The Frostspine waits.

You wake in Coldhollow, a hearth-town huddled under mountains that do not care whether you climb them. The town is warm. Nothing past the gate is. This page is the atlas: every town, every hunting ground, and what waits in each.

Illustrated geographic atlas of Umbrath, from the Pale Steps and Frostspine to the Skorl Floes and Kingsholm, with the Emberrun corridor descending through the Thawlands to warm Aldermouth at the Sunward Threshold.
Atlas of the known north

From the Pale Steps to the Skorl Floes.

This is Umbrath at the scale of coasts, climate, mountains, and rivers—the broad country behind the roads and rooms charted below.

A world on a real clock

Weather that belongs somewhere

A day turns in roughly 96 minutes, the seasons roll, and one sky crosses the realm, read differently by every region. The same front that soaks Emberford in rain lays snow on Coldhollow: the north does not rain, it never has. Walk out in it and your own clothes keep the score: soaked, snow-caked, or sweating.

Small lives, lived

Roosters, patients, porters, clerks. The towns run on schedules of their own, whether or not you're watching. News travels: do something worth telling and the gossips will tell it.

People who remember

The living NPCs carry memory and relationships. Greet them, help them, cross them; they hold onto it, and their words change with what they hold.

An economy with hands

Skinning, fishing, foraging, fletching, cooking, enchanting, consignment, work orders, a writ desk with a weekly ledger. Caravans visibly fill imported shelves; weather closures remove stock, change prices, and raise offers for scarce road goods. Silver is earned, moved, delayed, and spent—not printed.

Saga I: The Warren Beneath the Climb

The trail west of town is fraying: kobolds bold enough to raid in daylight, and the hunters muttering that something in the warren is pushing them out. Follow it for first blood on the trail, then up the Frostspine Climb, then into the dark where the scrappers hold ground and a shaman's fetishes smoke. At the warren's heart waits the chief: half again the size of any scrapper, and he fights like nothing you've faced. Watch his body, not his blade.

The shape of the realm

Coldhollow sits in the frigid north, under the Frostspine. The road south drops out of the snow through thawline, mixedwood, rainline, and orchard country to Emberford on the Emberrun, the temperate, busy river hub. Runmede lies farther south among its orchards and grain; the Lockwater Towpath reaches Southmere, the thirty-four-mile Sunfall Causeway reaches Millharrow, and the eighteen-mile Sunward Road descends to warm Aldermouth at the tidal head of the Emberrun—not yet the ocean coast. From Emberford's wharf the Emberrun Ferry crosses toward the cold eastern coast, where Brinemoot hunches against the wrack and, out past the floes, drowned Kingsholm stands back above the ice. West of the Frostspine the Sunstead Pass climbs through the Pale Steps to Hammerdeep, the dwarven hold that is only now unsealing its doors. And above it all stands the Wyrmcrown, the mountain the realm is quietly organized around, whose upper reaches are for the strongest hunters the world has.

Every region below is real, walkable, and open. No zone is instanced, gated behind a quest, or level-locked. The level ranges are what the local wildlife thinks of you, not a rule. Roads between towns are the safest ground; what watches the road is not always content to stay off it.

The atlas
Where to hunt, level by level

There is a coherent progression from level 1 to 100. Level 79 is an intentional travel-and-preparation interval at Ledger Stone rather than a fabricated hunting population. Roughly:

LevelsGrounds
1–5The Frostspine Trail and the warren, straight out Coldhollow's west gate, where nearly everyone starts · the Coldhollow Road south · the Withered Yard · Runmede's orchards · Emberford's near environs
3–8The Wether Fells · the Thawlands fens · the Saltmeads by the ferry
8–15The Highreach · the Brinemoot strand · the Road-to-Sea pockets at Rope-Bridge Gauge, Shepherds' Shelf, Nine-Tide Gauge, and the old ferry · Sunfall Shire's hedge-country
11–26The Western Pass · Hollowrun gorge · the Deep Delvings · the Drowned Sheepfold · Kingsholm's Low Stacks, Storm-Bell Stack, and Breathing Vault · Kingsholm's wilds · the Skerries
12–27The Sunfall Causeway branches at Bell-Shell Marsh, Drowned Farms, Old Drainage Works, and Feral Tithe Orchard · the Sunward branches at Warm Orchard, Flooded Shrine, and Delta Reeds
25–32Hammerdeep · the Drowned Court · the Highshelves · the Kingsholm deeps
26–47The Marchhold, a fortress of banded floors, each harder than the last
31–40The Hallward Traverse · the Singing Veins · Marchhold's upper bands · Wyrmshoulder
41–78Marchhold's Toll Vaults · the Wyrmcrown proper · the Ramparts · the Underchain · Ash Perch
79Ledger Stone: staffed passage, preparation, freight and return practice; no invented routine prey
80–100Root Hang · Wyrm's Crack · the Firstforged at the top of the authored ladder

Hunting somewhere that outmatches you is allowed, discouraged by the wildlife, and occasionally the making of a story. The creature finder in the browser client will show you every room a beast haunts. For a coherent route rather than a raw level table, follow The First Fifteen, then choose the mountain, coast, or sunward road through level thirty, then use Roads Beyond Thirty for the finite Hallward, Singing and Marchhold fronts and the contiguous Crownward ladder.

The Hearth and the north
The south road
The river and the coast
The western pass
The Hold and the heights
Guilds, and where their doors are

Four guilds keep real halls in the world, and you join by walking in; nobody sends you a letter. The Hearthwardens keep their chapter house and censery in Coldhollow, beside the chapel. The Rogues' Guild runs an entry hall, a common room and a courtyard behind an unremarkable door in Emberford. The Verderers keep a lodge and a kennel run out past Emberford's fields, where a ranger can be matched with a hound, a hawk or a ferret of their own. And the warriors drill at the Pell Yard, up the Ore Road toward Lanternwatch, where the armsmaster will tell you exactly how little your stance impresses him.

Getting around

Roads connect every town, and walking is never gated. Every seam on this page can be crossed on foot except the water: the Patience crosses the Emberrun, and the packet Kittiwake makes the sea-run from Brinemoot to Kingsholm. In-game, TRAVEL walks a road you already know so your fingers don't have to. The northern roads glaze in winter, and Heavy Snow, Blizzard, Storm Front, or Cold Snap can hold the caravan, empty imported shelves, raise affected prices, and make emergency stock appear. Market notices in Runmede, Brinemoot, and Kingsholm tell you what changed and why. Grip footwear is sold at both ends for a reason, and some ways forward are honest climbs or swims, with everything that implies about what you're carrying. Each region wakes its dead at its own resting place, whether chapel, temple, hearthhall or spring, so the far country buries you closer to where you fell. The browser client's map draws all of it as you walk, and will walk you back to anywhere you've been with a click.

This page names the grounds and their tenants and leaves the rest for you to find. A fair number of rooms hold something that is not in the description until you search for it: a hidden way on, a cellar, a room the map does not know about, and the realm also keeps wonder-sites, locked doors, buried shrines and at least one gate with no key. When you find something this page does not mention, that is working as intended. For the long version of any area, the player wiki's world section goes deeper, and holds to the same rule: it hints, it never solves.