
Royal lands and vertical landmarks
The world gives you a horizon.
Towers, cities and mountain silhouettes help the player read where the road may lead next.

The map is where story, progression and discovery meet. Every road should make the world feel larger without making it feel random.
Select the numbered locations to see how the final realm fits across the real terrain blueprint. The geography is canon; the settlements are the vision now being built into it.

Players emerge from the northwestern cave into a small vendor camp before the first road opens toward Elyria.

Towers, cities and mountain silhouettes help the player read where the road may lead next.

Villages, harbours and ordinary people give the larger conflict something worth protecting.

The world opens through routes and landmarks instead of feeling like disconnected game modes.