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The Roads Beyond the Lamps

Ten field guides lead from Stonebrook’s first roads to Sunpier’s red shade, Ruin Dock’s return skiff, the last turning water, and Riverwatch’s high-root camp.

Painterly rain streaks falling over Stonebrook Market

Stonebrook

Levels 1–15
Town at the Five RoadsStonebrook is a rain-dark river town held together by roads, ledgers, lamps, and an old promise to shelter travelers who cannot repay the kindness. It is the first place a new adventurer learns that survival is shared work.
An Ironbound returning to Northwatch's open wagon turning yard

North Road and Northwatch

Levels 12–25
The Long Ordinary PromiseThe North Road was built for weight, weather, and return journeys. Grain and lamp oil travel outward; ore, ranger reports, and tired patrols come home. At the far end, Northwatch turns that promise into a compact working outpost.
The East Road orc approach and broad stolen-freight track

East Road Depths

Levels 5–20
Beyond the Forest ForkBeyond the last farm boundary, the East Road becomes Stonebrook’s first complete lesson in reading danger. One branch narrows toward a defended wolf lair; the wider cart track shows that someone has been studying the town’s freight.
Torchlight and survey evidence in the Ashen Seal Near Rift

Ashen Seal Near Rift

Starter dungeon
A Shallow WoundThe Near Rift began as an abandoned survey cut. After gray heat and pale ash appeared behind its lowest wall, Stonebrook reopened only one inspected descent. It is a lesson in evidence and judgment, not a shortcut into the deep fracture.
The South Road Mourning Post and cemetery approach

South Road and Mourning Verge

Levels 15–22
The Road of MournersStonebrook’s south road keeps burial a civic duty even when the dead no longer rest easily. The route changes by degrees—from orchard grass and white path stones to hooded warnings, old family walls, and the first cemetery omen.
The bounded Gravewatch ritual-edge court with Banshee pressure and open retreat space

Gravewatch

Levels 35–75
Where the Bells Turn ColdGravewatch begins with a return carriage and a road that still remembers mourners. Farther in, cold stone, broken graves, and curse light narrow the choices until the surface hunt reaches a deliberately bounded warning court.

Sunpier

Levels 15–45
Red Shade above the GlasswashSunpier stands where sealed stone keeps water beneath the Glasswash after the flood has gone. A red awning shelters its council, deep cisterns keep the camp alive, and two marked boats hold the road back to Stonebrook or onward to Ruin Dock.

Ruin Dock

Levels 18–45
The Plumb Line under the Drowned StairRuin Dock is a narrow shelf of stone, rope, and stubborn return. A fallen stair gives the only lasting footing in the drowned channels, while a marked climb leads from Plumb Court toward scorpion ground and the Sunken Ruin.

Jungle River Landing

Levels 25–40
The Last Turning WaterBroad hulls stop where the Greenwater still allows one complete turn. The landing keeps a dry refuge, a dependable boat back to Stonebrook, and the last preparation counter before the free levee path bends inland toward Riverwatch.

Riverwatch

Levels 25–60
The High Root That RemembersRiverwatch is a daylight camp raised on the first root-island that endured the Greenwater’s floods. White cords protect living paths, communal stores keep expeditions supplied, and every hunt begins with bright poison evidence and a marked way back to the landing.
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