The Fens Basin Map
Eight regions share one basin, but very little else. This is the public shape of the world before a Keeper starts choosing roads through it.
The map shows the basin at a glance. Live routes, fares, weather, travel commitments, and current-location rules begin with a Keeper record.
Choose a place to read about it.
These are public Codex records, not live travel screens. You can learn what each region is before deciding whether to enter the game.
Mirecross
Where every road beginsThe neutral canal city, public sanctuary, Registry seat, and starting home of every Keeper.
Open Codex record →
Lumaweald
The canopy remembersA silver forest of flooded roots, conservation posts, and the native range of two founding species.
Open Codex record →
Kilnward
Built in furnace lightIndustrial wards, worker halls, rail-skiffs, and the heart of crafting and equipment progression.
Open Codex record →
Brinewake Coast
Go where the weather allowsStorm-cut harbors, courier lanes, salvage fields, and the fastest routes around the flooded basin.
Open Codex record →
Vitravale
A desert sharp enough to singTranslucent dunes, compass storms, relic markets, and Gravity-locked vaults beneath fused streets.
Open Codex record →
The Pale Hours
The bells are never quite on timeIce observatories, recovery houses, and the basin’s most difficult schools of medicine and time.
Open Codex record →
Gloamfen
Not every road belongs on a mapDrowned settlements, dangerous medicine, isolated communities, and the routes beneath official travel.
Open Codex record →
Starfall Crown
The wound that looks backA shifting crater frontier for late-game Circle camps, cooperative research, and the oldest mystery in Fens.
Open Codex record →Looking is public. Traveling is play.
Once you create a Keeper, routes take time, locations change what you can do, companions can assist, and arriving somewhere new opens local work, care, trade, creatures, and battles.