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Mirrors: Geographical Setting
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==The Hartshorn== The Hartshorn is a vast region that encompasses the central mountain range of the Shattered Coast and extends west and north through the massive forestland beyond the range. ===The Pass of Jade=== The northernmost pass through the Hartshorn range connects the frozen flatland of the Sundered Steppes and the northern forest. This pass used to be hotly disputed between the Dwarves and the Barbarian tribes to the north, but now only sees the occasional skirmish. ===Hartshorn Pass=== The broadest and most widely traveled pass between the eastern grasslands and the forest within the Empire is the Hartshorn Pass, the northern edge of which is fortified with several box towers. ===Pass of Shale=== To the south of the range the Pass of Shale is a barren pass just north of the Great Sands of the southron desert, and it is used peacefully by both the Empire and the Confederacy. There is a box tower on either end of the pass and a bizarre tent village stretched between them in the fashion of the bazaars of the southlanders. The Pass of Shale is the shortest of the major passes and is agreed by one and all to be a fine and manageable road from nowhere to nowhere. ===Kir Ja=== Kir Ja is the northernmost of three ancient stone towers stretching high above the mountain peaks. Though it stands within the bounds of the Empire, the shamans of the steppe barbarians control it now. ===Kir Lan=== Kir Lan, the middlemost of the towers and situated between the Wolf Gate and the Raven Gate, serves as the remote hub of advanced arcane learning within the empire. ===Kir Ijon=== Kir Ijon, equidistant between Bar Kesh and Ruvyentarn, is a towering ruin, infested with the tattered spirits of whatever cataclysm laid it bare. ===Grimdane Vale=== Remote and hidden in the deep folds of the mountains, Grimdane Vale was once a Plague town, a place of exile during the black times of Dwarven history. After that it was used for nearly a century as a penal colony until the inmates rose up against their wardens, took the town, and held it against three attempts to reclaim it. Now it is the haven of the Blackhand, guildmaster of the Dwarven assassin's guild. Any outsider found in the Vale after dark is either murdered in the night or survives until morning and takes the brand of the hand.
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