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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.