Regions, cities and factions
The world has fifteen regions: nine Waking World regions for levels 1–99 and six Echo Realm regions extending the journey to 255. Each has useful settlements, recognisable materials, local needs and dangers that can be read from the game camera. Bright towns, commerce and living adventurers flourish above Aenmor's dead inheritance. The following atlas describes proposed scenes and encounter presentation. Named attack and reward contracts remain in their catalogues.
The complete lore separates the Progenitor's original Veyr and expulsion from the later avatar war. Millennia after that first protection, four invading avatars confront the world's cardinal fronts. The Concordance of Ash seizes those bodies and tightens the masters' existing exclusion, while the oracle's hidden source gains partial boundary control. Present geography retains evidence of both histories without making them one event.
Region plan
| Region | Code | Kind | Climate | Level band | Element affinity | Races | Monster families | Town or outpost | Factions | First-class trainer | Weather set | Music prefix |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Lanternfall Isle | LAN | Tutorial | Mild maritime; soft rain, sea fog | 1–10 | Neutral / Water | Plant, Beast, Aquatic | Gentle Echo-touched beasts, plants, shore critters | Lanternfall | Lantern-keepers | Novice | wx_lanternfall | mus_lan |
| Central Kingdom | AUR | Central Kingdom | Temperate river plain; four seasons | 5–31 | Neutral / Earth | Beast, Insect, Humanoid, Revenant | Field beasts, insects, bandits; armoured dead in Ironbarrow Deep | Aurelhaven | Regency, Counting Houses, Resonant Smiths, Reliquary Archivists | Swordsman, Acolyte | wx_aurelhaven | mus_aur |
| Mossveil Reach | MOS | Forest | Humid temperate rainforest | 15–44 | Earth / Poison | Plant, Insect, Veyrkin, Beast | Plants, insects, forest spirits | Thornwick | Thornwick Circle | Archer | wx_mossveil | mus_mos |
| Saltmoor Harbor | SAL | Coastal | Windy maritime; rain and sea fog | 20–50 | Water / Undeath | Aquatic, Revenant, Insect | Fish-kin, drowned dead, crustaceans | Brinewatch | Brinewatch Free Captains | Merchant | wx_saltmoor | mus_sal |
| Dunescald Expanse | SUN | Desert | Hot arid; sandstorms; cold nights | 30–64 | Fire / Undeath | Beast, Insect, Revenant, Wyrm | Brutes, scorpion-kin, tomb dead, sand-wyrms | Khalmir | Khalmir Caravan Compact | Thief | wx_dunescald | mus_sun |
| Lumenspire | LUM | Arcane | Cool high plateau; clear nights | 45–78 | Spirit / Wind | Construct, Veyrkin, Revenant | Constructs, elementals, star-wisps | Lumenspire | Lumen Conclave | Mage | wx_lumenspire | mus_lum |
| Frostreach Holds | FRO | Mountain / Snow | Alpine; long winters, blizzards | 50–80 | Water / Holy | Beast, Revenant, Wyrm, Veyrkin | Frost brutes, wolves, ice wraiths, rimewyrms | Hearthfell | Ember Vigil | Fighter | wx_frostreach | mus_fro |
| Cinderworks | CIN | Industrial / Alchemy | Hot, smoggy basin; ash fall | 60–92 | Fire / Poison | Construct, Fracture-born, Humanoid | Constructs, alchemical slimes, bound fiends | Vaporgate | Vaporgate Artificers | Gunner | wx_cinderworks | mus_cin |
| The Fracture Scars | SCR | Endgame 1–99 | Unstable: Echo storms, inverted rain, floating stone | 85–99 | Shadow / Spirit | Fracture-born, Revenant, Veyrkin, Wyrm | Fracture-born, ancient dead, broken Veyrkin | Wardfast (fort) | Wardens of the Veyr, Faith cells | — | wx_scars | mus_scr |
| The Veyr Threshold | ECH | Echo Realm: threshold | Timeless; no sun, drifting light | 99–126 | Spirit / Shadow | Fracture-born, Veyrkin | Echoes of gods and Laws | Lastlamp (outpost) | Wardens of the Veyr | — | wx_echo_realm | mus_ech |
| Imbrelane Mire | IMB | Echo Realm: drowned marsh | Endless warm drizzle over standing memory-water | 120–151 | Water / Poison | Aquatic, Plant, Revenant | Drowned Echoes, mire-plants, Echoes of lost fleets | Rainward (outpost) | Wardens, Brinewatch Free Captains | — | wx_imbrelane | mus_imb |
| Halveros Crags | HLV | Echo Realm: floating highlands | Thin cold air; gales between floating tors | 145–176 | Wind / Earth | Beast, Wyrm, Veyrkin | Gale-wyrms, root-bound giants, sky Veyrkin | Highcairn (outpost) | Wardens, Thornwick Circle | — | wx_halveros | mus_hlv |
| Orsennad Deeps | ORS | Echo Realm: sunken city | Cold twilight under a ceiling of still water | 170–201 | Holy / Shadow | Veyrkin, Fracture-born, Construct | Binder constructs, Lantern and Gloam spirits, Chorus cantors | Sunkbell (outpost) | Wardens, Faith cells, Reliquary Archivists | — | wx_orsennad | mus_ors |
| Ignavell Rim | IGN | Echo Realm: burning rim | Ash wind and heat shimmer; the Fracture fire never went out | 195–228 | Fire / Undeath | Fracture-born, Wyrm, Revenant | Fire-wyrms, ash revenants, Fracture-born smiths | Ashwatch (outpost) | Wardens, Vaporgate Artificers | — | wx_ignavell | mus_ign |
| Thaurenn Core | THA | Echo Realm: the axis root | No weather of its own; every Strand storms at once | 222–255 | Neutral / Spirit | Veyrkin, Fracture-born, Wyrm, Revenant | Unbound Strand-beasts, Fallen Ascendants, the Veyr's own Echoes | Finalward (outpost) | Wardens, Faith cells | — | wx_thaurenn | mus_tha |
Region affinity describes the majority of local creatures, not every item or inhabitant. Towns, forts and outposts are safe social ground. Weather is cosmetic; it does not apply hidden Freeze, Burn, Blind or movement penalties. Echo Realm outposts remain practical places to eat, repair and compare route notes.
The eight active first professions are Swordsman, Fighter, Thief, Archer, Acolyte, Mage, Merchant and Gunner. Listed trainers retain their NPC identities and service flags; instruction must be bound to the selected profession tree before an advancement is enabled. Aurelhaven hosts Swordsman and Acolyte foundations, with Knight instruction as a later Swordsman institution. Hearthfell hosts Fighter; Vaporgate hosts Gunner. Thornwick, Brinewatch, Khalmir and Lumenspire retain Archer, Merchant, Thief and Mage respectively. These seven hubs and their coherent concept-art identities are described in major towns and first-job hubs. Trainer bindings and additional branch services still require content registration. Parked performer practice grants no current job change. Historic map and trial IDs are retained identifiers, not permission to teach a retired branch.
Weather and music
Weather shares are proposed proportions of in-game hours. Interiors use clear conditions. Each region’s music prefix selects town, field, dungeon, trial, arena or boss cues; detailed tracks and late-region extensions belong to the audio chapter.
| Set | States |
|---|---|
| wx_lanternfall | clear 65% · rain 20% · sea fog 15% |
| wx_aurelhaven | clear 70% · rain 20% · fog 10% |
| wx_mossveil | clear 55% · rain 25% · fog 20% |
| wx_saltmoor | clear 55% · rain 25% · sea fog 20% |
| wx_dunescald | clear 75% · sandstorm 15% · heat haze 10% |
| wx_lumenspire | clear 70% · starfall motes 20% · fog 10% |
| wx_frostreach | clear 40% · snow 45% · blizzard 15% |
| wx_cinderworks | clear 60% · smog 25% · ash fall 15% |
| wx_scars | clear 40% · Echo storm 40% · inverted rain 20% |
| wx_echo_realm | clear 50% · Echo storm 50% |
| wx_imbrelane | clear 30% · rain 50% · sea fog 20% |
| wx_halveros | clear 55% · Echo storm 25% · fog 20% |
| wx_orsennad | clear 50% · inverted rain 30% · fog 20% |
| wx_ignavell | clear 50% · ash fall 35% · heat haze 15% |
| wx_thaurenn | clear 40% · Echo storm 40% · starfall motes 20% |
| wx_indoor | clear 100% |
Roads and travel
Walkable regional borders connect Central Kingdom–Mossveil, Central Kingdom–Saltmoor, Central Kingdom–Dunescald, Mossveil–Lumenspire, Saltmoor–Dunescald, Dunescald–Cinderworks, Lumenspire–Frostreach and Cinderworks–Scars. Lanternfall uses a ferry. The deeper route is Scars → Threshold → Mire → Crags → Deeps → Rim → Core. The sealed crossing from SCR-F04 requires level 99; entering that crossing and earning a third job are separate events.
Every town, fort and outpost has a Waystation. The tutorial first-departure service is free once per character: its ferry reaches Aurelhaven, with a protected Waystation transfer to any of the other six first-job hubs when selected. The seven destinations are Aurelhaven, Hearthfell, Khalmir, Thornwick, Lumenspire, Brinewatch and Vaporgate. Novices reach the mentor through safe town routes without crossing higher-level surrounding fields; field, dungeon and trial gates remain unchanged. First-job completion grants one fee-waived warp to Aurelhaven, consumed on use. Ordinary travel fees remain Credits sinks. Ironbarrow Deep uses its separate level-sealed Barrow access; deep optional Law arenas need not fit their parent region’s early field band.
At least two open field or dungeon choices per level from 1–255 are the coverage target. Every level also needs a PK-off choice. High-level maps use explicit PK flags; towns and all maps below level 120 are PK-off. Sealed gates and warnings prevent a casual walk from placing a learner in a substantially higher band. The progression chapter defines the access and PvP rules.
Map and population definitions
IDs use <region>-<type><number>: T settlement, F field, D dungeon, A arena, B boss arena, I instance and V vault. Guild Marches use GW-M, Undercroft templates GW-G, event templates EVT-I and trials TRL. Connections are bidirectional walks, stairs, ferries, instance gates, sealed gates, war gates or paid Waystation links. The Barrow Seal requires level 55; the Threshold seal requires level 99. Ordinary walks and stairs have a target maximum entry-band step of 15 levels.
