A hero begins at one of two gate camps of his capital, north or south, and walks out along the road. Each place holds the hunting ground of its level — the first at the gate, the fifth at the snowline — a keeper who asks for help, and one thing you remember. Light and Dark mirror each other, but not stone for stone: the Sun’s roads are orchards and water, the Moon’s are ash and fire.
Light, north — the orchard road

Caravan Yard 
Pomegranate Terraces 
The Mother Sidr 
The Reed Marsh 
The Dove Tower 
The Warm Spring
- Caravan Yard 1
- The north gate’s yard where camel trains rest and re-pack, under a ghaf tree older than the city. Warden Suraya posts new blades here.
- Pomegranate Terraces 1–2
- Garden-Age terraces still watered by the falaj.
- The Mother Sidr 2–3
- A glade under a walk-under canopy: the green Mother, last of the first orchard’s sisters, and the best honey in the land. See the Mother trees.
- The Reed Marsh 3–4
- A boardwalk through tall reeds and a reed guest-house. Monitor lizards have learned to hunt the reed-cutters.
- The Dove Tower 3–4
- Windy meadow with a dovecote. Jackals dig under the wall, and a chiselling camp of the Chipped Crown squats in the ruin beyond.
- The Warm Spring 4–5
- Where the green meets the snow: a bath-arch over a hot spring, thaw puddles, frost willows. The snowline begins.
Light, south — the water road

The Harvest Fair 
The Great Water Wheels 
The Drowned Pavilion 
The Palm Ravine 
The Frozen Aqueduct 
The Fountain Causeway
- The Harvest Fair 1
- The south gate’s festive field: pavilion, sweets stall, drums, hay jumps and a kite pole. Where children learn the Sun’s games.
- The Great Water Wheels 1–2
- The aqueduct’s great wheels turn a mill; ducks, channels and flowers.
- The Drowned Pavilion 2–3
- A Garden-Age pavilion in a lake the flood made. Turquoise tiles lie in the water, and a clay warden still guards the terrace.
- The Palm Ravine 3–4
- A narrow ravine of palms and a falling stream; baboons strip the palms and throw stones at the pickers.
- The Frozen Aqueduct 4–5
- The old aqueduct runs into the snow. Its last sluice is kept open by a keeper with an axe and a temper.
- The Fountain Causeway 5–6
- Where the starter ring meets the middle road: a public water fountain, lamps and a milestone. The Sun’s way of saying “go on, you are ready.”
Dark, north — the ash road

Lantern Yard 
The Ash Orchard 
The Ash Mother 
The Sulphur Terraces 
The Wind Columns 
The Steaming Snows
- Lantern Yard 1
- The north gate’s yard of lantern-sellers and braziers. Pact-Warden Kaseem counts the blades going out; the north gate “eats sentries.”
- The Ash Orchard 1–2
- A burnt orchard in rows: charred trunks, charcoal kilns, ash drifts. Sulphur scorpions work the cinders.
- The Ash Mother 2–3
- A glade round a burnt giant that still smoulders: the sister of the Mother Sidr, burnt but alive. See the Mother trees.
- The Sulphur Terraces 3–4
- Yellow acid pools and sulphur crust, mining cranes and ore sleds. The Moon’s lamp-oil comes from here.
- The Wind Columns 3–4
- A maze of tall black basalt columns that sing when the wind runs through them. Giant bats roost high.
- The Steaming Snows 4–5
- Where the lava road meets the snow, the ground steams like a kettle. A keeper stops the vents from choking.
Dark, south — the ember road

The Ember Market 
The Pact Circle 
The Lava Falls of Jabal an-Nar 
The Orchard Graveyard 
The Ice-Cave Mouth 
The Lava Causeway
- The Ember Market 1
- The south gate’s night market: forge stalls, anvils, coal carts and tannour ovens. Boys dare each other across the coals.
- The Pact Circle 1–2
- A ring of obsidian and violet crystal where the Moon-folk bind small flames to their pacts, on chains.
- The Lava Falls of Jabal an-Nar 2–3
- The volcano and its glass field: glass spires, lava falls, black crust. A keeper watches the caldera rim.
- The Orchard Graveyard 3–4
- A foggy grove of petrified trees and tombs, the Garden Age’s own dead. Skeletons stand again.
- The Ice-Cave Mouth 4–5
- A cave that breathes cold where the lava road meets the snow: ice pillars, mooring posts, ash snow.
- The Lava Causeway 5–6
- A basalt arch over the seam where the starter ring meets the middle road: ember bowls, a lava pot, a well. The Moon’s “go on, you are ready” in stone and fire.




