Map of the World¶
Every charted room in the Frostspine, drawn from the world itself — the towns, the roads between them, the hunting grounds, the deep ways, and the far coasts. Each small box is a room you can stand in; the lines are the ways between them. The long, lonely diagonals are the great crossings: the ferry over the Emberrun, the waygates, and the sea-lanes out to the drowned isle.
Open the full map — it is large. Open it in its own tab and zoom; every room is labeled, and hovering a room shows its name.
Reading the map¶
- Region names float behind their territory: Coldhollow, Emberford, Southmere, Brinemoot, Hammerdeep, Kingsholm and the rest. The World chapters describe each in full.
- What is missing is missing on purpose. The Frostspine keeps its secrets: hidden ways and the rooms behind them are not drawn. If a passage exists that this map does not show, that is what
SEARCHis for. - The map is a survey, not a promise — new ground is charted every season, and the footer records how many rooms were known the day it was drawn.
The living map¶
The web HUD carries a live version of this map that follows your character as you move, room by room, with a mini-map beside your game window. If you play through the HUD you already have it.
GM note: regenerate this map after the world grows — py tools/render-world-map.py re-renders wiki/docs/assets/world-map.svg from the live room graph (hidden ways and secret rooms are withheld automatically); commit the refreshed file.