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

RegionCodeKindClimateLevel bandElement affinityRacesMonster familiesTown or outpostFactionsFirst-class trainerWeather setMusic prefix
Lanternfall IsleLANTutorialMild maritime; soft rain, sea fog1–10Neutral / WaterPlant, Beast, AquaticGentle Echo-touched beasts, plants, shore crittersLanternfallLantern-keepersNovicewx_lanternfallmus_lan
Central KingdomAURCentral KingdomTemperate river plain; four seasons5–31Neutral / EarthBeast, Insect, Humanoid, RevenantField beasts, insects, bandits; armoured dead in Ironbarrow DeepAurelhavenRegency, Counting Houses, Resonant Smiths, Reliquary ArchivistsSwordsman, Acolytewx_aurelhavenmus_aur
Mossveil ReachMOSForestHumid temperate rainforest15–44Earth / PoisonPlant, Insect, Veyrkin, BeastPlants, insects, forest spiritsThornwickThornwick CircleArcherwx_mossveilmus_mos
Saltmoor HarborSALCoastalWindy maritime; rain and sea fog20–50Water / UndeathAquatic, Revenant, InsectFish-kin, drowned dead, crustaceansBrinewatchBrinewatch Free CaptainsMerchantwx_saltmoormus_sal
Dunescald ExpanseSUNDesertHot arid; sandstorms; cold nights30–64Fire / UndeathBeast, Insect, Revenant, WyrmBrutes, scorpion-kin, tomb dead, sand-wyrmsKhalmirKhalmir Caravan CompactThiefwx_dunescaldmus_sun
LumenspireLUMArcaneCool high plateau; clear nights45–78Spirit / WindConstruct, Veyrkin, RevenantConstructs, elementals, star-wispsLumenspireLumen ConclaveMagewx_lumenspiremus_lum
Frostreach HoldsFROMountain / SnowAlpine; long winters, blizzards50–80Water / HolyBeast, Revenant, Wyrm, VeyrkinFrost brutes, wolves, ice wraiths, rimewyrmsHearthfellEmber VigilFighterwx_frostreachmus_fro
CinderworksCINIndustrial / AlchemyHot, smoggy basin; ash fall60–92Fire / PoisonConstruct, Fracture-born, HumanoidConstructs, alchemical slimes, bound fiendsVaporgateVaporgate ArtificersGunnerwx_cinderworksmus_cin
The Fracture ScarsSCREndgame 1–99Unstable: Echo storms, inverted rain, floating stone85–99Shadow / SpiritFracture-born, Revenant, Veyrkin, WyrmFracture-born, ancient dead, broken VeyrkinWardfast (fort)Wardens of the Veyr, Faith cells—wx_scarsmus_scr
The Veyr ThresholdECHEcho Realm: thresholdTimeless; no sun, drifting light99–126Spirit / ShadowFracture-born, VeyrkinEchoes of gods and LawsLastlamp (outpost)Wardens of the Veyr—wx_echo_realmmus_ech
Imbrelane MireIMBEcho Realm: drowned marshEndless warm drizzle over standing memory-water120–151Water / PoisonAquatic, Plant, RevenantDrowned Echoes, mire-plants, Echoes of lost fleetsRainward (outpost)Wardens, Brinewatch Free Captains—wx_imbrelanemus_imb
Halveros CragsHLVEcho Realm: floating highlandsThin cold air; gales between floating tors145–176Wind / EarthBeast, Wyrm, VeyrkinGale-wyrms, root-bound giants, sky VeyrkinHighcairn (outpost)Wardens, Thornwick Circle—wx_halverosmus_hlv
Orsennad DeepsORSEcho Realm: sunken cityCold twilight under a ceiling of still water170–201Holy / ShadowVeyrkin, Fracture-born, ConstructBinder constructs, Lantern and Gloam spirits, Chorus cantorsSunkbell (outpost)Wardens, Faith cells, Reliquary Archivists—wx_orsennadmus_ors
Ignavell RimIGNEcho Realm: burning rimAsh wind and heat shimmer; the Fracture fire never went out195–228Fire / UndeathFracture-born, Wyrm, RevenantFire-wyrms, ash revenants, Fracture-born smithsAshwatch (outpost)Wardens, Vaporgate Artificers—wx_ignavellmus_ign
Thaurenn CoreTHAEcho Realm: the axis rootNo weather of its own; every Strand storms at once222–255Neutral / SpiritVeyrkin, Fracture-born, Wyrm, RevenantUnbound Strand-beasts, Fallen Ascendants, the Veyr's own EchoesFinalward (outpost)Wardens, Faith cells—wx_thaurennmus_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.

SetStates
wx_lanternfallclear 65% · rain 20% · sea fog 15%
wx_aurelhavenclear 70% · rain 20% · fog 10%
wx_mossveilclear 55% · rain 25% · fog 20%
wx_saltmoorclear 55% · rain 25% · sea fog 20%
wx_dunescaldclear 75% · sandstorm 15% · heat haze 10%
wx_lumenspireclear 70% · starfall motes 20% · fog 10%
wx_frostreachclear 40% · snow 45% · blizzard 15%
wx_cinderworksclear 60% · smog 25% · ash fall 15%
wx_scarsclear 40% · Echo storm 40% · inverted rain 20%
wx_echo_realmclear 50% · Echo storm 50%
wx_imbrelaneclear 30% · rain 50% · sea fog 20%
wx_halverosclear 55% · Echo storm 25% · fog 20%
wx_orsennadclear 50% · inverted rain 30% · fog 20%
wx_ignavellclear 50% · ash fall 35% · heat haze 15%
wx_thaurennclear 40% · Echo storm 40% · starfall motes 20%
wx_indoorclear 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 typeEstimated walkable shareNormal monsters per 1,000 walkable tiles
Town / fort55%0
Field60%3
Dungeon45%4.5
Scripted instance50%Scripted
March50%0
Arena70%0
Boss arena65%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.

