The map is a thing you own, not a thing you have. It is charted in pieces: 30 regions across three maps, each a chart that is bought, found, taken or given, and the map shows the country you hold and fog everywhere else. Every five charts widen what you can scan by a cell.
The surface
- the Northern Reach: Caer Vaneth, Highreach, and the passes above them.
- the Eastern Shore: Eastwatch Quay and the water it looks out on.
- the Sundering Wall: The range that cuts Auldmere in two, and the three ways under it.
- the Southern Marches: Aldenmoor, Westmarch, Greyhythe and the country they farm.
- the Karan Strait: Karan Wharf and the busiest water in the world.
- the Karan Heartland: Thornhold and the roads its law reaches down.
- the Northern Karan Coast: Karan Reach, the chandlers, and the ice run's berth.
- the Sereth Isles: Sereth Landing, Sunhaven, and the inner water.
- the Ash Interior: Ashfall, the ruins around it, and the stair going down.
- the Burnt Coast: Cinderwatch, under quarantine, and the shore either side of it.
- the Scoured Country: Where the dragonkin started. Very little is written on this one.
- the Ice Landing: Hafgrim, the shelf, and the only dock on the ice.
- the Crack: Kelda on its floats, and the meltwater channel it rides.
- the White Interior: Past the Crack. Charted by three expeditions, two of which came back.
- the Inner Sea: Open water between four continents, and everything under it.
- the North Water: The cold run up to the ice, and the wrecks along it.
- the Southern Ocean: Below Sereth and Vashen. Deep, and poorly known.
- the Eastern Ocean: Past Karan. Nobody has a reason to be out here.
- the Western Ocean: Off Auldmere's shoulder, and the shipping avoids it.
- the Far South: Below the Sereth isles. Charted mostly by guesswork.
The deep
- the First Descent: Where the stairs come down, and the first galleries men re-broke.
- the Forge Deep: Deepfall, its fire, and the workings it claims. Sold at Deepfall, by Deepfall.
- the Fungal Reaches: The pale woods that grow without a sun.
- the Sunless Waters: The underlakes and the rivers that feed them.
- the Ember Roads: Magma, vents, and the ways that skirt them.
- the Far Hollows: Everything past the named ways. Charted by the few who came back up.
The ice
- the Outer Shelf: The broken shelf and the landing's approach.
- the Meltwater Crack: The channel a canoe can work, and its banks.
- the White Heights: The peaks past the shelf. The wind owns them.
- the Heart of Hrimheim: The far interior, where the arcane runs strongest and the white stone stands.
Generated from the game, 17 August 2026.

