Regions¶
Frontier Marches¶
The safest launch region. It teaches farming, low-tier hunting, roadside threats, and the value of local work boards.
- Main goods: grain, leather, timber, iron.
- Main threats: bandits, goblins, wolves, corrupted militia remnants.
- Main activities: escort, hunt, gather, beginner surveying.
Frost Tundra¶
A cold survival region where temperature and shelter planning matter early.
- Main goods: furs, preserved meat, whale oil, bone craft materials.
- Main threats: frost wights, ice wolves, tundra trolls, white drakes.
- Main activities: rare hunting, cold-weather transport, relic barrows.
Sunscar Desert¶
A dry logistics-heavy region built around water control and caravan economy.
- Main goods: salt, glass, spices, rare ores, alchemical minerals.
- Main threats: tomb guardians, sand wyrms, raiders, heat spirits.
- Main activities: long-distance trade, surveys, tomb expeditions.
Storm Coast¶
A maritime region where storms and tide conditions change route reliability.
- Main goods: fish, rope, shells, salt, ship supplies.
- Main threats: storm elementals, smugglers, reef drakes, drowned dead.
- Main activities: coastal delves, fishing economy, hazard-rich routes.
Ashwood Wilds¶
A dense forest region where rare herbs and fae threats create uneven risk.
- Main goods: herbs, dyes, hardwood, resin, rare beast parts.
- Main threats: twisted beasts, fae courts, shambling roots, witches.
- Main activities: gathering, ritual hunts, map discovery, lore-heavy content.