The Dark Tower Companion: A Guide to Stephen King’s Epic Fantasy (71 page)

BOOK: The Dark Tower Companion: A Guide to Stephen King’s Epic Fantasy
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Next door to the Gin-Puppy Saloon in Fedic. Roland and Susannah spent the night here before looking for the passage beneath Castle Discordia that took them to the Badlands.

F
EDIC
S
TATION
(6, 7)

The train station in Fedic. When Mia arrived in Fedic, the trains, including Patricia the Mono, still came, though on no fixed schedule. With the arrival of the plague, everyone left Fedic via this station. The last stop for the Spirit of Topeka.

F
EVERAL
H
ALL
(7)

The dormitory directly behind Damli House at Algul Siento. One of the places set on fire as a distraction before the battle begins.

F
IFTH
A
VENUE
(3)

Eddie's name for a major thoroughfare in Lud.

F
OREST O
'B
ARONY
(1, M)

A forest near Gilead. The rather ordinary wood for the gallows at Gallows Hill came from there.

F
OREST
T
REES
(4)

A drinking establishment in Pass o' the River near Hambry that had a female bartender.

G
ALLOWS
H
ILL
(1, M)

Location of Gilead's executions. On the Taunton Road. Cuthbert and Roland watched Hax's hanging here.

G
ARLAN
(1, 2, 3, 4, 4.5, 6, 7, M)

A city or kingdom or Barony far west of Gilead. At times, Roland believes it to be mythical. The Great Featherex and dragons lived there. The people of River Crossing say that some of the people there had brown skin. The civil war that ultimately reached Lud supposedly began there. It's one of the places where John Farson started out as a harrier and a stage-robber. A prostitute at the Travellers' Rest in Hambry considered herself “exiled royalty from distant Garlan.” Eldred Jonas received the whip scars on his back here after being exiled from Gilead. Also the source of the poison on the knife that Gabrielle Deschain was supposed to use to kill her husband. The Covenant Man's silver bowl was a relic of Garlan, where he was known as Walter Hodji. Roland's grandfather Alaric once went there to slay a dragon, but the last one in that part of the world had already been killed by a king, who was later murdered.

G
ILEAD
(L, 1, 3, 4, 4.5, 5, 6, 7, M)

The walled city that is the center of the Affiliation, the Barony seat of New Canaan and Roland's hometown, established long ago by Arthur Eld. By the time Roland forms his last
ka-tet
, Gilead has been dust in the wind for a thousand years. The name was inspired by the Bible reference to the balm of Gilead.

G
IN
-P
UPPY
[P
UPPIE
] S
ALOON
(7)

Saloon next door to the Fedic Hotel. Mia and Susannah sit out front while Mia tells about the deal she struck with Walter. Susannah meets Roland here after he returns from New York.

G
INGERBREAD
H
OUSE
, T
HE
(7)

A place that exists in a fistula outside of time and reality, created by Sheemie Ruiz and Dinky Earnshaw and inspired by
Hansel and Gretel
. Ted Brautigan, Sheemie and Dinky go here to conspire against Algul Siento. Ted needs a place where he doesn't have to keep his guard up against the
can toi
all the time. For a while, it had a second floor, but Sheemie forgot about it so it
disappeared. Ted thinks of it as a balcony on the Tower. When they go there, they are outside of—but still attached to—the Tower. It's real enough to leave candy stains on people's clothes.

G
ITTY'S
S
ALOON
(4.5)

Tree's drinking establishment, which Bern Kells likes to frequent. The Covenant Man's first stop in town.

G
LENCOVE
(4)

A town in Tavares, up the coast from Hambry.

G
LORIA
(5)

A garnet mine one mile from the Cave of Voices north of Calla Bryn Sturgis where Roland claimed he was planning to hide the twins on the day the Wolves came.

G
OODVIEW
(4.5)

Jack Ross's home in Tree Village.

