Eight stones hold the valley shut. Seven are still standing.
Generations ago the Wardens raised a ring of standing stones around the March to hold something beneath it. The stones are failing — not randomly, but in order, from the head of the valley back toward the sea.
You start at Aldermoor, at the safe mouth of the valley, and every step inland takes you somewhere the wards are holding a little less well. Green fields give way to old forest, then a drowned causeway, then a mine cut straight through a stone's roots, then a burned mountain, and finally the breach itself.
It is built in the Intersect engine by one person, which shapes every decision on this site: forty-five maps rather than four hundred, three classes rather than eight, and every zone finished before the next one starts.
There are five warding stones you can actually reach, and each one tells you how far in you have come: whole and moss-covered in Greenmarch, cracked in Thistlewood, half-drowned on the Causeway, burned silent on the Ashen Steps, and shattered outward at the end.
Three of the eight are never visited. That is deliberate, and it is what the next chapter is about.
No signposts saying 'level 30 zone'. The land is visibly sicker the further inland you walk, because the stones holding it shut are failing in order. Difficulty and geography are the same fact.
Forty-five maps, seven zones, levels one to forty. Every one of them populated before the next is started. A small finished world beats a large empty one, and most projects this size die of the second thing.
Two party dungeons, a world boss on a shared three-hour timer that announces itself server-wide, a faction to grind, and two crafting professions that actually consume what you gather.
Every screenshot on this site is a real map at the engine's actual size — 32 by 26 tiles, 32 pixels each.

