# Throne of Glass — Erilea and Rifthold

Verified 2026-09-30. **Erilea is the mapped continent**, not a verified name for the entire planet. The parent owns `worldName` and catalog/manifests.

## Scope and evidence standard

This is a bounded location audit of **all 33 overview places and all 12 Rifthold places** (45 research rows). The opening novel and early-series visual setting govern the scene. The publisher's series poster supplies broader named geography. Stable physical descriptions available only in later-series secondary articles are qualified as such; later plot outcomes, political changes and military installations are not depicted. This is **not exhaustive novel coverage** or a claim to a canonical Rifthold plan.

`research.json` is the per-place ledger: placement provenance, individual claims with locators/confidence, confirmed traits, authored choices, exclusions and status. Its 15 supported / 23 partial / 7 interpretive ratings apply to the evidence recorded, not to the accuracy of every building. Every local street and building footprint remains authored.

## Primary sources

- [Bloomsbury series map poster](https://media.bloomsbury.com/rep/files/sarah-j-maas-map-poster.pdf), **page 2**, individual named labels and surrounding terrain symbols. This is a series poster, not asserted to be the exact plate in a 2012 printing. It supports named geography, not building materials or city plans. The map text was accessible; this run's web PDF screenshot calls failed. The existing hand-registration was preserved, not independently remeasured from a new raster.
- [Bloomsbury, Throne of Glass extract](https://media.bloomsbury.com/rep/files/throne-of-glass-extract.pdf), **chapters 1–3**, especially chapter 1 for Endovier and Celaena's premise. It supports a salt-mining prison with officials' accommodation and timber sleeping quarters.
- [Publisher ebook preview distributed by PagePlace](https://api.pageplace.de/preview/DT0400.9781526634450_A40508176/preview-9781526634450_A40508176.pdf), **chapter 4, PDF pages 33–36**, for Endovier's shaft/refining sheds, working yard, wall, iron gates and mountainous surroundings; **chapter 4, PDF page 36, and chapter 5, PDF pages 39–42**, for Oakwald. These are PDF-file pages, not printed-edition page numbers. The preview does not reach the city-arrival passage in chapter 6.

## Qualified secondary sources

These pages were consulted through web results; several Fandom direct opens were unavailable but their indexed article text was readable. They are fan-maintained summaries, not official canonical atlases. Linked pages can contain later-series spoilers. Only the specific physical facts listed in the ledger are used.

| Source | Specific useful section / limit |
|---|---|
| [Rifthold](https://throneofglass.fandom.com/wiki/Rifthold) | Opening city/palace description. References report *Throne of Glass* ch. 6 p. 34 and ch. 7 p. 42, **edition unspecified and not independently checked**. Source for white walls, cobbles, harbour, palace massing, gardens and stables. |
| [Terrasen](https://throneofglass.fandom.com/wiki/Terrasen) | Geography: Orynth, Allsbrook, Rosamel, Suria, mountain/forest context. No city plans. |
| [Orynth — The Full Story](https://caffeineandcurses.com/en-eu/pages/library/orynth-story) | Section 01: pale castle / opal tower. Fan-made commercial lore page; **low confidence**, no checked chapter/page. This palette is not promoted to primary evidence. |
| [Perranth](https://throneofglass.fandom.com/wiki/Perranth) | Description: dark masonry, lake/field/mountain relation and castle. Article references *Kingdom of Ash* without a precise locator; no late events imported. |
| [Anielle](https://throneofglass.fandom.com/wiki/Anielle) | Description, Westfall Keep, Silver Lake and material/culture paragraphs. No verified chapter/page; lake footprint and level remain schematic. |
| [Morath](https://throneofglass.fandom.com/wiki/Morath) | Introductory merchant-city identity and mountain-side setting. Pinterest-based mood description does not establish masonry, keep geometry or exact plans. |
| [Adarlan](https://throneofglass.fandom.com/wiki/Adarlan) | Meah port identification in The Royal Family section. No verified Meah architecture. |
| [Bellhaven](https://throneofglass.fandom.com/wiki/Bellhaven) | Introduction and Description: port/trade character; reference names book, not chapter/page. |
| [The Assassin's Blade background](https://www.supersummary.com/the-assassins-blade/background/) | Location discussion of small, worn Innish. No building plan; the model does not identify its invented courtyard as a canonical inn. |
| [Calaculla](https://throneofglass.fandom.com/wiki/Calaculla) | Introductory camp, climate and mining context only. No canonical open-pit geometry or exact mined mineral is asserted. |
| [Eyllwe](https://throneofglass.fandom.com/wiki/Eyllwe) | Opening geography and Banjali's capital status. |
| [Scents reference](https://maasaconfusa.com/scents/) | Sections “Banjali river palace” and “Belhaven” (source spelling), attributed to the first novel; no verified chapter/page. Supports river-palace context and Bellhaven fishing-port character, not roof traditions. |
| [Fenharrow](https://throneofglass.fandom.com/wiki/Fenharrow) | Opening geography: farms and plains between mountains and sea. |
| [Erilea](https://throneofglass.fandom.com/wiki/Erilea) | Individual Geography paragraphs for Amaroth, Briarcliff, Yurpa, Noll, Leriba, Melisande and the Wastes. Its loose “world” infobox terminology is not used to identify a planet. |

