The complete world atlas
Earin, from first light to far horizon
Explore the regions, peoples, wonders, relics and histories that make the world feel inhabited across its whole remembered life.
atlas records
A connected world
Nothing here exists alone
Gizmagrad's founding begins at the River of Sand and the buried head of Earin; its rise leads to the Clockwork Wars, its enemies answer with the Drowning, and its survival produces the War of the Seven Ports. Every record below links into that larger chronology.
The shape of the world
Great regions
Eight lands whose terrain, memory and divine foundations determine how people travel, trade and survive.

The Eldwen Heartlands
A deep-green basin of royal roads, old farms and river towns gathered around Caelmourn and the meeting of the Eldwen and Cirel.
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The River of Sand
A vast desert passage whose streaming dunes carried caravans north until its enemies drowned it beneath an inland sea.
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The Crownspine Mountains
A continent-spanning chain of ore-rich peaks, shattered passes and old fortresses that once made Gizmagrad the gatekeeper of the north.
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The Northern Reaches
A frontier of black pine, aurora-lit steppe and buried roads where orc nations, prospectors and old stone guardians contest the north.
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The Viridian Expanse
A colossal western rainforest whose luminous canopy, drowned roads and living archives preserve civilisations the wider world forgot.
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The Ashen Littoral
A storm-lashed volcanic coast of black beaches, ember cliffs and furnace cities built where Kaelith's grief touched the sea.
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The Shattered Coast
Thousands of broken islands, drowned fortresses and crowded sea lanes that became the heartland of the Seven Ports.
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The Deep Roads
An immense subterranean network carved through divine bone, abandoned cities and caverns that predate every surface kingdom.
Open illustrated record →Crowns, compacts and clans
Civilisations and powers
Enduring states and political traditions, from ancient Elaris to island Gizmagrad and the forest listeners of the west.

The Kingdom of Elaris
An ancient river kingdom governed from Caelmourn by institutions that continue to speak for a monarch no living citizen has seen.
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Gizmagrad
Founded beside the buried head of Earin, Gizmagrad rose from a desert trade fortress into a clockwork metropolis and, after the Drowning, an island state.
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The Seven Ports League
A maritime compact whose seven harbour powers share charts, fleets and enemies while competing over almost everything else.
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The Talren Republic
A civic republic of canal cities, elected magistrates and formidable public banks whose contracts reach farther than its armies.
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The Veyran Dominion
An eastern industrial power forged from the volcanic cities of the Ashen Littoral and bound together by fire, fleet and strict provincial bargains.
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The Sable Concord
A loose alliance of western forest margins, rain monasteries and free towns formed to keep empires from consuming the Viridian Expanse.
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The Harthane Clans
Mountain clans whose law, ancestry and borders are recited from peaks across the Crownspines rather than drawn on paper.
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The Orunai Enclaves
Independent forest communities that collect memory rain, cultivate living architecture and negotiate on behalf of the Viridian Expanse.
Open illustrated record →Locations marked on every serious map
Wonders and dangerous places
Sites that changed history—or refuse to obey it—including divine remains, lost gates and a city-sized walking engine.

Delacroix Rock
A black outcrop beside Gizmagrad where the first Delacroix crashed, endured impossible survival and conceived the city that would bear his dynasty.
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Earin's Buried Head
The colossal buried head of the dead creator, whose blood and proximity made Gizmagrad's paradoxes possible.
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The Glass Steppe
A translucent plain east of the Crownspines where ancient heat turned miles of soil to coloured glass and reflections sometimes refuse their owners.
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The Singing Gates of Tharos
Seven monumental gates in an empty valley, each opening onto a different road when its lost civic song is performed correctly.
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The Luminous Fathoms
A deep-water region beyond the Shattered Coast where drowned towers illuminate the sea and ships hear bells from beneath the keel.
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The Pilgrim Engine
A cathedral-sized walking mechanism that has crossed the world for centuries, carrying a city of pilgrims toward an unknown part of Earin.
Open illustrated record →The ages made visible
World-changing histories
The wars, migrations and catastrophes that remade borders, seas and the relationship between mortals and their machines.

The Shattering of Earin
The divine civil war in which the Overgods struck down the First Light and scattered his body through creation.
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The First Orc Incursion
A mass crossing from the Northern Reaches that began as flight from the White Hunger and became generations of war, settlement and revised memory.
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The Clockwork Wars
A succession of conflicts fought by autonomous engines, artificer houses and states that discovered commands survive longer than commanders.
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The Drowning of the Sand
Gizmagrad's enemies breached the mountains and flooded the River of Sand, making the city an island and breaking its northern monopoly.
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The War of the Seven Ports
A maritime conflict for the trade created by the Drowning, fought among seven great port powers including the transformed island city of Gizmagrad.
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The Silence
A worldwide interruption in which machines, prophecies, long-distance magic and parts of written memory ceased to function.
Open illustrated record →Objects with consequences
Relics and impossible machines
Artefacts capable of finding a dead god, revising a coastline, editing a map or preserving a dynasty through paradox.

The Paradox Engine
A dynastic forge fed by the blood of Earin, responsible for Gizmagrad's impossible machines and the paradoxical continuity of House Delacroix.
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The Bone Compass
A pale many-needled compass that points not north but toward fragments of Earin embedded in the world.
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The Crown of Tides
A salt-dark circlet capable of commanding old shorelines, claimed by the Seven Ports and feared by every city built after the Drowning.
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The Vellum Moon
A circular sheet of living parchment on which coastlines, roads and sometimes nations can be altered—with consequences in the world itself.
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The Sleeper Bell
A tower bell whose perfect blue magic suppresses awakening, worshipped by communities built upon things too dangerous to rouse.
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The Cartographer's Needle
A gold-black navigation needle that points toward the most important place missing from the map laid beneath it.
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