Gazeteer :

5 entries found.

Ea's Spire
A spire of red-grey rock jutting from a windswept plain of Razor Grass, Ea's Spire is one of few landmarks on the road from Wind's Canyon to Darkin. The spire marks the location of a low output spring, and is a place where tribesmen and hunters sometimes stop to take shelter or exchange news. The spring seeps into a scalloped stone basin, and then soaks into the soil. Small niches provide shelter, and faded rock paintings and votive offerings mark the people who pass by. The top of the spire is often used as a roost by Cudu'djell, who sometimes attack lone travellers visiting the spring.
A village located at the far end of The Canyon Trail, beyond Wind's Canyon, at the base of a mountain range. Kuthar is a circular town, centred on a natural well located in a mesa. The inner town, built into the crevasses and caves of the messa's interior, is surrounded by a tall stone wall with a number of gates, mainly intended to prevent raids from the wastelanders that live in the mountains.

Kuthar was recently taken over by a Naga, and its population forced to flee to Wind's Canyon.
Ninit is a tiny settlement in the Ash Forest Nightwards of Wind's Canyon. Fed by a single mineral-rich spring, Ninit consists of a handful of wooden houses set into the forest floor and roofed in pale ash-coloured bark. Ninit has often been used as a base by bandits. The trackless Ash Forest makes it hard to find to anyone not very familiar with the route.
River of Bones
A wide expanse of cracked mud, as dry and hard as stone, the River of Bones runes Daywards to Nightwards through the lands of Wind's Canyon. Huge skeletons dot the river, giant rib cages emerging from the ground, with skulls as large as huts. These skeletons are as ossified as the ground beneath them, and do not resemble any living creature. Crossing the River takes at least a day, and there is not a single source of water or food from end to end.
Wind's Canyon
Wind's Canyon is a complex maze of bazaars, lanes and houses dug into the caves and rock of a narrow point in the canyon. Walls block the approach from Turn, Counter and Sunwards, and the flat tops of the canyon are too high and fragmented for an attacker to use them for launching an effective attack on the town. Hedges of Marama Thorns block the main entry routes a little distance from the walls, funelling anyone approaching along the roads themselves. The gates are of Zerom wood, studded with copper bosses, and always guarded by a small group of Nistran soldiers operating from a fortified gatehouse.

Within the walls, mesas of rock break up the town into small sections, separated by narrow winding streets or passageways. Colourful awnings of dyed Maugey fibre add extra shade, and there are many Hunut and Ganam in the streets. Daybats and Brightflies zip and swoop overhead. People live close packed in Wind's Canyon, with families living together. The main market is near to the Drover's Gate. At the back of this market stands the Low House, where the Clerks are based, and the taxes are tabulated. A little way to the Counterturn and at a higher level is the High House the grander home of the Bonded Ones. A number of smaller districts, located in their own crevasses, surround the main part of the town.

Main routes leading from Wind's Canyon are: The Canyon Trail, leading to Kuthar and Urukag; Ningaur's Steps, leading to Darkin; The Anvil's Way, leading Sunwards across the Sun's Anvil; and Drover's Road, leading to hellgrass Reach.