G
OOK
(4.5)

The deserted village where Roland and his
ka-tet
take cover from the starkblast. According to Roland, the word means “a deep well.” After the starkblast, nothing is left standing except the stone meeting hall.

G
RAND
C
RESCENT
(5)

Also known as the Rim and the Arc of the Callas. A borderland region between Mid-World and Thunderclap where roughly seventy towns run in a gentle arc along a six-thousand-mile stretch of the River Whye all the way to the South Seas. See also Callas.

G
RANITE
C
ITY
(3)

Home to North Central Positronics, Ltd. In the Northeast Corridor, according to a tag found on Shardik.

G
REAT
C
ANYON
(4.5)

An enormous chasm, at least a hundred wheels across, next to the North Forest Kinnock Dogan, located in Bend Quadrant in the Endless Forest.

G
REAT
H
ALL OF
G
ILEAD
(1, 3, 4, 7, M)

Also known as the Hall of the Grandfathers or the West'rd Hall. Normally reserved for the upper class and functions of state, it is opened to commoners for Fair-Days Riddling competitions. It still has a few working filament lights in its five chandeliers. The Sowing Night Cotillion (the Commala or the Dance of Easterling) is held there once a year. As a boy, Roland and his friends hid in a balcony and spied on the Cotillion, where he first observed the unusual relationship between Marten and his mother. The courtyard behind the Great Hall (on the eastern side) is the traditional place of proving for gunslingers.

G
REAT
H
OUSE
(L)

The main residence building in Gilead. As boys, Roland and Cuthbert made early-morning begging expeditions to the kitchens there.

G
REAT
R
OAD
(3, 4, 5, M)

The Mid-World equivalent of an interstate highway. One follows the Path of the Beam into Lud. Another runs between Gilead and Mejis.

G
REAT
W
EST
W
OODS
(3)

The ancient forest east of the Western Sea. The Great Old Ones once lived there, as did Shardik, the Guardian of the Portal of the Bear.

G
REAT
W
OODS
(4.5)

The ancient forest north of New Canaan. See also Endless Forest.

G
REEN
H
EART
(4)

Hambry's main park fifty yards up Hill Street from the jail and the Town Gathering Hall. Roland thinks it's the most pleasant place in Hambry. It has quaint paths, umbrella-shaded tables, a grassy dancing pavilion and a menagerie. Midway booths and a pony train are set up there for the Fair-Days. Susan and Roland sometimes left notes for each other behind a stone in the rock wall between the pavilion and the menagerie.

H
ALL OF THE
G
RANDFATHERS

See Great Hall of Gilead.

H
AMBRY
(4, M)

The capital of the Barony of Mejis, over five hundred miles east of Gilead along the Great Road.

H
ANGING
R
OCK
(4, M)

A jutting upthrust of rock that looks like a finger bent at the first knuckle, located two miles south of Eyebolt Canyon. It has a spring at its base, the only one in the Hambry area. It's the only real geographic feature of the flatlands that run six miles beyond the Drop and the Bad Grass. This is supposed to be the rendezvous point for the Big Coffin Hunters and Latigo. Latigo brings the oil tankers here after they're moved from Citgo, which makes them easy targets for Roland, Cuthbert and Alain.

H
ATTIGAN'S
(4)

One of six barrooms in Ritzy.

H
EMPHILL
(4)

A rural village forty wheels west of Gilead. Roland, in his guise as Will Dearborn, says that's where he's from when he's in Mejis.

H
ENDRICKSON
(1, M)

An In-World town. Minions of John Farson killed livestock there.

H
IDE
C
AMP
(7)

The camp where Susannah and Roland tan the hides of the deer they kill in Empathica.

H
IGH
P
URE
(4.5)

The foothills north of Debaria.

H
OOKEY'S
S
TABLES AND
F
ANCY
L
IVERY
(4)

The business in Hambry owned by Brian Hookey. He has a forge behind the hostelry where he makes horseshoes. The fact that the business is in such good repair makes Susan Delgado suspicious of Hookey's allegiances.

