Original world illustration of Ignareth’s smoking summit above ruined mountain settlements

THE FIELD JOURNAL · ULTIARIS

There is a story
beyond every road.

Beyond the warmth of Asterfall, old kingdoms keep their secrets. Follow the whispers. Carry a light. Come home with a story worth telling.

Begin the journey
IGNARETH · WORLD ILLUSTRATION

01 / ASTERFALL ISLE

The world begins
with a familiar voice.

A fountain. A guild door. Someone who remembers your name when you return.

At first, Asterfall is a place to learn the weight of a weapon and the price of a little oil. Stay longer and the town changes. A neighbour’s worry becomes your first errand. An old marker becomes a question. A path you passed yesterday begins to look like an invitation.

Beyond the walls, reeds conceal raider fires and roots crowd the mouths of caves. The sea holds the remains of a drowned stronghold. Farther along the coast, a smith works alone, and unusual metals give him reason to speak with travellers.

Listen before you leave. The people of Ultiaris remember what you have done, and a completed errand can be the beginning of a much longer story.

Meet the known lands
FOLLOW A RUMOUR

A conversation can open a road.

Speak to townspeople, read the weathered markers, and return to those you have helped. Some stories wait until you are ready to hear them.

LEARN THE COUNTRY

Your map grows with you.

The atlas remembers the ground you discover. A cavern reveals its passages as you walk them. A blank space is a reason to look more closely.

LEAVE ROOM TO RETURN

Knowing when to turn back is a skill.

Swimming, rough ground and a heavy pack can exhaust an adventurer. A short successful journey teaches more than a long one you cannot finish.

THE ROADS BETWEEN THE LEGENDS

Every land has
its own memory.

Open the atlas

Scenes from the game · Follow a land to learn more

02 / IGNARETH

The mountain
has never slept.

The oldest stories disagree about when the fire began. None remembers a time before it.

At the Copper Kettle, a traveller will tell you about a red stain on the clouds beyond the cold lands. Another remembers ropes hanging against black cliffs. Ask what waits above them and the room grows a little quieter.

The journey reaches Ignareth through other lands and a passage beneath the mountain. At its foot, a small refuge offers supplies and the company of someone who has lived too long beside the fire. In his hut, an anvil waits near the stove.

Above the refuge, Emberhollow’s broken houses have new inhabitants. Salamanders move through ruined thresholds. Stone walks with a furnace burning inside it. Ropes lead to higher terraces, and each ascent leaves the ordinary world a little farther below.

Read the chronicle of Ignareth
At the mouth of the mountain View scene
At the mouth of the mountainVharaxis unleashes fire across the crater. Captured in Ultiaris.

ABOVE THE RUINED HOUSES

Some things were
never meant to cool.

The higher slopes belong to heavier creatures and older fires. Among the travellers’ accounts are stories of a great molten figure, and of a dragon whose wings darken the crater’s glow. Even a well-prepared company should leave room in its plans for retreat.

What returns from the mountain may give an old craftsperson something new to wonder about. Keep listening after the journey home.

A road made of ash and stone View scene
A road made of ash and stoneThe mountain’s ledges and inhabitants. Captured in Ultiaris.

One land remembers nothing but fire.
Another remembers the sun.

03 / THE NOCTURNE EXPANSE

A kingdom caught
between heartbeats.

Here, dawn is an old promise.
A lantern is a small act of faith.

Nocturne’s roads were built for living feet. Its chapels held gatherings; its court made plans for tomorrow. Then a king tried to keep what no ruler could own, and an ending became a country.

The darkness is close. Stone emerges beside your flame and vanishes a few steps away. Across black pools, the drowned orrery still holds its broken rings toward an absent sky. The funeral road bends among fallen heralds. Four depths descend from the outer Expanse, through the drowned Sunken Processional and the buried Hollow Crown, to the Palace of the Last Eclipse. The deeper roads are guarded more fiercely.

Keeper Isolde tends what remains of a welcome. Beyond it, the old court’s soldiers still keep their stations. They have had a long time to learn patience.

Read the legend of the stolen dawn
World illustration of a lantern refuge beneath Nocturne’s eclipsed sky

NOCTURNE · WORLD ILLUSTRATION

Before the King of the Last Eclipse View scene
Before the King of the Last EclipseAvaroth beneath the Hollow Crown. Shown with darkness lifted; on your journey, lantern light reaches only a little way.
The edge of the flame View scene
The edge of the flameA traveller’s view by lantern light. The darkness beyond the flame is part of the journey.
See how far Lanternwake reaches
A brighter moment in the dark View scene
A brighter moment in the darkThe same place under Lanternwake’s light: three squares of reach for one minute.

A COUNTRY MEASURED IN LANTERN LIGHT

Stay close enough
to hear each other.

Without light, only the ground beneath your feet is visible. A lantern reveals two squares around you. Lanternwake can push that boundary to three for a brief, brilliant minute.

Carry spare oil, refill your lamp by hand, and make each advance deliberately. The finest view in Nocturne may be a companion’s light returning along the road.

THE DROWNED ORRERY

The stars kept
their silence.

The old astronomers raised their instruments above black pools, searching for the sky their king had taken from them. Their broken rings remain beside the funeral road, pointing toward a night that will not end.

Beyond the ruined galleries, Avaroth still holds court. There are answers in his palace. Reaching them should be your story.

The drowned orrery View scene
The drowned orreryBroken instruments beneath a silent sky. A landscape view with darkness lifted to reveal the setting.

04 / BEFORE THE GATES CLOSE BEHIND YOU

Pack for the story
you hope to bring home.

You do not need every answer before leaving town. A few good habits will carry you farther than a perfect map.

01

A light you have tended

Take a lantern and oil. New lamps begin full; used lamps keep their remaining fuel. Refilling is manual, so check your supplies before descending.

02

A way back

Bind a recall ring somewhere you mean to return. Calling on it brings you home at once and consumes the ring. Know its destination before you need it.

03

Strength for the return

Recovery supplies, suitable protection and room in your pack matter. Rest between dangerous encounters. The journey back is part of the expedition.

04

Someone to share the road

A fellowship can hold up to four adventurers. Different callings bring different strengths, and a trusted companion can turn a dangerous discovery into a tale told safely at the inn.

YOUR FIRST CHAPTER IS WAITING

Begin in Asterfall.
See how far the story goes.

Enter Ultiaris

The histories beneath Asterfall

Discover why winter lingers beneath the roots, and how the Drowned Halls, Iron Warrens and Cinderheart belong to one descent.

Read the Drowned Depths →