World
One warm little town, and 3 wild regions beyond its gate — with more on the road ahead.
The town
Home base — everything here is a short walk
- Town SquareNotice BoardThe 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.
- Market RowPlayer MarketStalls 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.
- Starbloom EmporiumPremium ShopA snug little shop strung with paper lanterns and soft chimes, its shelves lined with keepsakes and rare wards. The keeper trades only in Starbloom.
- The Kitchen11 craftsA 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.
- The Workshop7 craftsA 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.
- Crafters' QuarterCrafting WorkshopA 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.
- The Enchant TableEnchant 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.
- Guild HallGuild 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.
- The Apothecary21 craftsA 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.
- The StorehouseStorehouseA 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.
- The Wandering MerchantWandering 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.
- Town GateAdventure 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.
The Blooming Vale
levels 1–14Sun-dappled parks and meadows around town, where grumpy sproutlings and skittish pips make a gentle first adventure.
Zones
Where the fights are
- Sproutling Hollowlevels 1–4FieldA sun-dappled hollow where grumpy little sproutlings wobble between the flowerbeds.3 beasts
- Sunny Meadowlevels 3–8FieldRolling grass past the town gate, home to skittish pips and their scarred alpha.3 beasts
- Moonlit Gladelevels 4–7FieldA hushed clearing where lost spirits drift as pale, cold wisps.2 beasts
- Ambermoorlevels 9–14FieldAmber-lit heath at the vale's far edge, where hard-shelled amberbacks graze the resin-blooms.5 beasts
- Honeyguard Triallevels 10–14DungeonA sealed antechamber before the hive. Face a lone sentinel — a soloist's shot at Epic amber.1 boss
- Amberhollow Denlevels 9–13DungeonA honey-dripping burrow where a lone Warden holds court. Face it solo for a daily shot at rare amber-forged gear.1 boss
- Honeycomb Hollowlevels 10–14DungeonA wax-sealed comb deep under the moor, where a sentinel the Queen forgot still keeps its post. A daily solo bout for the Vale's finer arms.1 boss
- Honeyguard Hivelevels 11–14Dungeonparty of 3The great amber hive of Queen Dolcetta. Her furious swarm demands a full party — bring a healer.1 boss
Gathering spots
Where the materials are
- Blossom ParkForagerA 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.
- Sunset HarborFishingWooden 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.
- The GreenwoodWoodcuttingA 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.
- Stonehollow QuarryMiningA sun-warmed hollow of pale rock and glinting seams. Miners work the ore and gemstone that every metal blade and jeweled trinket begins as.
Thornwood Reach
levels 15–30The old woodland past the vale — bristling brambles, bark-hided beasts, and a treant grove that does not welcome axes.
Zones
Where the fights are
- Bramblewoodlevels 15–22FieldA thorn-choked wood past the vale where shadowmaw packs slip between the brambles.4 beasts
- Hollow Warrenlevels 20–27FieldA churned network of burrows where the razortusk drove roots and charges.4 beasts
- Spinner's Thicketlevels 24–29FieldA silk-strung thicket in the deep Reach where barkweave spinners hang their gloomy webs.4 beasts
- Thornroot Triallevels 27–30DungeonA sealed ring of standing roots before the grove. Face a lone sentinel — a soloist's shot at Epic amber.1 boss
- Thornreach Denlevels 26–30DungeonA bramble-choked hollow where the Thornreach Warden stands its lonely watch. A daily solo bout for rare heartwood gear.1 boss
- The Thornhollowlevels 26–30DungeonA root-vaulted hollow beneath the oldest thorns, where a Shade keeps the grove's arsenal. A daily solo bout for heartwood arms.1 boss
- Thornroot Grovelevels 28–30Dungeonparty of 3The heart-grove of the Thornlord, where the old treant-king wakes in wrath. Bring a full party and a healer.1 boss
Gathering spots
Where the materials are
- Thornwood ThicketForagerA 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.
- Grovewater PoolFishingA cold, still pool cupped in old grove-roots, dark and clear. Anglers cast for speckled grove trout in the hush beneath the canopy.
- Ironbark StandWoodcuttingA 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.
- Thornhollow MineMiningA 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.
Frostspring Hollow
levels 31–50A cold, crystal-fed hollow where frost-furred hunters prowl the snow and something ancient sleeps beneath the ice.
Zones
Where the fights are
- Frostfell Passlevels 31–38FieldA wind-scoured pass into the hollow where frostfang packs slip between the drifts.4 beasts
- Glacier Denlevels 36–44FieldA churned, ice-walled den where the rimehorn herd roots and charges.4 beasts
- Wraithmerelevels 42–49FieldA frozen mere in the deep hollow where rimewraith spirits drift and spin their frost-silk.5 beasts
- Rimeheart Triallevels 46–50DungeonA sealed ice-antechamber before the cavern. Face a lone sentinel — a soloist's shot at Epic frost.1 boss
- Rimewatch Denlevels 46–50DungeonA wind-scoured ice hollow where the Rimewatch Warden keeps vigil. The soloist's last daily proving-ground before the Rimeheart.1 boss
- The Wintervaultlevels 40–46DungeonAn ice-sealed vault deep under the hollow, and the Keeper the cold set over it. A daily solo bout for the mid-winter arsenal.1 boss
- Rimeheart Cavernlevels 48–50Dungeonparty of 3The frozen heart-cavern where the Rimeheart sleeps beneath the ice. Bring a full party and a healer.1 boss
Gathering spots
Where the materials are
- Frostspring ThicketForagerA 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.
- Icemelt PoolFishingA 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.
- Frostpine GroveWoodcuttingA 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.
- Glacier MineMiningA 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.
The road ahead
levels 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.
levels 76–105
Wind-scoured peaks crowned with old stonework, home to crag-golems, gryphons, and the Sunspire's storm-wardens.
levels 106–160
A lightless old-growth forest of luminous fungus and things that hunt in the dark.
levels 161–240
A live volcano rim of obsidian and magma-forged beasts.
levels 241–350
A sunlit coral shelf and the drowned halls beneath it.
levels 351–500
Floating sky-isles wreathed in perpetual storm.
levels 501–680
A twilight desert of glass dunes and buried empires.
levels 681–870
The edge of the world, where starstuff rains and reality thins.
levels 871–1000
The final ascent — a tower of living light at the roof of the world.