Sunlit Meadows
Green meadows, waystones and old ruins around Bellwether, where every journey starts.
Foes here
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.
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.
Green meadows, waystones and old ruins around Bellwether, where every journey starts.
Foes here
Giant pink mushrooms on violet moss, and Asterfall’s lavender streets beneath its observatory.
Foes here
Terracotta terraces and fire arenas around the inn and forge of Emberveil.
Foes here
Rose walls, koi lakes and blue water around Sunmere, where a flower is not always a flower.
Foes here
Stilt houses, willow tea and lamplit water around Reedwake, with an archive sunk under the lake.
Foes here
Orange woods at an endless sunset, where wandering spirits drift and the Unfinished Tower stands.
Foes here
Snowfields and frozen standing stones, and the den of the White Howl.
Foes here
Dark floating islands past the Long Bridge, on the road to the Winter Gate.
Foes here
Every resident walks their own street, has a story to tell under Chat and often a quest of their own.
Quiet houses around a square, and an inn that has waited seven years for guests. The bell has hung silent since the roads closed.
OrinSouth Bridge keeper
MallowUmbrella seller
PipHost of the Lantern House
GustavPost office manager
KapaStreet sweeperHouses 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.
IoneKeeper of the town records
TarnFen provisioner
NeriFen ferrywoman
LumaMaster Lamplighter
MiriWillow tea brewer
MossRoadside gardenerA 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.
SableThe king’s astronomer
OsierAsterfall’s herbalist
MarcusOwner of the Sand Arena
StepashkaChampion of the Sand ArenaRose walls, blue water and garden ponds that dried up after the roads closed. Sunmere is still known for its equipment makers.
BrassSunmere outfitter
BimOrin’s apprentice
SumiPond poet
TsuruHarpist and Lamplighter
AkaiPaper-boat courier
HanaVisiting her sisterOchre 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.
CinderInnkeeper and smith of Emberveil
MiraStreet musician
TopaBaker
SaffronTraveller, passing through
BanoBanana merchant
RepikVegetable gardenerThey drift through the amber woods instead of keeping a street, and stop to talk when you come near.
Spirit of LeavesWandering spirit
Spirit of DewWandering spirit
Spirit of Quiet WindWandering spiritEach one ends with its own guardian, and each guards something the road needs.
One ivory floor above the clouds. A Keeper guards the South Bridge key here; side rooms hold supplies and secrets.
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.
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.
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.
A silent courtyard, a flooded garden and an empty throne.
Two furnace halls beneath Emberveil. The Kiln Keeper burns the town’s coal here, casting locks for every bridge “until further orders”.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A long curve of ivory arches. Dash through each seal while it glows; a small reward waits beneath the last arch.
Fire-moths circle this clearing in the fen. Follow the five drifting lights in order; patience and a well-timed dash will help.
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.
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.
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 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.
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.
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