FallenPresent registered approachSurveyed battle-anchor nameOriginal front, foe and living professionEvidence of battle duty and hidden sacrifice
Caedric HalvaneThaurenn Approach (THA-F01)OathlineWest — Sethrane; male CrusaderShelter 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 IronvowStrandknot Field (THA-F02)Last FittingEast — Ymbria; female WeaponsmithField drawings and inspection marks show concealed channels in supplied fittings. The altered materials link the secret rite to imperial stores, not to her authorship
ShioThe Unwoven Plain (THA-F03)Severed ConduitNorth — Vorthaal; female Shadow GuardScout routes, weighted-line traces and sealed relay closures show that an intended escape was cut off at the appointed hour
BrakkusShardfall Reach (THA-F04)Empty StandSouth — Ulgath; male Mystic FighterBreath-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 ThaneMirrorrain Steppe (THA-F05)Unclosed ReadingWest — Sethrane; male ArchmageFragmented field observations compare combat timing with an undeclared circuit. His discovery was incomplete before activation, not an agreement to complete the rite
KindravaThe Tenfold Ring (THA-F06)Volunteers' HearthSouth — Ulgath; female SaintTreatment 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 RenBreakwater of Echoes (THA-F07)Last CutNorth — Vorthaal; female SharpshooterRifle 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
SelianeThe Still Choir (THA-F08)Veiled MeasureEast — Ymbria; female Longbow GuardWatch 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.

FactionIDSeatAimNPC servicesStance to Wakers
The Aurelhaven RegencyregencyAurelhavenKeep the realm whole under one crownGuild War charters; Crown SigilsPatron
The Counting HousescountingAurelhaven (a house in every town)What is recorded enduresBank; the Exchequer (Realm Treasury) fictionNeutral and exacting
The Wardens of the VeyrwardensWardfast; one outpost per Echo Realm regionMend the Veyr; hunt what crosses itEndgame quests; the Warden's horn; rift access; Echo Realm outpostsAllies
The Resonant SmithssmithsAurelhaven (Emberhall Forge)Matter can hold only so much ResonanceRefinement; repair; craftingCraftsmen for hire
The Reliquary ArchivistsarchivistsAurelhaven (Card Reliquary)Every Echo deserves a catalogueCard socketing and extraction; Echo CodexScholarly
The Lumen ConclaveconclaveLumenspireUnderstand the Veyr through starlight and numberMage trainers; arcane questsMentors
The Thornwick CirclecircleThornwickThe forest remembers; protect itArcher trainers; forest questsWary friends
The Khalmir Caravan CompactcompactKhalmirTrade routes are lifelinesThief trainers (the Veiled Lanes); caravan questsBusiness partners
The Brinewatch Free CaptainscaptainsBrinewatchThe sea belongs to whoever sails itMerchant trainers; harbour tradePragmatic
The Ember VigilvigilHearthfell; Acolyte House in AurelhavenTend the living so the dead may restCapital Acolyte foundation; regional care, healers and innsCaretakers
The Vaporgate ArtificersartificersVaporgateBind Echoes into engines, safely this timeGunner foundation; blacksmith/alchemical craft and machine questsAmbitious
The Lantern-keeperslanternLanternfallGuide every new WakerTutorial NPCsGuides
The Severed ChoruschoirNo fixed seat; strongest in the Fracture Scars and the Orsennad DeepsBreak the Veyr so nothing ever truly diesCults; Echo-storm events; boss loreHostile

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.

FactionWhat it protectsIts blind spotA playable dilemma
Aurelhaven RegencyRoads, homes and continuity of governmentTreats Wakers as inexhaustible resourcesAn official wants a public victory while evacuees need an unglamorous escort
Counting HousesRecords that let people reclaim their livesA surviving record may be incomplete or unjustRecover testimony that contradicts a valid-looking ledger
Wardens of the VeyrSafe crossings and expedition membersSecrecy can hide a preventable failureBring back a failed patrol's account rather than erase it
Resonant SmithsUseful craft and durable equipmentMastery can become an obsession with overcoming every limitIdentify a failed vessel and preserve the maker's warning
Reliquary ArchivistsMemory, names and evidencePreservation can resemble possessionDecide what testimony to record before releasing a captive identity
Lumen ConclaveUnderstanding the StrandsMistakes a reliable model for complete understandingCompare an elegant explanation with contradictory field evidence
Thornwick CircleLiving habitats and inherited memoryProtecting the forest can isolate neighboursRestore a damaged route without stripping the surrounding growth
Khalmir Caravan CompactDependable routes and mutual obligationA contract can overlook those unable to bargainDeliver relief without abandoning the caravan's dependants
Brinewatch Free CaptainsCrew autonomy and safe returnPride discourages asking for helpRecover a crew list and admit why the ship was lost
Ember VigilThe living and the right of the dead to restDuty can become endless self-sacrificeLet a caretaker accept help before tending another household
Vaporgate ArtificersWork, repair and safer engines“Safer” can conceal whose risk is acceptableStop a useful machine long enough to investigate its binding
Lantern-keepersNew Wakers' dignity and independenceProtection can become overprotectionLet a learner take responsibility with a clear route back
Severed ChorusIts promise that no one need be lostCannot accept refusal or releaseShow 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.

ABValueLabelReason
regencycounting+2alliedThe Regency's authority rests on the Houses' ledgers
wardensvigil+2alliedBoth tend the boundary of death
archivistsconclave+1friendlyShared libraries
circlevigil+1friendlyBoth honour what is remembered
compactartificers+1friendlyThe Compact carries engine parts south
countingartificers+1friendlyThe Houses finance the engine works
countingcompact+1friendlyCaravan credit lines
lanternvigil+1friendlyVigil healers serve on Lanternfall
regencyarchivists+1friendlyReliquaries sit under Regency protection
regencycompact+1friendlyTrade treaty on the southern road
regencylantern+1friendlyThe Regency sponsors Lanternfall
regencysmiths+1friendlyEmberhall Forge holds a Regency warrant
regencyvigil+1friendlyThe Vigil blesses Regency charters
regencywardens+1friendlyThe Regency funds the watch-forts
smithsarchivists+1friendlySocketing needs both crafts
wardensarchivists+1friendlyWardens bring rift Echoes to be catalogued
wardensconclave+1friendlyStar-charts predict Echo storms
compactcaptains−1tenseSea and sand compete for the same cargo
countingcaptains−1tenseSmuggling dodges the ledgers
regencyartificers−1tenseThe Cinder Breach still weighs on the Regency
regencycaptains−1tenseHarbour tariffs the Captains refuse to pay
regencycircle−1tenseForest timber rights, disputed since 158 AF
smithsartificers−1tenseRival theories of how much Resonance matter can hold
wardensartificers−1tenseWardens blame Echo engines for thinning the Veyr
circleartificers−2hostileSmog 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.

