Fallen Lands

The Descent

One portal. One shared grave.

Slay a monster and it tears open a portal — a doorway into a dungeon that did not exist a breath ago. Everyone who steps through the same portal fights it together, one shared instance, strangers against the same storm. Break the boss and it coughs up the portal to somewhere deeper. And if you fall down here, you fall for good: every death is final.

A hellscape boss arena deep in the Fallen Lands
Deep on the road — the storm at full volume

How The Road Works

The road only goes down.

The road only ever goes one way — down. Each boss you break spits out the portal to a deeper, meaner dungeon, and the loot gets richer the further you dare. Bosses scale up with a full party and pay out more for it, but every one of them can be felled alone.

31
Dungeons on the road
1–8
Danger rating
1
Portal, one shared shard
∞
Deaths are permanent
A row of the bosses that ward the Fallen Lands
The wardens of the road — one waits at the end of each dungeon

Four ways a throne is sealed

Most dungeons hide their boss behind a ritual. Learn the four locks and you always know what the dungeon is asking of you.

Open throne

Some throne-rooms stand wide open. Cut through the mob and the warden is yours — if you can reach the far end alive.

Kill them all

The boss is sealed until every servant in the dungeon is dead. Leave one breathing and the door stays shut.

Break the pillars

Anchor-pillars hold the seal in place. Shatter each one and the warden drops into reach.

Pull the lever

A single gate-lever is hidden somewhere in the dark. Find it, destroy it, and the throne unlocks.

Danger 1 / 10

The Proving

Where every oath is tested. The bullets are slow, the throne is close, and the road forgives a first mistake — the only tier that ever will.

Proving Halls

Danger 1/10

The warden

Snake Queen

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Set gear only — no signature exotic.

The road

From the Realm (a god-drop portal) or the Nexus → the end of its road.

Danger 2 / 10

The Shallow Dark

The dark stops being scenery. Wardens start sealing themselves away, and the first true chase drops surface in the loot.

Wreckers' Hollow

Danger 2/10

The tide pulls out, and the cave breathes rum and rot. Bargrave swore the same oath you did - then learned that a lamp lit wrong pays better than one lit right. The road's first toll is his.

The warden

Bargrave, the Wreck-Reeve

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Beholder Eye

The road

From the Realm (a god-drop portal) or the Nexus → on to The Souring Drains.

The Starless Bower

Danger 2/10

Colour without warmth. Lumene dances where the stars should be - the first light that fell the night the kingdom died, its warning thirty years undelivered. The bower is beautiful. The bower is a crash site.

The warden

Lumene, the Cold-Light Herald

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Void Prism

The road

From The Sourvine Cellar → on to The Sundered Rift.

The Souring Drains

Danger 2/10

The water moves against the current. Before the Hordes, before the burning crowns, the wells of the Marches turned - and it started here, in the dark under the market square. Down here, everything is digesting.

The warden

Gullmaw, the Sour Glut

To unseal the throne

Hunt down and destroy the gate-lever.

Chase drops

Set gear only — no signature exotic.

The road

From Wreckers' Hollow → on to The Resonant Geode.

The Tally-Crypt

Danger 2/10

The lamps gutter. The dead here still keep their master's ledger - the Sunken Muster-roll, every Fordsworn who 'never came home' from the Ford, carried out of the drowning city by one faithful, terrified clerk. He has kept them filed for thirty years. Reading them means taking them from him.

The warden

Ossuarch, the Filed-Away

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Doom Bow

The road

From The Wyrmcrystal Vault → on to The Revelwrack Shore.

The crypt interior, lit by guttering lamps
The Tally-Crypt keeps its ledger of the drowned

Danger 3 / 10

Into Deeper Water

The tide, the song, and the rot all deepen. Bosses now hide behind servants and shattered pillars — you fight for the fight.

The Revelwrack Shore

Danger 3/10

The heart of the shore beats in 3/4 time. When Vael Anore went under, the survivors lit bonfires on the sand - a wake that curdled into a festival that has not stopped in thirty years, because the first dancer to stand still hears Ysmr's bell.