The following are content-planning definitions, with formula validation deferred. An authored walkability grid replaces estimates when a map exists.
| Map type | Estimated walkable share | Normal monsters per 1,000 walkable tiles |
|---|---|---|
| Town / fort | 55% | 0 |
| Field | 60% | 3 |
| Dungeon | 45% | 4.5 |
| Scripted instance | 50% | Scripted |
| March | 50% | 0 |
| Arena | 70% | 0 |
| Boss arena | 65% | 0 |
walkable = floor(width × height × walkable_percent / 100). spawn_target = floor(walkable × density_milli / 1,000,000), where density_milli is the table’s density multiplied by 1,000. crossing_ms = max(width, height) × 150 at default tile movement. aoi_cells = ceil(width/48) × ceil(height/48). Ordinary maps plan for soft/hard caps of 300/350; Marches use the separate 1,000-player cap.
Echo fields and dungeon floors form separate lanes within the region band. For a lane of n maps, spread s and band lo…hi, span = hi−lo+1−s; index i has range lo+floor(span×i/(n−1)) through that minimum plus s−1. A one-map lane starts at lo; an empty lane adds nothing. These formulas do not allocate a Fallen’s resurrection site. Apex level is min(region_band_top+5,255) in the deepest regular dungeon arena.
Regional atlas
Zone 1— Lanternfall Isle / Lanternfall (LAN)
Look and everyday life. White cloud shadows pass over a green island, shallow water and patchwork roofs. Nets dry beside shuttered lamps. The Lantern-keepers ask a new Ascendant to carry supplies before asking about the moment they died. Red scarves and worn satchels express the Novice’s repaired travel gear. Small shore creatures are curious, not baby mascots.
Local boss. Lampmother occupies LAN-D01; this is the island's dungeon encounter, not an invented field spawn. A broad, water-fed growth shelters smaller lights beneath its cap. That silhouette is a proposed presentation of the planned Plant creature. Its planned Strand Bolt, Strand Burst and Call Kin teach a focused cast, an area warning and summoned enemies. The response is to leave the marked burst and notice the smaller creatures without losing the mother's position.
Potential finds. The planned Lampmother Greater Echo suggests cold resistance and magical reserves. Nearby Lummerlit materials include Glimmer Gel; Lampcap materials include Glowing Cap and Lamp Oil Gland. Those are ordinary family sources, not automatically Lampmother drops. A shed translucent cap-rib is a proposed boss material.
Story and class connection. A blocked lamp route matters to someone waiting for a boat. The Novice learns preparation and helping another traveller; this encounter requires neither a cosmic explanation nor a rare card.
Zone 2 — Central Kingdom / Aurelhaven (AUR)
Look and everyday life. The landing-art mood belongs here: blue roofs, warm river bridges, flowering road verges and a city busy enough to ignore the camera. Militia cloth tabs and farm repairs share the same practical ironwork. Beyond the fields, the barrows repeat the city's stone shapes with their names worn away.
Area boss. Wayreaver Chieftain, AUR-F04, interrupts an old freight road. A commandeered road pennant and mismatched working armour distinguish a band leader from a noble knight. Crushing Blow, Ground Slam and Call Kin favour leaving the slam area and controlling the reinforcements rather than fighting in a tight pile.
Deeper encounter and finds. Warden-Sergeant Durmothe, AUR-D03, is the first major duty-bound tragedy. His planned drops include Durmothe Echo and the Sergeant's Barrow Seal. Vharos waits in AUR-D05; he must not replace Durmothe in the opening arc. The Chieftain's planned Greater Echo supports fighting Humanoids. Proposed ordinary salvage: a repaired toll-chain link, without a promised combat effect.
Story and class connection. Swordsman protection begins with a road people use. The Regency wants a public victory; displaced travellers need their route restored.
Zone 3 — Mossveil Reach / Thornwick (MOS)
Look and everyday life. Raised paths follow roots without cutting through them. Sunlight reaches fern beds between layered canopies; resin windows warm the interiors. Route keepers argue about shortcuts, gatherers trade useful fibres, and someone always returns a borrowed tool late. Quiet corners make sudden movement readable.
Area boss. Old Mossback, MOS-F04, is an old Beast with a broad, moss-caught back. It is territorial rather than a servant of the Faith. Ground Slam, Gore Charge and Mend communicate weight, a committed line and a recovery cast. Leave the charge lane; recognise the healing action instead of treating every animation as damage.
Deeper encounter and finds. Ilyra, MOS-D03, turns haste into uncertainty. Ilyra Law Echo and Ilyra's Unspooled Thread are her named rewards. Old Mossback Greater Echo expresses expertise against Beasts. Proposed shed material: a weathered horn sheath, suitable as an item-theme brief rather than a new guaranteed recipe ingredient.
Story and class connection. The Thornwick Circle needs a route repaired without destroying its habitat. Archers and trained scouts can exemplify patient observation; other classes still solve the encounter through their own tools.
Zone 4 — Saltmoor Harbor / Brinewatch (SAL)
Look and everyday life. Brass bells, dark pitch and sun-bleached rope sit against a bright sea. Weighted coats and practical deck boots distinguish the coast from a generic pirate town. Fishing crews share the quay with salvagers; the lighthouse looks useful long before the player learns what remains inside it.
Area boss. Saltgill Tidemother, SAL-F04, uses the planned Wind affinity despite her aquatic habitat. Show a raised fin and disturbed surface before Strand Burst; Rime Breath must read as a directed breath, not unavoidable damage from all surrounding water. Call Kin adds another target decision. Avoid inventing a tide that changes map access.
Deeper encounter and finds. Pelravane, SAL-D03, measures people through a ledger that never lets them leave. Named finds are Pelravane Law Echo and Pelravane's Tarnished Ledger. Saltgill Tidemother Greater Echo carries resistance to blindness; it is not a Water endow. Proposed material: a translucent gill fan with a salvage use to be authored later.
Story and class connection. Recover a crew's names as well as its cargo. Thief observation and ordinary crew work-song traditions belong here without turning every singer into a Chorus recruit.
Zone 5 — Dunescald Expanse / Khalmir (SUN)
Look and everyday life. Shaded courtyards, clay water jars and covered trade bundles make the heat tangible. Dunes alternate with hard stone routes and old tomb approaches. Current caravan craft uses flexible cloth and maintained leather; burial fittings belong to a distinct older tradition. Hospitality survives the weather.
Area boss. Rhazkel Broodwyrm, SUN-F04, presses a ridged silhouette above the sand before committing. Its planned Scorch, Call Kin and Gore Charge support a visible hot area, brood control and a charge lane. A dust flourish is presentation, not permission to hide the tell or grant burrowing invulnerability.
Deeper encounter and finds. Ulvarane, SUN-D04, is sustained by a funeral procession that cannot finish. Named finds: Ulvarane Law Echo and Ulvarane's Funeral Torc. Rhazkel Broodwyrm Greater Echo favours fighting Wyrms. Proposed shed material: a heat-worn throat scale for regional equipment styling.
Story and class connection. Deliver relief while preserving the caravan's obligations to its dependants. A trained ambusher learns deliberate commitment; the desert is not a universal Poison or Fire rule for equipment.
Zone 6 — Lumenspire (LUM)
Look and everyday life. Pale stone terraces frame brass rings, clear lenses and sky. Charts dry beside muddy field boots. Apprentices test observations outdoors; workshop meals and arguments keep the Conclave human. Instruments are worn tools, not endless floating holograms.
Area bosses. Preserve both planned field encounters: Glyphstone Colossus, LUM-F02, and Errant Constellation, LUM-F04. The Colossus's ground warning and Hush teach position and a recognisable casting restriction. The Constellation's Quicken changes its pace; Call Kin and Strand Burst keep spacing relevant. Moving rings must not make the affected floor ambiguous.
Deeper encounter and finds. Sidrel, the Last Orrery, LUM-D01, carries the Law of Orbit. Named finds: Sidrel Law Echo and Sidrel's Errant Gear. Both field bosses have Greater Echoes; the Constellation's card concerns fear resistance, not universal control immunity. A cracked field lens is proposed salvage, without a new casting bonus.
Story and class connection. Casters and archive scholars differ over observation and rules. The investigation needs evidence that challenges both, not an academy declared infallible.
Zone 7 — Frostreach Holds / Hearthfell (FRO)
Look and everyday life. Wool, dark timber and maintained climbing iron surround hearths bright enough to warm the scene. Outside, wind exposes stone and bends low vegetation. The traveller arriving cold gets the nearest chair. Northern customs are local culture, not proof the world follows Norse mythology.
Area boss. Cragmantle Patriarch, FRO-F04, is a broad adult Beast with weathered horns and a heavy shoulder mantle. Gore Charge, Call Kin and Rime Breath need distinct lane, summon and cone cues. Cold scenery itself does not continually freeze the player.
Deeper encounter and finds. Ilsavene, the Tender, FRO-D03, turns care into a debt. Named finds: Ilsavene Law Echo and Ilsavene's Lantern Ribbon. Cragmantle Patriarch Greater Echo grants specific stun immunity with a health tradeoff; it does not prevent every control effect. Shed mantle wool is a proposed material.
Story and class connection. Fighter instruction makes bodily discipline useful to the mountain community, while Ember Vigil care and visiting Paladin protection meet in rescuing an exhausted caretaker. Acolyte first-job instruction is now in Aurelhaven; local faith and advanced regional instruction remain. Helping the helper is part of the regional resolution.
Zone 8 — Cinderworks / Vaporgate (CIN)
Look and everyday life. Enamel signs, riveted brackets, protected glass and soot make machinery feel repairable. Workers eat beside a cooled line while apprentices argue over yesterday's repair. Clear exterior light and warm interiors prevent the region becoming an uninterrupted orange glow.
Area boss. Furnace Overseer, CIN-F04, continues enforcing a work cycle after its operators fled. Scorch, Ground Slam, Call Kin and Quicken offer floor danger, a heavy strike, assistants and accelerated pacing. Rising pressure should be visible in valves and stance before the release; the animation does not add a new Pressure mechanic to this mini-boss.
Deeper encounter and finds. The Ninefold Engine, CIN-D03, is the actual Law of Pressure boss. Named finds: Ninefold Law Echo and Ninefold Pressure Coil. Furnace Overseer Greater Echo aids defence against Constructs. Proposed material: a recovered enamel gauge face, with no invented recipe requirement.
Story and class connection. Gunner foundations teach handling, range discipline and maintenance within protected proof-house lanes. Merchant and Blacksmith craft still asks who bears the risk of useful work. The player recovers the omitted warning instead of simply praising a larger machine.