Townmerchantvaultbankmarketsmithrefinereliquarysalvagewarpguildinnquesttrainerjob_changeresetreset_paidquartermasterarenaferry
Lanternfall✓✓—✓✓✓—✓✓—✓✓——✓———✓
Aurelhaven✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓✓✓—
Thornwick✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓———
Brinewatch✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓———
Khalmir✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓———
Lumenspire✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓———
Hearthfell✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓———
Vaporgate✓✓✓✓✓✓✓✓✓✓✓✓✓✓—✓———
Wardfast✓✓——✓———✓—✓✓———————
Lastlamp✓✓——✓———✓—✓✓———————
Rainward✓✓——✓———✓—✓✓———————
Highcairn✓✓——✓———✓—✓✓———————
Sunkbell✓✓——✓———✓—✓✓———————
Ashwatch✓✓——✓———✓—✓✓———————
Finalward✓✓——✓———✓—✓✓———————
MapNPC IDTitle and nameRoleServicesFaction
Lanternfallnpc_lan_maribelHead Lantern-keeper Maribel WickTutorial guide; Act I main storyquestlantern
Lanternfallnpc_lan_odoTrainer Odo LarchTutorial trainer; Novice stats and skillsreset, questlantern
Lanternfallnpc_lan_tamsinProvisioner Tamsin ReedBeginner potions and toolsmerchantlantern
Lanternfallnpc_lan_brannockScrapper BrannockSalvage (T-09)salvagelantern
Lanternfallnpc_lan_lissaMarket Clerk Lissa HaverlyMarket tutorial (T-12)marketcounting
Lanternfallnpc_lan_garedResonant Gared AshbySafe refinement (T-13)refine, smithsmiths
Lanternfallnpc_lan_wennaInnkeeper Wenna BrightwaterSave point; first inninnvigil
Lanternfallnpc_lan_pimVault Keeper Pim LarkinStorage; Claim Boxvaultcounting
Lanternfallnpc_lan_corwinFerry Master Corwin FerrierFree tutorial exit ferry to Aurelhaven plus protected transfer to the selected first-job hub (T-16)ferry, warplantern
Aurelhavennpc_aur_odricCastellan Odric HaleAurelhaven Regency; Act I main storyquestregency
Aurelhavennpc_aur_ambroseExchequer Clerk Ambrose TallowChief Counting Housebankcounting
Aurelhavennpc_aur_merritProvisioner Merrit CoyleTools and potionsmerchantcounting
Aurelhavennpc_aur_hildaWeaponer Hilda BraskWeaponsmerchantsmiths
Aurelhavennpc_aur_jossArmourer Joss FairweatherArmourmerchantsmiths
Aurelhavennpc_aur_dunstanSmith of Emberhall Dunstan HoltEmberhall Forge: repair, craftingsmithsmiths
Aurelhavennpc_aur_tobiahResonant Tobiah KellResonance Workshoprefinesmiths
Aurelhavennpc_aur_selwynArchivist Selwyn MarshChief Card Reliquaryreliquaryarchivists
Aurelhavennpc_aur_petraVault Keeper Petra LoweVaultvaultcounting
Aurelhavennpc_aur_ivoMarket Clerk Ivo PennMarket Plazamarketcounting
Aurelhavennpc_aur_ruskScrapper Rusk MabrySalvage Yardsalvagesmiths
Aurelhavennpc_aur_elsbethGatekeeper Elsbeth CraneWaystationwarpregency
Aurelhavennpc_aur_cassiusRegistrar Cassius HartleyGuild Hall; Aldrevane March registrationguildregency
Aurelhavennpc_aur_bettanyInnkeeper Bettany QuarleThe Gilded Kettle inninnvigil
Aurelhavennpc_aur_brigidQuartermaster Brigid StroudWar Quartermasterquartermasterregency
Aurelhavennpc_aur_quenbyMarshal Quenby LarkArena registrar (The Proving Ring)arenaregency
Aurelhavennpc_aur_rowanCaptain Rowan AshdownSwordsman trainertrainer, quest, reset_paidregency
Aurelhavennpc_aur_aldousCommander Aldous BrandKnight advancement instructionjob_change, quest, reset_paidregency
Aurelhavennpc_aur_octaviaArchivist Octavia PenroseSpell Scholar advancement instruction (Card Reliquary stacks)job_change, reset_paid, questarchivists
Ironbarrow Fieldnpc_aur_merrinBarrow Warden Merrin ColdwaterOpens the Barrow Seal to Ironbarrow Deep (level ≥ 55)seal, questregency
Aurelhavennpc_aur_nellLamplighter Nell ByrneSide quests; town lorequestregency
Thornwicknpc_mos_hazelCircle-Elder Hazel UnderboughThornwick Circle; forest arcquestcircle
Thornwicknpc_mos_linnetLodge-mistress Linnet ThistledownArcher trainertrainer, quest, reset_paidcircle
Thornwicknpc_mos_burdockTrapper Old BurdockWarden advancement instructionjob_change, quest, reset_paidcircle
Thornwicknpc_mos_wrenPiper Wren LightfootParked performer practice; no active job advancementjob_change, quest, reset_paidcircle
Thornwicknpc_mos_cloverProvisioner Clover PennywhistleTools and potionsmerchantcircle
Thornwicknpc_mos_bramwellOutfitter Bramwell OakesBows and leathersmerchantcircle
Thornwicknpc_mos_tobinTallyman Tobin LedgerlyCounting Housebankcounting
Thornwicknpc_mos_sorrelVault Keeper Sorrel FaneVaultvaultcounting
