World of Clashes

World & Regions

The Twenty-Four Starter Places

Four roads leave the capitals’ gates, and along them stand twenty-four places with a keeper, a landmark and a trouble of their own.

Updated
The Mother Sidr

A hero begins at one of two gate camps of his capital, north or south, and walks out along the road. Each place holds the hunting ground of its level — the first at the gate, the fifth at the snowline — a keeper who asks for help, and one thing you remember. Light and Dark mirror each other, but not stone for stone: the Sun’s roads are orchards and water, the Moon’s are ash and fire.

Light, north — the orchard road

  • Caravan Yard
    Caravan Yard
  • Pomegranate Terraces
    Pomegranate Terraces
  • The Mother Sidr
    The Mother Sidr
  • The Reed Marsh
    The Reed Marsh
  • The Dove Tower
    The Dove Tower
  • The Warm Spring
    The Warm Spring
Light north, L1 to L6, from the Caravan Yard to the Warm Spring.
Caravan Yard 1
The north gate’s yard where camel trains rest and re-pack, under a ghaf tree older than the city. Warden Suraya posts new blades here.
Pomegranate Terraces 1–2
Garden-Age terraces still watered by the falaj.
The Mother Sidr 2–3
A glade under a walk-under canopy: the green Mother, last of the first orchard’s sisters, and the best honey in the land. See the Mother trees.
The Reed Marsh 3–4
A boardwalk through tall reeds and a reed guest-house. Monitor lizards have learned to hunt the reed-cutters.
The Dove Tower 3–4
Windy meadow with a dovecote. Jackals dig under the wall, and a chiselling camp of the Chipped Crown squats in the ruin beyond.
The Warm Spring 4–5
Where the green meets the snow: a bath-arch over a hot spring, thaw puddles, frost willows. The snowline begins.

Light, south — the water road

  • The Harvest Fair
    The Harvest Fair
  • The Great Water Wheels
    The Great Water Wheels
  • The Drowned Pavilion
    The Drowned Pavilion
  • The Palm Ravine
    The Palm Ravine
  • The Frozen Aqueduct
    The Frozen Aqueduct
  • The Fountain Causeway
    The Fountain Causeway
Light south, L7 to L12, from the Harvest Fair to the Fountain Causeway.
The Harvest Fair 1
The south gate’s festive field: pavilion, sweets stall, drums, hay jumps and a kite pole. Where children learn the Sun’s games.
The Great Water Wheels 1–2
The aqueduct’s great wheels turn a mill; ducks, channels and flowers.
The Drowned Pavilion 2–3
A Garden-Age pavilion in a lake the flood made. Turquoise tiles lie in the water, and a clay warden still guards the terrace.
The Palm Ravine 3–4
A narrow ravine of palms and a falling stream; baboons strip the palms and throw stones at the pickers.
The Frozen Aqueduct 4–5
The old aqueduct runs into the snow. Its last sluice is kept open by a keeper with an axe and a temper.
The Fountain Causeway 5–6
Where the starter ring meets the middle road: a public water fountain, lamps and a milestone. The Sun’s way of saying “go on, you are ready.”

Dark, north — the ash road

  • Lantern Yard
    Lantern Yard
  • The Ash Orchard
    The Ash Orchard
  • The Ash Mother
    The Ash Mother
  • The Sulphur Terraces
    The Sulphur Terraces
  • The Wind Columns
    The Wind Columns
  • The Steaming Snows
    The Steaming Snows
Dark north, D1 to D6, from the Lantern Yard to the Steaming Snows.
Lantern Yard 1
The north gate’s yard of lantern-sellers and braziers. Pact-Warden Kaseem counts the blades going out; the north gate “eats sentries.”
The Ash Orchard 1–2
A burnt orchard in rows: charred trunks, charcoal kilns, ash drifts. Sulphur scorpions work the cinders.
The Ash Mother 2–3
A glade round a burnt giant that still smoulders: the sister of the Mother Sidr, burnt but alive. See the Mother trees.
The Sulphur Terraces 3–4
Yellow acid pools and sulphur crust, mining cranes and ore sleds. The Moon’s lamp-oil comes from here.
The Wind Columns 3–4
A maze of tall black basalt columns that sing when the wind runs through them. Giant bats roost high.
The Steaming Snows 4–5
Where the lava road meets the snow, the ground steams like a kettle. A keeper stops the vents from choking.

Dark, south — the ember road

  • The Ember Market
    The Ember Market
  • The Pact Circle
    The Pact Circle
  • The Lava Falls of Jabal an-Nar
    The Lava Falls of Jabal an-Nar
  • The Orchard Graveyard
    The Orchard Graveyard
  • The Ice-Cave Mouth
    The Ice-Cave Mouth
  • The Lava Causeway
    The Lava Causeway
Dark south, D7 to D12, from the Ember Market to the Lava Causeway.
The Ember Market 1
The south gate’s night market: forge stalls, anvils, coal carts and tannour ovens. Boys dare each other across the coals.
The Pact Circle 1–2
A ring of obsidian and violet crystal where the Moon-folk bind small flames to their pacts, on chains.
The Lava Falls of Jabal an-Nar 2–3
The volcano and its glass field: glass spires, lava falls, black crust. A keeper watches the caldera rim.
The Orchard Graveyard 3–4
A foggy grove of petrified trees and tombs, the Garden Age’s own dead. Skeletons stand again.
The Ice-Cave Mouth 4–5
A cave that breathes cold where the lava road meets the snow: ice pillars, mooring posts, ash snow.
The Lava Causeway 5–6
A basalt arch over the seam where the starter ring meets the middle road: ember bowls, a lava pot, a well. The Moon’s “go on, you are ready” in stone and fire.

Wiki

Related articles

All wiki articles

Join the gathering

The Najd is waiting.

Free to play on iPhone and Android. Bring a friend; bring a guild.