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World atlas

Seven years ago the Long Winter closed the roads, and the bridges sank into the clouds. The islands sit in two rings: the first around Bellwether, closed by the South Bridge, and a wide second ring beyond it. Past them all, the Long Bridge leads to the Winter Gate.

Lands

The world is seeded and streamed: rivers, roads and bridges carry across every border, and a world code lets a friend walk the same landscape.

Sunlit Meadows

Sunlit Meadows

Green meadows, waystones and old ruins around Bellwether, where every journey starts.

Foes here

Cinder Canyon

Cinder Canyon

Terracotta terraces and fire arenas around the inn and forge of Emberveil.

Foes here

The Rose Shore

The Rose Shore

Rose walls, koi lakes and blue water around Sunmere, where a flower is not always a flower.

Foes here

The Lantern Fen

The Lantern Fen

Stilt houses, willow tea and lamplit water around Reedwake, with an archive sunk under the lake.

Foes here

Amber Afterlight

Amber Afterlight

Orange woods at an endless sunset, where wandering spirits drift and the Unfinished Tower stands.

Foes here

The Pale North

The Pale North

Snowfields and frozen standing stones, and the den of the White Howl.

Foes here

The Last Crossing

Dark floating islands past the Long Bridge, on the road to the Winter Gate.

Foes here

Rookshade Hollow

Rookshade Hollow

A shuttered mansion that glows in the dark above Reedwake.

Foes here

Ashglass Caldera

Ashglass Caldera

Rails and furnaces of the Ashglass Mine above Asterfall, whose smoke hides the town’s sky.

Foes here

Villages and residents

Every resident walks their own street, has a story to tell under Chat and often a quest of their own.

Bellwether

Quiet houses around a square, and an inn that has waited seven years for guests. The bell has hung silent since the roads closed.

  • Orin, South Bridge keeperOrinSouth Bridge keeper
  • Mallow, Umbrella sellerMallowUmbrella seller
  • Pip, Host of the Lantern HousePipHost of the Lantern House
  • Gustav, Post office managerGustavPost office manager
  • Kapa, Street sweeperKapaStreet sweeper

Reedwake

Houses on stilts above a dark lake, with the Drowned Archive at the bottom. The road lamps were extinguished by royal order seven years ago. Tarn still fishes from his dock.

  • Ione, Keeper of the town recordsIoneKeeper of the town records
  • Tarn, Fen provisionerTarnFen provisioner
  • Neri, Fen ferrywomanNeriFen ferrywoman
  • Luma, Master LamplighterLumaMaster Lamplighter
  • Miri, Willow tea brewerMiriWillow tea brewer
  • Moss, Roadside gardenerMossRoadside gardener

Asterfall

A lavender town under an observatory, its sky hidden by smoke from the Ashglass Mine. Sable, the royal astronomer, watches two lights over the Empty Castle.

  • Sable, The king’s astronomerSableThe king’s astronomer
  • Osier, Asterfall’s herbalistOsierAsterfall’s herbalist
  • Marcus, Owner of the Sand ArenaMarcusOwner of the Sand Arena
  • Stepashka, Champion of the Sand ArenaStepashkaChampion of the Sand Arena

Sunmere

Rose walls, blue water and garden ponds that dried up after the roads closed. Sunmere is still known for its equipment makers.

  • Brass, Sunmere outfitterBrassSunmere outfitter
  • Bim, Orin’s apprenticeBimOrin’s apprentice
  • Sumi, Pond poetSumiPond poet
  • Tsuru, Harpist and LamplighterTsuruHarpist and Lamplighter
  • Akai, Paper-boat courierAkaiPaper-boat courier
  • Hana, Visiting her sisterHanaVisiting her sister

Emberveil

Ochre terraces surround an inn and forge. Seven years ago the Kiln Keeper took the town’s coal to the foundry, leaving Cinder without fuel for her work.

  • Cinder, Innkeeper and smith of EmberveilCinderInnkeeper and smith of Emberveil
  • Mira, Street musicianMiraStreet musician
  • Topa, BakerTopaBaker
  • Saffron, Traveller, passing throughSaffronTraveller, passing through
  • Bano, Banana merchantBanoBanana merchant
  • Repik, Vegetable gardenerRepikVegetable gardener

Wandering spirits of Amber Afterlight

They drift through the amber woods instead of keeping a street, and stop to talk when you come near.

