Eight Territories. Eight Ways to Die. One Burning World.
When King Alric shattered reality to summon the Ashmother, the world broke into eight distinct territories — each scarred by a different aspect of the cataclysm. From frozen peaks where cold fills your DOOM bar, to the eternally burning capital where DOOM sits permanently at 100%, these are the lands where heroes are forged... and monuments are built.
All roads lead to the Cradle. All fire flows from it. Click any zone below to explore.
"Where Heroes Learn to Die"
Standing still too long fills your DOOM bar. Keep moving. Always keep moving.
You wake face-down in ash-mixed snow. No memory. Three demon claw scars across your eye. A name you pull from the graveyard of your mind. This is where Kael's story begins — where YOUR story begins. The Ashen Plains teach you the first lesson: death is not an ending. It's curriculum.
"Died to a puppy. At least you're consistent."
— First Monument Inscription
"Frost's Cruel Embrace"
COLD fills your DOOM bar. Stay near fires, craft warmth potions, or keep fighting — combat generates heat.
The cold does not kill quickly — it teaches first. Shivering, then slowing, then the hallucinations that make monuments seem like old friends waving hello. The Cinderspire Mountains are where players learn alchemy isn't optional. Where Rime Hounds hunt in packs. Where your first "real" death usually happens — twelve minutes in, if you're Kael.
"The mountain didn't like you either."
— Death by falling
"Silence is Survival"
SOUND fills your DOOM bar. Combat makes noise. Running makes noise. Even your heartbeat makes noise. Move in rhythm with the forest or die screaming.
A forest of metal trees where sound itself is the enemy. The Iron Woods scream in the wind, their metallic leaves creating a cacophony that masks the approach of predators. Here, players learn timing — moving between the forest's natural rhythms, fighting in bursts, and praying the Conductor's Herald doesn't notice them. This is where you choose your permanent weapon type.
"Killed by stationary vegetation. New low."
— Death by Iron Tree
"Industry of the Damned"
Idle hands fill your DOOM bar. You must constantly craft, fight, or interact with forge machinery. The Hollow Forge demands productivity.
The industrial hellscape where demons manufacture war. Massive forges belch smoke into eternally dark skies. Chain Wardens patrol slag rivers. Here, the best Blacksmiths learn their trade — because weapons don't drop, they're MADE. At 30% corruption, you choose your path: Ember, Ash, or Shadow. This choice is permanent.
"Everything here is about trading pain for power."
— Lira, The Pyromancer
"Where Reality Shattered"
Reality itself fills your DOOM bar. Existing in broken spacetime is inherently lethal. Time moves at different speeds in different areas.
Where Alric's ritual cracked reality hardest. Gravity fails. Time loops. You might fall upward into your own grave from yesterday. The Obsidian Wastes contain the Temporal Maze — a dungeon that exists in 17 timelines simultaneously. Here, you kill your past self, flee your future self, and somehow survive the paradox. The Soulfire quest begins here: "TEMPORAL PARADOX RESOLVED. Solution: Fuck it, have godhood."
"Gravity remains undefeated. Unlike you."
— Death by falling up
"Architecture of Dead Gods"
HEALING fills your DOOM bar. DAMAGE heals you. Every instinct is wrong here. Unlearn everything.
Built from the ribcages of gods who challenged the Ashmother and lost, the Bone City floats in an endless void — it has never touched earth. Titan ribs form bridges. God-skulls house markets with eye-socket windows. Here, healing is violence and damage is medicine. The economy runs on Soul Gems, and the Marrow Market trades in things that shouldn't exist.
"The thermodynamics are philosophically offensive and I love it!"
— Lira, discovering reversed healing
"The Capital Still Burns"
Your DOOM bar is permanently full. The floor is always lava. Survival is measured in seconds. There is no managing it — only enduring it.
Twenty years and the capital still burns. This is where King Alric became the Flame Tyrant. Where the Ashmother first rose. The palace melted into a cathedral of slag and memory. Somewhere in the inferno, Alric himself waits — still wearing his melted crown, still burning, ready to explain his mistake. The Flame Tyrant is the final boss before the Ashmother herself.
"I meant to save them. I saved no one. I became the thing I summoned help against."
— The Flame Tyrant's confession
"Where Gods Are Born and Broken"
The Ashmother herself fills your DOOM bar by looking at you. Hide behind your own monuments. They're the only cover that works.
The volcanic heart of the world. The place where fire began. Here, the Ashmother waits with her 100 million HP and 1% per second regeneration. She fights across three timelines simultaneously. She conscripts random level 60s mid-raid. She demands ten souls willingly released at 10% HP. This is where heroes become Ashfathers — or become monuments forever.
"The game was never about winning. It was about persistence. About taking punishment and converting it to purpose."
— The Ashfather's Truth
No PvP. New players protected. Death penalties reduced by 50%.
PvP enabled in specific areas. Guild keeps generate passive income.
Full PvP everywhere. Soul Gems drop on death. Territory control matters.
Reality unstable. Random events. Environmental hazards. Maximum risk, maximum reward.
DOOM permanently at 100%. Survival measured in seconds. Only the insane thrive here.
Endgame content. Face the Ashmother. Become an Ashfather. Or die trying. Forever.