The warden

The Revelmask Idol

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Swiftwind

The road

From The Tally-Crypt → on to The Drowned Chorus Trench.

The Resonant Geode

Danger 3/10

Light grows here like moss. Every waystar beacon from the Ford to the sea was cut from this one singing geode - and when the Vaultstar dimmed, the Heart kept singing to a note that no longer exists.

The warden

The Resonant Heart

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Chrono Blade

The road

From The Souring Drains → on to The Gilded Reliquary.

The Unmarked Boneyard

Danger 3/10

The graves here are not unmarked because no one cared. They are unmarked because something came through and gently, kindly, took the names away. The keeper is still here. He would very much like to know who he is.

The warden

Gravenwraith, the Unmourned

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Shadow Shroud

The road

From The Unfallen Bastion → on to The Marionette Court.

Corvane's Alembic

Danger 3/10

The whiteboard is covered in your measurements. He has been expecting you. Harrowgate's chief surgeon deserted the walls not out of cowardice but curiosity - the rot heals what it replaces, and Corvane means to bottle that.

The warden

Maester Corvane, the Rot-Chirurgeon

To unseal the throne

Hunt down and destroy the gate-lever.

Chase drops

Chrono BladeStorm Ring

The road

From The Crownless Garden → on to The Emberpit Abyss.

The Drowned Chorus Trench

Danger 3/10

The coral hums Thessal's old hymns with a new mouth. Below the tide-choked cathedral the choir still stands in rows - half-drowned, half-alive, kept breathing by the Tidewarden and kept dreaming by his chorister. The Muster-roll says some of them are yours.

The warden

Thessyra, the Deep-Chorister

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Storm StaffStorm Rod

The road

From The Revelwrack Shore → on to The Salt-Drowned Locker.

Danger 4 / 10

The Long Descent

Fire, coral, and clockwork. The storm of bullets thickens; a full screen of them is now the baseline, not the crescendo.

The Emberpit Abyss

Danger 4/10

Lava breathes like a lung. Kaurax rules the fire he cannot feel - Kudrek's siege-master, sent under the walls with a thousand sappers, still swearing the breach is nearly ready.

The warden

Kaurax, the Ash-Archon

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Phoenix QuillMeteor Tome

The road

From Corvane's Alembic → on to The Grinding Engine.

The Gilded Reliquary

Danger 4/10

The heart of the Reliquary is a lie with a crown on it. When the crowns burned, the relief-gold for three provinces was carted here 'for safekeeping' - and the keepers, unpaid and unrelieved, made themselves a king who would never dismiss them.

The warden

The Gilded Effigy-King

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Titan Band

The road

From The Resonant Geode → on to The Wyrmcrystal Vault.

The Salt-Drowned Locker

Danger 4/10

The heart of the Locker is a manifest that never closes. Ludd Grimtide was harbormaster of Vael Anore; when the city sank he kept working, and Ysmr - delighted - made the arrangement permanent. Every wreck since the Fall is stowed below, crews included.

The warden

Ludd Grimtide, the Locker-Lord

To unseal the throne

Hunt down and destroy the gate-lever.

Chase drops

Storm Rod

The road

From The Drowned Chorus Trench → on to The Stinging Reef.

The Sporelit Deep

Danger 4/10

Light grows here like moss. The whole cavern is one sleeping thing - a root-web fed on thirty years of mourning, blooming softly over the graves of the war. It will offer you rest. It means it. That is the horror.

The warden

Mycelia, the Grief-Bloom

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

EarthsplitterMoonbladeStorm Rod

The road

From The Stinging Reef → on to The Coilrot Warrens.

The Marionette Court

Danger 4/10

The heart of the Court is a show that never opened. When Ninelle empties a village of its grief, the leavings drift here - and the Stringwright, ever the professional, gives every stolen memory a role, a costume, and strings.

The warden

The Stringwright

To unseal the throne

Hunt down and destroy the gate-lever.

Chase drops

Chain Tome

The road

From The Unmarked Boneyard → on to The Weeping Rime.

