Zones & World Map
Every region, dungeon, and landmark in MnM — with level ranges, zone types, and notable locations.

Night Harbor
The primary starting city of Szuur — a bustling port city that never truly sleeps. Home to merchants, trainers, and the City Watch. Most surface races begin their adventure here.
Discussion

Shaded Dunes
A sun-scorched desert region of Szuur where ancient ruins jut from shifting sands. New adventurers often begin their journey here, navigating the dunes and uncovering the secrets buried beneath.
Discussion

Sungreet Strand
A coastal stretch of Szuur where warm tides meet golden sands. Fishing villages dot the shoreline, and the waters hide both treasure and danger.
Discussion

Fallen Pass
A treacherous mountain pass in Szuur where ancient fortifications have crumbled. Bandits and worse now claim the ruins as their own.
Discussion

Glass Flats
A vast, eerily flat expanse of Szuur where the ground has been fused into glass by some ancient catastrophe. Strange creatures adapted to the reflective terrain roam here.
Discussion

Blacktide Bay
A sea cave dungeon on the Calafrey coast, home to the Blacktide Orcs and their pirate fleet. Treasure and danger await those who dare enter.
Discussion

Evershade Weald
An ancient, perpetually shaded forest in Calafrey where the canopy is so thick sunlight rarely reaches the ground. Starting zone for Wood Elves and Halflings. The Poachers of Calafrey and the Preservers clash here.
Discussion

Scarwood
A blighted forest in Calafrey where the trees bear deep scars from an ancient war. The Brotherhood of the Wyrm and Cult of the Wyrm both seek power here.
Discussion

Keeper's Bight
A rocky coastal region of Calafrey where the Ardent Keepers maintain their vigil. Ancient lighthouses dot the cliffs, and the waters below hide sunken secrets.
Discussion

Shallow Shoals
Warm, shallow waters off the coast of Szuur teeming with sea life and the Islanders who call these waters home. Beneath the tranquil surface lurk dangers from the deep.
Discussion

Vale of Zintar
A hidden valley in Szuur sheltered from the desert winds, home to the Zintari Giants and their ancient stone monuments. Adventurers seek both their favor and their wrath.
Discussion

Faelindral
The forest city of the Wood Elves (Faelewyn), built among the ancient trees of Calafrey. Starting city for Wood Elves, and a hub for those aligned with nature.
Discussion

Tel Ekir
A partially buried ancient city in the Szuur desert, now inhabited by hostile forces. Its deep levels are said to connect to The Deep below.
Discussion

Tomb of the Last Wyrmsbane
An ancient tomb built to honor the last of the Wyrmsbane warriors. Now overrun by undead and the Denizens who guard its secrets jealously.
Discussion

Infested Crypt
A crypt on the outskirts of Night Harbor overrun by undead and vermin. A proving ground for young adventurers seeking their first real challenge.
Discussion

Ancient Crypt
Deeper and older than the Infested Crypt, this ancient burial site holds the remains of Szuur's earliest rulers — and the undead guardians they left behind.
Discussion

Fallen Watch
A once-proud watchtower fortress that has fallen to dark forces. The Iron Emissaries now use it as a staging ground for their operations across Szuur.
Discussion

Sunken Resort
A once-luxurious resort on the Calafrey coast, now partially submerged and overrun. The Azure Veils and other factions compete for control of its remaining treasures.
Discussion

Ail'Vorith
The underground city of the Deep Elves (Ail'trist). A dark, elegant city carved from living rock, lit by magical crystals. Starting zone for the Deep Elf race.
Discussion

Underdocks
A rough-and-tumble underground port city on the shores of the Great Cavern Sea. Starting city for Goblins and Ogres, and a hub for Deep Gnomes.
Discussion

Glinting Hollow
A gem-rich hollow in The Deep where the walls glitter with embedded crystals. The Gilded Claw and other treasure-seekers compete for its riches.
Discussion

Caves of Irem
Vast cavern networks in The Deep, home to the Eyes of Old Irem and the Giants of Old Irem. Ancient ruins hint at a civilization that once thrived underground.
Discussion
Great Cavern Sea
A vast underground sea in The Deep, lit by bioluminescent creatures and ancient magical lights. The Naiad and other aquatic beings call these waters home.
Discussion

Night Harbor Sewers
The labyrinthine sewers beneath Night Harbor. A classic starting dungeon crawling with rats, oozes, and the criminal element that calls the underbelly home.
Discussion

Grain Cellar
A storage cellar beneath Night Harbor that has become infested with vermin and worse. A classic low-level dungeon for new adventurers.
Discussion
Rothold
A fortress in The Deep that has been consumed by rot and corruption. The Circle of Spores has taken hold here, and the dungeon pulses with fungal life.
Discussion

Grimtide Sanctum
The hidden sanctum of Clan Grimtide, a goblin clan that has grown powerful in the shadows beneath Night Harbor. Their dark rituals have attracted something far worse.
Discussion

The Hidden Grotto
A secret grotto deep in The Deep, accessible only to those who know where to look. What lurks within is known only to those who have ventured inside and returned.