01 / Temperate coast · Forest trails · Ancient ruins
Asterfall Isle
Where the road begins.
Your first refuge is a living town: a fountain plaza, class halls, shops and the royal court. North and southwest of town, orc camps and raider hunting grounds offer new paths for growing adventurers. Guarded mines, a solitary swordsmith and a ruined keep across the water reward a longer journey.
02 / Highlands · Frontier roads · Thornwatch
Greywind March
Beyond the old watchroads.
Rain-washed highlands and old roads stretch beyond the comfort of the starting isle. Thornwatch stands here as a frontier city, a place to recover and seek more advanced teaching.
A fallen crystal kingdom lies within this frozen land. Shelter is precious, the routes are long, and the heights demand more than curiosity.
04 / Luminous marsh · Lantern paths · Drowned history
Mireveil Fen
The water remembers.
Light rests on still water. Roots cross stone that once held a community together. Mireveil is beautiful, but its drowned history has not fallen silent.
✦✧
Even the longest night remembers the sun.
NOCTURNE · EMBLEM OF THE LOST SUN
05 / Living shadow · Black causeways · Deep darkness
Nocturne Expanse
Where the sunrise was stolen.
Here, light is a small act of defiance. Stories speak of a sunrise taken from the world, and of the cost of refusing to let a day end.
06 / ASHEN LEDGES · LOST FORGES · A LIVING VOLCANO
Mount Ignareth
The mountain that remembers fire.
Beyond the frontier and the far face of winter, a passage opens beneath a mountain that has burned for thousands of years. Emberhollow's ruined homes cling to its lower slopes. Ancient ropes rise toward broken terraces, a silent forge and the light above the crater.
Town maps help you find your way. Overland discoveries are remembered by your character. Dungeon maps reveal only the ground you have explored, and are available while you are inside that dungeon.
Hidden entrances, quest answers and rare treasures belong to your adventure. You will not find their coordinates here.