The Grinding Engine

Danger 4/10

The heart of the Engine has beaten since before the war - the vault-forges' first-born, built to arm six crowns. Four of those crowns are ash. The orders never came to stop, so the grinding goes on, and on, and the parts pile where the soldiers used to collect them.

The warden

The Wakeless Engine

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Chrono BladeBulwark Plate

The road

From The Emberpit Abyss → on to The Emberforge Hollow.

A screen saturated with enemy projectiles
Danger four and down: a full screen of bullets is the baseline

Danger 5 / 10

The Forge-Deep

The vault-forges and the bloodfen. Half the wardens here were once your own — Fordsworn who chose a worse ending than yours.

The Cogwraith Foundry

Danger 5/10

The vault-forges never learned the war was lost. Coglings sweep, piston knights hold their oath, furnace stokers feed the fires with anything that burns. The Foreman welded his soul to the line the day the last order came in - and no order ever came to stop.

The warden

The Foreman Undying

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Stormweave

The road

From The Emberforge Hollow → on to The Unfallen Bastion.

The Weeping Rime

Danger 5/10

The cold reads your bones. Esbren weeps frost and swings anyway - a Fordsworn like you, who chose the one prison Ninelle cannot open: ice remembers everything it kills.

The warden

Esbren, the Rime-Bound Warden

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Frost Bow

The road

From The Marionette Court → on to The Hollowing Cells.

The Wyrmcrystal Vault

Danger 5/10

The heart of the trade-road beats under a dragon. Caldreth held the tollgate for the six crowns, and when the crowns stopped sending relief she simply... kept collecting. The beacon you lit told her you were coming.

The warden

Caldreth, the Ivory Wyrm

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Phoenix QuillDragonhide

The road

From The Gilded Reliquary → on to The Tally-Crypt.

The Emberforge Hollow

Danger 5/10

The forge roars. Vashaan smiles the way advisors do - he sold Harrowgate's weaknesses to the Sworn and the Sworn's weaknesses to Harrowgate, and retired down here to the only employer that never asks questions: the fire.

The warden

Vashaan, the Smiling Counsel

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Comet WandPhoenix Quill

The road

From The Grinding Engine → on to The Cogwraith Foundry.

The Hollowing Cells

Danger 5/10

The battlefield runoff pooled here, and learned to be hungry. The cells hollow what falls in - and at the warren's heart the Matron keeps the fen fed, patient as any mother, on everything the Pale Reach forgets to bury.

The warden

The Exsanguine Matron

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Set gear only — no signature exotic.

The road

From The Weeping Rime → on to The Sourvine Cellar.

The Coilrot Warrens

Danger 5/10

The pit you burned grew back greener. Vessarith was hatched in the Coilrot and grafted by Malgareth's blessing: her gaze roots what it touches, and the warren's walls are dense with the mossy statues of everyone sent here before you.

The warden

Vessarith, the Stone-Gaze Sworn

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Twin Fangs

The road

From The Sporelit Deep → on to The Sugared Lie.

The Foreman Undying of the Cogwraith Foundry
The Foreman Undying — welded to a line no order ever stopped
The Exsanguine Matron of the Hollowing Cells
The Exsanguine Matron — feeding the fen, patient as any mother

Danger 6 / 10

The Sugared Rot

A god of harvest with poison for roots. One dungeon deep, and everything in it is delicious, and nothing in it is food.

The Sugared Lie

Danger 6/10

Colour without hunger's end. When the granaries burned, the Marches prayed for sweetness, and something in the Cinderwood answered - a god of harvest with Malgareth's roots for bones. Everything here is delicious. Nothing here is food.

The warden

The Confection Idol

To unseal the throne

No seal — fight straight through to the throne.

Chase drops

Frost Tome

The road

From The Coilrot Warrens → on to The Crownless Garden.

Danger 7 / 10

The Broken Crowns

The palaces that fell first, still standing because no one dared sack them. The crowns are ash. The kings do not know it yet.

