Pete Pete
Source health

🗺️ 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.

Places · 15 Beaten · 9 Never beaten · 6 Out there now · 4

Tier I · The Outskirts

1 of 2 beaten

Where everybody starts. Close enough to town to walk back from.

  • Goblin Warrens

    levels 1–3

    Low ceilings, torchlight, crude traps, cackling in the dark.

    Nobody has ever come back out of it.

  • The Crypt of Valdris

    levels 1–3

    Stone 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 beaten

Further out, and the road stops being a road.

  • Forest of Shadows

    levels 3–5

    Ancient forest, twisted paths, eerie silence, bioluminescent fungi, things in the canopy.

    First through: Rurina · May 20, 2026

    3 clears by 3 adventurers

  • Sunken Temple of Dar'eth

    levels 3–5

    Flooded 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 beaten

Long enough that you camp. Bring supplies you don't think you'll need.

  • Haunted Manor of Blackspire

    levels 5–8

    Victorian 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

  • The Underforge

    levels 5–8

    Volcanic 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 beaten

Multi-region crossings. People come back from these different.

  • The Underdark

    levels 8–12

    Absolute 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

  • Feywild Crossing

    levels 8–12

    Impossible 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 beaten

The end of the map as it was drawn. Very few have seen all of these.

  • Dragon's Lair (Infernus Peak)

    levels 12–20

    Scorched 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)

  • The Abyss Portal

    levels 15–20

    Reality 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 beaten

Sealed until you're level 18 and have put down both Tier V bosses. It does not get easier past here.

  • The Ossuary Ascendant

    levels 18–20

    An 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.

  • The First Hoard

    levels 18–20

    Beneath 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.

  • The Unplace

    levels 18–20

    A 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.

  • The Drowned Star

    levels 18–20

    An 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.

  • The Last Meridian

    levels 18–20

    A 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.