Zone 9 — Fracture Scars / Wardfast (SCR)
Look and everyday life. Recognisable walls, orchards and road fragments stand where they cannot belong. Wardfast repairs them with ordinary timber and rope. Its mess hall, drying racks and incoming letters show people doing patient work beside impossible terrain. Keep a visible horizon and stable ground cues.
Area boss. Anchor Colossus, SCR-F04, is a Fracture-born mass arranged around a broken binding. Its planned Ground Slam, Strand Burst, Call Kin and Gore Charge reuse legible movement language in unfamiliar surroundings. A large silhouette is enough; constant screen distortion would hide the fight.
Major encounters and finds. Caldrovar, the Emptied, SCR-D03, holds the campaign's current anchor. Veyrmaw and The Unkept Host use the planned Riftheart placement, SCR-B01; this does not assert they spawn together. Named finds include Caldrovar's Hollow Crown, Veyrmaw's Swallowed Star, Host's Unclaimed Lantern and their source cards. Anchor Colossus Greater Echo concerns fighting Fracture-born.
Story and class connection. The Wardens reopen a stable crossing. They do not finish repairing the Veyr, and entry is separate from earning a third job.
Zone 10 — Veyr Threshold / Lastlamp (ECH)
Look and everyday life. Waymarks repeat with a missing word; a road carries the sound of wheels after the cart has passed. Lastlamp makes a habitable outpost from lantern housings, repaired tents and clearly marked usable ground. People compare yesterday's route notes while cooking a real meal.
Area boss. Grieving Packlord, ECH-F04, has a Greater Echo. Proposed presentation: a lead hunter repeatedly gathering a pack that no longer answers. A directed lunge followed by a visible rally area would let the party separate movement danger from reinforcements. These actions are proposed encounter concepts, awaiting full skill definitions. The Unswallowed, ECH-D02, remains the separate dungeon mini-boss.
Deeper encounter and finds. Aubrethe, the Unopened Door, ECH-D03, remembers arrivals while refusing passage. Named finds: Aubrethe Echo and Aubrethe's Hinge Pin. Grieving Packlord Greater Echo favours fighting Fracture-born. A worn waymark collar is a proposed visual trophy only.
Story and class connection. Recover the earlier expedition's warning. A defender's lesson is to keep a passage useful, not to defend a closed door forever.
Zone 11 — Imbrelane Mire / Rainward (IMB)
Look and everyday life. Water reaches staircases built for streets that have vanished. Rainward hangs crew names above the flood line and dries rope under broad eaves. Reflections show a lamp before its real wick catches. Reeds and open water give the region breathing room; mud is not the whole palette.
Area boss. Old Bosun Harrow, IMB-F05, is a named mini-boss. Proposed presentation: a bosun repeating a departure order while the remembered mooring refuses to release. A marked rope sweep and a crew-call area would reward stepping aside and handling summoned threats. They are candidate actions; no new pull, root or drowning status is implied. Beacon Mother, IMB-D03, retains her own place.
Deeper encounter and finds. Mirrowmere, the Drowned Lamp, IMB-D04, keeps waiting for the missing fleet. Named finds: Mirrowmere Echo and Mirrowmere's Drowned Wick. Harrow's Greater Echo protects against Revenants. Proposed salvage: a corroded watch bell with a legible maker's mark.
Story and class connection. Release an obligation without erasing the crew list. A crew can restore an ending to its work song; the tale remains open to every class.
Zone 12 — Halveros Crags / Highcairn (HLV)
Look and everyday life. Broken highland ground hangs beyond tensioned ropes and carefully rebuilt cairns. Low sun catches pale stone; sheltered gardens and a communal repair table keep Highcairn from feeling like a disposable camp. Wind suggests exposure without making every route a balance puzzle.
Area boss. Thousandroot, HLV-F05, has a Greater Echo. Proposed form: an ancient root mass holding displaced soil around a recognisable central trunk. Clearly drawn root lanes could threaten separate portions of the floor, followed by a recovery opening. Root-shaped art does not automatically apply the Rooted status. Torwyrm Brood Sire, HLV-D03, provides the separate dungeon threat.
Deeper encounter and finds. Skarnvald, the Torn Tor, HLV-D04, holds the shape of lost ground. Named finds: Skarnvald Echo and Skarnvald's Torn Keelstone. Thousandroot Greater Echo aids fighting Beasts; that card target is not evidence of the source creature's race. Proposed salvage: a root-bound cairn fragment.
Story and class connection. Warden patience and Warden engineering meet at a path that cannot simply be forced back into place. Preserve the route's purpose rather than its exact former shape.
Zone 13 — Orsennad Deeps / Sunkbell (ORS)
Look and everyday life. Worked tile, bell frames and worn cloth connect archives to kitchens and sleeping rooms. Loom motifs belong to people who studied binding, not only to cosmic ritual. Sunkbell preserves copied recipes alongside damaged cosmological records. Slanting light and broad surfaces keep inscriptions from becoming visual noise.
Area boss. The Last Psalm, ORS-F05, is a mini-boss. Proposed presentation: a remembered assembly whose final response never arrives. Alternating visible resonance areas would allow movement between phrases. This is an AoE concept, not an automatic Silence, fear or mind-control effect. Blotmother, ORS-D02, remains a separate encounter.
Deeper encounters and finds. Olvessa, the Unveiled, ORS-D03, carries the Law of Unveiling; Ennadrel, the First Weaver, ORS-D04, is Apex. Named finds include Olvessa Law Echo, Ennadrel Echo and Ennadrel's First Shuttle. The Last Psalm Greater Echo currently offers resilience and mental aptitude, not an autocast performance. Proposed salvage: an uncompleted response ribbon.
Story and class connection. Scholars and Archmages confront records that disagree. The discovery distinguishes a crossing from a prison without resolving every mystery of the Binders.
Zone 14 — Ignavell Rim / Ashwatch (IGN)
Look and everyday life. Basalt paths, fused seams and carefully patched tools surround furnaces whose purpose has faded. Ashwatch maintains cool work areas, drinking water and benches for tired hands. Pale ash and dark iron give flame a readable place rather than filling every surface with it.
Area boss. Anvilheart, IGN-F05, is a mini-boss. Proposed presentation: a working core that keeps preparing a vessel after its maker has gone. Distinct hammer lanes and a marked vent area could create a clear approach-and-retreat rhythm. Neither action implies item break unless the eventual skill explicitly says so. The Unbanked Kiln, IGN-D03, remains separate.
Deeper encounter and finds. Pyrrhaval, the Unquenched, IGN-D04, is fire that has forgotten what it was meant to warm. Named finds: Pyrrhaval Echo and Pyrrhaval's Cinder Heart. Anvilheart Greater Echo supports bodily resilience and strength. Proposed salvage: a cooled maker's stamp, without an automatic Fire property.
Story and class connection. Weaponsmiths and field alchemists confront a repair that perpetuates the injury. Stopping the work can be the responsible craft decision.
Zone 15 — Thaurenn Core / Finalward (THA)
Look and everyday life. Familiar beams, cloth and stone separate along luminous seams around a space too large to fully understand. Finalward's ordinary equipment stays recognisable: a repaired kettle, a marked bunk, a note awaiting a returning expedition. The contrast gives scale without reducing people to glowing silhouettes.
Area boss. Knotfather, THA-F09, has a Greater Echo. Proposed presentation: gathered binding patterns that repeatedly pull themselves into one unfinished shape. Marked converging lanes could reward choosing an opening before they meet. Visual convergence does not automatically move the player or create a permanent root. The Weeping Seam, THA-D03, remains the dungeon mini-boss.
Major encounters and finds. Thaurek, the Heart That Broke, THA-D04, is Apex; Vaelith, the Unwoven, currently THA-F10, is World. Named finds: Thaurek Echo, Thaurek's Broken Pulse, Vaelith Echo and Vaelith's Last Thread. Vaelith's proposed arena relocation is an open placement decision. Do not assign Boots of the Unbroken Stride to Vaelith as settled loot.
Story and class connection. Core terrain reaches the eight world-distributed battle anchors through the damaged Veyr. It does not place the empire's four fronts beside one local ritual hall. Current survey names distinguish the routes; the champions' original fronts and professions distinguish the evidence. Selvanthe preserves military orders and the hidden ritual accounts. The Fallen return as the rite's cursed soul anchors, separately from Madness. Dispersal grants respite without releasing the soul, reopening the boundary or finally freeing the person.
The eight ritual stations
These stations are the original battle anchors used by the Concordance of Ash. Vhalerion and allied kingdoms deployed eight Ascendant volunteers and millions of followers against four invading avatars: Vorthaal's stillness and oblivion in the north, Ulgath's hunger and flesh in the south, Ymbria's dreams and revelation in the east, and Sethrane's identity and dominion in the west. Their whole masters were already outside the Veyr. The hidden circuit activated across the fronts at the same hour during combat, making the eight souls anchors and the armies nourishment. They consented to battle; none consented to sacrifice.
The rite seized the avatars, strengthened the remote masters' binding beyond Aenmor's existing boundary and granted the Ninth Bell's hidden source partial control of that boundary. It did not perform the original expulsion. The imperial council and mortal oracle vessel did not know the unnamed Outer God behind the message, but the council knowingly concealed the human sacrifice. A surviving transcript therefore preserves what its writer knew; it cannot name the divine source as a recognized author.