Thornwicknpc_mos_pipMarket Clerk Pip HawthornMarket terminalmarketcounting
Thornwicknpc_mos_ashlinSmith Ashlin RootsmithRepair, craftingsmithsmiths
Thornwicknpc_mos_yarrowResonant Yarrow PembryResonance Workshoprefinesmiths
Thornwicknpc_mos_fennickArchivist Fennick DaweCard Reliquaryreliquaryarchivists
Thornwicknpc_mos_gorseScrapper Gorse MalletSalvagesalvagesmiths
Thornwicknpc_mos_teaselGatekeeper Teasel BrookWaystationwarpcircle
Thornwicknpc_mos_marigoldRegistrar Marigold ThruppGuild Hallguildregency
Thornwicknpc_mos_bryonyInnkeeper Bryony MossThe Glowcap Inninnvigil
Brinewatchnpc_sal_nessaCaptain Nessa KeelhartFree Captains; coastal arcquestcaptains
Brinewatchnpc_sal_abelQuartermaster Abel RopewrightMerchant trainertrainer, quest, reset_paidcaptains
Brinewatchnpc_sal_marrowCutter Marrow QuillRogue advancement instructionjob_change, quest, reset_paidcaptains
Brinewatchnpc_sal_tessProvisioner Tess BarnabyTools and potionsmerchantcaptains
Brinewatchnpc_sal_joryOutfitter Jory HullworthWeapons and armourmerchantcaptains
Brinewatchnpc_sal_hollisPurser Hollis BrineCounting Housebankcounting
Brinewatchnpc_sal_doryVault Keeper Dory SandsVaultvaultcounting
Brinewatchnpc_sal_fennaMarket Clerk Fenna GullMarket terminalmarketcounting
Brinewatchnpc_sal_hobAnchor-smith Hob KettleworthRepair, craftingsmithsmiths
Brinewatchnpc_sal_sableResonant Sable TidecrestResonance Workshoprefinesmiths
Brinewatchnpc_sal_wrennaArchivist Wrenna ShoalCard Reliquaryreliquaryarchivists
Brinewatchnpc_sal_dunlinScrap-captain Dunlin PikeSalvagesalvagecaptains
Brinewatchnpc_sal_orlaGatekeeper Orla WavecrestWaystationwarpregency
Brinewatchnpc_sal_kitBosun Kit MalloryGuild Hallguildregency
Brinewatchnpc_sal_pellowInnkeeper Ma PellowThe Salted Lanterninnvigil
Khalmirnpc_sun_zorrikCompact-Master Zorrik DurratCaravan Compact; desert arcquestcompact
Khalmirnpc_sun_teshraVeil-mistress TeshraThief trainertrainer, quest, reset_paidcompact
Khalmirnpc_sun_ozhkarThe Quiet OzhkarAssassin advancement instructionjob_change, quest, reset_paidcompact
Khalmirnpc_sun_rezzikProvisioner RezzikTools and potionsmerchantcompact
Khalmirnpc_sun_khaviraOutfitter KhaviraWeapons and armourmerchantcompact
Khalmirnpc_sun_durrazhTallyman DurrazhCounting Housebankcounting
Khalmirnpc_sun_zimmethVault Keeper ZimmethVaultvaultcounting
Khalmirnpc_sun_ravozhMarket Clerk RavozhMarket terminalmarketcounting
Khalmirnpc_sun_korrathSmith Korrath SandforgeRepair, craftingsmithsmiths
Khalmirnpc_sun_ilzraResonant IlzraResonance Workshoprefinesmiths
Khalmirnpc_sun_sorrezhArchivist SorrezhCard Reliquaryreliquaryarchivists
Khalmirnpc_sun_grakhScrapper GrakhSalvagesalvagecompact
Khalmirnpc_sun_khoruunGatekeeper KhoruunWaystationwarpregency
Khalmirnpc_sun_zarrelRegistrar ZarrelGuild Hall; Qarzhenn March registrationguildregency
Khalmirnpc_sun_dhessaWayhouse-keeper DhessaThe Cool Well wayhouseinnvigil
Lumenspirenpc_lum_celestineConclave Prime Celestine OrielLiving Lumen Conclave leader; distinct from Fallen Oriel Thanequestconclave
Lumenspirenpc_lum_aldraMagister Aldra LumenMage trainertrainer, quest, reset_paidconclave
Lumenspirenpc_lum_severinElementalist Severin AstleyElementalist advancement instructionjob_change, quest, reset_paidconclave
Lumenspirenpc_lum_luciusProvisioner Lucius PrismTools and potionsmerchantconclave
Lumenspirenpc_lum_stellanOutfitter Stellan ProtheroStaves and robesmerchantconclave
Lumenspirenpc_lum_ennisTallier Ennis ClareCounting Housebankcounting
Lumenspirenpc_lum_tertiusVault Keeper Tertius BellamyVaultvaultcounting
Lumenspirenpc_lum_albinMarket Clerk Albin SpectMarket terminalmarketcounting
Lumenspirenpc_lum_florianLenswright Florian GlassRepair, craftingsmithsmiths
Lumenspirenpc_lum_cassiaResonant Cassia RayResonance Workshoprefinesmiths
Lumenspirenpc_lum_benediktArchivist Benedikt LummCard Reliquaryreliquaryarchivists
Lumenspirenpc_lum_quintScrapper Quint ArloSalvagesalvagesmiths
Lumenspirenpc_lum_lioraGatewatcher Liora StellisWaystationwarpregency
Lumenspirenpc_lum_pellRegistrar Pellam AsterGuild Hallguildregency
Lumenspirenpc_lum_opalineInnkeeper Opaline QuistThe Lantern & Lensinnvigil
Hearthfellnpc_fro_maeveInstructor Maeve StonehandProposed Fighter Hall; first-job Fighter instructiontrainer, quest, reset_paidvigil
Hearthfellnpc_fro_brennaAbbess Brenna KettlestoneEmber Vigil; mountain arcquestvigil