  • Spirit of Leaves, Wandering spiritSpirit of LeavesWandering spirit
  • Spirit of Dew, Wandering spiritSpirit of DewWandering spirit
  • Spirit of Quiet Wind, Wandering spiritSpirit of Quiet WindWandering spirit

Dungeons and caves

Each one ends with its own guardian, and each guards something the road needs.

Dungeon · First ring

The White Stair

One ivory floor above the clouds. A Keeper guards the South Bridge key here; side rooms hold supplies and secrets.

Cave · First ring

Echo Cave

A branching limestone cave where the Keepers dropped the South Bridge’s chain. Sound the three numbered chimes in order, then follow the light out; side chambers hide supplies.

Dungeon · Second ring

The Drowned Archive

Reedwake’s old Archive, now at the bottom of the lake. Two flooded floors lead down to the Archive Keeper, who guards the Road Book and half of the Long Bridge key.

Dungeon · Second ring

The Unfinished Tower

Two floors of bare scaffolding, with a pair of daggers at the top. The Keeper of the Twin Winds guards them and blows a gale down the south road “until further orders”; his crossing cuts leave little room to stand still.

Dungeon · Second ring

The Empty Castle

A silent courtyard, a flooded garden and an empty throne.

Dungeon · Second ring

Emberwell Foundry

Two furnace halls beneath Emberveil. The Kiln Keeper burns the town’s coal here, casting locks for every bridge “until further orders”.

Dungeon · Second ring

The White Howl’s Den

A snowfield beneath frozen standing stones. The White Howl dragged the northern mailbags here; frost hares and rime rams guard the way to his den. In battle, the beast fights through three phases.

Cave · Second ring

Prism Hollow

A long amethyst cavern with five answering chimes. Past the last chamber, the Geode Warden, who covered every signal mirror “until further orders”, guards a returning crystal disc.

Cave · Second ring

Mushroom Chapel

Deep mushroom halls. Five lanterns mark the way to the Mushroom Queen. Spores from these halls have reached Emberveil’s square at dusk and cut Mira’s songs short.

Cave · Second ring

The Glowroot Grotto

A long underground watercourse near Sunmere. Its dam controls the stream that feeds the small ponds. Five lanterns mark a route through flooded chambers and root tunnels to the Rootkeeper and his bow.

Dungeon · Second ring

Rookshade House

The Count’s shuttered house above Reedwake. For seven years, bills bearing the king’s name went out from here. Three floors lead to the Count’s chamber.

Dungeon · Second ring

Ashglass Mine

The mine above Asterfall. Under the old order, its furnaces burned for seven years, hiding the sky in smoke. Cooling pipes lead through two levels to the Ashglass Stoker’s chamber.

Dungeon · Beyond the Long Bridge

The Winter Gate

A narrow road crosses dark floating islands beyond the Long Bridge. At the Winter Gate, a guard holds the chains that can lower both bridges again. He still follows the old order to close the roads.

Trials and landmarks

Trial · First ring

The Bell Run

An old trail near Bellwether that nobody has run in seven years. Touch five golden echoes in order before the last note fades; no entry fee, retry freely.

Landmark · First ring

The Open Stair

A shallow grassy bowl where the guards still drill “until further orders”. Walk down the gentle slope, step into the blue ring and defeat both waves.

Landmark · First ring

The Listening Arcade

A long curve of ivory arches. Dash through each seal while it glows; a small reward waits beneath the last arch.

Trial · Second ring

Mothlight Circuit

Fire-moths circle this clearing in the fen. Follow the five drifting lights in order; patience and a well-timed dash will help.

Landmark · Second ring

The Blue Circle

A ring of blue pillars high above the smoke. Light its signs by dashing through each as it glows. Its beam points towards the castle.

Landmark · Second ring

The Amber Causeway

Oversize steps and doors built for giants, in the amber woods where travellers caught on the roads that winter still wander. Dash through each seal while it glows.

Landmark · Second ring

The Patient Orchard

The Lamplighters hung the road lanterns in these trees for the winter and never took them down. Catch five lights before they fade; each one gives back time and breath.

The bridges

First ring

The South Bridge

The ivory bridge on the southern road, down in the clouds for seven years. Take its key and chain to the bridgehead to raise it and cross into the south of the outer ring.

Second ring

The Long Bridge

A violet span pulled down into the cloud sea, on the road to the far north. Its key is in two halves, in the Drowned Archive and the Empty Castle; bring both back and the bridge will rise.

Your lantern is lit

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