The current Core maps are Echo approaches to that distributed ground. The later Fracture damaged the crossing routes without moving the original anchors or duplicating the champions. A present field's orientation does not identify the historical front. No new full maps, map numbers or travel mechanic follow from this relationship.
| Fallen | Present registered approach | Surveyed battle-anchor name | Original front, foe and living profession | Evidence of battle duty and hidden sacrifice |
|---|---|---|---|---|
| Caedric Halvane | Thaurenn Approach (THA-F01) | Oathline | West — Sethrane; male Crusader | Shelter and withdrawal orders conflict with the sealed instruction to keep companies inside the circuit. His defence intended to preserve lives, not authorize their loss |
| Hedda Ironvow | Strandknot Field (THA-F02) | Last Fitting | East — Ymbria; female Weaponsmith | Field drawings and inspection marks show concealed channels in supplied fittings. The altered materials link the secret rite to imperial stores, not to her authorship |
| Shio | The Unwoven Plain (THA-F03) | Severed Conduit | North — Vorthaal; female Shadow Guard | Scout routes, weighted-line traces and sealed relay closures show that an intended escape was cut off at the appointed hour |
| Brakkus | Shardfall Reach (THA-F04) | Empty Stand | South — Ulgath; male Mystic Fighter | Breath-training wraps and casualty positions preserve the fighting line before Kindrava's treatment ground. The missing followers were troops and support crews, not a ritual audience |
| Oriel Thane | Mirrorrain Steppe (THA-F05) | Unclosed Reading | West — Sethrane; male Archmage | Fragmented field observations compare combat timing with an undeclared circuit. His discovery was incomplete before activation, not an agreement to complete the rite |
| Kindrava | The Tenfold Ring (THA-F06) | Volunteers' Hearth | South — Ulgath; female Saint | Treatment and intended evacuation lists conflict with the fuel ledger. Volunteers joined the war, not a knowing sacrifice. The tenfold field name refers to Strands, not ten champions |
| Kagemori Ren | Breakwater of Echoes (THA-F07) | Last Cut | North — Vorthaal; female Sharpshooter | Rifle observation records, a spent cartridge and an uncompleted extraction order show a protected exit cut off by the final signal. The survey name does not assign her a sword profession |
| Seliane | The Still Choir (THA-F08) | Veiled Measure | East — Ymbria; female Longbow Guard | Watch arrows and a relief roster conflict with concealed imperial timings. The veiled measure is the council's secret; Seliane neither composed it nor withheld its cost |
The eight are paired across the fronts: Shio and Ren north, Brakkus and Kindrava south, Hedda and Seliane east, Caedric and Oriel west. Their souls remain bound as anchors under the Concordance's continuing cost. These sites are not eight additional boundary objects that raids must destroy or maintain. Appearance and ruined scenery express betrayal-driven return without replacing a site's original duty or supplying new combat immunity.
Ordinary routes remain usable outside marked encounter compounds. Their approaches announce the named Fallen and an explicit admission boundary; field access does not silently enroll a traveller. Occurrence, warning, admission and settlement use the special encounter contract rather than ordinary field population. The parent map's PK flag, access, dimensions and level band remain unchanged. A field band is not a champion's boss level, and this account promises no safe corridor inside PK-on ground.
Finalward supplies copied route notes, battle orders, musters and ritual accounts without a boss kill, card, rare relic or contribution award. Selvanthe provides corroboration: THA-V01 holds the military muster and four-avatar front survey; THA-V02 compares issued equipment, drawings and concealed fittings; THA-V03 preserves the Ninth Bell transcript fragments, council instructions and competing casualty accounts. Copies of later crossing observations support comparison with the rite's boundary-authority clauses. The transcript alone does not reveal an author its vessel never recognized. These functions neither move the Fallen into the Vault nor guarantee uncontested dungeon access. Essential conclusions remain available at Finalward even when a compound or archive is contested.
Vhalerion's ruin and modern institutions
Vhalerion was the ancient empire that led the coalition and concealed the Concordance with cooperating allied rulers. The ordinary army, the sacrificed champions, sincere officers and present descendants are not automatically its inner council. Records must identify who issued, signed, altered or resisted an instruction before dialogue assigns personal responsibility.
The Aurelhaven Regency is a later government. It can inherit archives, customs and unresolved obligations without being Vhalerion under a new name. Counting Houses and Archivists may hold contradictory copies, while caretakers preserve names omitted from monuments. That conflict gives the investigation people and motives; it grants no new faction membership, hidden reputation modifier or automatic guilt by ancestry.
Factions and everyday obligations
Factions provide services and motives for dialogue and quests. Player membership and faction reputation are outside the launch scope. Relations affect tone, never prices, drop rates or access. A sincere individual can leave a harmful institution without making its inner circle allied to the player.
| Faction | ID | Seat | Aim | NPC services | Stance to Wakers |
|---|---|---|---|---|---|
| The Aurelhaven Regency | regency | Aurelhaven | Keep the realm whole under one crown | Guild War charters; Crown Sigils | Patron |
| The Counting Houses | counting | Aurelhaven (a house in every town) | What is recorded endures | Bank; the Exchequer (Realm Treasury) fiction | Neutral and exacting |
| The Wardens of the Veyr | wardens | Wardfast; one outpost per Echo Realm region | Mend the Veyr; hunt what crosses it | Endgame quests; the Warden's horn; rift access; Echo Realm outposts | Allies |
| The Resonant Smiths | smiths | Aurelhaven (Emberhall Forge) | Matter can hold only so much Resonance | Refinement; repair; crafting | Craftsmen for hire |
| The Reliquary Archivists | archivists | Aurelhaven (Card Reliquary) | Every Echo deserves a catalogue | Card socketing and extraction; Echo Codex | Scholarly |
| The Lumen Conclave | conclave | Lumenspire | Understand the Veyr through starlight and number | Mage trainers; arcane quests | Mentors |
| The Thornwick Circle | circle | Thornwick | The forest remembers; protect it | Archer trainers; forest quests | Wary friends |
| The Khalmir Caravan Compact | compact | Khalmir | Trade routes are lifelines | Thief trainers (the Veiled Lanes); caravan quests | Business partners |
| The Brinewatch Free Captains | captains | Brinewatch | The sea belongs to whoever sails it | Merchant trainers; harbour trade | Pragmatic |
| The Ember Vigil | vigil | Hearthfell; Acolyte House in Aurelhaven | Tend the living so the dead may rest | Capital Acolyte foundation; regional care, healers and inns | Caretakers |
| The Vaporgate Artificers | artificers | Vaporgate | Bind Echoes into engines, safely this time | Gunner foundation; blacksmith/alchemical craft and machine quests | Ambitious |
| The Lantern-keepers | lantern | Lanternfall | Guide every new Waker | Tutorial NPCs | Guides |
| The Severed Chorus | choir | No fixed seat; strongest in the Fracture Scars and the Orsennad Deeps | Break the Veyr so nothing ever truly dies | Cults; Echo-storm events; boss lore | Hostile |
The Faith of the Four has a public presence across these settlements. The Severed Chorus row describes its covert ritual network. Circle residents can accept clinic aid while distrusting the Garden’s expansion; Captains can use Last Custody funerals while rejecting dead crew conduits; Counting Houses can admire orderly records while investigating Measure inscriptions. These are scene tensions, not automatic punishments for ordinary worshippers.
| Faction | What it protects | Its blind spot | A playable dilemma |
|---|---|---|---|
| Aurelhaven Regency | Roads, homes and continuity of government | Treats Wakers as inexhaustible resources | An official wants a public victory while evacuees need an unglamorous escort |
| Counting Houses | Records that let people reclaim their lives | A surviving record may be incomplete or unjust | Recover testimony that contradicts a valid-looking ledger |
| Wardens of the Veyr | Safe crossings and expedition members | Secrecy can hide a preventable failure | Bring back a failed patrol's account rather than erase it |
| Resonant Smiths | Useful craft and durable equipment | Mastery can become an obsession with overcoming every limit | Identify a failed vessel and preserve the maker's warning |
| Reliquary Archivists | Memory, names and evidence | Preservation can resemble possession | Decide what testimony to record before releasing a captive identity |
| Lumen Conclave | Understanding the Strands | Mistakes a reliable model for complete understanding | Compare an elegant explanation with contradictory field evidence |
| Thornwick Circle | Living habitats and inherited memory | Protecting the forest can isolate neighbours | Restore a damaged route without stripping the surrounding growth |
| Khalmir Caravan Compact | Dependable routes and mutual obligation | A contract can overlook those unable to bargain | Deliver relief without abandoning the caravan's dependants |
| Brinewatch Free Captains | Crew autonomy and safe return | Pride discourages asking for help | Recover a crew list and admit why the ship was lost |
| Ember Vigil | The living and the right of the dead to rest | Duty can become endless self-sacrifice | Let a caretaker accept help before tending another household |
| Vaporgate Artificers | Work, repair and safer engines | “Safer” can conceal whose risk is acceptable | Stop a useful machine long enough to investigate its binding |
| Lantern-keepers | New Wakers' dignity and independence | Protection can become overprotection | Let a learner take responsibility with a clear route back |
| Severed Chorus | Its promise that no one need be lost | Cannot accept refusal or release | Show a recruit's grief, then the harm caused by enforcing their answer on others |
Relations
Relations are symmetric: a faction is allied to itself; Chorus inner circles are hostile to the civic factions; unlisted pairs are neutral. The following values define dialogue tone from −2 hostile to +2 allied.
| A | B | Value | Label | Reason |
|---|---|---|---|---|
| regency | counting | +2 | allied | The Regency's authority rests on the Houses' ledgers |
| wardens | vigil | +2 | allied | Both tend the boundary of death |
| archivists | conclave | +1 | friendly | Shared libraries |
| circle | vigil | +1 | friendly | Both honour what is remembered |
| compact | artificers | +1 | friendly | The Compact carries engine parts south |
| counting | artificers | +1 | friendly | The Houses finance the engine works |
| counting | compact | +1 | friendly | Caravan credit lines |
| lantern | vigil | +1 | friendly | Vigil healers serve on Lanternfall |
| regency | archivists | +1 | friendly | Reliquaries sit under Regency protection |
| regency | compact | +1 | friendly | Trade treaty on the southern road |
| regency | lantern | +1 | friendly | The Regency sponsors Lanternfall |
| regency | smiths | +1 | friendly | Emberhall Forge holds a Regency warrant |
| regency | vigil | +1 | friendly | The Vigil blesses Regency charters |
| regency | wardens | +1 | friendly | The Regency funds the watch-forts |
| smiths | archivists | +1 | friendly | Socketing needs both crafts |
| wardens | archivists | +1 | friendly | Wardens bring rift Echoes to be catalogued |
| wardens | conclave | +1 | friendly | Star-charts predict Echo storms |
| compact | captains | −1 | tense | Sea and sand compete for the same cargo |
| counting | captains | −1 | tense | Smuggling dodges the ledgers |
| regency | artificers | −1 | tense | The Cinder Breach still weighs on the Regency |
| regency | captains | −1 | tense | Harbour tariffs the Captains refuse to pay |
| regency | circle | −1 | tense | Forest timber rights, disputed since 158 AF |
| smiths | artificers | −1 | tense | Rival theories of how much Resonance matter can hold |
| wardens | artificers | −1 | tense | Wardens blame Echo engines for thinning the Veyr |
| circle | artificers | −2 | hostile | Smog and slag poison the forest edge |
Services and named people
Major trainer towns provide trade, storage, banking, market access, smithing, refinement, card services, salvage, travel, guild registration, inns and quests. Lanternfall teaches a smaller set; Wardfast and Echo outposts provide supplies, repair, storage, travel, bunks and quests. Titles are separate from names. This service matrix and roster preserve continuity between the world, interface and quest catalogues.