No homepage is used as blanket architectural proof. No fan art, commercial illustration or inspiration-board image has been copied into the scene. No unsupported chapter or page number has been supplied. Public-domain-looking pirate novel scans, fan fiction and search results that confused this setting with unrelated fiction were excluded as production evidence.

## Reference registration retained

Map displayed at 1888 × 1335; geographic frame [100,160]–[1790,1238], north up. Coordinates subtract [945,699]. All 33 existing place IDs and anchors are retained, as are the original continental outline, registered major watercourses, mountain belts and forest polygons. Heights, ground texture, small island shapes and city footprints are interpretations. No publisher image ships with the pack.

| Anchor | Display x | Display y |
|---|---:|---:|
| Rifthold |1357|663|
| Orynth |1327|330|
| Perranth |1255|410|
| Endovier |1157|468|
| Anielle |1151|665|
| Morath |1220|762|
| Amaroth |485|198|
| Briarcliff |750|586|
| Allsbrook |1187|280|
| Rosamel |1095|310|
| Suria |1467|330|
| Meah |1407|490|
| Innish |1034|874|
| Bellhaven |1470|808|
| Yurpa |733|953|
| Noll |434|1070|
| Calaculla |1313|983|
| Leriba |1467|1002|
| Banjali |1417|1103|

The added Silver Lake basin is a **small interpreted outline north of Anielle**, not a newly verified trace. Water level and elevation are illustrative. The Dead Islands' sixteen tiny polygons remain an abstract island group, not a canonical island count. Region labels do not imply surveyed political borders.

## Implemented visual corrections

- Endovier and Calaculla now read as guarded mining compounds: working depressions, shaft sheds/hoist frames, confined accommodation and a separate administrative range. Endovier uses salt-toned ground; Calaculla uses an explicitly artistic ore/earth palette. Neither is a generic town, and neither claims a particular mining engineering plan.
- Orynth has a pale offset tower and stepped castle wings; Perranth uses dark, irregular masonry and fields; Anielle has a grey stepped mountain-side keep; Morath has an angular compound and trading court with no later military apparatus.
- Amaroth and Noll are tower/outpost compositions. Their later narrative function is excluded.
- Allsbrook and Rosamel have independently authored courtyard/road patterns. Suria, Meah, Innish, Bellhaven, Yurpa and Leriba have different shoreline-facing footprints; only documented port traits are treated as evidence. Banjali has an interpreted open river-palace court rather than an unsupported universal southern dome.
- Fenharrow gets agricultural ground, southern Eyllwe meadow cover, and the Wastes an open-land treatment. Forests, ridges, rivers, lakes and island shapes remain geographical features, never settlement stand-ins.

## Rifthold interpretation

The city remains original architectural artwork. The two new selectable places are `city-walls` and `stables`; all ten existing IDs and positions remain. Palace bridges, a glass-vaulted domed hall, three garden courts, two stables, white defensive walls, merchant courtyards and paired warehouses give the composition specific massing. Roads are repainted after district ground so they remain legible. Docks meet the riverbank at a defined deck level.

