Stone of Reality • Emmerick • Locations

Locations

Cities, towns, villages, natural landmarks, forts, and ruins across Emmerick and the wider world of Druzane.

Major Cities

The six cities that hold seats in the Grand Parliament.

Industry

Hauptort

The industrial processor of Emmerick. Raw resources arrive and leave as textiles, construction materials, household goods, and medical equipment. Among the most polluted cities in the nation — runoff over decades decimated the neighboring lake so thoroughly it is now called Lake Pestis.

Parliament seats: undisclosed

Arcane & Medical

Rauchstadt

Emmerick's leading center of arcane knowledge, medicine, and applied scholarship. Also a major port city and trade hub. Halruua holds significant influence here and along the east coast, giving Rauchstadt a distinctly international character.

Parliament seats: undisclosed

Luxury

Himmelhaven

The city of splendor and abundance — gambling halls, fine food, polished inns, and every comfort imaginable draw fortune-seekers and parasites in roughly equal measure. Home to Richard Creste, a half-elf celebrity with a filthy reputation.

Parliament seats: undisclosed

Trade Port

Neu-Bergbau

A massive trade port built on a swamp, facing the Gulf of Vagadda through a harbor full of commerce and history. The wrecks of ships sunk in the gulf — some pre-civil war — cluster around the small island of Demon's Run. The Pearl, the harbor lighthouse, is maintained by a 168-year-old gnomish woman named Marina.

Parliament seats: undisclosed

Power Center

Stahlwolke

The business and military capital of Emmerick — seat of Parliament and crown. Industrial power, military command, and statecraft move in lockstep here. Wealthy but not flashy; disciplined and corporate. Guards everywhere, many in plainclothes.

Parliament: Korra Eisenwald & Tamara Golbite

Towns of Emmerick

Alleine

A mining town known for using constructs to hold up its tunnels. Hammerhand was born here. When Rockgut was killing miners en masse, Hammerhand built constructs to assist underground and the death toll dropped sharply.

Audenburg

A southern town on the western side of Emmerick.

Ballaste

A central-eastern town tied into the interior road network.

Basteln

An eastern town near the lower coast and river routes.

Brimbelton

Vexra Stone Dumont's birthplace. Home to the Gillywing Children's Home, an orphanage and boarding school run by Nora Alberta Gillywing, a shrewd and mean old human crone.

Dornbusch

A central settlement near Whitethorn Wood.

Eisenruhn

Home of The Fourth Fleet, the largest monster hunter guild in Emmerick not affiliated with the Witchers. Many members deeply resent the comparison — viewing the Witchers as an unfairly elevated mirror of their own profession. See: Factions & Companies.

Felsenn

A western inland town set on the roads beneath the Pale Forest.

Fluxtop

An eastern town near the coastward roads and forests.

Freide

A central settlement south of the All-Father Forest region.

Hammerheim

Home to the largest maximum-security prison in Emmerick — upwards of 5,000 inmates annually.

Hersteller

A northeastern town near the Bay of Vrocks.

Hohlraum

A southern inland town near Lake Rebefaul.

Limestein

Centers on a massive limestone quarry — a terraced chalk-white wound too steep to walk, with zip-line carts carrying workers to the bottom. State-owned by the ONRS, managed by Calcitan Mining. Deep in the quarry, miners have uncovered sigils and iconography of an unidentified pentagram.

Lindenbruch

A southern town near the coast and the Twinned Forest.

Rotenthal

An inland town north of San Amsel.

San Amsel

A pseudo-religious center housing The Axel — over twenty temples and fifty shrines dedicated to gods across multiple pantheons. Festivals coordinated by Insense. Major temples include those of Melora, Annam, The Raven Queen, The Traveler, Erathis, Selûne, Mystra, Ioun, Asgorath, and Tymora.

Schlacken

A northern road town near Lake Pestis.

Spulein

A fishing town famed for dishes made from royal angeltrout and oversized freshwater crustaceans — notably mitten crabs.

Weichenzeit

A town on the eastern road network between Rauchstadt and the interior.

Wernikken

A central crossroads town east of Stahlwolke.

On Rockgut

Rockgut, also known as hemocrystallic concretion, is an occupational abdominal disease associated with mines and underground labor. Particulates inhaled underground form buildups of rock and ore in the veins and capillaries around the stomach and intestines.

Distinct from blacklung, though the two often develop together. In severe cases, surgery is the best option. Without intervention, Rockgut can kill through internal bleeding, hemochromatosis, organ failure, or starvation.

Villages

  • Aedlweiss
  • Altehexe
  • Berghang
  • Bronstock
  • Cabani
  • Dooreid
  • Ennover
  • Farbenreich
  • Gelsen
  • Gemacht
  • Hutenfeld
  • Kaltessen
  • Kurzem
  • Machmall
  • Mordu's Rest
  • Stormsong
  • Weinaber
  • Zauber

Mooswinkel

The hometown of Thalen Blackfoot. A backwater village tucked into an alcove just outside the Witchfire Marsh, surrounding Lake Mutter. Feels very far from the attention of courts, guilds, and ministers.

Tragen

Population around 1,600. Sits on the edge of the All-Father Forest, known for half-timbered buildings and a deep, instinctive respect for the woods. The people gather only fallen wood — and have largely forgotten why. Just beyond the forest edge lies The Shrine of Roots, a hallowed outcropping used for reverence and remembrance.