| Town | merchant | vault | bank | market | smith | refine | reliquary | salvage | warp | guild | inn | quest | trainer | job_change | reset | reset_paid | quartermaster | arena | ferry |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Lanternfall | ✓ | ✓ | — | ✓ | ✓ | ✓ | — | ✓ | ✓ | — | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ |
| Aurelhaven | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | ✓ | ✓ | — |
| Thornwick | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | — | — | — |
| Brinewatch | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | — | — | — |
| Khalmir | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | — | — | — |
| Lumenspire | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | — | — | — |
| Hearthfell | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | — | — | — |
| Vaporgate | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | — | ✓ | — | — | — |
| Wardfast | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Lastlamp | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Rainward | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Highcairn | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Sunkbell | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Ashwatch | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Finalward | ✓ | ✓ | — | — | ✓ | — | — | — | ✓ | — | ✓ | ✓ | — | — | — | — | — | — | — |
| Map | NPC ID | Title and name | Role | Services | Faction |
|---|---|---|---|---|---|
| Lanternfall | npc_lan_maribel | Head Lantern-keeper Maribel Wick | Tutorial guide; Act I main story | quest | lantern |
| Lanternfall | npc_lan_odo | Trainer Odo Larch | Tutorial trainer; Novice stats and skills | reset, quest | lantern |
| Lanternfall | npc_lan_tamsin | Provisioner Tamsin Reed | Beginner potions and tools | merchant | lantern |
| Lanternfall | npc_lan_brannock | Scrapper Brannock | Salvage (T-09) | salvage | lantern |
| Lanternfall | npc_lan_lissa | Market Clerk Lissa Haverly | Market tutorial (T-12) | market | counting |
| Lanternfall | npc_lan_gared | Resonant Gared Ashby | Safe refinement (T-13) | refine, smith | smiths |
| Lanternfall | npc_lan_wenna | Innkeeper Wenna Brightwater | Save point; first inn | inn | vigil |
| Lanternfall | npc_lan_pim | Vault Keeper Pim Larkin | Storage; Claim Box | vault | counting |
| Lanternfall | npc_lan_corwin | Ferry Master Corwin Ferrier | Free tutorial exit ferry to Aurelhaven plus protected transfer to the selected first-job hub (T-16) | ferry, warp | lantern |
| Aurelhaven | npc_aur_odric | Castellan Odric Hale | Aurelhaven Regency; Act I main story | quest | regency |
| Aurelhaven | npc_aur_ambrose | Exchequer Clerk Ambrose Tallow | Chief Counting House | bank | counting |
| Aurelhaven | npc_aur_merrit | Provisioner Merrit Coyle | Tools and potions | merchant | counting |
| Aurelhaven | npc_aur_hilda | Weaponer Hilda Brask | Weapons | merchant | smiths |
| Aurelhaven | npc_aur_joss | Armourer Joss Fairweather | Armour | merchant | smiths |
| Aurelhaven | npc_aur_dunstan | Smith of Emberhall Dunstan Holt | Emberhall Forge: repair, crafting | smith | smiths |
| Aurelhaven | npc_aur_tobiah | Resonant Tobiah Kell | Resonance Workshop | refine | smiths |
| Aurelhaven | npc_aur_selwyn | Archivist Selwyn Marsh | Chief Card Reliquary | reliquary | archivists |
| Aurelhaven | npc_aur_petra | Vault Keeper Petra Lowe | Vault | vault | counting |
| Aurelhaven | npc_aur_ivo | Market Clerk Ivo Penn | Market Plaza | market | counting |
| Aurelhaven | npc_aur_rusk | Scrapper Rusk Mabry | Salvage Yard | salvage | smiths |
| Aurelhaven | npc_aur_elsbeth | Gatekeeper Elsbeth Crane | Waystation | warp | regency |
| Aurelhaven | npc_aur_cassius | Registrar Cassius Hartley | Guild Hall; Aldrevane March registration | guild | regency |
| Aurelhaven | npc_aur_bettany | Innkeeper Bettany Quarle | The Gilded Kettle inn | inn | vigil |
| Aurelhaven | npc_aur_brigid | Quartermaster Brigid Stroud | War Quartermaster | quartermaster | regency |
| Aurelhaven | npc_aur_quenby | Marshal Quenby Lark | Arena registrar (The Proving Ring) | arena | regency |
| Aurelhaven | npc_aur_rowan | Captain Rowan Ashdown | Swordsman trainer | trainer, quest, reset_paid | regency |
| Aurelhaven | npc_aur_aldous | Commander Aldous Brand | Knight advancement instruction | job_change, quest, reset_paid | regency |
| Aurelhaven | npc_aur_octavia | Archivist Octavia Penrose | Spell Scholar advancement instruction (Card Reliquary stacks) | job_change, reset_paid, quest | archivists |
| Ironbarrow Field | npc_aur_merrin | Barrow Warden Merrin Coldwater | Opens the Barrow Seal to Ironbarrow Deep (level ≥ 55) | seal, quest | regency |
| Aurelhaven | npc_aur_nell | Lamplighter Nell Byrne | Side quests; town lore | quest | regency |
| Thornwick | npc_mos_hazel | Circle-Elder Hazel Underbough | Thornwick Circle; forest arc | quest | circle |
| Thornwick | npc_mos_linnet | Lodge-mistress Linnet Thistledown | Archer trainer | trainer, quest, reset_paid | circle |
| Thornwick | npc_mos_burdock | Trapper Old Burdock | Warden advancement instruction | job_change, quest, reset_paid | circle |
| Thornwick | npc_mos_wren | Piper Wren Lightfoot | Parked performer practice; no active job advancement | job_change, quest, reset_paid | circle |
| Thornwick | npc_mos_clover | Provisioner Clover Pennywhistle | Tools and potions | merchant | circle |
| Thornwick | npc_mos_bramwell | Outfitter Bramwell Oakes | Bows and leathers | merchant | circle |
| Thornwick | npc_mos_tobin | Tallyman Tobin Ledgerly | Counting House | bank | counting |
| Thornwick | npc_mos_sorrel | Vault Keeper Sorrel Fane | Vault | vault | counting |
| Thornwick | npc_mos_pip | Market Clerk Pip Hawthorn | Market terminal | market | counting |
| Thornwick | npc_mos_ashlin | Smith Ashlin Rootsmith | Repair, crafting | smith | smiths |
| Thornwick | npc_mos_yarrow | Resonant Yarrow Pembry | Resonance Workshop | refine | smiths |
| Thornwick | npc_mos_fennick | Archivist Fennick Dawe | Card Reliquary | reliquary | archivists |
| Thornwick | npc_mos_gorse | Scrapper Gorse Mallet | Salvage | salvage | smiths |
| Thornwick | npc_mos_teasel | Gatekeeper Teasel Brook | Waystation | warp | circle |
| Thornwick | npc_mos_marigold | Registrar Marigold Thrupp | Guild Hall | guild | regency |
| Thornwick | npc_mos_bryony | Innkeeper Bryony Moss | The Glowcap Inn | inn | vigil |
| Brinewatch | npc_sal_nessa | Captain Nessa Keelhart | Free Captains; coastal arc | quest | captains |
| Brinewatch | npc_sal_abel | Quartermaster Abel Ropewright | Merchant trainer | trainer, quest, reset_paid | captains |
| Brinewatch | npc_sal_marrow | Cutter Marrow Quill | Rogue advancement instruction | job_change, quest, reset_paid | captains |
| Brinewatch | npc_sal_tess | Provisioner Tess Barnaby | Tools and potions | merchant | captains |
| Brinewatch | npc_sal_jory | Outfitter Jory Hullworth | Weapons and armour | merchant | captains |
| Brinewatch | npc_sal_hollis | Purser Hollis Brine | Counting House | bank | counting |
| Brinewatch | npc_sal_dory | Vault Keeper Dory Sands | Vault | vault | counting |
| Brinewatch | npc_sal_fenna | Market Clerk Fenna Gull | Market terminal | market | counting |
| Brinewatch | npc_sal_hob | Anchor-smith Hob Kettleworth | Repair, crafting | smith | smiths |
| Brinewatch | npc_sal_sable | Resonant Sable Tidecrest | Resonance Workshop | refine | smiths |
| Brinewatch | npc_sal_wrenna | Archivist Wrenna Shoal | Card Reliquary | reliquary | archivists |
| Brinewatch | npc_sal_dunlin | Scrap-captain Dunlin Pike | Salvage | salvage | captains |
| Brinewatch | npc_sal_orla | Gatekeeper Orla Wavecrest | Waystation | warp | regency |
| Brinewatch | npc_sal_kit | Bosun Kit Mallory | Guild Hall | guild | regency |
| Brinewatch | npc_sal_pellow | Innkeeper Ma Pellow | The Salted Lantern | inn | vigil |
| Khalmir | npc_sun_zorrik | Compact-Master Zorrik Durrat | Caravan Compact; desert arc | quest | compact |
| Khalmir | npc_sun_teshra | Veil-mistress Teshra | Thief trainer | trainer, quest, reset_paid | compact |
| Khalmir | npc_sun_ozhkar | The Quiet Ozhkar | Assassin advancement instruction | job_change, quest, reset_paid | compact |
| Khalmir | npc_sun_rezzik | Provisioner Rezzik | Tools and potions | merchant | compact |
| Khalmir | npc_sun_khavira | Outfitter Khavira | Weapons and armour | merchant | compact |
| Khalmir | npc_sun_durrazh | Tallyman Durrazh | Counting House | bank | counting |
| Khalmir | npc_sun_zimmeth | Vault Keeper Zimmeth | Vault | vault | counting |
| Khalmir | npc_sun_ravozh | Market Clerk Ravozh | Market terminal | market | counting |
| Khalmir | npc_sun_korrath | Smith Korrath Sandforge | Repair, crafting | smith | smiths |
