Regions of the Far Side
The regions of Caeldon are the great lands where stories happen: forests older than any people, mountains hollowed into holds, river-country thick with walled towns and drowned dead, wind-scoured uplands where a broken escort is paid for in blood, and ruin-belts where the elder world lies open to anyone brave or hungry enough to dig.
Far side
- The Leeward Folds RegionThe Windscar's opposite past a sheltering ridge: hollows, stepped terraces, orchard belts, and cistern-fed valleys, the first named homeland of the Halflings and of the Foldward Commons.
Sites: The Measure Cistern, The Counted Lee, The Quiet Orchard
- The Tidelace Coasts RegionThe broken far-side coast of inlets, island chains, tidal straits, cliff harbours, and fog belts, where nobody enters the sea without reading it first, and some hamlets keep a wrecker's lamp; the…
Sites: The Sounding Gate, The Answering Sound, The Drowned Choir
Settlements: Fathomstair, Truesound, Lastlight, Saltrack
- The Soundchain Roads RegionThe chain of roadsteads, lee sounds, transfer quays, and pilot stations along the Tidelace's Windscar-facing edge, where escorted Orc parties are met, counted, and answered by Gnome station crews.
Sites: The Turnwater Quays
Settlements: Gullhead, The Patience, Shoulderlee, Ninebeacon
- The Tidebound Reaches RegionThe far-side water-world that binds sea and river into one: current roads, reef and kelp settlements, estuaries, and upriver spawning approaches; the homeland of the Thaluren.
Sites: The First Nesting Confluence, The Second Channel, The Gravelbraid Nurseries, The Split Reed Mouth
Settlements: Turningshoal, Brightshallow, Shadepool, Mosspool
- The Windscar Expanse RegionThe far side's exposed heart: dry uplands, escarpments, and interior basins, homeland of the Orcs, divided between the anchored Rimward Basins and the exposed High Scars.
Sites: The Unsung Field
- The Rimward Basins RegionThe anchored half of the Windscar: closed basins whose rims carry the strongholds, defended wells, and rock-cut cisterns that let Orc life stay in one place.
Sites: The Oath Cistern, The Hanging Vale
Settlements: Deepdraw, Saltcut, Shortgreen, The Lastwater Wells
- The High Scars RegionThe travelling half of the Windscar: wind-broken shelves and storm-cut passes held by moving escorts, where a road is a line of knowledge, not a built surface.
- The Unrun Sea RegionThe open ocean seaward of every known far-side water, past the Far Set, the outer isles of the Tidelace, and the fog banks off the Soundchain Roads.