"Every reflection is a possibility. Every possibility is a trap."
Domain Type: Glass desert
Population: ~3,000 (nomadic tribes)
Ruler: The Shattered King (a reality-warped warlord)
Overview
During the Unveiling, the intense heat in this region melted the plains into perfectly smooth glass—reflective, black, and stretching for hundreds of miles. Walking across the Glass Marches means seeing your own reflection constantly, step after step.
But these reflections are not normal. Travelers report seeing alternate versions of themselves—possible selves from other timelines, futures that might be, or lies whispered by the entities beyond the Veil.
Some travelers become obsessed with their reflections. Others swap places with them. And some reflections step out of the glass entirely.
Culture & Society
Nomadic Tribes: The inhabitants of the Glass Marches are nomads who wrap their faces and bodies to avoid seeing their reflections. They navigate using sound, touch, and memory—never looking down.
Fear of Reflections: Locals believe that looking at your reflection too long allows it to replace you. Whether this is superstition or truth is unclear, but disappearances are common.
The Shattered King: A warlord who claims to be all of his reflections simultaneously—a single individual fragmented across multiple realities. He rules through fear and reality-warping power, commanding an army that may or may not be real.
Cultural Values:
- Never Trust What You See: Reflections lie
- Movement is Safety: Staying in one place too long lets your reflection "learn" you
- Sounds Reveal Truth: Reflections don't make sound when they move
Key Locations
The Mirror Plains: Endless expanses of black glass reflecting the ashen sky. Traveling during the day is disorienting; at night, the glass reflects the stars—but not the same stars visible in the sky above.
The Obsidian Towers: Black towers that rise from the glass at random, sometimes overnight. They have no doors or windows. Some emit sounds; others are silent. The Shattered King's followers worship them.
The Fracture: A massive crack in the glass where the Shattered King's fortress is said to lie. Reality is extremely unstable here. Travelers report seeing multiple versions of the same location simultaneously.

The Shrouded Camps: Nomadic settlements wrapped in cloth to block reflections. Travelers are welcome but must cover mirrors, polished metal, and other reflective surfaces before entering.
The Still Lake: A section of glass so perfectly smooth that it reflects not the present, but the past. Looking into it shows the plains as they were before the Unveiling—green, fertile, and full of life. Gazing too long causes overwhelming grief.
What Adventurers Need to Know
Avoid Looking Down: Your reflection may not be yours. Many travelers are warned to walk with eyes forward or covered.
Reflections Can Act Independently: Some reflections move differently than their originals. If your reflection does something you didn't do—run.
The Shattered King is Unpredictable: His army appears and disappears. His fortress moves. His demands change hourly. Negotiating with him is nearly impossible.
Reality is Unstable: The Glass Marches experience frequent Veil phenomena. Space and time distort. Bring allies you can verify are real.
Sound is Your Ally: Reflections don't make noise. If you see someone but hear nothing, it's not real.
Adventure Opportunities
- Rescue someone who has been replaced by their reflection (or prove they haven't been)
- Hunt a murderer who exists only as a reflection
- Navigate to the Fracture to negotiate with (or kill) the Shattered King
- Prevent the Shattered King from enacting a reality-warping ritual
- Investigate the Obsidian Towers and their purpose
- Escort nomadic tribes to safe passage through warlord territories
- Retrieve an object visible in the Still Lake's past-reflection
Survival Tips
- Cover Reflective Surfaces: Polished armor, mirrors, and metal attract dangerous attention
- Travel with Nomads: They know how to navigate safely
- Use Sound to Verify Reality: Tap the ground, speak aloud, listen for echoes
- Avoid the Fracture: Only go there if absolutely necessary
- Don't Gaze into the Still Lake: The grief it causes can be overwhelming and paralyzing