settlement · mainland
Stonebrook
House Rowan's old stone-and-timber capital, where the river road, bank, depot, guilds, farms, and harbor meet.
- Seat
- King Edric IV
World Overview
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

01 · North Road

02 · Inspected descent

03 · South Road
Continental Survey
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.
Drag map · scroll or use controls to zoom
Anchors on the Road
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.
redoubt · hell
An obsidian warden fortress with bank portal, depot seal, forge services, and the last safe return rift.
Regional Field Notes
Starter roads, farms, and forest outskirts.
The 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 working 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: a defended return court, guarded black-glass crossings, ember hazards, and an Obsidian warning whose road remains uncharted.
Living Atlas
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.