Aurelhavennpc_fro_tobaldBrother Tobald HearthAcolyte House; first-job Acolyte instruction, relocated with stable legacy IDtrainer, quest, reset_paidvigil
Hearthfellnpc_fro_ardithSister Ardith LowryPriest advancement instructionjob_change, quest, reset_paidvigil
Hearthfellnpc_fro_garrickVowkeeper Garrick StannardPaladin advancement instructionjob_change, quest, reset_paidvigil
Vorhennik Cloisternpc_fro_durnMaster Durn HallowayMonk advancement instructionjob_change, quest, reset_paidvigil
Hearthfellnpc_fro_martaProvisioner Marta HorneTools and potionsmerchantvigil
Hearthfellnpc_fro_bodenOutfitter Boden CragFurs and macesmerchantvigil
Hearthfellnpc_fro_kesterTallyman Kester FlintCounting Housebankcounting
Hearthfellnpc_fro_gretVault Keeper Gret AmbryVaultvaultcounting
Hearthfellnpc_fro_ludoMarket Clerk Ludo FrostMarket terminalmarketcounting
Hearthfellnpc_fro_beraSmith Bera AnvilholdRepair, craftingsmithsmiths
Hearthfellnpc_fro_corinResonant Corin SlateResonance Workshoprefinesmiths
Hearthfellnpc_fro_wynArchivist Wyn CalderCard Reliquaryreliquaryarchivists
Hearthfellnpc_fro_rimmerScrapper Rimmer DentSalvagesalvagesmiths
Hearthfellnpc_fro_harlGatekeeper Harl StenningWaystationwarpregency
Hearthfellnpc_fro_edwynRegistrar Edwyn StokeGuild Hallguildregency
Hearthfellnpc_fro_tildaInnkeeper Tilda HaskettThe Banked Fireinnvigil
Vaporgatenpc_cin_ysraRange Marshal Ysra FlintProposed Gunner Hall; first-job Gunner instructiontrainer, quest, reset_paidartificers
Vaporgatenpc_cin_ottolineChief Artificer Ottoline GearwellArtificers; industrial arcquestartificers
Vaporgatenpc_cin_braskForgemaster Dorran RivetBlacksmith advancement instructionjob_change, quest, reset_paidartificers
Vaporgatenpc_cin_nimAlchemist Nim VatterlyAlchemical advancement instructionjob_change, quest, reset_paidartificers
Vaporgatenpc_cin_jenksProvisioner Sprocket JenksTools and potionsmerchantartificers
Vaporgatenpc_cin_magsOutfitter Mags BoltwrightAxes and platemerchantartificers
Vaporgatenpc_cin_ferrisTallier Ferris GaugeCounting Housebankcounting
Vaporgatenpc_cin_tumblerVault Keeper Tumbler LockeVaultvaultcounting
Vaporgatenpc_cin_ditaMarket Clerk Dita ValveMarket terminalmarketcounting
Vaporgatenpc_cin_oswinSmith Oswin SlagRepair, craftingsmithartificers
Vaporgatenpc_cin_adaResonant Ada CoilResonance Workshoprefinesmiths
Vaporgatenpc_cin_gideonArchivist Gideon LatheCard Reliquaryreliquaryarchivists
Vaporgatenpc_cin_burrowsScrapwright Burrows KempSalvagesalvageartificers
Vaporgatenpc_cin_flueGatekeeper Flue HarrockWaystationwarpregency
Vaporgatenpc_cin_milaRegistrar Mila SteamGuild Hallguildregency
Vaporgatenpc_cin_roscoInnkeeper Rosco TeagueThe Hissing Kettleinnvigil
Wardfastnpc_scr_isembardWarden-Captain Isembard CroweWardens; endgame arc; rift accessquestwardens
Wardfastnpc_scr_heskWarden Quartermaster Hesk TannerEndgame suppliesmerchantwardens
Wardfastnpc_scr_anvilWarden Smith Tamar GristRepairsmithwardens
Wardfastnpc_scr_vaultVault Keeper Ivett MarlowVault; Claim Boxvaultcounting
Wardfastnpc_scr_gateGatekeeper Oren DuskWaystationwarpwardens
Wardfastnpc_scr_bunkBunkmaster Torvin FenwrightBunkhouse (inn, save point)innwardens
Lastlampnpc_ech_quartermasterThreshold Quartermaster Brannick SedgemoorWarden outpost: supplies, repair, vault, Waystation, bunk, questsmerchant, smith, vault, warp, inn, questwardens
Rainwardnpc_imb_quartermasterMire Quartermaster Odile RushmereWarden outpost: supplies, repair, vault, Waystation, bunk, questsmerchant, smith, vault, warp, inn, questwardens
Highcairnnpc_hlv_quartermasterCairn Quartermaster Garret StonebeckWarden outpost: supplies, repair, vault, Waystation, bunk, questsmerchant, smith, vault, warp, inn, questwardens
Sunkbellnpc_ors_quartermasterQuay Quartermaster Wenda CoalbyWarden outpost: supplies, repair, vault, Waystation, bunk, questsmerchant, smith, vault, warp, inn, questwardens
Ashwatchnpc_ign_quartermasterAsh Quartermaster Corwin DunstableWarden outpost: supplies, repair, vault, Waystation, bunk, questsmerchant, smith, vault, warp, inn, questwardens
Finalwardnpc_tha_quartermasterLast Quartermaster Ysolt ThackeryWarden outpost: supplies, repair, vault, Waystation, bunk, questsmerchant, smith, vault, warp, inn, questwardens
anynpc_any_lantern_wardenLantern WardenServer-spawned soft challenge; never a sanctionchallengelantern

