World

One warm little town, and 3 wild regions beyond its gate — with more on the road ahead.

The town· 14Home base — everything here is a short walk
  • Town SquareThe warm heart of Mythenia — a cobbled plaza around a bubbling fountain. A notice board flutters with pinned quests, and neighbours drift by with baskets and small hellos.
    • Notice Board
  • Market RowStalls in every colour line the lane, heaped with fruit, cloth, and curious little wares. The air is all fresh bread and warm spice, and someone is always haggling with a grin. Buy and sell with other adventurers here.
    • Player Market
  • Starbloom EmporiumA snug little shop strung with paper lanterns and soft chimes, its shelves lined with keepsakes and rare wards. The keeper trades only in Starbloom.
    • Premium Shop
  • The KitchenA bright communal kitchen just off the square — copper pots, a warm oven, and shelves of fresh ingredients. Cooks turn the day's catch and harvest into hearty dishes and Spirit-restoring snacks here.11 crafts
  • The WorkshopA sawdust-scented artisan's workshop — a sturdy bench, racks of well-loved tools, and half-finished goods. Artisans plane timber into planks and craft everyday wares and decor here.7 crafts
  • Crafters' QuarterA cheerful row of open workshops — a ringing forge, a bowyer's lodge, a spell-tailor's loft, and more. Every class's gear is hammered and stitched here. Anyone may take up a craft.
    • Crafting Workshop
  • The Upgrade BenchA long bench of clamps, files and patient work on the crafting district's north side. Bring a piece you already own and make it better.
    • Upgrade Bench
  • The Enchant TableA quiet, lantern-lit nook hung with glimmering scrolls and warded charms. Inscribe an enchant into your gear here — apply the scrolls you've gathered, or craft new ones at the table.
    • Enchant Table
  • Guild HallA snug timber hall hung with maps and trophies. Adventurers trade tales by the fire and gather their companies here — guild roster, banners, and the promise of quests to come.
    • Guild Hall
  • The ApothecaryA cluttered, fragrant little shop of hanging herbs, bubbling flasks, and dusty jars. Alchemists brew foraged plants into timed tonics here — buffs for the road, never cures.21 crafts
  • The StorehouseA warm little warehouse just off the market — snug shelves, sturdy crates, and a friendly keeper who minds your overflow. Store what you can't carry, sort your haul, and collect anything that wouldn't fit in your bag.
    • Storehouse
  • The Duelling GroundsA sand ring behind the guild hall, raked flat every morning and rarely flat by noon. Duels here are opt-in and settled honestly: two builds, one rating, and a crowd that will tell the story wrong by supper.
    • Duelling Grounds
  • The Wandering MerchantA painted cart parked in the lane, its awning patched from a dozen roads. The merchant buys whatever you can spare at an honest floor price, keeps a pot of simple food on the boil, and — if the season has been kind — has a pattern or two folded under the counter.
    • Wandering Merchant
  • Town GateThe edge of town, where the cobbles give way to a grassy path winding into the wider world. Beyond the gate lie the regions — meadows, woods, and everything past them. Adventure waits out there.
    • Adventure Gate

The Blooming Vale

levels 1–14

Sun-dappled parks and meadows around town, where grumpy sproutlings and skittish pips make a gentle first adventure.

Zones· 8Where the fights are
Gathering spots· 4Where the materials are
  • Blossom ParkA gentle park of flowering trees and quiet benches. Petals settle on the grass, a stream murmurs nearby, and the whole place seems to breathe a little slower. Foragers gather berries and herbs here.Forager
  • Sunset HarborWooden docks reach out over calm, glittering water. Gulls wheel overhead and anglers cast their lines, patient as the tide. The horizon glows soft and golden.Fishing
  • The GreenwoodA hushed stand of old timber at the town's edge, sweet with sap and birdsong. Woodcutters fell and season the wood that becomes bows and staves.Woodcutting
  • Stonehollow QuarryA sun-warmed hollow of pale rock and glinting seams. Miners work the ore and gemstone that every metal blade and jeweled trinket begins as.Mining

Thornwood Reach

levels 15–30

The old woodland past the vale — bristling brambles, bark-hided beasts, and a treant grove that does not welcome axes.

Zones· 7Where the fights are
Gathering spots· 4Where the materials are
  • Thornwood ThicketA dense bramble thicket deep in the Reach, hung with dark thornberries and silvery wychwood. Foragers comb its wiry flax and silkmoss where the light barely reaches.Forager
  • Grovewater PoolA cold, still pool cupped in old grove-roots, dark and clear. Anglers cast for speckled grove trout in the hush beneath the canopy.Fishing
  • Ironbark StandA stand of iron-hard ironbark and ancient heartoak at the wood's heart. Woodcutters fell and season the tough timber that becomes Thornwood bows and staves.Woodcutting
  • Thornhollow MineA root-cracked cut into the Reach's grey stone, seamed with dark thornsteel, heavy deepiron, and ringed agate. Miners work the ore and gem that every Thornwood blade and ring begins as.Mining

Frostspring Hollow

levels 31–50

A cold, crystal-fed hollow where frost-furred hunters prowl the snow and something ancient sleeps beneath the ice.

Zones· 7Where the fights are
Gathering spots· 4Where the materials are
  • Frostspring ThicketA frozen thicket around a steaming frost-spring, hung with pale snowberries and glimmerfrost herb. Foragers comb its wiry frostflax and rimeflax where the drifts lie deep.Forager
  • Icemelt PoolA dark, clear pool where a warm frost-spring keeps the ice thin. Anglers cast through for silver frost char in the hush of the snowfall.Fishing
  • Frostpine GroveA stand of frost-hardened pine and pale silverbirch on the high shoulder of the hollow. Woodcutters fell and season the tough timber that becomes frost bows and staves.Woodcutting
  • Glacier MineA cut driven straight into the glacier's blue flank, seamed with frostiron, heavy deepfrost, and cold-fired opal. Miners work the ore and gem that every frost blade and ring begins as.Mining
The road ahead· 9Regions still being built
  • Emberfen Marshlevels 51–75 · A smouldering peat bog lit by will-o'-wisps, where bog-wretches wade the mire and a cinder-drake broods in the ash.soon
  • Sunspire Highlandslevels 76–105 · Wind-scoured peaks crowned with old stonework, home to crag-golems, gryphons, and the Sunspire's storm-wardens.soon
  • Gloamwood Depthslevels 106–160 · A lightless old-growth forest of luminous fungus and things that hunt in the dark.soon
  • Cinderpeak Calderalevels 161–240 · A live volcano rim of obsidian and magma-forged beasts.soon
  • Tideglass Reeflevels 241–350 · A sunlit coral shelf and the drowned halls beneath it.soon
  • Stormcrown Aerielevels 351–500 · Floating sky-isles wreathed in perpetual storm.soon
  • Duskmire Wasteslevels 501–680 · A twilight desert of glass dunes and buried empires.soon
  • Astralfall Vergelevels 681–870 · The edge of the world, where starstuff rains and reality thins.soon
  • The Celestine Spirelevels 871–1000 · The final ascent — a tower of living light at the roof of the world.soon