| Khalmir | npc_sun_ilzra | Resonant Ilzra | Resonance Workshop | refine | smiths |
| Khalmir | npc_sun_sorrezh | Archivist Sorrezh | Card Reliquary | reliquary | archivists |
| Khalmir | npc_sun_grakh | Scrapper Grakh | Salvage | salvage | compact |
| Khalmir | npc_sun_khoruun | Gatekeeper Khoruun | Waystation | warp | regency |
| Khalmir | npc_sun_zarrel | Registrar Zarrel | Guild Hall; Qarzhenn March registration | guild | regency |
| Khalmir | npc_sun_dhessa | Wayhouse-keeper Dhessa | The Cool Well wayhouse | inn | vigil |
| Lumenspire | npc_lum_celestine | Conclave Prime Celestine Oriel | Living Lumen Conclave leader; distinct from Fallen Oriel Thane | quest | conclave |
| Lumenspire | npc_lum_aldra | Magister Aldra Lumen | Mage trainer | trainer, quest, reset_paid | conclave |
| Lumenspire | npc_lum_severin | Elementalist Severin Astley | Elementalist advancement instruction | job_change, quest, reset_paid | conclave |
| Lumenspire | npc_lum_lucius | Provisioner Lucius Prism | Tools and potions | merchant | conclave |
| Lumenspire | npc_lum_stellan | Outfitter Stellan Prothero | Staves and robes | merchant | conclave |
| Lumenspire | npc_lum_ennis | Tallier Ennis Clare | Counting House | bank | counting |
| Lumenspire | npc_lum_tertius | Vault Keeper Tertius Bellamy | Vault | vault | counting |
| Lumenspire | npc_lum_albin | Market Clerk Albin Spect | Market terminal | market | counting |
| Lumenspire | npc_lum_florian | Lenswright Florian Glass | Repair, crafting | smith | smiths |
| Lumenspire | npc_lum_cassia | Resonant Cassia Ray | Resonance Workshop | refine | smiths |
| Lumenspire | npc_lum_benedikt | Archivist Benedikt Lumm | Card Reliquary | reliquary | archivists |
| Lumenspire | npc_lum_quint | Scrapper Quint Arlo | Salvage | salvage | smiths |
| Lumenspire | npc_lum_liora | Gatewatcher Liora Stellis | Waystation | warp | regency |
| Lumenspire | npc_lum_pell | Registrar Pellam Aster | Guild Hall | guild | regency |
| Lumenspire | npc_lum_opaline | Innkeeper Opaline Quist | The Lantern & Lens | inn | vigil |
| Hearthfell | npc_fro_maeve | Instructor Maeve Stonehand | Proposed Fighter Hall; first-job Fighter instruction | trainer, quest, reset_paid | vigil |
| Hearthfell | npc_fro_brenna | Abbess Brenna Kettlestone | Ember Vigil; mountain arc | quest | vigil |
| Aurelhaven | npc_fro_tobald | Brother Tobald Hearth | Acolyte House; first-job Acolyte instruction, relocated with stable legacy ID | trainer, quest, reset_paid | vigil |
| Hearthfell | npc_fro_ardith | Sister Ardith Lowry | Priest advancement instruction | job_change, quest, reset_paid | vigil |
| Hearthfell | npc_fro_garrick | Vowkeeper Garrick Stannard | Paladin advancement instruction | job_change, quest, reset_paid | vigil |
| Vorhennik Cloister | npc_fro_durn | Master Durn Halloway | Monk advancement instruction | job_change, quest, reset_paid | vigil |
| Hearthfell | npc_fro_marta | Provisioner Marta Horne | Tools and potions | merchant | vigil |
| Hearthfell | npc_fro_boden | Outfitter Boden Crag | Furs and maces | merchant | vigil |
| Hearthfell | npc_fro_kester | Tallyman Kester Flint | Counting House | bank | counting |
| Hearthfell | npc_fro_gret | Vault Keeper Gret Ambry | Vault | vault | counting |
| Hearthfell | npc_fro_ludo | Market Clerk Ludo Frost | Market terminal | market | counting |
| Hearthfell | npc_fro_bera | Smith Bera Anvilhold | Repair, crafting | smith | smiths |
| Hearthfell | npc_fro_corin | Resonant Corin Slate | Resonance Workshop | refine | smiths |
| Hearthfell | npc_fro_wyn | Archivist Wyn Calder | Card Reliquary | reliquary | archivists |
| Hearthfell | npc_fro_rimmer | Scrapper Rimmer Dent | Salvage | salvage | smiths |
| Hearthfell | npc_fro_harl | Gatekeeper Harl Stenning | Waystation | warp | regency |
| Hearthfell | npc_fro_edwyn | Registrar Edwyn Stoke | Guild Hall | guild | regency |
| Hearthfell | npc_fro_tilda | Innkeeper Tilda Haskett | The Banked Fire | inn | vigil |
| Vaporgate | npc_cin_ysra | Range Marshal Ysra Flint | Proposed Gunner Hall; first-job Gunner instruction | trainer, quest, reset_paid | artificers |
| Vaporgate | npc_cin_ottoline | Chief Artificer Ottoline Gearwell | Artificers; industrial arc | quest | artificers |
| Vaporgate | npc_cin_brask | Forgemaster Dorran Rivet | Blacksmith advancement instruction | job_change, quest, reset_paid | artificers |
| Vaporgate | npc_cin_nim | Alchemist Nim Vatterly | Alchemical advancement instruction | job_change, quest, reset_paid | artificers |
| Vaporgate | npc_cin_jenks | Provisioner Sprocket Jenks | Tools and potions | merchant | artificers |
| Vaporgate | npc_cin_mags | Outfitter Mags Boltwright | Axes and plate | merchant | artificers |
| Vaporgate | npc_cin_ferris | Tallier Ferris Gauge | Counting House | bank | counting |
| Vaporgate | npc_cin_tumbler | Vault Keeper Tumbler Locke | Vault | vault | counting |
| Vaporgate | npc_cin_dita | Market Clerk Dita Valve | Market terminal | market | counting |
| Vaporgate | npc_cin_oswin | Smith Oswin Slag | Repair, crafting | smith | artificers |
| Vaporgate | npc_cin_ada | Resonant Ada Coil | Resonance Workshop | refine | smiths |
| Vaporgate | npc_cin_gideon | Archivist Gideon Lathe | Card Reliquary | reliquary | archivists |
| Vaporgate | npc_cin_burrows | Scrapwright Burrows Kemp | Salvage | salvage | artificers |
| Vaporgate | npc_cin_flue | Gatekeeper Flue Harrock | Waystation | warp | regency |
| Vaporgate | npc_cin_mila | Registrar Mila Steam | Guild Hall | guild | regency |
| Vaporgate | npc_cin_rosco | Innkeeper Rosco Teague | The Hissing Kettle | inn | vigil |
| Wardfast | npc_scr_isembard | Warden-Captain Isembard Crowe | Wardens; endgame arc; rift access | quest | wardens |
| Wardfast | npc_scr_hesk | Warden Quartermaster Hesk Tanner | Endgame supplies | merchant | wardens |
| Wardfast | npc_scr_anvil | Warden Smith Tamar Grist | Repair | smith | wardens |
| Wardfast | npc_scr_vault | Vault Keeper Ivett Marlow | Vault; Claim Box | vault | counting |
| Wardfast | npc_scr_gate | Gatekeeper Oren Dusk | Waystation | warp | wardens |
| Wardfast | npc_scr_bunk | Bunkmaster Torvin Fenwright | Bunkhouse (inn, save point) | inn | wardens |
| Lastlamp | npc_ech_quartermaster | Threshold Quartermaster Brannick Sedgemoor | Warden outpost: supplies, repair, vault, Waystation, bunk, quests | merchant, smith, vault, warp, inn, quest | wardens |
| Rainward | npc_imb_quartermaster | Mire Quartermaster Odile Rushmere | Warden outpost: supplies, repair, vault, Waystation, bunk, quests | merchant, smith, vault, warp, inn, quest | wardens |
| Highcairn | npc_hlv_quartermaster | Cairn Quartermaster Garret Stonebeck | Warden outpost: supplies, repair, vault, Waystation, bunk, quests | merchant, smith, vault, warp, inn, quest | wardens |
| Sunkbell | npc_ors_quartermaster | Quay Quartermaster Wenda Coalby | Warden outpost: supplies, repair, vault, Waystation, bunk, quests | merchant, smith, vault, warp, inn, quest | wardens |
| Ashwatch | npc_ign_quartermaster | Ash Quartermaster Corwin Dunstable | Warden outpost: supplies, repair, vault, Waystation, bunk, quests | merchant, smith, vault, warp, inn, quest | wardens |
| Finalward | npc_tha_quartermaster | Last Quartermaster Ysolt Thackery | Warden outpost: supplies, repair, vault, Waystation, bunk, quests | merchant, smith, vault, warp, inn, quest | wardens |
| any | npc_any_lantern_warden | Lantern Warden | Server-spawned soft challenge; never a sanction | challenge | lantern |
Map catalogue
Map IDs are stable. Tile sizes, access, level bands and PK flags below are planning records; map coverage and crowding calculations remain to be checked. The Selvanthe Vault's three floors retain their existing dimensions and bands and serve the archive functions above. They allocate no Fallen return or extra signature encounter.
The Boss column lists major arena encounters and named Fallen ritual compounds inside fields. A dash means no major encounter is assigned there; it does not exclude an area or dungeon mini-boss. Fallen entries identify a special encounter within the map rather than changing the field's ordinary level band or granting an encounter level. The monster and boss catalogue owns the shared encounter and smaller-boss allocations. The retained atlas has historical Ascendant Trial inputs of base level130 and second job70. Those earlier learning gates do not approve levels for the revised eight-family paths. The selected Rebirth/recovery and trial admission conditions require future registration under advancement; trial combat levels and scaling remain unretuned. An ordinary Threshold field band is not a new advancement gate.
