🗺️ The realm
Everywhere you can go, and what came back.
Every place in the world, in the order it gets harder. Some of these have been walked a hundred times. Some of them have never been walked at all.
Tier I · The Outskirts
1 of 2 beatenWhere everybody starts. Close enough to town to walk back from.
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Goblin Warrens
levels 1–3Low ceilings, torchlight, crude traps, cackling in the dark.
Nobody has ever come back out of it.
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The Crypt of Valdris
levels 1–3Stone corridors, dripping water, candles that shouldn't still be burning.
First through: Rurina · May 10, 2026
8 clears by 1 adventurer
Tier II · The Reaches
2 of 2 beatenFurther out, and the road stops being a road.
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Forest of Shadows
levels 3–5Ancient forest, twisted paths, eerie silence, bioluminescent fungi, things in the canopy.
First through: Rurina · May 20, 2026
3 clears by 3 adventurers
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Sunken Temple of Dar'eth
levels 3–5Flooded stone chambers, barnacled pillars, salt smell, alien glyphs, things that swim in the dark water.
First through: Rurina · May 20, 2026
2 clears by 1 adventurer
Tier III · The Deep Country
2 of 2 beatenLong enough that you camp. Bring supplies you don't think you'll need.
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Haunted Manor of Blackspire
levels 5–8Victorian decay, impossible architecture, portraits whose eyes follow movement, cold spots, locked rooms that weren't locked before.
First through: Josie · Jun 28, 2026
3 clears by 1 adventurer
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The Underforge
levels 5–8Volcanic caverns, rivers of cooling lava, ancient dwarven stonework, the constant bass note of something very large moving below.
First through: Rurina · May 24, 2026
4 clears by 2 adventurers
Tier IV · The Far Places
2 of 2 beatenMulti-region crossings. People come back from these different.
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The Underdark
levels 8–12Absolute darkness, phosphorescent mushroom groves, vast underground seas, carved drow cities in the distance, things older than the surface world.
First through: Rurina · Jun 3, 2026
3 clears by 3 adventurers
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Feywild Crossing
levels 8–12Impossible beauty, treacherous whimsy, time distortion, rules that change without notice, bargains with terrible fine print.
First through: Rurina · Jun 25, 2026
10 clears by 2 adventurers
Tier V · The Last Doors
2 of 2 beatenThe end of the map as it was drawn. Very few have seen all of these.
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Dragon's Lair (Infernus Peak)
levels 12–20Scorched stone, rivers of gold coins half-melted into the floor, kobold warrens as outer defenses, growing heat, the unmistakable smell of something ancient and enormous.
First through: Rurina · Jul 15, 2026
8 clears by 2 adventurers
In there now
nonk (day 1)
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The Abyss Portal
levels 15–20Reality fractures, impossible geometry, constant low psychic pressure, the feeling of being watched by something that has no eyes.
First through: Rurina · Jul 21, 2026
6 clears by 3 adventurers
In there now
Knightstar (day 1), Quack (day 3), Rurina (day 2)
Mythic · The Postgame
0 of 5 beatenSealed until you're level 18 and have put down both Tier V bosses. It does not get easier past here.
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The Ossuary Ascendant
levels 18–20An inverted bone cathedral hanging over the old Crypt; marrow-light, choral static, the smell of a very patient plan finally paying off.
Nobody has ever come back out of it.
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The First Hoard
levels 18–20Beneath Infernus Peak, still warm. Rivers of gilded scale, a floor of minted antibodies, and under it all the slow breathing of something that was old when fire was new.
Nobody has ever come back out of it.
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The Unplace
levels 18–20A wound in space that geometry gave up on. Rooms that are also other rooms. A horizon indoors. Something is stitching it shut from the inside, and it is not doing it to help.
Nobody has ever come back out of it.
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The Drowned Star
levels 18–20An abyssal trench lit from below by a dying star, and by the angel who rode it down. The pilgrimage route glows. Both the star and its guardian have gone strange in ten thousand years of dark.
Nobody has ever come back out of it.
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The Last Meridian
levels 18–20A necropolis-observatory where timekeeping was invented and is now being quietly decommissioned. Rooms you visited at dusk are midnight when you return. The final region plays in the second the clock stops.
Nobody has ever come back out of it.
Say !expedition start
to me in Matrix to pick one and go.