I
L
B
OSQUE
(4)

A forest west of Mejis.

I
NDRIE
(4, M)

Capital of the western Barony of Cressia. John Farson burned Indrie to the ground and slaughtered hundreds of its residents, including the governor of Cressia, the mayor of Indrie and the high sheriff, whose heads ended up on the wall guarding the town's entrance.

I
N
-W
ORLD
(1, 3, 4, 4.5, 5, 6, 7, M)

Also known as the Inner Baronies and the Great World. Roland considers New Canaan and Gilead to be the “most inner” of the Inner Baronies.

I
RONWOOD
T
RAIL
(4.5)

A narrow road that extends from Tree Road a short way into the Endless Forest, used by lumbermen who hew the great ironwood trees. Anyone foolish enough to wander off this road into the forest would be quickly lost in a maze of trees or killed by the dangerous creatures that live within.

J
ERICHO
H
ILL
(1, 4.5, 5, 6, 7, M)

The site of the final battle between the survivors of Gilead and the remnants of John Farson's army, blue-faced barbarians led by General Grissom, five hundred miles north of Mejis. At the base of the hill is a sloping field filled with statues of gray-black stone faces. To the east is the great body of water called the Salt, which farther to the south becomes the Clean Sea.

J
IMTOWN
(3)

A city forty wheels from River Crossing.

K
AMBERO
(L)

A western village.

K
ASHMIN
[K
ASHAMIN
] (3, 4)

A Barony known for producing fine Persian-like rugs. There's one on the floor of Gabrielle Deschain's quarters in Gilead.

K
ING'S
T
OWN
(1, M)

A place Roland visited during the early days of his quest for the man in black. He left a girl there. In the Marvel comics it's called Kingstown.

K
UNA
(4.5)

Location of oil fields that Roland knew of from pictures in a book as a boy.

L
AKE
C
AWN
(4.5)

Site of a great battle where Tim Ross received the name Tim Stoutheart.

L
AKE
S
ARONI
(4)

A resort in the northern part of New Canaan with sandy beaches. Roland went there on vacation with his parents when he was very small, during happier times.

L
EXINGWORTH
(L)

A city near Eluria where convicted felons were taken to hang.

L
ITTLE
D
EBARIA
(4.5)

A mining village in the foothills north of Debaria.

L
OW
P
URE
(4.5)

The foothill meadows north of Debaria below the salt houses.

L
UD
(3, 4, 4.5, 5, 6, 7)

A great city located at the edge of the kingdom known as Mid-World on the Send River. Until the
ka-tet
reaches it, Roland believed it was mythic. It dates back to the days of the Great Old Ones, though much of the machinery has failed and no one knows how to operate anything that still works. The green glass from the Wizard's Rainbow was supposed to be located here.

Four or five generations earlier, it was heavily populated and reasonably civilized. The city dwellers were artisans and manufacturers and conducted brisk trade in the region. Bix, the ferry operator at the River Whye, remembers Lud as a marvelous city. Crumbling and growing strange, but still marvelous.

A great civil war that erupted in the west centuries earlier spread into Mid-World. Trade faltered and travel became dangerous, so Lud turned itself into the last fortress-refuge of the latter world. Communications with the city ceased more than a century earlier. A war broke out between harriers—called Grays because they were older—and the people of Lud, who came to be known as Pubes. The residents used the weapons of the Great Old Ones to
keep the harriers at bay, and the best and the brightest and people with usable skills from the region snuck past the outlaws to take up residence in the city. Every large park was turned into a garden to feed the city. A massive army of Grays led by David Quick attacked the city ninety years ago via a pontoon bridge. The descendants of these combatants continue to fight. Blaine the Mono poisons the remnants of both armies before leaving for Topeka. In America, it corresponds geographically to St. Louis but visually to New York City.

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