Section 18’s own case files rarely reach back further than a captain’s memory, but this one predates the Section itself by twelve centuries. What the Agents have pieced together – from Asquith, from what survives of the old war’s records, and from what’s crawled up out of the ground since – is that Chuza’s entire ..
Category : Locations
The Fekratt are nomadic cattle herders working the plains south of Chuza, moving camp with an efficiency that makes onlookers feel entirely useless standing by – yurts up, cattle penned behind acacia thorn, a full meal underway inside the hour, and gone again without a trace by the following morning. FILE NOTES Everything about the ..
The Home Orphanage sits on the corner of Mill Street and Potters Way – a two-storey building with shuttered windows, barred on the ground floor, its upper doors and bedchamber locks good enough to hold at night. By day the ground floor runs on a controlled kind of chaos: children underfoot, chores in progress, the ..
The Cedartree Museum occupies a converted warehouse on Chuza’s affluent northern side – a public gallery on the ground floor, a private collection up on the mezzanine, and Dr Asquith Cedartree the 3rd himself rarely far from either. A chronic, cursed cough – a souvenir, he says, from his own adventuring days – keeps him ..
Last Hope is a logging town on the southern edge of Jouvaine territory, the furthest established settlement before the Green Hell swallows the map entirely – and the second town to carry the name. The first Last Hope sits abandoned a day’s ride north: carefully dismantled rather than destroyed, structural posts left standing, everything else ..
The Kensington Klub sits on the northeast side, close enough to the docks to hear them and far enough from the smell to matter – a converted brick mercantile exchange, a flight of steps up from the pavement, oak doors, a bronze plaque with nothing on it but the name. What used to be the ..
Two days into the jungle on the road to Arn Griishank, Kenbro is what the locals call a “Zealot Village” – a settlement of KemerLexi devouts who took the isolation and the inclement Green Hell weather as a penance willingly worn. Travellers passing through are warned, cheerfully enough, to just go along with what the ..
The Regent Playhouse Theatre stands where the North Canal empties into the Bay – a tall wood-and-stone building under an overhanging gothic roof, windowless on every side but for barred vents high under the eaves, its rear wall built directly over the recessed dock the canal runs into. On the night the Agents came looking ..
Not every ruin on the road to Arn Griishank is marked on any survey. The Mound isn’t – a barrow the Agents found only by following a scream: a ring of standing stones, long collapsed and vine-choked, circling a huge domed rise of earth that Lord Valden’s own people call one of dozens of ..
The village sits where the jungle opens onto sword-grass fields at Borthanza’s foot, its palm-thatch domed huts raised on a low hill inside the same mile-wide, doughnut-shaped scorch ring the Agents had already crossed once on the trail in. Bor-ThooDell – “lifted dead” in a tongue that doesn’t translate cleanly to Common – takes ..