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

IDNameTypeAccessSize (tiles)LevelsPKBoss
LAN-T01Lanternfalltownopen160×160—off—
LAN-F01Lummerlit Strandfieldopen200×1601–4off—
LAN-F02Glowfern Meadowfieldopen220×2001–8off—
LAN-D01Lamplighter's Hollowdungeonopen140×1406–10off—

Central Kingdom (AUR), band 5–31

IDNameTypeAccessSize (tiles)LevelsPKBoss
AUR-T01Aurelhaventownopen320×320—off—
AUR-F01Aurel Downsfieldopen300×2605–12off—
AUR-F02Gildmeadowfieldopen300×3009–17off—
AUR-F03Kestrelhall Roadfieldopen320×24014–22off—
AUR-F04Ironbarrow Fieldfieldopen320×30020–30off—
AUR-D01Kestrel Barrows B1dungeonopen220×22012–18off—
AUR-D02Kestrel Barrows B2dungeonopen220×22017–24off—
AUR-D03Kestrel Barrows B3dungeonopen200×20023–31offWarden-Sergeant Durmothe
AUR-D04Ironbarrow Deep B1dungeonopen220×22058–68off—
AUR-D05Ironbarrow Deep B2dungeonopen200×20066–76offVharos, the Unburdened
AUR-A01The Proving Ringarenaarena80×80—off—

Mossveil Reach (MOS), band 15–44

IDNameTypeAccessSize (tiles)LevelsPKBoss
MOS-T01Thornwicktownopen260×260—off—
MOS-F01Fernwick Gladefieldopen300×28015–22off—
MOS-F02Mossveil Hollowsfieldopen300×30020–28off—
MOS-F03Thornbriar Wildsfieldopen320×30027–35off—
MOS-F04Glowcap Mirefieldopen300×28033–41off—
MOS-D01The Rootways B1dungeonopen220×22024–32off—
MOS-D02The Rootways B2dungeonopen220×22031–39off—
MOS-D03Ilyra's Bowerdungeonopen180×18038–44offIlyra

Saltmoor Harbor (SAL), band 20–50

IDNameTypeAccessSize (tiles)LevelsPKBoss
SAL-T01Brinewatchtownopen260×240—off—
SAL-F01Gullreach Cliffsfieldopen300×26020–27off—
SAL-F02Saltmoor Flatsfieldopen320×28025–33off—
SAL-F03Wreckers' Strandfieldopen300×28031–39off—
SAL-F04Kelpdeep Shallowsfieldopen300×30037–45off—
SAL-D01Wreckers' Light 1Fdungeonopen220×22032–40off—
SAL-D02Wreckers' Light 2Fdungeonopen220×22039–46off—
SAL-D03Pelravane's Lantern Roomdungeonopen180×18044–50offPelravane

Dunescald Expanse (SUN), band 30–64

IDNameTypeAccessSize (tiles)LevelsPKBoss
SUN-T01Khalmirtownopen280×280—off—
SUN-F01Khaldune Risefieldopen320×30030–38off—
SUN-F02Zerrun Flatsfieldopen340×30036–45off—
SUN-F03Scorchglass Basinfieldopen320×32043–52off—
SUN-F04Rhazkel Wastesfieldopen340×32050–60off—
SUN-D01Tombs of the Buried Kings B1dungeonopen220×22040–48off—
SUN-D02Tombs of the Buried Kings B2dungeonopen220×22047–55off—
SUN-D03Tombs of the Buried Kings B3dungeonopen220×22054–62off—
SUN-D04Ulvarane's Restdungeonopen180×18060–64offUlvarane

Lumenspire (LUM), band 45–78

IDNameTypeAccessSize (tiles)LevelsPKBoss
LUM-T01Lumenspiretownopen260×300—off—
LUM-F01Astral Terracesfieldopen300×28045–53off—
LUM-F02Lucent Steppefieldopen320×30051–60off—
LUM-F03Starfall Barrensfieldopen320×32058–67off—
LUM-F04Orrery Ruinsfieldopen300×30065–75off—
LUM-D01Sidrel's Observatorydungeonopen200×20070–78offSidrel, the Last Orrery

Frostreach Holds (FRO), band 50–80

IDNameTypeAccessSize (tiles)LevelsPKBoss
FRO-T01Hearthfelltownopen260×260—off—
FRO-F01Hearthfell Slopesfieldopen300×30050–57off—
FRO-F02Rimeholt Passfieldopen320×26055–63off—
FRO-F03Vorhennik Cloisterfieldopen260×26060–67off—
FRO-F04Cragmantle Heightsfieldopen320×32065–75off—
FRO-D01The Vigil Catacombs B1dungeonopen220×22062–70off—
FRO-D02The Vigil Catacombs B2dungeonopen220×22068–76off—
FRO-D03Ilsavene's Lantern Vaultdungeonopen180×18074–80offIlsavene, the Tender

Cinderworks (CIN), band 60–92

IDNameTypeAccessSize (tiles)LevelsPKBoss
CIN-T01Vaporgatetownopen260×260—off—
CIN-F01Cogspan Yardsfieldopen300×30060–68off—
CIN-F02Slagworks Reachfieldopen320×30066–75off—
CIN-F03Boilergate Wastesfieldopen320×32073–82off—
CIN-F04Vatworks Sprawlfieldopen320×30078–86off—
CIN-D01The Underworks B1dungeonopen220×22076–84off—
CIN-D02The Underworks B2dungeonopen220×22082–90off—
CIN-D03The Ninefold Enginedungeonopen180×18088–92offThe Ninefold Engine

The Fracture Scars (SCR), band 85–99

IDNameTypeAccessSize (tiles)LevelsPKBoss
SCR-T01Wardfastfortopen160×160—off—
SCR-F01The Shattered Approachfieldopen320×32085–90off—
SCR-F02Echo Mirefieldopen320×30088–94off—
SCR-F03Inverted Fallsfieldopen300×32091–97off—
SCR-F04Relic Fieldsfieldopen320×32094–99off—
SCR-D01Veyrbreak Rift B1dungeonopen220×22092–98off—
SCR-D02Veyrbreak Rift B2dungeonopen220×22096–99off—
SCR-D03Caldrovar's Throneboss_arenaboss120×12095–99offCaldrovar, the Emptied
SCR-B01The Riftheartboss_arenaboss240×24090–99offWorld bosses (Veyrmaw, The Unkept Host)

