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ULNA

World Overview

Atlas of the Fractured Realm

Ulna curves around a western river bowl: the Rainwall catches cold above Northwatch, the Glasswash dries toward Sunpier, the Greenwater feeds Riverwatch, and the Mourning Run bends every road to Gravewatch. Solid routes are playable now. Faint routes show surveyed mainland ground without pretending those roads are open.

Stonebrook, where five roads remember one another

A town is the promises it keeps.

Saving the realm begins with ordinary things: a ferry rope, a relief crate, a shield repaired before sundown, and the name of whoever did not come home.
An Ironbound returning to Northwatch's open wagon turning yard

01 · North Road

Northwatch

The long freight road ends in a compact recovery loop: ledger, depot, quartermaster, ranger board, and a signed stable route home.Read the field guide
Torchlight in the Ashen Seal Near Rift

02 · Inspected descent

The Near Rift

A shallow wound beneath ordinary mainland stone teaches separated pulls, survey evidence, and the discipline of keeping the return stair in sight.Read the field guide
The South Road Mourning Post

03 · South Road

The Mourning Verge

Orchard ground yields by degrees to old walls, hooded warnings, and the first cemetery omens. The blue post still points back toward Stonebrook.Read the field guide

Continental Survey

The Western Continent

Solid lines are journeys you can make. Faint dashed lines are surveyed ground, not playable roads. Select a marker for field notes; the chart still stops at the Ashen Seal, and the distant southeast remains unnamed.

  • Open now
  • Surveyed · not open
Open print map
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Interactive map of UlnaOpen mainland, desert, jungle, undead, and Ashen Seal journeys, plus surveyed mainland roads that are not open to players. The distant southeast and roads beyond the Seal are intentionally uncharted.Stonebrook ValeThe CrownlandsGlasswash IslesGreenwater WildsMourning MarchesThe Ash FrontBlackroot CoppiceRainwall ShelfMourning MarshSouthern CoastRowan HedgemarchRainwall High CorriesGlasswash Outer ShelfGreenwater Upper BasinMourning Reed DeltaStonebrookNorthwatchSunpierRuin DockJungle River LandingRiverwatchGravewatchAshen SealAldermeetRookscarReedbankWhitebar

Drag map · scroll or use controls to zoom

Browse places on the chart

Anchors on the Road

Five charted refuges. Five ways to endure.

Four settlements and one Warden redoubt hold the known return lines. Each offers its own services, authority, visual language, and route into danger. The hostile road beyond the Ashen Seal remains off the map.

settlement · mainland

Stonebrook

1-15

House Rowan's old stone-and-timber capital, where the river road, bank, depot, guilds, farms, and harbor meet.

Seat
King Edric IV
Find on map

settlement · desert

Sunpier

15-45

A fortified awning city of shaded courts, caravan stores, field ledgers, and desert docks.

Seat
Elder Nadia
Find on map

settlement · jungle

Riverwatch

25-60

A raised canopy settlement with a council court, antidote stores, depot tent, docks, and vine-road staging.

Seat
Shaman Kaya
Find on map

settlement · undead

Gravewatch

35-75

A lantern-lit necropolis settlement whose chapel, shrine bank, depot, and carriage form a defensible holy boundary.

Seat
Priest Maris and the Lantern Synod
Find on map

redoubt · hell

Ashen Seal

70-120

An obsidian warden fortress with bank portal, depot seal, forge services, and the last safe return rift.

Command
Ashwarden Kael
Find on map

Regional Field Notes

Prepare for the road ahead.

Read the danger before you leave: each road names its level band, way in, landmarks, and the kind of retreat it demands.

Starter roads, farms, and forest outskirts.

Mainland and Stonebrook

1-30

The road network around Stonebrook, with retreat routes, starter hunts, services, and early gathering paths.

Travel
Walk from Stonebrook gates and follow surface road markers; no paid or hidden unlock is required.
Risk
Low to moderate. Good for first characters, recovery routes, and learning creature pressure.
Landmarks
Stonebrook refuge · Mainland outskirts · East road and farm retreats

Sunpier docks, scarab routes, and ruin approaches.

Desert Islands

15-45

A mid-game archipelago built around working docks, ruin exteriors, nomad services, and heat-scarred creature routes.

Travel
Take the Stonebrook harbor boat to Sunpier, then local service boats toward ruin docks.
Risk
Moderate to high. Venom, scarabs, scorpions, and spoiler-guarded interior paths begin here.
Landmarks
Sunpier dock · Southern ruin dock · Nomad camp

River landings, vine roads, and ruin edges.

Jungle Wilds

25-60

Dense river-country routes with poison threats, ambush pressure, and guarded ruin approaches for organized parties.

Travel
Use the Riverwatch boat from Stonebrook to reach the jungle river landing and return boat.
Risk
High. Poison, ambushers, and longer retreat paths punish underprepared travel.
Landmarks
River landing · Ruin exterior · Guardian approach

Gravewatch gates, crypt descents, and cursed halls.

Undead Ruins

35-75

A late-midgame ruin chain where surface graveyards lead into crypt routes, chill effects, and necromancer pressure.

Travel
Use the Gravewatch carriage route from Stonebrook and keep the return carriage marked.
Risk
High. Chill, attrition, and underground route branches make retreat planning mandatory.
Landmarks
Gravewatch gate · Crypt descent · Cursed altar

Ashen rifts, ember routes, and demon staging.

Hell Gate

70-120

The high-level ash front: a defended return court, guarded black-glass crossings, ember hazards, and an Obsidian warning whose road remains uncharted.

Travel
Use the Stonebrook ash rift once the route is available, then mark the return rift at the seal.
Risk
Extreme. High-level demons, fire pressure, and sealed boss paths are not starter content.
Landmarks
Ashen Seal · Guarded black-glass thresholds · Return rift

Living Atlas

The chart changes with the realm.

Solid markers point to places you can reach in the game. Open roads follow firm ground and recovery stops; sea lines begin at staffed docks; guarded routes end at their threshold. Faint markers preserve the shape of surveyed forests, mountain shelves, marsh, and coast, but every one says plainly that it is not open. Every open seat keeps a known way back to Stonebrook.

Read location notesCheck realm status