Natural Landmarks & Sites

Sacred Forest

All-Father Forest

An exceptionally ancient forest — the All-Father's last sacred place in Emmerick. A storm giant sleeps somewhere in its depths. Centuries ago Tragen's loggers cut too deep; the giant awoke and threatened scorched earth. The town changed its ways, but the true story eroded over generations. The people now honor the forest without knowing exactly why.

Fey Crossing

Witchfire Marsh

A vast swampy forest on the southern edge of Emmerick, saturated with strange fey magic. Somewhere within lies a portal to the Feywild. Pale blue and green wisps drift above the waterline at night — locals believe they are echoes of those who found the door and didn't return.

Sea Dragon

Brumous Sea

The domain of Merodyx, the Brine Dragon — a mature adult dragon with seafoam-green scales. Sailors cross it by necessity and call on the dragon's name carefully. See: Folklore — Beasts & Spirits.

Spawning Waters

Lake Rebefaul

Receives anadromous fish swimming upstream from the sea to spawn — most famously the royal angeltrout, marked by vivid royal-purple fins and flesh. Spulein is renowned for cooking it.

Other Named Landmarks

  • Adder Forest
  • Alcomb Wood
  • Bay of Vrocks
  • Bright Grove
  • Camphor River
  • Cerulean Forest
  • The Creaking
  • The Dawnwood
  • Dim Lake
  • Dragon's Crown
  • The Face of Korra
  • The Flatwood
  • Glimmerlight Bay
  • Grimlit Mountains
  • Gunsmoke Cave (see below)
  • Gulf of Vagadda
  • Icewood
  • The Konigwood
  • Lake Mutter
  • Lake Pestis
  • Nadoq River
  • Pale Forest
  • Pin River
  • Point Forest
  • Ruby Plains
  • Silvertongue River
  • Skyfang Peak
  • Teapot Grove
  • Thunder Cave
  • Tovarich Lake
  • Twinned Forest
  • Verdant Sea
  • Vermillion Tower
  • Viper's Head River
  • Whitethorn Wood
Dragon Lair

Gunsmoke Cave

A cave in the Danya Mountains, home to Rymbys, a white dragon. The location is known primarily to the Witchers of the School of the Bear at Haern Caduch, for whom it marks the endpoint of the Test of the Mountain — a brutal initiation trial that requires scaling the Danya Mountains and returning with a chunk of emerald crystal from inside the cave. Many Witcher candidates freeze to death on the mountain before finding it.

Forts & Keeps

  • Bruder Keep
  • Crow's Nest Keep
  • Demon's Run
  • Formen Keep
  • Fort Crimson
  • Fort Fokus
  • Fort Gnash
  • Fort Graustein
  • Fort Sonder
  • Fort Tango
  • Grollen Keep
  • Haern Caduch — Home base of the School of the Bear Witchers; truce with Danya Mountain dwarf communities
  • Schwester Keep
  • Staubsauger Castle
  • Torchlight Keep

Ruins

  • Bogenstadt
  • Brassbelt 7
  • King's Crater
  • Oleka
  • Slaterood
Coastal Ruin

Mangrove Keep

A partially collapsed stone fortification sitting on a raised shelf of mud and rock at the southern edge of the Witchfire Marsh, just above the Gulf of Vagadda waterline. The structure predates Emmerick — it was built during the Vagadda period as a southern coastal watchtower, part of a chain of fortifications used to monitor the Gulf and control maritime traffic along that stretch of coast. It was the southernmost and most isolated point in that chain, and accordingly the least prestigious posting.

When the Vytimic Wars depleted Vagadda's resources and the coastal fortification chain was defunded, Mangrove Keep was the first to be abandoned. The garrison was withdrawn, the small fishing community that had grown up around its supply lines dispersed over the following generation, and the Keep was left to the marsh. By the time Emmerick was formally established, it existed only as a note on old Vagaddan maps and as a silhouette that Gulf fishermen used to navigate.

Centuries of the Witchfire Marsh creeping southward have half-swallowed it. The lower courses of stone are now embedded in root systems and standing water. The upper walls still hold, but they lean. The eastern tower has collapsed entirely. At high tide, parts of the courtyard flood. It is not on any road. The nearest settlement is Mooswinkel, roughly a day's walk north — and the people of Mooswinkel don't go south without good reason.

The Keep does see occasional use as a temporary shelter by people who don't want to be found. The structure is genuinely unstable, and the marsh around it at night is genuinely hazardous — but that hasn't stopped a few generations of folk belief from layering on top of the mundane reality.

Local legend — The Warden: The people of Mooswinkel tell a story about a figure called the Warden: the last garrison commander, who refused the withdrawal order and stayed at his post. Nobody came back for him. He waited long enough that he stopped being a man and became something else — not a ghost exactly, more like a duty that outlasted the person assigned to it. He is described inconsistently: sometimes an old soldier in rusted armor moving along the battlements at dusk, sometimes just a lantern light where no lantern should be. He is never described as chasing anyone. The fishermen who work that coastline sometimes leave a small offering at the road that used to lead south, the way you'd leave something for a toll that hasn't been collected in a long time. Nobody knows when the story started. It is old enough that nobody claims to have invented it.