Lanternfall Isle (LAN), band 1–10
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| LAN-T01 | Lanternfall | town | open | 160×160 | — | off | — |
| LAN-F01 | Lummerlit Strand | field | open | 200×160 | 1–4 | off | — |
| LAN-F02 | Glowfern Meadow | field | open | 220×200 | 1–8 | off | — |
| LAN-D01 | Lamplighter's Hollow | dungeon | open | 140×140 | 6–10 | off | — |
Central Kingdom (AUR), band 5–31
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| AUR-T01 | Aurelhaven | town | open | 320×320 | — | off | — |
| AUR-F01 | Aurel Downs | field | open | 300×260 | 5–12 | off | — |
| AUR-F02 | Gildmeadow | field | open | 300×300 | 9–17 | off | — |
| AUR-F03 | Kestrelhall Road | field | open | 320×240 | 14–22 | off | — |
| AUR-F04 | Ironbarrow Field | field | open | 320×300 | 20–30 | off | — |
| AUR-D01 | Kestrel Barrows B1 | dungeon | open | 220×220 | 12–18 | off | — |
| AUR-D02 | Kestrel Barrows B2 | dungeon | open | 220×220 | 17–24 | off | — |
| AUR-D03 | Kestrel Barrows B3 | dungeon | open | 200×200 | 23–31 | off | Warden-Sergeant Durmothe |
| AUR-D04 | Ironbarrow Deep B1 | dungeon | open | 220×220 | 58–68 | off | — |
| AUR-D05 | Ironbarrow Deep B2 | dungeon | open | 200×200 | 66–76 | off | Vharos, the Unburdened |
| AUR-A01 | The Proving Ring | arena | arena | 80×80 | — | off | — |
Mossveil Reach (MOS), band 15–44
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| MOS-T01 | Thornwick | town | open | 260×260 | — | off | — |
| MOS-F01 | Fernwick Glade | field | open | 300×280 | 15–22 | off | — |
| MOS-F02 | Mossveil Hollows | field | open | 300×300 | 20–28 | off | — |
| MOS-F03 | Thornbriar Wilds | field | open | 320×300 | 27–35 | off | — |
| MOS-F04 | Glowcap Mire | field | open | 300×280 | 33–41 | off | — |
| MOS-D01 | The Rootways B1 | dungeon | open | 220×220 | 24–32 | off | — |
| MOS-D02 | The Rootways B2 | dungeon | open | 220×220 | 31–39 | off | — |
| MOS-D03 | Ilyra's Bower | dungeon | open | 180×180 | 38–44 | off | Ilyra |
Saltmoor Harbor (SAL), band 20–50
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| SAL-T01 | Brinewatch | town | open | 260×240 | — | off | — |
| SAL-F01 | Gullreach Cliffs | field | open | 300×260 | 20–27 | off | — |
| SAL-F02 | Saltmoor Flats | field | open | 320×280 | 25–33 | off | — |
| SAL-F03 | Wreckers' Strand | field | open | 300×280 | 31–39 | off | — |
| SAL-F04 | Kelpdeep Shallows | field | open | 300×300 | 37–45 | off | — |
| SAL-D01 | Wreckers' Light 1F | dungeon | open | 220×220 | 32–40 | off | — |
| SAL-D02 | Wreckers' Light 2F | dungeon | open | 220×220 | 39–46 | off | — |
| SAL-D03 | Pelravane's Lantern Room | dungeon | open | 180×180 | 44–50 | off | Pelravane |
Dunescald Expanse (SUN), band 30–64
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| SUN-T01 | Khalmir | town | open | 280×280 | — | off | — |
| SUN-F01 | Khaldune Rise | field | open | 320×300 | 30–38 | off | — |
| SUN-F02 | Zerrun Flats | field | open | 340×300 | 36–45 | off | — |
| SUN-F03 | Scorchglass Basin | field | open | 320×320 | 43–52 | off | — |
| SUN-F04 | Rhazkel Wastes | field | open | 340×320 | 50–60 | off | — |
| SUN-D01 | Tombs of the Buried Kings B1 | dungeon | open | 220×220 | 40–48 | off | — |
| SUN-D02 | Tombs of the Buried Kings B2 | dungeon | open | 220×220 | 47–55 | off | — |
| SUN-D03 | Tombs of the Buried Kings B3 | dungeon | open | 220×220 | 54–62 | off | — |
| SUN-D04 | Ulvarane's Rest | dungeon | open | 180×180 | 60–64 | off | Ulvarane |
Lumenspire (LUM), band 45–78
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| LUM-T01 | Lumenspire | town | open | 260×300 | — | off | — |
| LUM-F01 | Astral Terraces | field | open | 300×280 | 45–53 | off | — |
| LUM-F02 | Lucent Steppe | field | open | 320×300 | 51–60 | off | — |
| LUM-F03 | Starfall Barrens | field | open | 320×320 | 58–67 | off | — |
| LUM-F04 | Orrery Ruins | field | open | 300×300 | 65–75 | off | — |
| LUM-D01 | Sidrel's Observatory | dungeon | open | 200×200 | 70–78 | off | Sidrel, the Last Orrery |
Frostreach Holds (FRO), band 50–80
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| FRO-T01 | Hearthfell | town | open | 260×260 | — | off | — |
| FRO-F01 | Hearthfell Slopes | field | open | 300×300 | 50–57 | off | — |
| FRO-F02 | Rimeholt Pass | field | open | 320×260 | 55–63 | off | — |
| FRO-F03 | Vorhennik Cloister | field | open | 260×260 | 60–67 | off | — |
| FRO-F04 | Cragmantle Heights | field | open | 320×320 | 65–75 | off | — |
| FRO-D01 | The Vigil Catacombs B1 | dungeon | open | 220×220 | 62–70 | off | — |
| FRO-D02 | The Vigil Catacombs B2 | dungeon | open | 220×220 | 68–76 | off | — |
| FRO-D03 | Ilsavene's Lantern Vault | dungeon | open | 180×180 | 74–80 | off | Ilsavene, the Tender |
Cinderworks (CIN), band 60–92
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| CIN-T01 | Vaporgate | town | open | 260×260 | — | off | — |
| CIN-F01 | Cogspan Yards | field | open | 300×300 | 60–68 | off | — |
| CIN-F02 | Slagworks Reach | field | open | 320×300 | 66–75 | off | — |
| CIN-F03 | Boilergate Wastes | field | open | 320×320 | 73–82 | off | — |
| CIN-F04 | Vatworks Sprawl | field | open | 320×300 | 78–86 | off | — |
| CIN-D01 | The Underworks B1 | dungeon | open | 220×220 | 76–84 | off | — |
| CIN-D02 | The Underworks B2 | dungeon | open | 220×220 | 82–90 | off | — |
| CIN-D03 | The Ninefold Engine | dungeon | open | 180×180 | 88–92 | off | The Ninefold Engine |
The Fracture Scars (SCR), band 85–99
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| SCR-T01 | Wardfast | fort | open | 160×160 | — | off | — |
| SCR-F01 | The Shattered Approach | field | open | 320×320 | 85–90 | off | — |
| SCR-F02 | Echo Mire | field | open | 320×300 | 88–94 | off | — |
| SCR-F03 | Inverted Falls | field | open | 300×320 | 91–97 | off | — |
| SCR-F04 | Relic Fields | field | open | 320×320 | 94–99 | off | — |
| SCR-D01 | Veyrbreak Rift B1 | dungeon | open | 220×220 | 92–98 | off | — |
| SCR-D02 | Veyrbreak Rift B2 | dungeon | open | 220×220 | 96–99 | off | — |
| SCR-D03 | Caldrovar's Throne | boss_arena | boss | 120×120 | 95–99 | off | Caldrovar, the Emptied |
| SCR-B01 | The Riftheart | boss_arena | boss | 240×240 | 90–99 | off | World bosses (Veyrmaw, The Unkept Host) |
The Veyr Threshold (ECH), band 99–126
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| ECH-T01 | Lastlamp | fort | open | 160×160 | — | off | — |
| ECH-F01 | The Threshold Shore | field | open | 320×320 | 99–108 | off | — |
| ECH-F02 | Field of the Unreleased | field | open | 320×320 | 102–111 | off | — |
| ECH-F03 | Driftlight Plain | field | open | 320×320 | 106–115 | off | — |
| ECH-F04 | Mourners' Causeway | field | open | 320×320 | 109–118 | off | — |
| ECH-F05 | Hollowtide Flats | field | open | 320×320 | 113–122 | off | — |
| ECH-F06 | The Far Lantern Road | field | open | 320×320 | 117–126 | off | — |
| ECH-D01 | The Echo Stair B1 | dungeon | open | 220×220 | 99–108 | off | — |
| ECH-D02 | The Echo Stair B2 | dungeon | open | 220×220 | 108–117 | off | — |
| ECH-D03 | The Echo Stair B3 | dungeon | open | 220×220 | 117–126 | off | Aubrethe, the Unopened Door (Apex, Lv 131) |
| ECH-I01 | The Ascendant Trial | instance | trial | 100×100 | Base 130+ admission; trial tuning pending | off | — |
Imbrelane Mire (IMB), band 120–151
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| IMB-T01 | Rainward | fort | open | 160×160 | — | off | — |
| IMB-F01 | Imbrelane Shallows | field | open | 320×320 | 120–129 | on | — |
| IMB-F02 | Slackwater Fen | field | open | 320×320 | 123–132 | on | — |
| IMB-F03 | Drowned Fleet Moor | field | open | 320×320 | 127–136 | off | — |
| IMB-F04 | Reedmourn Bog | field | open | 320×320 | 131–140 | on | — |
| IMB-F05 | The Weeping Causeway | field | open | 320×320 | 134–143 | off | — |
| IMB-F06 | Lanternwreck Marsh | field | open | 320×320 | 138–147 | on | — |
| IMB-F07 | Imbrel Deepfen | field | open | 320×320 | 142–151 | off | — |
| IMB-D01 | The Sunken Lighthold B1 | dungeon | open | 220×220 | 120–129 | off | — |
| IMB-D02 | The Sunken Lighthold B2 | dungeon | open | 220×220 | 127–136 | on | — |
| IMB-D03 | The Sunken Lighthold B3 | dungeon | open | 220×220 | 134–143 | on | — |
| IMB-D04 | The Sunken Lighthold B4 | dungeon | open | 220×220 | 142–151 | on | Mirrowmere, the Drowned Lamp (Apex, Lv 156) |
Halveros Crags (HLV), band 145–176
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| HLV-T01 | Highcairn | fort | open | 160×160 | — | off | — |
| HLV-F01 | Halveros Foothills | field | open | 320×320 | 145–154 | off | — |
| HLV-F02 | Skerrow Ledges | field | open | 320×320 | 148–157 | on | — |
| HLV-F03 | The Floating Tors | field | open | 320×320 | 152–161 | off | — |
| HLV-F04 | Galeknot Pass | field | open | 320×320 | 156–165 | on | — |
| HLV-F05 | Rootsnarl Heights | field | open | 320×320 | 159–168 | off | — |
| HLV-F06 | Scourwind Mesa | field | open | 320×320 | 163–172 | on | — |
| HLV-F07 | The Hanging Crags | field | open | 320×320 | 167–176 | off | — |
| HLV-D01 | Hollowroot Spire B1 | dungeon | open | 220×220 | 145–154 | off | — |
| HLV-D02 | Hollowroot Spire B2 | dungeon | open | 220×220 | 152–161 | on | — |
| HLV-D03 | Hollowroot Spire B3 | dungeon | open | 220×220 | 159–168 | on | — |
