The world map, the whole of it: Raria and its kingdom in the far west with the Silent Peaks, the Vesperwold and the Crownlands, BarkReach and the Heartwood south of it, the Greyfields between; then Deep Westmarch and the Free Marches, the Drakespine and Ashfall, the Rare Friends Ring and the Deadwood, and the old mainland with Southshore, Ironreach and the Pale Isles

The Realm: what is known, and what is only said

A world bible for RareFriends Realm. It is deliberately incomplete. The Realm existed before any player arrived and will go on after they leave, and not everything in it is explained, in the game or here. Where two accounts disagree, both are kept. Where nobody knows, it says so.


A rough history

The Age Before

Nobody knows what was here before the oldest Friends. There are ruins everywhere that nobody built: the standing stones on the Quillhaven headland, in The Wilds and deep in the Deadwood, all carved with one symbol nobody reads; the seized mechanism under the Ironreach slopes, gears the size of cartwheels that were never a mill; the toppled watch-stones along the Westmarch road, every one fallen westward; the stonework under the Thistle road where the mud wears through; the city, if it was a city, whose pillars stand in Ashfall among the drakes.

The oldest surviving carvings show the same bearded figure now called the Old Friend. Every altar in the Realm has a statue of him. In the Deadwood there is one with the face chiselled off, carefully, and a candle somebody keeps lit.

Who the Old Friend was is not agreed:

WhereWhat they say
FriendhollowA founder. The first to settle the crossroads; the castle's oldest stone has his name, in a hand nobody can read.
DawnholdA saint, or the sun's own Friend. The Order prays to him, and keeps his altars, and does not discuss the one with no face.
HighcairnA king of the mountain, before the mountain had a town. The shrine is older than Dawnhold.
QuillhavenA symbol. Perrin Quill will show you three texts: one calls him a man, one a god, and one, the oldest, a Friend.
GravesendThe first of the dead to come back. They light lanterns for him.
The HollowSays nothing. It has its own idea, and you would not like it.

The First Friends

Something happened that made Friends part of the world. This is the Realm's largest mystery, and it stays one.

Two fragments in the Quillhaven library contradict each other. One says: "The Friends did not come to this world." The other, older, says: "They were made here." Perrin Quill keeps them on opposite shelves. The Wizards' Tower holds a third page the Archmage will not read again. The Order of the Dawn teaches that the Friends were given. The Hollow, if the Hollow King is to be believed, remembers it differently, and he is not to be believed.

What is observable: Friends come in nine families, each with a nature of its own (Skeletons are dry and unafraid of graves, Hoverers cannot stop looking at the next hill, Hollow Friends are at home in places nothing else is). Old people in Dawnhold, Cragmaw and Quillhaven react to certain families as if they had seen them in old paintings. Some of them have.

The Age of Kingdoms

Friendhollow is the oldest major settlement, a trading crossroads before it was anything else. The castle was not built as a palace. It was built as a fortification against something that came from the west. Nobody remembers what. The watch-stones on the Westmarch road, all fallen the same way, are the only thing that still points at it. King Hollis has never been seen to leave the castle.

Dawnhold was not always an Order. The first Dawn knights were simply the people who kept the ancient altars swept. Then something happened at one of those altars, and they armed themselves, and they have been watching the Hollow ever since. The Dawn Vigil (offering bones in their chapel) is older than the Order's armour.

Highcairn grew round the mountain shrine, which is older than the town; the Greyhorn mine came later, and the golems in it were there first.

Fernwick has been cutting the Whisperwood for four generations. Its children learn their trees before their letters. Hazel's great-grandmother made the first war bow in the village from a yew the wood gave up in a storm; the castle has one of hers in its armoury that has never been drawn.

The Oasis never runs dry, and the stalls sell things from the dunes that nobody dug up.

The Wizards' Tower was not built by wizards. The wizards moved in after.

Hollowmere is the kingdom Friendhollow belongs to. It always was; it only needed a name once there was another kingdom to tell it apart from. Its soldiers wear the crown's crimson and stand along the West Road as far as Westwatch, the last post, and they come back quieter every week.

The Hollow

Not simply an evil place with the undead in it. The questions the Realm asks about it, and does not answer:

The Orders and their gods

The Order of the Dawn prays to the Old Friend. The other Orders do not. Each keeps a hall with an altar, a statue of its god and a commander who swears in those who prove their faith, and each god is a Rare Friend of legend. Nobody agrees whether the legends are older than the Orders or the other way round.

OrderIts god, as the Order tells it
The DawnThe Old Friend, the sun's own Friend. Dawnhold keeps the altars swept and watches the Hollow.
The DiamondThe Good Friend: shaped like a diamond standing on its point, blue as deep water, who kept every promise it ever made. The Order keeps them still.
The InkThe Squid Friend: a squid's crown of arms, purple as a storm at sea, who wrote the first words anyone in the Realm could read. The Order guards what is written.
The SolThe Weird Friend: nobody could describe it the same way twice, a sun of every colour at once, and it laughed at the Hollow and lived. The Order takes its strangeness for a blessing.
The HoodThe Hood Friend: a deep hood the colour of new leaves in the sun, who took from the Hollow King's hoard and gave it to the villages. The Order still keeps its ledgers in favours.
The EmberNo god but the fire. The brazier in their fortress at Ashfall has not gone out since the dragons came, and the knights hold the lava moat against them.
The DuskThe Wise Friend, as Raria reads it: carved seated and blindfolded, a book open on its knees, who gave the Law and closed its eyes so as never to see it broken.

Five wayward chapels stand in the far places, raised by the Dawn for pilgrims; the Pilgrim's Road runs to all of them now. In the Deadwood, the Deadwood Maidens keep a camp of tents round a hearth and pray at a standing stone. They are hostile until there is a truce, and after it their market sells what is hard to find anywhere else. Their Matriarch has buried more of the dead than Gravesend has.

