| Bagii Atoll | — | Fourteen low islets off Kretavia's east coast where northern and southern ships trade on ground neither nation owns. |
| Bagii Isles | — | The chain off Feldia's west coast, primary home of the Bagii, who sell ships, crews, and the ability to read weather nobody else can. |
| Eisenmark | Feldia | Closed borders, open forges — the mountain duchy on the Spine, which has stopped explaining itself to anyone. |
| Erka Fjords | — | Fourteen cold islands north of Feldia, the only country in the world where people live alongside dragons rather than away from them. |
| Feldia | — | Eight duchies that answer to nobody but themselves, held together by trade, habit, and a High King who negotiates rather than commands. |
| Grenzmark | Feldia | The march. It has fought every neighbor it has at least once and keeps the horses to do it again. |
| Jrakvia | — | An island nation off Kretavia's west coast that exports nothing, admits no one deliberately, and is known mainly through the accounts of people who arrived there by accident. |
| Kirchberg | Feldia | Feldia's oldest university and its most influential bishop, on a plateau, in roughly that order of self-regard. |
| Kornfeld | Feldia | Flat open country that feeds the rest of Feldia — long distances, deep horse culture, and a harvest festival that tells you what kind of year it was. |
| Kretavia | — | The southern desert nation across the Sea of Coin: disciplined, hierarchical, and older in faith than Feldia. |
| Kronstadt | Feldia | The High King's seat and the biggest market in the north, where fortunes are made by words and everyone knows exactly what everyone else is owed. |
| Sahalim | Kretavia | The green coast, and every harbor Kretavia has. If a northerner has been to Kretavia at all, they have been here. |
| Sea of Coin | Kretavia | The sea that separates Feldia from Kretavia and carries nearly everything either of them sells to the other. |
| Seehaven | Feldia | Feldia's coast, its harbors and its temper — wealthy from the canal, and raided across it often enough to hate the sight of a southern sail. |
| Steinmark | Feldia | Highlands at the head of the Spine. Hard country, hard weather, and people who have concluded from both that outsiders generally want something. |
| The Kharsa | Kretavia | The desert proper. Cities sit where the water is, and the distance between them is measured in what a party can carry. |
| The Old Wood | Kretavia | Ancient forest on the mountainous west coast, older than the faith that surrounds it, and the only place in Kretavia with wood to spare. |
| The Sundered Sand | Kretavia | The south-east, where the stories cluster. Guides charge more to cross it and do not linger. |
| The Wastes | Feldia | Badlands east of the Spine, which is the only reason Feldia sleeps. |
| Waldheim | Feldia | The deep wood — insular, older than the Crusade, and pagan enough about it that the Church has quietly given up making a point of it. |