Terrain and roads
The world map is a layered base: landforms, woodland, mountains and water form the environment, with roads and markers on top. Read the layers first, then plan travel against the road connections; individual road bends and the terrain of a fresh save differ.
Contents
Map layers
The base map is built from terrain render layers for recognizing the overall environment. Woodland and mountains are environmental areas, water is rivers and open water, and roads are visible routes on the base layer. Terrain and locations are separate layers: seeing a terrain type does not guarantee that a particular event or dungeon appears there.
Road connections and endpoints
The table below lists the endpoints of every same-release road contract. Ends fall on towns and places, dungeon entrances or the map edge; satellite entrances are generated per save. These connections are the basis for route planning, but individual road bends follow map generation and the example map's turns are not fixed directions.
Water and bridges
Roads cross water at bridges. The table below lists the verified fixed bridge places on the world map. River depth and any alternative fords are not verified and are not asserted here.
| Bridge place | Description |
|---|---|
| St Wald's Bridge | Fixed bridge where a road crosses water |
| Ruined Bridge | Fixed bridge where a road crosses water |
Possible generation regions
Dungeon and cave positions change between saves. The map shows possible generation regions by type; these show the spread of possible spawns rather than actual positions in your save.
| Region type | Description | View |
|---|---|---|
| Possible cave generation region | Cave positions vary by new game; this shows eligible terrain. | View on this example map |
| Possible dungeon generation region | Dungeon positions vary by new game; this shows possible areas on the example map. | View on this example map |