Raria

Behind the Drakespine, where every shepherd and drake-hunter will tell you there was nothing but drakes and fog, stands Raria: a walled city round a palace, a kingdom round the city, and a whole second continent round the kingdom. Its soldiers were dug in before anyone in Hollowmere knew its name. Nobody saw it arrive.

What is said about where it came from does not agree:

Who says itWhat they say
Westmarch farmersIt was not there before. My father farmed this side of the Spine, and there was nothing west of him.
Hollowmere's soldiersIt crossed the mountains in the night, a whole kingdom of them. Or that is what they say when they are not saying the other thing.
The marketIt was hidden: under a glamour, under the fog, or under the ground. Or it was summoned, not built, which is not said aloud.
The Federation's libraryEvery map of the west is wrong. The oldest have a blank where Raria is, ringed with a script nobody reads; the newest have the city. Nothing in between. No years of building.
Raria's chaplainRaria returned. He never says from where.
Raria's citizensRaria has always been here. Her Radiance says so. The stones say so. "I was born here. I think."
The Watcher of the StonesHollowmere should ask what its own castle faces, and why. The answer is the same.

Her Radiance, Queen Rara, Keeper of the Wise Friend's Law, is tall, still and certain; in her presence you have the sense of being read. Her husband, King Pell, is small, kind and nervous, has ink on his fingers, sees everything in the room and says very little about it. The Raria Royal Rangers stand behind every pillar, and it is best to leave them be. The Rare Realm Regiment is the kingdom's army; the Order of Dusk its faith's knights, who keep the last hour of the day in silence.

Everything in Raria is beautiful, orderly and polite, and everything is written down. The Office of Conduct registers names. The Ledger of Names keeps every citizen's comings, goings, prayers and purchases; the Law is kind, and only asks for seven prayers a week. Bread is one kind, at one price. Rarians wear violet, because the Sumptuary Officer decides what Rarians wear. Those who are received may keep the Wise Friend's Law in place of the old faith: edicts, judgements and vigils for magic, commandments and rites for prayer. The old book is closed, not burnt.

In the north-west the Silent Peaks hold stone watchers carved blindfolded like the Wise Friend, and they move when nobody is looking. The hermit at the Blind Shrine, which is older than Raria, says the eyes under the blindfold are carved open. In a glade in BarkReach with cliffs all round, a statue stands sunk to the chest, and Raria says it never put it there.

The Free Friends Federation

South-west of Westmarch, in the Free Marches, the Free Friends Federation answers to nobody from the FFF Fortress: fortress, academy, workshop, laboratory, library and armoury at once. Wizards, knights, rangers and artisans who build everything themselves, in copper and verdigris, patched, experimental and very good. Fourteen devices run in the Great Hall, a knight sleeps in his chair in full plate, and the admiral is a chicken. Its leader, Fellow Free, First Free of the Federation, is weird, brilliant and dangerous, and never acknowledges any of it. Of the Queen he says: "She believes the Law. Completely. That is what makes her dangerous: not malice, certainty."

Between the two lie Deep Westmarch, the Greyfields and BarkReach, and a war nobody declared. The Federation has a cannon called Second Opinion; it fired once, and something on the Drakespine isn't there any more. The Federation pays for Regiment dispatches, the Regiment pays for Federation devices, both have spies in the other, and both know.

The Wider World

Beyond the mainland's old coast the Deadwood died in a single night (Gravesend says), the Drakespine was a road to a city that is now Ashfall, the Ironreach's mine runs under a machine, Saltmarrow pays the sea a tithe every season and the storms miss it, and the Pale Isles have a drowned pier where there was never a village, and a grave with no name the ferry will not go to.

Over the river west of the Deadwood stands the Rare Friends Ring, a round building shaped like a Hoverer lying down. A great Friend built it long ago so the best fighters in the land could meet, and its magic stands whoever falls there back up in the lobby. Nobody knows how. Statues of the Seven, the revenant and skeletal knights of its hardest match, ring the courtyard, and the fountain under the Ringmaker's statue runs red.


The regions

Each region's card. Blank lines are deliberate: nobody has filled them in yet, in the Realm or out of it.

Friendhollow

Fernwick

Highcairn and Dawnhold

Gravesend and the Deadwood

Saltmarrow and Southshore

Hollyhock and the Thistle Vale

Dyemoor

Tallgrass and The Wilds

Cragmaw and Ironreach

Quillhaven

Westmarch, the Drakespine and Ashfall

The Pale Isles

The Rare Friends Ring

Deep Westmarch and the Free Marches

Raria and the Crownlands

BarkReach, the Heartwood and the Greyfields


Your Friend, and the mark you leave

Friends speak. Not often, and not at random: a Friend remarks on where it is, what the sky is doing, what's near, what it has seen before. A Skeleton is dry; a Colossus says "Big."; a Hoverer wants to know what's over the hill; a Hollow Friend hears things hum. The family sets the manner. Presence sets how much there is to say: at 30 a Friend remembers (its first dragon, Hazel's arrows, the vigil at Dawnhold); at 50 its remarks lean the way you've lived (explorer, warrior, scholar, collector, crafter, faithful). The world keeps a name beside the token: #13530 is who a Friend is; the name is who it became.

Presence milestones, as the Realm sees them: 1 a stranger · 10 your Friend has habits · 20 people say "Back already?" · 30 your Friend remembers · 40 people use your name · 50 your Friend sounds like how you play · 60 towns treat you as theirs · 70 everyone here knows you · 80 your legacy comes up · 90 a known figure · 99 remembered.


Rumours are true, half-true or nonsense, and the game does not say which. Nothing on this page settles an argument. That is on purpose.