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.

THE FIELD JOURNAL · ULTIARIS
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 journey01 / ASTERFALL ISLE
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 landsSpeak to townspeople, read the weathered markers, and return to those you have helped. Some stories wait until you are ready to hear them.
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.
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

Rain-washed highlands lead to Thornwatch’s gates. Find shelter and advanced teaching, then follow the frontier beyond its walls.

A fallen kingdom survives in crystal ruins and frozen passes. The paths grow longer; the next shelter becomes something to remember.

Roots cross the stones of a drowned past. Lantern paths thread luminous marshland, where beauty and danger share the same water.
Scenes from the game · Follow a land to learn more
02 / IGNARETH
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
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ABOVE THE RUINED HOUSES
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.
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One land remembers nothing but fire.
Another remembers the sun.
03 / THE NOCTURNE EXPANSE
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
NOCTURNE · WORLD ILLUSTRATION
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A COUNTRY MEASURED IN LANTERN LIGHT
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 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.
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04 / BEFORE THE GATES CLOSE BEHIND YOU
You do not need every answer before leaving town. A few good habits will carry you farther than a perfect map.
Take a lantern and oil. New lamps begin full; used lamps keep their remaining fuel. Refilling is manual, so check your supplies before descending.
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.
Recovery supplies, suitable protection and room in your pack matter. Rest between dangerous encounters. The journey back is part of the expedition.
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
Discover why winter lingers beneath the roots, and how the Drowned Halls, Iron Warrens and Cinderheart belong to one descent.
Read the Drowned Depths →