SUNDERMARCH

World

The Sundermarch

A dark frontier at the edge of a broken world.

The Sundering

A land torn open

Generations ago, a cataclysm called the Sundering tore the land open and let raw Aether bleed through the wounds.

Aether

The world's lifeblood

Aether is the world's lifeblood. Since the Sundering, raw Aether bleeds through the wounds in the land.

The crystals that grow from it are the most valuable substance in the world.

The Sundermarch

A frontier province on the largest wound

The frontier province of the Sundermarch sits on the largest of the wounds, and everything that lives out here has been twisted by its crystals.

Between you and the riches of the Scar are hound packs that hunt in coordinated silence, things in the bog that you never see until they're on you, and the drifting dead of the Sundering itself.

The Sundermarch doesn't care about you. That's what makes surviving it mean something.

The Ironbound

Soldiers, chancers and exiles

You are one of the Ironbound: soldiers, chancers, and exiles who took the Watch's coin to hold the frontier.

The Watch

Holding the frontier

The Watch holds the frontier, and pays the Ironbound to help hold it. Its stronghold, Sundermarch Watch, is the major Ironbound fortress and settlement of the Sundermarch.

Zone 1 · The first explorable region

The Sundermarch

A scarred frontier. A living land.

A harsh frontier province scarred by the Sundering. Hold the line, uncover ancient mysteries, and survive the wilderness. Beyond the eastern mountains lies the Crystal Scar.

A place of contrasts: stone and swamp, faith and ruin, safety and savagery. This is where your journey begins, but its stories run far deeper.

  • Survival
  • Frontier
  • Mystery
  • Preparation
Sundermarch Watch rising above the frontier

Major stronghold

Sundermarch Watch

A fortress above the world

The last line before the unknown. The Watch stands as a beacon of defiance, its walls holding back the darkness while serving as a home, a trading hub, and a place of new beginnings.

Where the Ironbound first learn to survive, in the Watch's pay.

Flooded farmland and broken fences at dusk
Drowned Fields
A lone stone farmhouse below the Watch
Silent Farm
  • Ashenford

    A settlement on the edge

    A rugged frontier town where opportunity and hardship live side by side. A place of traders, scavengers and survivors, and a reminder that civilisation here is fragile.

  • Hound Country

    Wilds of teeth and shadows

    Vast forests, rocky ridges and predator-filled valleys. Hound Country is beautiful, but it doesn't forgive the careless. Here, nature still rules.

  • The Fallen Monolith

    A scar that still bleeds

    A colossal relic from a forgotten age. It rises from the earth, radiating a mysterious energy that distorts the land and draws both the desperate and the damned.

  • Drowned Fields

    A graveyard beneath the water

    Once-fertile land, now flooded plains, rotting farms and half-sunk villages. The mist never leaves, and something moves beneath the surface.

  • Silent Farm

    Abandoned, but not empty

    A cluster of forgotten homesteads and fields. The silence is deceiving: something still lingers here, in a sombre place that tells the story of what was lost.

  • Sunken Vault

    Beneath the surface

    An ancient vault, partly submerged and sealed for a reason. Its depths hold secrets, wealth and dangers that should have remained forgotten.

  • Eastern Frontier

    The road to what's next

    Jagged mountain passes and harsh terrain lead east, towards the unknown. The land grows wilder, the storms stronger, and the presence of the Crystal Scar begins to make itself felt.