Cities
Dense, permanent, player-governed. Where most lives are actually lived.
Civilization above. Below it, an enormous Labyrinth that is not a dungeon but an ecosystem — one that remembers what was taken out of it.
The whole world is not a labyrinth. Most of it is somewhere people live: permanent, governed, contested and worth defending.
Dense, permanent, player-governed. Where most lives are actually lived.
The first thing a group of citizens can hold together without a charter.
Unclaimed ground. Dangerous, resource-bearing, and the reason frontiers exist.
Federations of settlements with borders, law and a foreign policy.
Roads, rivers and sea lanes. Cut one and an economy notices within hours.
Distance, navies, freight and the places maps stop being reliable.
Defensible ground and the visible remains of ages that already ended.
Ground claimed and constructed by players, permanent until someone takes it.
Five depths. Risk, reward and lore all increase together, and the deeper humanity collectively goes, the more of the world's history is uncovered.
The Labyrinth's shallow shelf. Small creatures, readable corridors, the first place a new citizen learns that the ground moves.
Underground settlements that failed. PvPvE, relics, and the first depth where other people are the harder problem.
Inhabited depth: standing armies, raid-scale creatures, rare resources that surface industry depends on.
Where the rules bend. Civilizations that predate the surface, and artifacts capable of changing the world above.
Almost nobody arrives. What is found here becomes the lore of the age that finds it.
Not procedurally generated corridors — a simulation. Cause on the left, consequence on the right, and no undo button anywhere.
Entire underground settlements can disappear. Years later, people will still say: you should have seen the Obsidian Kingdom before the Collapse.