▸ THE RECLAMATION
The realm of Kierstein.
Kierstein is a living, ever-shifting realm — its roads, fields and caverns are woven fresh every time you ride out, so no two runs walk the same ground. What never changes is the map beneath the map: 31 regions, each a wound in the land, each held by one of the Sworn. Learn the keepers, not the corridors.

THE THREE BANDS · SAFER ON THE COAST, DEADLIER TOWARD THE SCAR


HOW THE 500 × 500 REALM IS BUILT
The realm isn't random noise — it generates in three danger bands that ring outward from the corrupted heart: the safe Lowlands on the rim, the Highlands between, and the deadly Godlands & the Scarat the core. A dungeon's portal always opens in the band that matches its danger — so while the exact tile shifts every run, you always know roughly where a door will be. Hunt the early doors near the coast; steel yourself before you walk inward.
▸ A REAL GENERATED REALM
One roll of the world
This is not concept art — it's a top-down render of the game's actual 500 × 500 generator (seed 424242). See the three bands for real: green lowlands on the rim, brown highlands and snow, and the red Scar burning off-centre with the roads running up to it from the southern capital. Every run rolls a new one.

THE SCAR
▸ THE ATLAS
30 doors, 30 keepers
Every door, sorted into the band it spawns in.
The Lowlands & Coast
5 doorsThe outer realm — beaches, grass, ruined farms. Where a fresh hero cuts their teeth. Portals to the early doors open here.
Proving Halls
SAFEThe Highlands
5 doorsThe middle band — deserts, snow, fungal deeps, the poisoned fen. The gear you scraped together in the lowlands is the price of entry.
The Godlands & the Scar
21 doorsThe deadly heart, where the land bleeds red and the Vaultstar dims. The Sworn's inner circle and the road's final doors. Godlands-geared or dead.