Endless Road regions
The road runs through regions by mile, each with a guardian you must beat to cross.
Travel the road one encounter at a time. Each region begins at a set mile and ends at a guardian: the miles stop at the border until you beat it. Monsters mirror your stats (each of their stats is 75% of your opposing one), and their health grows by region.
| Region | Miles | About | Dangers |
|---|---|---|---|
| The Greenwood Trail | Miles 1–50 | A peaceful, mysterious forest of dirt roads, abandoned wagons and small traveller camps. Wolves, poachers and petty bandits keep it from being too peaceful. | Wolves, boars, goblins, poachers and highway thieves. Its guardian has gone wrong. |
| The Whispering Woods | Miles 51–200 | Dense enchanted forest of glowing plants, ancient trees and magical fog. The leaves whisper, and sometimes what they whisper is true. | Forest spirits, dryads, fog stalkers, witches and things that wear your voice. |
| The Ashen Crossing | Miles 201–350 | Burned settlements, ruined bridges, abandoned military checkpoints and old battlefields. Rifles and spells were both used here, and neither side has finished. | Cursed soldiers, ash ghouls, deserters with shotguns, cinder hounds, the Crimson Huntsman and the Ashen General. |
| The Hollow Forest | Miles 351–500 | Twisted ancient trees, dark magical corruption, forgotten crypts, ruined temples and dangerous swamps. Colour drains out of things here. | Elite monsters, wraiths, crypt crawlers, bog hags, ancient curses and the Hollow King. |
| The Forgotten Kingdom | Miles 501–1,000 | Abandoned castles, collapsed cities, ancient magical fortresses and ruined royal roads. A whole kingdom is waiting for its heir, or its next looter. | Revenant knights, the lost legion, royal sentinels, arcane guardians and the Regent of Dust. |
| The Shattered Beyond | Miles 1,001–1,500 | Past the Ancient Gate the world has broken: unstable magical landscapes, fractured dimensions, impossible architecture and the ruins of something older than the stars. The road goes on anyway. | Rift stalkers, void spawn, star-eaters, the Shattered Colossus and things with no names yet. |
| The Drowned Coast | Miles 1,501–2,000 | Past the Beyond the land sinks into the sea: a coast of wrecks, tide-pools, drowned bell towers and villages that went under in a single night. The tide comes in twice a day and once at night, and the night one brings things back. | Wreck-crawlers, drowned sailors, sirens of the deep, smugglers and the Tide Sovereign. |
| The Ashen Spire | Miles 2,001–3,000 | A plain of ash and black glass, and rising out of it a spire of obsidian so tall it makes its own weather. Fire cults keep its lower terraces; gargoyles nest on its ledges; at the very top, they say, is what is left of a city that used to float. | Fire cultists, gargoyles, glass golems, ember drakes and the Spire Tyrant. |
| The Starless Reach | Mile 3,001 and on | The world after the last star went out. The sky is a black lid; lantern-pilgrims walk the road in long lines; the dark has opinions and occasionally takes memories. Nobody knows how far the road goes from here. It goes on anyway. | Lightless things, memory-eaters, lantern wraiths, inverted knights and the Starless Herald. |
In the game: Adventure