The Veyr Threshold (ECH), band 99–126

IDNameTypeAccessSize (tiles)LevelsPKBoss
ECH-T01Lastlampfortopen160×160—off—
ECH-F01The Threshold Shorefieldopen320×32099–108off—
ECH-F02Field of the Unreleasedfieldopen320×320102–111off—
ECH-F03Driftlight Plainfieldopen320×320106–115off—
ECH-F04Mourners' Causewayfieldopen320×320109–118off—
ECH-F05Hollowtide Flatsfieldopen320×320113–122off—
ECH-F06The Far Lantern Roadfieldopen320×320117–126off—
ECH-D01The Echo Stair B1dungeonopen220×22099–108off—
ECH-D02The Echo Stair B2dungeonopen220×220108–117off—
ECH-D03The Echo Stair B3dungeonopen220×220117–126offAubrethe, the Unopened Door (Apex, Lv 131)
ECH-I01The Ascendant Trialinstancetrial100×100Base 130+ admission; trial tuning pendingoff—

Imbrelane Mire (IMB), band 120–151

IDNameTypeAccessSize (tiles)LevelsPKBoss
IMB-T01Rainwardfortopen160×160—off—
IMB-F01Imbrelane Shallowsfieldopen320×320120–129on—
IMB-F02Slackwater Fenfieldopen320×320123–132on—
IMB-F03Drowned Fleet Moorfieldopen320×320127–136off—
IMB-F04Reedmourn Bogfieldopen320×320131–140on—
IMB-F05The Weeping Causewayfieldopen320×320134–143off—
IMB-F06Lanternwreck Marshfieldopen320×320138–147on—
IMB-F07Imbrel Deepfenfieldopen320×320142–151off—
IMB-D01The Sunken Lighthold B1dungeonopen220×220120–129off—
IMB-D02The Sunken Lighthold B2dungeonopen220×220127–136on—
IMB-D03The Sunken Lighthold B3dungeonopen220×220134–143on—
IMB-D04The Sunken Lighthold B4dungeonopen220×220142–151onMirrowmere, the Drowned Lamp (Apex, Lv 156)

Halveros Crags (HLV), band 145–176

IDNameTypeAccessSize (tiles)LevelsPKBoss
HLV-T01Highcairnfortopen160×160—off—
HLV-F01Halveros Foothillsfieldopen320×320145–154off—
HLV-F02Skerrow Ledgesfieldopen320×320148–157on—
HLV-F03The Floating Torsfieldopen320×320152–161off—
HLV-F04Galeknot Passfieldopen320×320156–165on—
HLV-F05Rootsnarl Heightsfieldopen320×320159–168off—
HLV-F06Scourwind Mesafieldopen320×320163–172on—
HLV-F07The Hanging Cragsfieldopen320×320167–176off—
HLV-D01Hollowroot Spire B1dungeonopen220×220145–154off—
HLV-D02Hollowroot Spire B2dungeonopen220×220152–161on—
HLV-D03Hollowroot Spire B3dungeonopen220×220159–168on—
HLV-D04Hollowroot Spire B4dungeonopen220×220167–176onSkarnvald, the Torn Tor (Apex, Lv 181)

Orsennad Deeps (ORS), band 170–201

IDNameTypeAccessSize (tiles)LevelsPKBoss
ORS-T01Sunkbellfortopen160×160—off—
ORS-F01Orsennad Outskirtsfieldopen320×320170–179off—
ORS-F02The Binders' Causewayfieldopen320×320173–182on—
ORS-F03Bellmoss Avenuefieldopen320×320177–186off—
ORS-F04Lantern Quayfieldopen320×320181–190on—
ORS-F05Gloamward Plazafieldopen320×320184–193off—
ORS-F06The Drowned Stacksfieldopen320×320188–197on—
ORS-F07The Weaving Courtfieldopen320×320192–201off—
ORS-D01The Binders' Deep B1dungeonopen220×220170–179off—
ORS-D02The Binders' Deep B2dungeonopen220×220177–186on—
ORS-D03The Binders' Deep B3dungeonopen220×220184–193onOlvessa, the Unveiled (Law of Unveiling, Lv 185)
ORS-D04The Binders' Deep B4dungeonopen220×220192–201onEnnadrel, the First Weaver (Apex, Lv 206)

Ignavell Rim (IGN), band 195–228

IDNameTypeAccessSize (tiles)LevelsPKBoss
IGN-T01Ashwatchfortopen160×160—off—
IGN-F01Ignavell Scarpfieldopen320×320195–206off—
IGN-F02Kindlefall Barrensfieldopen320×320199–210on—
IGN-F03Burnglass Dunesfieldopen320×320203–214off—
IGN-F04The Smoulder Stepsfieldopen320×320208–219on—
IGN-F05Pyreline Ridgefieldopen320×320212–223off—
IGN-F06The Unquenched Rimfieldopen320×320217–228on—
IGN-D01The Kindling Vents B1dungeonopen220×220195–206off—
IGN-D02The Kindling Vents B2dungeonopen220×220202–213on—
IGN-D03The Kindling Vents B3dungeonopen220×220209–220on—
IGN-D04The Kindling Vents B4dungeonopen220×220217–228onPyrrhaval, the Unquenched (Apex, Lv 233)