The Crownless Garden

Danger 7/10

The first crown fell so early in the war that its palace was never sacked - only abandoned. The gardener stayed. Three hundred seasons of devotion with no one to tend but the dead, and the roses learned to guard, and the willows learned to weep on command, and the man in the briar crown forgot which king he was.

The warden

The Verdant Regent

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Earthsplitter

The road

From The Sugared Lie → on to Corvane's Alembic.

The Lost Concord

Danger 7/10

Beneath the Ashen Ford the muster-halls still stand, and the dead champions of six banners still answer roll. They are not your enemies. They are waiting to see if the vow was worth what it cost them - and the shape they wear while they wait is the grave itself, walking.

The warden

The Gravemarsh Colossus

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Comet WandVoid Prism

The road

From The Sundered Rift → on to The Shattered Reach.

The Shattered Reach

Danger 7/10

The Reach shattered the night the first crown fell - upward, as if the palace had been dropped from the sky rather than razed on the ground. In the throne hall two seats face each other. The Crown-King cannot remember who sat across from him, and it is killing what is left of him.

The warden

The Forgotten Crown-King

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Chrono BladeMoonblade

The road

From The Lost Concord → on to Tomb of the Fallen Crowns.

The Sundered Rift

Danger 7/10

The hole the stars fell through, the night the kingdom died. Riftmotes drift; voidgazers kneel; pilgrims walk toward a light that no longer exists. At the heart of the Sundered Rift waits the thing the Vaultstar refused to witness twice.

The warden

Astaroth, the Wound in Heaven

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Comet Wand

The road

From The Starless Bower → on to The Lost Concord.

The Sourvine Cellar

Danger 7/10

The cellars under the Reach were the kingdom's pride: a vintage for every coronation. Barrovax kept pouring after the crowns burned - but grapes stopped growing, and grief did not, so the Rot-Vintner changed his stock. The fen calls him its favorite customer.

The warden

Barrovax, the Rot-Vintner

To unseal the throne

Hunt down and destroy the gate-lever.

Chase drops

Storm StaffBloodstone

The road

From The Hollowing Cells → on to The Starless Bower.

Astaroth, the Wound in Heaven
Astaroth — the thing the Vaultstar refused to witness twice
The Verdant Regent of the Crownless Garden
The Verdant Regent — three hundred seasons tending the dead

Danger 8 / 10

The Drowned End

The bottom of the road. The last of the missing are kept down here — and killing what keeps them is a mercy shaped like another burial.

The Stinging Reef

Danger 8/10

The reef is not coral. It is everything Ysmr has refused to let rot, packed and grown and stinging. At its heart the Sworn general of stagnant water holds the last of the missing - and killing him is a mercy that will feel exactly like another burial.

The warden

Ysmr, the Tidewarden

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Serpent Scepter

The road

From The Salt-Drowned Locker → on to The Sporelit Deep.

The Unfallen Bastion

Danger 8/10

Harrowgate held through the entire war, and its people are proud of it - too proud to admit the thing on their throne wears their old commander's armor. You died once for these walls. Now storm them.

The warden

Kudrek, the Unfallen

To unseal the throne

Slay every last servant to unseal the boss.

Chase drops

Chrono Blade

The road

From Tomb of the Fallen Crowns, The Cogwraith Foundry → on to The Unmarked Boneyard.

Tomb of the Fallen Crowns

Danger 8/10

Sand runs uphill here. Three crowns wait past the trapped floor - buried in one body so that no single kingdom would carry the shame of falling first. They will offer you silence before war. Take the silence. It is the last gift the old kingdom has left to give.

The warden

The Thrice-Crowned Dead

To unseal the throne

Shatter the anchor-pillars holding the seal.

Chase drops

Kings Ring

The road

From The Shattered Reach → on to The Unfallen Bastion.

The final warden at the bottom of the road
The bottom of the road — where the last of the missing are kept

The Beacons Are Lit

Pick up the lamp. Walk into the dark.

The beacons are lit, Fordsworn. Every portal on the road is a door you can open right now — alone, or shoulder to shoulder with whoever steps through beside you.

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