Light
The Valley
The Green Land
Start of the journey, and the place every road returns to. The walled citadel and the lagoon that mirrors the sky, where the portals open.
Dheralis
Each region holds three main areas and one caged spirit. Portals open as the story advances.
Dheralis — the world map
The realms
Gabriel's route is fixed at the start and open after that. The four elemental regions can be taken in any order; each ends with a spirit, and each spirit reopens the regions behind it.
Light
The Green Land
Start of the journey, and the place every road returns to. The walled citadel and the lagoon that mirrors the sky, where the portals open.
Wind
The Celestial Immensity
Rock formations adrift in the clouds, and stone heads that whisper on the wind. The grandfather's realm, where mastering space matters more than occupying it.



Fire
The Kingdom of Eternal Heat
Rivers of incandescent lava and temples of the burning sun, under ash that never stops falling. The father's realm — warmth that protects, and warmth that burns.



Earth
The Kingdom of Colossal Mushrooms
Forests of giant fungi, fields of luminous spores and roots that have been sleeping a long time. The mother's realm: the earth does not abandon, it remains.



Water
The Dry Ocean
A labyrinth of coral, a graveyard of shells and sunken canyons that no longer have a sea. The sister's realm, where nothing fights the current.



The Hub — every portal opens here