Thaurenn Core (THA), band 222–255

IDNameTypeAccessSize (tiles)LevelsPKBoss
THA-T01Finalwardfortopen160×160—off—
THA-F01Thaurenn Approachfieldopen320×320222–233offCaedric Halvane — Oathline (Fallen compound)
THA-F02Strandknot Fieldfieldopen320×320224–235onHedda Ironvow — Last Fitting (Fallen compound)
THA-F03The Unwoven Plainfieldopen320×320226–237offShio — Severed Conduit (Fallen compound)
THA-F04Shardfall Reachfieldopen320×320229–240onBrakkus — Empty Stand (Fallen compound)
THA-F05Mirrorrain Steppefieldopen320×320231–242offOriel Thane — Unclosed Reading (Fallen compound)
THA-F06The Tenfold Ringfieldopen320×320234–245onKindrava — Volunteers' Hearth (Fallen compound)
THA-F07Breakwater of Echoesfieldopen320×320236–247offKagemori Ren — Last Cut (Fallen compound)
THA-F08The Still Choirfieldopen320×320239–250onSeliane — Veiled Measure (Fallen compound)
THA-F09Veyrseam Ridgefieldopen320×320241–252off—
THA-F10The Core Rimfieldopen320×320244–255offVaelith, the Unwoven (World, Lv 255)
THA-D01The Heartfault B1dungeonopen220×220222–233off—
THA-D02The Heartfault B2dungeonopen220×220229–240on—
THA-D03The Heartfault B3dungeonopen220×220236–247on—
THA-D04The Heartfault B4dungeonopen220×220244–255onThaurek, the Heart That Broke (Apex, Lv 255)
THA-V01Selvanthe Vault B1dungeonopen200×200245–255onVolunteer registry and station survey; no Fallen return
THA-V02Selvanthe Vault B2dungeonopen200×200245–255onInstrument records and role memorials; no Fallen return
THA-V03Selvanthe Vault B3dungeonopen200×200245–255onTestimony and concealed-price archive; no Fallen return

Guild War maps (GW)

IDNameTypeAccessSize (tiles)LevelsPKBoss
GW-M01Aldrevanemarchwar480×480—off—
GW-M02Qarzhennmarchwar480×480—off—
GW-G01Aldrevane Undercroftdungeonguild_holder200×20070–99off—
GW-G02Qarzhenn Undercroftdungeonguild_holder200×20070–99off—

Event template (EVT)

IDNameTypeAccessSize (tiles)LevelsPKBoss
EVT-I01Echo-storm Riftinstanceevent160×1601–99off—

Class-trial instances (TRL)

IDNameTypeAccessSize (tiles)LevelsPKBoss
TRL-SWORDSMANSwordsman Trialinstancetrial80×808–15off—
TRL-KNIGHTKnight Trialinstancetrial80×8035–50off—
TRL-CRUSADERPaladin Trialinstancetrial80×8035–50off—
TRL-MAGEMage Trialinstancetrial80×808–15off—
TRL-WIZARDElementalist Trialinstancetrial80×8035–50off—
TRL-SAGESpell Scholar Trialinstancetrial80×8035–50off—
TRL-ARCHERArcher Trialinstancetrial80×808–15off—
TRL-HUNTERWarden Trialinstancetrial80×8035–50off—
TRL-BARD_DANCERParked Performance Practiceinstancetrial80×8035–50off—
TRL-THIEFThief Trialinstancetrial80×808–15off—
TRL-ASSASSINAssassin Trialinstancetrial80×8035–50off—
TRL-ROGUERogue Trialinstancetrial80×8035–50off—
TRL-ACOLYTEAcolyte Trialinstancetrial80×808–15off—
TRL-PRIESTPriest Trialinstancetrial80×8035–50off—
TRL-MONKMonk Trialinstancetrial80×8035–50off—
TRL-MERCHANTMerchant Trialinstancetrial80×808–15off—
TRL-BLACKSMITHBlacksmith Trialinstancetrial80×8035–50off—
TRL-ALCHEMISTAlchemist Trialinstancetrial80×8035–50off—

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 mapMarch#KeepPronunciationUndercroftTemplate
GW-M01Aldrevane1CaddrimorKAD-rih-morCaddrimor UndercroftGW-G01
GW-M01Aldrevane2IstrelholmIS-trel-hohmIstrelholm UndercroftGW-G01
GW-M01Aldrevane3OrrenholtOR-en-hohltOrrenholt UndercroftGW-G01
GW-M01Aldrevane4VanterrowVAN-ter-ohVanterrow UndercroftGW-G01
GW-M01Aldrevane5GethrevanGETH-ruh-vanGethrevan UndercroftGW-G01
GW-M02Qarzhenn1OzhvaranOZH-vuh-ranOzhvaran UndercroftGW-G02
GW-M02Qarzhenn2RavikhetRAV-ih-ketRavikhet UndercroftGW-G02
GW-M02Qarzhenn3Tazhurintuh-ZHOOR-inTazhurin UndercroftGW-G02
GW-M02Qarzhenn4Khavorratkuh-VOR-atKhavorrat UndercroftGW-G02
GW-M02Qarzhenn5ZharnekhZHAR-nekZharnekh UndercroftGW-G02

Regional naming

CultureFlavourBuilding blocksAvoid
AurelhavenEnglish and Latinate compounds-haven, -hall, -barrow, -mead, Aurel-, Gild-Real English place names
Mossveil ReachSoft nature compoundsmoss, thorn, fern, bramble, -wick, -veil, -gladeReal Celtic deity and hero names
Dunescald ExpanseOriginal syllables with kh, z, r, zh; sun and sand imageryKh-, -zh, -rr-, -ir, -unReal Arabic, Persian or Egyptian sacred words, titles and names
Saltmoor HarborNautical English compoundsbrine, gull, keel, tide, -watch, -wrightReal ports and famous real sailors/pirates
LumenspireLight and star Latinatelumen, astra, lucent, -spire, -ineReal constellation myth names; Roman deity names
Frostreach HoldsHard consonants and hearth imageryhearth, rime, crag, -fell, -hold, -stoneReal Norse mythology names (-heim, -gard, god names)
CinderworksIndustrial compoundscog, slag, vat, boiler, -gate, -worksReal 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 termsThe Veyr- root and -enth endingsVeyr-, Echo, -enthMore 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.

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