
01 · Arrival precinct
World Overview
Stonebrook stands at the center of a broken road network. Follow crown roads to Northwatch, sail for Sunpier and Riverwatch, take the lantern carriage to Gravewatch, or cross the ward rift toward the Ashen Seal. The surface is charted; inner chambers remain yours to discover.
Stonebrook, where five roads remember one another

01 · Arrival precinct

02 · Market Square

03 · Beyond the last lamp
Scenes shown are current in-engine development captures.
Seats
6All reachable from StonebrookSurface regions
6Five distinct biomesCharted markers
21Cities, hunts, gates, and docksPublic routes
11Road, boat, carriage, and riftCartographer's Table
Select a marker for route and settlement notes. Drag to pan, use the controls to zoom, and toggle travel lines without revealing guarded interiors.
Drag map · scroll or use controls to zoom
Seats of Power
settlement · mainland
House Rowan's old stone-and-timber capital, where the river road, bank, depot, guilds, farms, and harbor meet.
settlement · desert
A fortified awning city of shaded courts, caravan stores, field ledgers, and desert docks.
settlement · jungle
A raised canopy settlement with a council court, antidote stores, depot tent, docks, and vine-road staging.
settlement · undead
A lantern-lit necropolis settlement whose chapel, shrine bank, depot, and carriage form a defensible holy boundary.
settlement · hell
An obsidian warden fortress with bank portal, depot seal, forge services, and the last safe return rift.
stronghold · hell
A hostile obsidian citadel beyond the Warden line. Its inner encounter remains spoiler guarded.
Regional Field Notes
Starter roads, farms, and forest outskirts.
The public road network around Stonebrook, with retreat routes, starter hunts, services, and early gathering paths.
Sunpier docks, scarab routes, and ruin approaches.
A mid-game archipelago built around public docks, ruin exteriors, nomad services, and heat-scarred creature routes.
River landings, vine roads, and ruin edges.
Dense river-country routes with poison threats, ambush pressure, and guarded ruin approaches for organized parties.
Gravewatch gates, crypt descents, and cursed halls.
A late-midgame ruin chain where surface graveyards lead into crypt routes, chill effects, and necromancer pressure.
Ashen rifts, ember routes, and demon staging.
The high-level ash front: rift travel, ember hazards, demon staging grounds, and heavily spoiler-guarded boss routes.
Living Atlas
Every marker points to a place you can reach in the game. Roads follow safe bends and recovery stops; sea lines begin at staffed docks; guarded routes end before they reveal what waits below. Every major seat keeps a known way back to Stonebrook.
Levels 1-15 · Public Reference
Levels 5-30 · Public Reference
Levels 15-45 · Spoiler Guarded
Levels 25-60 · Spoiler Guarded
Levels 35-75 · Spoiler Guarded
Levels 70-120 · Spoiler Guarded