Places of the Interrift
The Shards of the Sundered, the First’s Nest, Enderhome, the seam’s Pocket and the tide: how to get there and what to take.
On the dark road, in the Interrift itself, besides the stations there are places you reach by finding them: void anomalies show only in a riftscope, and the places — by landmarks in the sky and marks of the ship scanner. Everything below is behind spoilers.
Landmarks in the sky
What the instrument has found is visible from the other end of the Interrift: the Knot is a black blot across half the sky with turquoise sparks running along its rim, the First’s Nest is a lilac pillar of glow above the bowl with little lights rising up it. Until the sign has been traced in a riftscope, they show only up close — the sky does not give away what is searched for with an instrument. On low “Mod graphics” the landmarks have no sparks or lights, but the blot and the pillar are always there.
The Shards of the Sundered
A shattered sphere: thirteen pieces of a world’s shell around an empty middle where shards of the core still burn.
Between the pieces is void, and you cannot walk across: in the weak gravity you jump — no run-up needed, push off the edge
and steer forward in flight. On the crown and on the four upper pieces are terraces with ruins and steles, the sixth is in the bowl of the lower piece beneath the core. From the north piece to the east one, hop via the shell fragment
stuck in the crack between them: straight across is too far and too high. Every player reads their
own six records; the tooltip mod (Jade) shows a stele’s number and whether it has been read. Veins in the breaks give
Shard Glass, for lamps and frames.
The First’s Nest
A bowl of end stone ringed with egg-cliffs, the bones of the first dragon in the middle. Gravity here is its own — twice as
strong as in the void around (0.5 against 0.1): jumps are shorter, falls hurt more. The hollows hold the First’s
breath, a lilac haze that burns everything alive. By the broken egg lies
Firstshell: neither dragon nor
wither can break it.
The skull lies at the south rim of the bowl, and you can walk into its mouth: the lower jaw rests on the floor as a ramp of
bone. There is a way across the bowl along the ridges, clear of the haze — look for it instead of walking straight.
While a player is near, void wyrmlings hatch from the small clutch in the middle of the bowl — two or three at a time,
never more than four. They fly over the bowl as a flock, the haze does not burn them, and a struck one blinks behind your
back. They drop
Wyrmling Scale.
Firstshell plating
Scales riveted onto firstshell make
Firstshell Plating: a decorative block that glows faintly along the
smoldering rims of the scales. A shipyard takes eight sheets of it to raise a ship of the dark road to class S.
Enderhome
A slab of end stone with a chorus forest, three unfinished ring frames and the messengers’ hall with doors cut to an
enderman’s height. Gravity is almost as at home (0.8). The endermen here are ordinary, there are just many of them: do not
look them in the eye. Stacks of
Messengers' Nacre stand by the frames and in the hall.
The Drifting Seam’s Pocket
On a seam day (a riftscope shows them: a zigzag crawling across the sky of the End), an island of about eighty blocks seeps out of the seam at its own place in the Interrift: a glass reef, a shulker nest, a chorus garden or a skein of thread — each seam has its own. The island grows before your eyes in rings from the heart and melts from the edge the next day, together with everything built or left on it. Whoever reaches the heart gets a cache, once per seam. The island is not flat: hills and ridges, a raised rim and three seam furrows lined with dark thread running to the heart. Its place shows from afar before the island rises: on a seam day a pink slit of the seam stands over it in a violet haze as wide as the island (within 1400 blocks for everyone, farther for those who traced the seam with a riftscope).
The void tide
Once in twelve days a wave of void crosses the whole Interrift from the west in a minute. A line on screen warns you half a minute ahead; stand so that an island or a wall is between you and the wave. In the open the wave strips a quarter of a ship’s hull.
What next
- The signs of these places are first found with the instrument: “Riftscope”.
- “Ships and space” — what to fly across the Interrift.
- In the heart of the Knot — “End of the Dark Road”.




