The map
Drawn from what's known after chapters 1 to 25. Choose a place on the map to read more, or use the list below the map.
Drag or use the arrow keys to move the map, and plus and minus to zoom.
Places on the map
Déynáir Island
Déynáir Island
The island where the Déynáir school lies, hidden from the ordinary world. The castle stands in the middle of the island with the mountain to the north, and you reach it by ship or ferry.
The Castle
The school itself, eight storeys tall with seven towers, one of which has a flat roof. It stands on a hill, where the fields run down towards the river.
The Northern Tower
This is where the Dherak classroom is, on the fourth floor with one window facing the mountain.
The River
Wide, and so clear that it shines in the sun. It runs from the mountain down towards the sea and grows narrower and narrower over the autumn.
The Mountain
The island's oldest place, dark and steep to the north of the castle. Students have never been allowed to the top, for as long as the school has existed.
The Garden
The wide, green garden behind the castle, with old oak trees. Students walk here, and some lessons are held here.
The Fields
Green fields on both sides of the river, stretching from the castle's hill down towards the forest.
Appears in chapterThe Forest
The forest forms a ring around the school's grounds. Just inside the treeline, it quickly grows dark and dense.
The Quay
This is where the ferry to Tés Aváir sails from. You walk down the hill from the castle to reach it.
The sea and the other islands
The Ferry
The ferry is low and wide and carries over a hundred passengers at a time between Déynáir and Tés Aváir, on a fixed timetable. In winter, the crossing is cold and rough.
The Test Island
A small, wild island close to Déynáir, about five kilometres across, where new students take the island test. Dense forest, cliffs to the south and a steep mountain with a house near the top.
The Animals' Island
The island where the animals live, and where you find your Amícûs. Where it lies, the map does not know: you get there through a portal in Surain's shop.
Tés Aváir
Tés Aváir
A large town on the neighbouring island, where everything hums with magic. Students from Déynáir take the ferry over to shop and spend their time off.
The Harbour
The town's landing place for the ferry, built of dark stone with iron bollards to moor to. In the summer months, stalls line the waterfront.
The High Street
The town's street of shops, where students walk in groups on outing days. Quiet side streets turn off it between the houses.
Miss Hartia's
A small shop with fine robes and uniforms. Miss Hartia uses no tape measure: she looks at the customer and smells the collar of the robe.
Appears in chapterThe Hitlaro Bank
A low, grey bank in a side street, where a dwarf receives you behind a wooden counter. The doors to the vaults change their look to match the key that goes in.
Appears in chapterThe Smith's Den
From the outside it looks like a small shop behind a narrow door, but inside, a large, warm hall full of sparks opens up. This is where students get their swords and daggers.
Appears in chapterSurain's Animal Shop
A warm and noisy shop full of cages and animals. This is where new students begin the path to their Amícûs.
The Golden Book
The bookshop at the end of the high street, with a golden book floating over the pavement as a sign. The books inside move and whisper.
Appears in chapterThe Marketplace
The town square with stalls and food, buzzing with life when the school is on an outing to town.
Appears in chapterThe Third District
A neighbourhood in town where there is almost no crime. It's said to be because of one person whose name nobody knows, and whom everyone fears.
The route from the ordinary world
Fjordly
The care home in the village of Ravnsvig on Kolding Fjord, where Chris has lived since he was two. Hanne has looked after him there for thirteen years.
Løverodde
The headland where Kolding Fjord meets the Little Belt, with a café, a playground and a long bathing jetty. Chris winter-swims from here every morning, and this is where he meets Ahra.
Borgsted Banke
An old castle mound in the woods south of Løverodde, where a round tower once stood. Below the bank lies the way into Anglia, and by a small fire sits a Keeper.
The Fonté Hall
A high vault with basins of black stone, where you come up on Anglia's side of the barrier. From here the ship sails through the fog to Déynáir.