`old-quarter`, `market` and `avery-bridge` have **no external evidence for their identity or placement**. Their scene `sources` point to this section only as **artwork provenance**, satisfying the existing scene-source invariant without inventing a lore citation. Their research evidence/source arrays remain empty. `glass-gallery`, `merchants` and `west-wharves` also use atlas-created names; linked city descriptions support only their general context. Celaena's position, pose and costume are staged, with character identity supported separately.

No local plan, wall perimeter, bridge alignment, courtyard, exact palette, tree species, facade motif or inferred material is called canonical. Transparent shells use existing primitives; no paid service, texture download or external model is required.

## Engine and validation

Read the data schemas, polygon/RNG/architecture helpers and actual terrain/geometry builders before editing. `Terrain.build` accepts negative `hills[].h` and applies them before flatten pads; water `cuts` would flood the workings. The mine depressions therefore use negative hills, with only the administrative strips flattened. Both sampled working floors remain above sea level. There is no unsupported mesa/excavation property.

World structures use map-unit footprints, explicit style/roofStyle and `ornament:false`; `street.human` remains 0.09. Rifthold uses metre-scale structures and selected existing ornament. Automatic facade relief is owned by the parent renderer and is not duplicated here. Camera limits, lazy loading and aerial-only operation are retained.

Validation recorded for this pack: both scene scripts parse; `tools/validate-scene.js` reports zero errors and zero warnings. CPU terrain and merged-mesh generation succeeds with zero skipped structures, finite vertex positions and valid indices. Every scene place matches exactly one research row. No `Atlas.validateScene` function was available at the start of this pass, so the repository validator was used.

Final checks on 2026-09-30:

- `tools/research-audit.mjs throne-of-glass` passes: **45 rows = 33 world + 12 Rifthold**, with 15 supported, 23 partial and 7 interpretive records.
- All **43 original scene-place IDs and anchor coordinates** remain unchanged; Rifthold adds two points. The Erilea-only geography/identity regression passes all 17 checks.
- World: 157 structure entries; Rifthold: 327. A CPU build against the shared renderer produced respectively 109,663 / 318,884 vertices and 56,037 / 160,573 triangles, with zero skipped structures. Counts are a sampled implementation result, not a permanent renderer contract or a frame-rate benchmark.
- Both mine working floors sample above sea level; structure centres are grounded outside intentional water/bridge/deck exceptions. All eight placed garden cypresses render after moving them out of the paving exclusion areas.
- Desktop browser views inspected: continental overview, Endovier, Anielle, Rifthold overview, palace, merchant courts and wharves. Narrow-screen check at **390 × 844** has no horizontal overflow; controls and labels remain usable and the scene reports aerial map mode. Browser runs reported no console errors, exceptions or network failures.
- A final **1440 × 1000** Rifthold overview was rendered and visually inspected after the parent's facade/window/finial scale fixes: aerial mode, no horizontal overflow, and no console errors, exceptions or network failures. Palace massing, courtyard blocks, gardens, perimeter and riverfront remain readable.
- The combined cross-pack regression was blocked during this pass by missing source lists in `the-pariah/ambris` at `keep`, `great-hall` and `chapel`. That pack is outside this assignment; no Ambris scene or source was changed here. This observation is time-specific and does not supersede the parent's final combined run.

## Parent integration needs and limits

- Keep `worldName: Erilea` with continent semantics; manifests/catalog are parent-owned and were not edited here.
- Existing two-scene routing needs no new registration. The two added Rifthold points are ordinary selectable places.
- Keep interpreted place provenance distinct from canon evidence when presenting the ledger. Do not require invented points to have fabricated external citations.
- The source pass found no trustworthy local architecture specification for Rosamel, Suria, Yurpa or Leriba and no authenticated street plan for any town. Allsbrook, Briarcliff and Noll remain particularly limited at building level.
- The parent should recheck renderer-wide facade changes and the final combined mobile/aerial integration. Performance figures depend on the parent's evolving shared renderer; this pack does not claim a production GPU benchmark from CPU mesh validation.
