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The world

You start on the Dawnroad, and it goes everywhere

Nine painted places sit along the Dawnroad. Your first stop is Suncradle, the hill town where all seven gods keep a hall. The last one is underground, in the part of the world the gods closed on purpose.

The seven halls

Walk into all seven halls before you pick a god

Each god’s followers are an order, and every order keeps a hall in Suncradle: a gatehouse, a library, a forge, a kennel. The masters inside will talk to you long before you swear anything.

The shape of it

Six things worth knowing before you set out

The Dawnroad

Where everyone starts: a lantern, a road, and no god at all. You are a Wayfarer until you decide not to be, and some people never decide.

Suncradle

The town on the hill. All seven orders keep a hall here, which means all seven arguments happen within walking distance of each other.

The Halls

The Gatehouse, the Leaning Spire, the Hunt Lodge, the Chapel of the Dawnhearth, the Hushdoor, the Emberhold, the Kennel-Lodge. Go and sit in them before you swear.

The Accord

The table where the seven still meet. It has eight places. It always will, and nobody moves the eighth chair.

Godspawn

Not every creature is an enemy. Wall-runts stack themselves into little walls; pack-pups adopt you, not the other way round.

The Vaults

Below everything, something is sealed. The Moonveil keep one rumour about it that they will not repeat.

Bloomvale
Starting meadow

Bloomvale

Where the light landed thickest and stayed. Wall-runts stack themselves into little walls here and knock them down again. Nothing in Bloomvale wants to hurt you, which is why it is where you learn.

Wakelight Crossing
Water road

Wakelight Crossing

The bridge-town where the Brightwater runs under you and the lamps are lit before dusk out of habit rather than need. Tideglass is recovered here, and something under the crossing keeps taking it back.

The Ember Road
Forge approach

The Ember Road

The road up to Ignivar's quarter, warm underfoot the whole way. Sparks that escaped the forge live in the hedgerows and try, badly, to finish themselves into machines.

The Emberhold
Order hall

The Emberhold

Not a building. The whole forge quarter. You cannot hear yourself think and nobody minds. Your first oath-token is hammered out here, and it is meant to come out ugly.

The Gloamway
Dusk passage

The Gloamway

Where the afternoon stops arriving. The Moonveil work this stretch and do not explain themselves; the gloomlings that nest here relay each other, so cornering one means breaking the chain first.

Lanternwake
Vault entrance

Lanternwake

A vault-mouth leaks here, and the world around it tarnishes: gilt gone wrong on bright creatures. Carry the last light through the rootwall and something at the bottom is waiting to be introduced.

The Noonshade Vigil
Eclipse ground

The Noonshade Vigil

A midday that went out and never came back on. The host that marches here marches in the wrong direction, and reversing it is the whole fight.

The Unlit Mile
Trial road

The Unlit Mile

One mile of road with no lamp on it. Every order sends people down it eventually and none of them agree afterwards about what the trial actually tested.

The Deeproot Descent
The Descent

The Deeproot Descent

Down. Past the roots, past where the light was ever meant to reach, into the part of the world the seven closed on purpose. This is where the Minted are, and nothing down here is fond of you.

Bestiary

What lives here

There are thirty-two creatures out there, and most of them are harmless. Wall-runts stack themselves into little walls, and pack-pups adopt you rather than the other way round.

World bosses · 4
Coralsting Cactuscorpion
Coralsting Cactuscorpion
Pearlthrone Clamdragon
Pearlthrone Clamdragon
Sevenhorn Waywarden
Sevenhorn Waywarden
Starcap Triune
Starcap Triune
Dawnroad · 5
Bellbloom Creeper
Bellbloom Creeper
Starcap Shroomkin
Starcap Shroomkin
Sunbelly Croaker
Sunbelly Croaker
Sunhorn Ramper
Sunhorn Ramper
Sunseed Flicker
Sunseed Flicker
Suncradle · 5
Dewbeak Pippin
Dewbeak Pippin
Gleamwing Skipper
Gleamwing Skipper
Honeyknuckle Trundler
Honeyknuckle Trundler
Solmane Tumbler
Solmane Tumbler
Sunribbon Slink
Sunribbon Slink
Brightwater · 5
Coralbloom Knuckler
Coralbloom Knuckler
Lilybell Parasol
Lilybell Parasol
Pearlclap Clomper
Pearlclap Clomper
Rainwhistle Kettling
Rainwhistle Kettling
Tidebulb Buckler
Tidebulb Buckler
Slimes & strays · 13
Blossom Slime
Blossom Slime
Blossom Slime Elite
Blossom Slime Elite
Burrbud Digger
Burrbud Digger
Canopykip Glider
Canopykip Glider
Dew Slime
Dew Slime
Dew Slime Elite
Dew Slime Elite
Honey Slime
Honey Slime
Honey Slime Elite
Honey Slime Elite
Meadow Slime
Meadow Slime
Meadow Slime Elite
Meadow Slime Elite
Mosscrystal Loamsnail
Mosscrystal Loamsnail
Rootbell Thumper
Rootbell Thumper
Vinecoil Winksnake
Vinecoil Winksnake
The seven creature familiesone family per god, and each one tests your party differently
FamilyWhat it isWhat it tests
The Wallbrood
Aegemar · the Wallsworn
Stone that took the instruction too literally. Things that were told to hold a line and never told to stop.whether your party can break a guard
The Marginalia
Caelendra · the Starspire
What crawls out of the margins of a world that was written down. Corrections nobody asked for.interrupts and status cleansing
The Overgrowth
Sylvara · the Wildhunt
The green that grew past its own plan. Nothing here is malicious; it simply has no intention of stopping.area damage and staying mobile
The Dawnwake
Aurelith · the Dawnflame
A morning that refuses to end. Light with no night behind it burns everything evenly, including you.anti-heal, or a very good burn window
The Hushed
Vesperine · the Moonveil
A mercy that overstayed. Sleep that does not lift, quiet that swallows a song. They never look violent, which is the problem.revealing, cleansing, and your mana bar
The Sparkstray
Ignivar · the Emberforge
Escaped sparks that found scrap. Half-finished machines still trying to finish themselves.taunts. This is the family that teaches you what one is for
The Unbonded
Fenriel · the Packsworn
Loyalty with nothing on the other end. A pup still following someone who left. The softest creatures in the game.whether you brought a companion of your own
The ten named bossesbeat one and you may walk away with a rare drop you keep for a long time
NameKindWhy
Grannock, the Gate That FellOrder boss · the WallswornThe only gate Aegemar ever lost, still trying to close.
The Misread WordOrder boss · the StarspireSomething the world wrote down wrong and then obeyed.
BramblecrownOrder boss · the WildhuntA crown of thorns wearing the wood that grew it.
Aurent, the Unended MorningOrder boss · the DawnflameDawn with nothing after it. Nothing you heal stays healed.
The Long KindnessOrder boss · the MoonveilIt is only trying to let you rest. It will not take no.
The MasterworkOrder boss · the EmberforgeIgnivar's finest piece, and it has opinions about being finished.
OathfangOrder boss · the PackswornA bond whose other half never came back.
Kettlemaw, the Walking ForgeWorld bossIt wanders, it eats metal, and it is always somewhere.
Verdanthollow, the Fifth SeasonWorld bossA season the calendar does not have.
The Tarnished HeraldWorld bossIt carries a message from below. Nobody wants it read.

Each order boss is one boss at the bottom of its own hall dungeon, and beating it finishes your order’s story. Here is how dungeons work.