The sealed continent of Mundu — twelve realms and four enclaves, each charting its own course through the long decline of magic.
Hover over a region to see its name — click to explore
The Northern Shieldpeaks
Ice elf preservationists guard the last bastions of concentrated magic behind walls of enchanted crystal.
The Iron Gate
Minotaur dominion where clockwork precision replaces fading magic through systematic mechanical innovation.
The Verdant Expanse
Vast marshlands where Murelf clans bond with ancient predators and the swamp itself resists all attempts at civilisation.
The Feyrith Valley
A once-thriving centre of magical learning, now tightening under the Water Authority's iron grip.
The Twilight Forest
An ancient forest older than recorded history, where paths shift between visits and the trees are indifferent to mortal concerns.
The Most Serene Republic
The last true fey forest, where Satyr revelry conceals a civilisation no war has ever reached.
The Mountain Forges
Blue-skinned Azduar dwarves who carved a vertical civilisation into the highest peaks.
The Crossroads City
The largest city on the continent, where everything has a price and the masked Nayika governs through commercial control.
The Central Plains
The breadbasket of Mundu, where three human factions embody radically different responses to magical decline.
The Kalizam
A vast desert poisoned by the reckless magic of the ancient Jadukhor, where nomads navigate by stars across the continent's most dangerous landscape.
The Drowned University
A military academy of magic sunk to the lakebed to sit on the ley lines, ringed ashore by the town of everyone it ever rejected.
The Rooted Caravan
The Vardo Goblins' grown city of painted wagons and living architecture — newly sovereign, wholly metal-free, and surrounded by checkpoints.
The Marsh Gate
The last firm ground where the plains roads sink into the marsh — a border town of two rival councils, three trade routes, and one tower that has never stopped weeping.
The Brass Bridge
A Nexipol vassal-client on the Setunadi crossing, where sixty brass-hulled barges pay for four centuries of one house — and an orphaned Ladyship of eleven has doubled the toll on anyone without a charter, with a clerk at her shoulder the whole city has already convicted.
The Liberated Valley
Fifteen years after the archmage fell, the buildings still hum with the harmonic that freed them — and the man who ruled here is still alive beneath the council chambers.
The Descended Fleet
The Plumaj city built inside its own crashed skyfleet, where grounded avians keep unbroken watch on the Mist and sell the continent's finest navigation to everyone who asks.
The Radiant Coast
Southern coastal waters where the great harbour city replaced magical protections with insurance schemes and mechanical cranes.
The Liminal Coast
Where the continent meets the Mist — port towns built on secrets, strange tides, and the things the sea gives back.