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THE WORLD / 06.0100

A surface to live on, and a frontier beneath it

Civilization above. Below it, an enormous Labyrinth that is not a dungeon but an ecosystem — one that remembers what was taken out of it.

01THE SURFACE

Where lives are actually built

The whole world is not a labyrinth. Most of it is somewhere people live: permanent, governed, contested and worth defending.

01

Cities

Dense, permanent, player-governed. Where most lives are actually lived.

02

Villages

The first thing a group of citizens can hold together without a charter.

03

Wilderness

Unclaimed ground. Dangerous, resource-bearing, and the reason frontiers exist.

04

Kingdoms

Federations of settlements with borders, law and a foreign policy.

05

Trade routes

Roads, rivers and sea lanes. Cut one and an economy notices within hours.

06

Oceans

Distance, navies, freight and the places maps stop being reliable.

07

Mountains & ruins

Defensible ground and the visible remains of ages that already ended.

08

Settlements

Ground claimed and constructed by players, permanent until someone takes it.

02THE DEPTHS

Thousands of kilometres of underground civilization

Five depths. Risk, reward and lore all increase together, and the deeper humanity collectively goes, the more of the world's history is uncovered.

  1. DEPTH IAncient ruins

    The Labyrinth's shallow shelf. Small creatures, readable corridors, the first place a new citizen learns that the ground moves.

    LOW
  2. DEPTH IILost cities

    Underground settlements that failed. PvPvE, relics, and the first depth where other people are the harder problem.

    MODERATE
  3. DEPTH IIIFaction kingdoms

    Inhabited depth: standing armies, raid-scale creatures, rare resources that surface industry depends on.

    HIGH
  4. DEPTH IVDistortion

    Where the rules bend. Civilizations that predate the surface, and artifacts capable of changing the world above.

    SEVERE
  5. DEPTH VThe Abyss

    Almost nobody arrives. What is found here becomes the lore of the age that finds it.

    MYTHICAL
03A LIVING LABYRINTH

It reacts, and it does not forgive

Not procedurally generated corridors — a simulation. Cause on the left, consequence on the right, and no undo button anywhere.

  • A region is hunted outPredators migrate. So does everything that fed on them.
  • A guild over-mines a seamThe seam is gone. Not respawned — gone, and the price above moves.
  • An ancient thing is releasedNeighbouring regions mutate around it.
  • A dam is destroyedTunnels flood. Routes that ten thousand people used stop existing.
  • Civilization pushes too deepWhat lives down there comes up. The surface pays for the ambition.
  • A settlement is cut offIt starves, empties and becomes a ruin other players will find later.

Entire underground settlements can disappear. Years later, people will still say: you should have seen the Obsidian Kingdom before the Collapse.