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
- Nettlewalk [-14,-3]