm lies east of Merrowford.
- From the family crossroads, Merrowford lies west, and the Elven Woods lie farther west beyond that.
Main Travel Sequence
Elven Woods -> Merrowford -> Ironvein Hill -> family farm / South-Field Cottagefamily farm -> Harn's Ford -> Lowmere -> Werrin's Cross -> Cotham Dry -> Tareth's GateTareth's Gate -> Fifth Umber route -> Bracken Shade -> Old East LineOld East Line -> Kelrin Lock -> Hest Quay -> Marrowick -> Lower Harl Step -> Old Spill Road / Black LockBlack Lock aftermath -> family farm -> Wood Elf settlement -> Karrick Gate -> Hearthmere -> Rimeholt -> CrownholtCrownholt aftermath -> fairy circle / family farm region -> Aelira contact -> Tidefall Haven -> Eastern Island
Stronger Travel Anchors
fairy circle -> family farm: roughly2 milesHearthmere -> Rimeholt:3-4 daysRimeholt -> Crownholt:10-14 daysby royal carriage, about3 weeksby ordinary roadAelira's contact region -> Tidefall Haven: abouta week; Thomas and Isha reach the sea on day6Tidefall Haven -> Westhook:4-daysea crossing in current voyage conditions
Dry-Road Arc Facts
- Tareth's Gate is the last major human city before the dry roads / desert fringe.
- The Black Glass Basin lies near the dry-road route beyond Tareth's Gate.
- The main road normally skirts the Basin by about
2 miles. - Bracken Shade is where Green Road parts from the Fifth Umber caravan and turns onto the Old East Line.
- Kelrin Lock and Hest Quay are canal / river-route settlements west of the dry-road transition.
- Marrowick and Lower Harl Step are foothill / staging points before the Old Spill Road and Black Lock frontier.
Northern Arc Facts
- Karrick Gate is reached where the road crosses a deep stone river and the first serious northern hills gather.
- Hearthmere is a tundra-edge settlement north of Karrick Gate.
- Rimeholt is the last reliable Guild town before true northern frontier road conditions.
- Crownholt is the capital of the Northern Human Kingdom, clearly farther inside state structure than Rimeholt.
Eastern Island Facts
- Tidefall Haven is on the eastern mainland coast.
- The current crossing from Tidefall Haven lands at Westhook.
- Westhook is the main west port of the eastern island.
- The eastern island has a northern mountain region.
- The eastern island has a narrow highland middle region.
- The eastern island has southern lowland and tundra.
- Great Peak stands on the western side of the island, a little north of the highlands.
- Larchmeet is a highland village suited to Green Road's base.
- Kethrun is a large highland/common-region demi-human city.
- Granitethroat is a deep-dwarf border threshold settlement.
- The dark-elf capital lies on the edge between southern lowland and tundra.
Current Best-Fit Schematic
This is not to scale. It is a best-fit map from current canon.
Current Best-Fit Defaults
These are not fully locked canon, but they are the best current map assumptions.
Elven Woods -> Merrowford -> family farmshould be treated as a west-to-east chain.family farm -> Harn's Ford -> Tareth's Gateshould be treated as broadly south to south-east.Tareth's Gate -> Bracken Shade / Old East Lineshould be treated as a dry corridor running farther south-east or eastward before later bending back west through canal and foothill routes.Kelrin Lock -> Hest Quay -> Marrowick -> Lower Harl Step -> Black Lockshould be treated as a broad westward swing toward an outer frontier.Karrick Gate -> Hearthmere -> Rimeholt -> Crownholtshould be treated as a northern interior climb into stronger state territory.Tidefall Havenshould be treated as an eastern mainland port.Westhookshould be treated as the present island landing port.Larchmeetshould be treated as inland from Westhook in the highlands.Kethrunshould be treated as an eastward or inland highland road from Larchmeet.GranitethroatandGreat Peakshould be treated as farther north in deep-dwarf mountain power.- The
dark-elf capitalshould be treated as south of the highlands at the lowland/tundra edge.
What Is Still Outstanding
These are the main gaps that still block a more faithful final fantasy map.
Still Open Geometry
- Exact day-range between
Merrowfordand thefamily farm - Exact day-range between the
family farmand theWood Elf settlement - Exact regional spacing between
Harn's Ford,Lowmere,Werrin's Cross,Cotham Dry, andTareth's Gate - Exact spacing between
Kelrin Lock,Hest Quay,Marrowick, andLower Harl Step - Exact macro position of
Crownholtwithin the Northern Kingdom - Exact macro position of
Karrick Gaterelative to the central mountain range and northern trade space - Exact depth of the
Black Lockfrontier relative to the true west/wild side
Eastern Mainland / Island Gaps
- Exact north-east / east-central / south-east placement of
Tidefall Haven - Exact island-road distances between
Westhook,Larchmeet,Kethrun,Granitethroat, and the dark-elf south - Exact relation of
Great PeaktoWesthookandKethrunin travel terms - Exact distance from mainland east coast to the eastern island outside the current
4-daycrossing
Intentional Underdefinition
- Name and exact site of the dark-elf capital
- Named roads between
Westhook,Larchmeet,Kethrun,Granitethroat, and the dark-elf south - Names and sites of most other island settlements
- Exact placement of the six lesser great peaks and six major deep-dwarf clans
Suggested Next Use
This file is already good enough to support:
- a schematic story-route map
- a hand-drawn fantasy world map with moderate canon constraint
- a stronger eastern-island inset map
This file is not yet good enough to support:
- a precise coastline-and-distance canonical atlas
- a procedural generation workflow that must match prose closely without human judgement