This article lists locations found in both Pact and Pale. Included are both literal, physical location as well as the more abstract and magical places such as Realms and Paths.
Pact locations[]
Jacob's Bell[]
Main setting of the story, located somewhere in Canada. The Practitioners here are hostile to Blake because of the power he has and the danger he could pose to them all, and the public hate him because he can't and won't sell his grandmothers property, which is preventing the town from expanding.
Hillsglade House[]
Residence of Rose Thorburn Sr. until she passed away, after which is left to Molly... until she died, then its left to Blake to care after. The house is three stories tall with a tower on top, been in the family for generations, and has a large marshland behind it. Filled with ancestors' Demesnes and protected by various powerful wards, it serves as sanctuary for Blake against Others and Practitioners. It also contains a secret library of supernatural knowledge the family has collected over the years.
The Church[]
Meeting area for the council, all practitioners in the town get together once a month under a peace treaty to discuss town events. Council meetings appear to be led largely by Laird Behaim and Sandra Duchamp
The North End[]
A huge area of the town that has been claimed by Johannes, an impressive feat. Described as a playground for Others. Blake is warned to stay well away from there until he is fairly powerful, and to be cautious even then, by his grandmother.
Toronto[]
Toronto is a real city in Canada, and the temporary setting for arcs 4 through 7. The Lord of the city is Conquest.
University[]
Full name of the university is not specified in story. Home to Isadora, and often visited by members of the Sisters of the Torch and the Cult of Dionysus.
Hyena's Park[]
A large park where a dangerous Goblin called the Hyena resided. Many of it's victims are forced to roam the woods, in pain and anger. It's original name is unknown.
Sisters of the Torch Demesne[]
The Demesne of the Sisters of the Torch is located in Toronto and serves as the meeting place of their group, with Elder Sister at the head.
In appearance it appears to be simple and restrained modern elegance in design, a "church without religion", of cherry wood with traces of gold, water running along gutters on either side of the hallway glowing with reflected candlelight.[1] The number of candles make it seem like it's daylight inside and the temperature matches.[2]
Astrologer's Abode[]
A squat one-story building on the outskirts of the city.[3] Cramped and musty, filled with old technology and notes.[4]
Pale locations[]
Kennet[]
Blue heron institute[]
Realms[]
Realms or Other Places are parts of the world with different laws of physics, inhabited by Others. They make regular apearances inside both pact and Pale alike. these places relationship to normal geography varies.
The Abyss[]
The Abyss is where the ones the world has forgotten fall to. Divided into separate regions, the Abyss grinds its denizens physically, mentally, and spiritually with a nearly sentient malevolence.
Courts[]
Main article: Faerie Courts
Also known as the Faerie Courts or simply Faerie, this is the home realm of the Fae. Most Faerie dwell here, with only the failures being sent out into the real world as exiles or Familiars.
Paths[]
Ruins[]
Spirit World[]
Main Article: Spirit World
An impressionistic realm layered over the real world. Normal geography applies, but it shifts somewhat according to how people think about things. Contains plant/cloud/fungus things known as "manna" which Spirits eat.[5]
Items which have spent time there often become natural Hallows.[6]
References[]
- ↑ The Sisters had no such delusions, and the architecture seemed like a pointed statement to that end. Not a homage to the past, whatever their traditions. Only present and future, here, in a church without religion, cherry wood with traces of gold, water running along gutters on either side of the hallway, almost gold as it reflected candlelight. - excerpt from Void 7.10
- ↑ I wanted to think that the simple and restrained elegance of it seemed more imposing than Conquest’s alien realm, but that wasn’t quite true. I felt like, if the Elder Sister somehow became Lord, like she’d planned, then it would be. It was hard to breathe in here, and that had nothing to do with the ridiculous number of candles that made it seem almost brighter than daylight. - excerpt from Void 7.10
- ↑ Our first stop put us outside a little building on the outskirts of Toronto. Between picking up Maggie and then making the trip, we had a long enough drive that we had to stop for lunch on the way. [...] The building was only one floor, squat, with a sloped roof. The snow heaped over it had greater dimensions than the building did. I knocked. The Astrologer answered. - Excerpt from Void 7.10
- ↑ We sat, in chairs or on the edges of desks, where we could find the room. The room wasn’t much larger than my parents’ one-car garage had been when I’d been growing up, and it was chock full of computer towers, shelves and boxes. Where those things alone didn’t take up enough space, the place was further littered with errant books and stacks piles of paper, a lot of it from some old fashioned printer where the paper connected as a series of sheets, end to end in one long feed with holes at the side so the machine could manipulate it better. The printouts themselves were faded, featuring reams of calculations, and many piles had words written on the sides in marker. [...] The computer monitors, even, were old CRTs, some black and green. The place smelled like tea, ozone and mold. The whole setup, including the vaguely rounded pile of snow above the building, struck me as being a kind of high tech hobbit hole. [...] “I like it,” I said. I wasn’t lying. “I do too. Aesthetically. In terms of usability, though, a lot of it’s grandfathered in. My mentor was cutting edge, but cutting edge then is archaic today. I’m not sure if it’s easier to let go of the sentimental attachment or wizard up some kind of power up to the equipment.” [...] Diana reached backward and grabbed a scrap of paper, scribbling her email down. “Don’t feel offended if I take a few days to reply. My modem only does twenty-eight kilobits a second, and I only have so much patience.” I don’t think anyone present wasn’t horribly affronted by the idea. “Like I said, grandfathered technology and sentimental attachments,” Diana said. - Excerpt from Void 7.10
- ↑ [2.7] Location Diary
- ↑ Saturated; items that have spent a time away from our reality may pick up properties of the place they were set. Includes… Warrens - Often have properties of disease, disruption, violence. Abyss - Items that endure the abyss tend to be durable and inflict enduring effects. Spirit - Time in the Spirit makes an item a hallow, then shapes it according to the spirits that have habitually used that hallow. Then the item is saturated and the spirits become inextricable. Ruins - Tie into emotion, soul, and are peripheral to Incarnations. Paths - Weird uses only tangentially related to the ‘idea’ of the item. High utility, often with sharp and unrelated drawbacks. Again, may be latent. - Pact Dice: Collectors