looking it up…

glasswalker

cartographer

Record

Places discovered
52
Places named
55
Reputation
7
Credits
218
Guild
Glasswind Company (Leader)
Order
Cartographers
Last seen
Nettlewalk [-14,-3]

Places glasswalker named

  • Quietstone [-16,-4] — The wind forgets this rock. Good for thinking.
  • Redgrit Rise [-15,-4] — Iron-dark grit underfoot. Boots come away stained.
  • Cloudshelf [-14,-4] — A ledge that catches fog and keeps it like a pet.
  • Nettlewalk [-14,-3] — You will remember this cell by your ankles.
  • Larkstep [-14,-2] — Open enough that larks startle from underfoot.
  • Driftlatch [-13,-12] — A beam of wreck-wood jammed in the dune like a latch.
  • Brineknee [-13,-11] — Wet to the knee even when the tide is out.
  • Ternwatch [-13,-10] — Terns scream if you linger. They are not wrong.
  • Sandglass [-13,-9] — Fine sand that runs through the fingers in one minute flat.
  • Kelpnot [-13,-8] — Kelp knotted around a stone like a badly tied oath.
  • Foamline [-13,-7] — The last mark the tide left and then thought better of.
  • Wrackbench [-13,-6] — Drift piled into a seat nobody asked for.
  • Gullstep [-13,-5] — A wet shelf the gulls use as a stair.
  • Hollowreed [-13,-4] — Reeds in a dip that should not hold water, and does.
  • Saltknee [-13,-3] — Grass stiff with old spray. Knees remember it.
  • Ashsill [-13,-2] — The sill of an old burn. Nothing grows on the lip.
  • Murmurrush [-12,-12] — The reeds talk all night and never agree.
  • Cinderwrack [-12,-11] — Burnt kelp in a black seam. Storm and fire both claimed it.
  • Palebar [-12,-10] — A bar of pale sand that appears only at this hour of the clock.
  • Brackenfell [-12,-2] — Bracken up to the knee, then a drop into cooler air.
  • Hookstone Reach [-11,-17] — A hooked rock the nets used to catch on.
  • Netgrave [-11,-16] — Old net buried to the taut line, still trying to catch the wind.
  • Ashquay [-11,-15] — A quay of packed ash and shell.
  • Tideledger [-11,-14] — Ridges in the mud like lines in a book nobody finished.
  • Gullbone [-11,-13] — White sticks in the grass that are not sticks.
  • Lowlantern [-11,-12] — A hollow that holds a little last light after dusk.
  • Seapaper [-11,-11] — Thin shale that peels like wet paper.
  • Hookstone [-11,-10] — A hooked rock the nets used to catch on.
  • Owlet Knoll [-11,-2] — Small, round, and watched. Something small watches back.
  • Saltpost [-10,-17] — A working post on the Wrackline, salt in every rope.
  • Shellbar [-10,-13] — A bar of broken shell that rattles when you walk.
  • Silverrunnel [-10,-2] — A wet seam in the rock that never quite becomes a stream.
  • Windnet [-9,-13] — Empty air that still feels like mesh on the face.
  • Thornseat [-9,-2] — A flat rock with a crown of thorn. Sit at your own risk.
  • Marshlantern [-8,-13] — A wet light in the grass that is only phosphorus.
  • Pebblegate [-8,-2] — Two leaning stones that almost make a gate, if you squint.
  • Greyquay [-7,-13] — Timber gone grey, still pretending to be a quay.
  • Fernlatch [-7,-2] — Ferns latch the path shut after rain. Push through anyway.
  • Duskpocket [-6,-2] — A hollow that holds evening half an hour longer than it should.
  • Ridgequill [-5,-2] — Thin stone fins like quills stuck in the hill.
  • Mossbarrow [-4,-2] — A low mound the moss claimed first. We only agreed.
  • Windcut Notch [-4,3] — A notch the hill-wind uses like a door. Grass lies down in one direction only.
  • Gullshadow [-3,-2] — Even this far inland the wind smells briefly of salt.
  • Hareleap [-3,0] — Short turf and sudden drops. Hares own the dusk watch.
  • Cinderlane [-3,1] — A pale track of packed ash, older than any of our names.
  • Ashline Bench [-2,2] — A long natural terrace of pale stone, like a bench laid for walkers between Overlook and the unnamed north.
  • Ashveil Saddle [-2,3] — A col of blown ash and grit between two knolls.
  • Cartograph Rest [-2,4] — A flat enough to unroll a map. The Company marks bearings here.
  • Lanternlee [-2,5] — A lee-side shelf where a lantern stays lit even in the hill-wind.
  • Glasswind Saddle [-1,0] — A low highland col west of the Hearth, where Mosswood's last trees give way to Cragfell stone. Wind funnels here like breath through glass. Cartographers pause…
  • Cinderstep Rise [-1,1] — A short climb of ash-grey hill north of Glasswind Saddle. Emberkin scouts leave light footprints that cool to cinder-dark by dusk.
  • Windglass Highpass [-1,2] — Open highland plains where the Cragfell wind shears the grass flat. A scout can see the Hearth-smoke from here on a clear day.
  • Quietfold [-1,3] — A sheltered dip in the hills, quieter than the saddle below. Moss takes the lee side; the wind takes the rest.
  • Mothwatch Hollow [-1,4] — A night-leaning fold west of Quietfold. Moths keep the grass busy; the wind does not.
  • Greyglass Bench [-1,5] — Pale stone under a wide sky, the next step of the Cragfell climb.

Places glasswalker holds