| HLV-D04 | Hollowroot Spire B4 | dungeon | open | 220×220 | 167–176 | on | Skarnvald, the Torn Tor (Apex, Lv 181) |
Orsennad Deeps (ORS), band 170–201
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| ORS-T01 | Sunkbell | fort | open | 160×160 | — | off | — |
| ORS-F01 | Orsennad Outskirts | field | open | 320×320 | 170–179 | off | — |
| ORS-F02 | The Binders' Causeway | field | open | 320×320 | 173–182 | on | — |
| ORS-F03 | Bellmoss Avenue | field | open | 320×320 | 177–186 | off | — |
| ORS-F04 | Lantern Quay | field | open | 320×320 | 181–190 | on | — |
| ORS-F05 | Gloamward Plaza | field | open | 320×320 | 184–193 | off | — |
| ORS-F06 | The Drowned Stacks | field | open | 320×320 | 188–197 | on | — |
| ORS-F07 | The Weaving Court | field | open | 320×320 | 192–201 | off | — |
| ORS-D01 | The Binders' Deep B1 | dungeon | open | 220×220 | 170–179 | off | — |
| ORS-D02 | The Binders' Deep B2 | dungeon | open | 220×220 | 177–186 | on | — |
| ORS-D03 | The Binders' Deep B3 | dungeon | open | 220×220 | 184–193 | on | Olvessa, the Unveiled (Law of Unveiling, Lv 185) |
| ORS-D04 | The Binders' Deep B4 | dungeon | open | 220×220 | 192–201 | on | Ennadrel, the First Weaver (Apex, Lv 206) |
Ignavell Rim (IGN), band 195–228
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| IGN-T01 | Ashwatch | fort | open | 160×160 | — | off | — |
| IGN-F01 | Ignavell Scarp | field | open | 320×320 | 195–206 | off | — |
| IGN-F02 | Kindlefall Barrens | field | open | 320×320 | 199–210 | on | — |
| IGN-F03 | Burnglass Dunes | field | open | 320×320 | 203–214 | off | — |
| IGN-F04 | The Smoulder Steps | field | open | 320×320 | 208–219 | on | — |
| IGN-F05 | Pyreline Ridge | field | open | 320×320 | 212–223 | off | — |
| IGN-F06 | The Unquenched Rim | field | open | 320×320 | 217–228 | on | — |
| IGN-D01 | The Kindling Vents B1 | dungeon | open | 220×220 | 195–206 | off | — |
| IGN-D02 | The Kindling Vents B2 | dungeon | open | 220×220 | 202–213 | on | — |
| IGN-D03 | The Kindling Vents B3 | dungeon | open | 220×220 | 209–220 | on | — |
| IGN-D04 | The Kindling Vents B4 | dungeon | open | 220×220 | 217–228 | on | Pyrrhaval, the Unquenched (Apex, Lv 233) |
Thaurenn Core (THA), band 222–255
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| THA-T01 | Finalward | fort | open | 160×160 | — | off | — |
| THA-F01 | Thaurenn Approach | field | open | 320×320 | 222–233 | off | Caedric Halvane — Oathline (Fallen compound) |
| THA-F02 | Strandknot Field | field | open | 320×320 | 224–235 | on | Hedda Ironvow — Last Fitting (Fallen compound) |
| THA-F03 | The Unwoven Plain | field | open | 320×320 | 226–237 | off | Shio — Severed Conduit (Fallen compound) |
| THA-F04 | Shardfall Reach | field | open | 320×320 | 229–240 | on | Brakkus — Empty Stand (Fallen compound) |
| THA-F05 | Mirrorrain Steppe | field | open | 320×320 | 231–242 | off | Oriel Thane — Unclosed Reading (Fallen compound) |
| THA-F06 | The Tenfold Ring | field | open | 320×320 | 234–245 | on | Kindrava — Volunteers' Hearth (Fallen compound) |
| THA-F07 | Breakwater of Echoes | field | open | 320×320 | 236–247 | off | Kagemori Ren — Last Cut (Fallen compound) |
| THA-F08 | The Still Choir | field | open | 320×320 | 239–250 | on | Seliane — Veiled Measure (Fallen compound) |
| THA-F09 | Veyrseam Ridge | field | open | 320×320 | 241–252 | off | — |
| THA-F10 | The Core Rim | field | open | 320×320 | 244–255 | off | Vaelith, the Unwoven (World, Lv 255) |
| THA-D01 | The Heartfault B1 | dungeon | open | 220×220 | 222–233 | off | — |
| THA-D02 | The Heartfault B2 | dungeon | open | 220×220 | 229–240 | on | — |
| THA-D03 | The Heartfault B3 | dungeon | open | 220×220 | 236–247 | on | — |
| THA-D04 | The Heartfault B4 | dungeon | open | 220×220 | 244–255 | on | Thaurek, the Heart That Broke (Apex, Lv 255) |
| THA-V01 | Selvanthe Vault B1 | dungeon | open | 200×200 | 245–255 | on | Volunteer registry and station survey; no Fallen return |
| THA-V02 | Selvanthe Vault B2 | dungeon | open | 200×200 | 245–255 | on | Instrument records and role memorials; no Fallen return |
| THA-V03 | Selvanthe Vault B3 | dungeon | open | 200×200 | 245–255 | on | Testimony and concealed-price archive; no Fallen return |
Guild War maps (GW)
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| GW-M01 | Aldrevane | march | war | 480×480 | — | off | — |
| GW-M02 | Qarzhenn | march | war | 480×480 | — | off | — |
| GW-G01 | Aldrevane Undercroft | dungeon | guild_holder | 200×200 | 70–99 | off | — |
| GW-G02 | Qarzhenn Undercroft | dungeon | guild_holder | 200×200 | 70–99 | off | — |
Event template (EVT)
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| EVT-I01 | Echo-storm Rift | instance | event | 160×160 | 1–99 | off | — |
Class-trial instances (TRL)
| ID | Name | Type | Access | Size (tiles) | Levels | PK | Boss |
|---|---|---|---|---|---|---|---|
| TRL-SWORDSMAN | Swordsman Trial | instance | trial | 80×80 | 8–15 | off | — |
| TRL-KNIGHT | Knight Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-CRUSADER | Paladin Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-MAGE | Mage Trial | instance | trial | 80×80 | 8–15 | off | — |
| TRL-WIZARD | Elementalist Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-SAGE | Spell Scholar Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-ARCHER | Archer Trial | instance | trial | 80×80 | 8–15 | off | — |
| TRL-HUNTER | Warden Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-BARD_DANCER | Parked Performance Practice | instance | trial | 80×80 | 35–50 | off | — |
| TRL-THIEF | Thief Trial | instance | trial | 80×80 | 8–15 | off | — |
| TRL-ASSASSIN | Assassin Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-ROGUE | Rogue Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-ACOLYTE | Acolyte Trial | instance | trial | 80×80 | 8–15 | off | — |
| TRL-PRIEST | Priest Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-MONK | Monk Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-MERCHANT | Merchant Trial | instance | trial | 80×80 | 8–15 | off | — |
| TRL-BLACKSMITH | Blacksmith Trial | instance | trial | 80×80 | 35–50 | off | — |
| TRL-ALCHEMIST | Alchemist Trial | instance | trial | 80×80 | 35–50 | off | — |
Guild War Marches
Aldrevane enters from Aurelhaven; Qarzhenn enters from Khalmir during the war window. Each March contains five Keeps, and each held Keep grants its guild a separate Undercroft variant from its March template. The Marches are parallel territory, rather than a sixteenth campaign region. Loss of a Keep closes its Undercroft at the settled transition and returns occupants to the capital under the shared Guild War rules.
| March map | March | # | Keep | Pronunciation | Undercroft | Template |
|---|---|---|---|---|---|---|
| GW-M01 | Aldrevane | 1 | Caddrimor | KAD-rih-mor | Caddrimor Undercroft | GW-G01 |
| GW-M01 | Aldrevane | 2 | Istrelholm | IS-trel-hohm | Istrelholm Undercroft | GW-G01 |
| GW-M01 | Aldrevane | 3 | Orrenholt | OR-en-hohlt | Orrenholt Undercroft | GW-G01 |
| GW-M01 | Aldrevane | 4 | Vanterrow | VAN-ter-oh | Vanterrow Undercroft | GW-G01 |
| GW-M01 | Aldrevane | 5 | Gethrevan | GETH-ruh-van | Gethrevan Undercroft | GW-G01 |
| GW-M02 | Qarzhenn | 1 | Ozhvaran | OZH-vuh-ran | Ozhvaran Undercroft | GW-G02 |
| GW-M02 | Qarzhenn | 2 | Ravikhet | RAV-ih-ket | Ravikhet Undercroft | GW-G02 |
| GW-M02 | Qarzhenn | 3 | Tazhurin | tuh-ZHOOR-in | Tazhurin Undercroft | GW-G02 |
| GW-M02 | Qarzhenn | 4 | Khavorrat | kuh-VOR-at | Khavorrat Undercroft | GW-G02 |
| GW-M02 | Qarzhenn | 5 | Zharnekh | ZHAR-nek | Zharnekh Undercroft | GW-G02 |
Regional naming
| Culture | Flavour | Building blocks | Avoid |
|---|---|---|---|
| Aurelhaven | English and Latinate compounds | -haven, -hall, -barrow, -mead, Aurel-, Gild- | Real English place names |
| Mossveil Reach | Soft nature compounds | moss, thorn, fern, bramble, -wick, -veil, -glade | Real Celtic deity and hero names |
| Dunescald Expanse | Original syllables with kh, z, r, zh; sun and sand imagery | Kh-, -zh, -rr-, -ir, -un | Real Arabic, Persian or Egyptian sacred words, titles and names |
| Saltmoor Harbor | Nautical English compounds | brine, gull, keel, tide, -watch, -wright | Real ports and famous real sailors/pirates |
| Lumenspire | Light and star Latinate | lumen, astra, lucent, -spire, -ine | Real constellation myth names; Roman deity names |
| Frostreach Holds | Hard consonants and hearth imagery | hearth, rime, crag, -fell, -hold, -stone | Real Norse mythology names (-heim, -gard, god names) |
| Cinderworks | Industrial compounds | cog, slag, vat, boiler, -gate, -works | Real company and brand names |
| Old Veyr (pre-Fracture beings) | Liquid consonants and long vowels | -os, -ane, -ra, -enn, -el (not -iel) | Angelic -iel/-ael endings; real god names |
| Veyr / Echo terms | The Veyr- root and -enth endings | Veyr-, Echo, -enth | More than one Veyr- word per screen of ordinary names |
Names describe original people and places. Class display names are one word; map names can be descriptive phrases. Titles are stored separately from NPC given names and surnames. Technical IDs stay stable when display copy changes. Coinage and name review do not establish legal clearance; that work belongs to the project’s legal review.
