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World guide

The lands around the Maw

Three homelands surround a single crater. The Goldmarch occupies the north, Nethervale lies beneath the southwestern hills, and the Ashlands reach the southeastern rim. The Abyss at their center belongs to no faction.

Steam Early Access · Planned

Where the roads meet

Humans of the Dawnward Concord begin near Aurelgate. Dark Elves of the Umbral Dominion begin near Veyl’Khar. Each side has its own starter quests and a small faction hub. At Crossroads Market, both sides can bank their goods, trade, and visit trainers.

The Sunken Ruins

The planned contested area spans levels 8–25. It is neutral border ground with normal PvP flagging and tier 2–3 resource nodes from both homelands. The ruins were once Lowhaven, the refugees’ first city. When the underground river broke through, their elected prince, Tavian, drowned on his throne. He still holds court among the dead. Guilds contest the Sunken Throne in simple sieges.

Northern homeland · Concord

The Goldmarch

Sunlight reaches the sheepfolds and pine groves of Sunhold Vale, just outside Aurelgate’s golden gate. At Gatefall, Archwarden Sylthariel raised the city’s ward. The ward-stone, a lanternstone cut by Dwarves and woven with High Elf wards, split in two. Sylthariel still holds Aurelgate’s half.

On the trail of Greymaw

The starter route takes you through Tobin’s farm, the thistle thicket, and a ruined shrine. Greymaw’s den lies in a rocky hollow on the valley’s northern edge. Humans are the planned Early Access race here. The full Concord roster also includes Dwarves and High Elves.

Southwestern homeland · Dominion

Nethervale

Sylthariel’s sister Nyssara carried the other half of the ward-stone below with the refugees. At the Ring of Caps, the Spiderkin met them among the giant glowing mushrooms that still mark the way down. Veyl’Khar stands in Gloomspire Hollows, where giant caps light the fungus farms and the stalactite stair leads travelers into the city.

Down to the old sewer

Beyond the pallid farm rows lie tin seams, steam vents, and the Rat King’s flooded chamber. Dark Elves are the planned Early Access race here. The wider Dominion also includes Greenskins and Spiderkin.

Southeastern homeland · 1.0 target

The Ashlands

Gallows Road brings newcomers past old graves to Maw’s Rest, a walled town on the crater rim. Its Warden keeps the peace inside the walls and asks no questions about anyone’s past. On the cliffs beyond town stand the Rimstones, the outer warning stones the Dwarves left at the crater’s edge.

The Ashborn

Descendants of the outcasts can belong to any of the six races and keep their racial abilities. They begin in Gallows Reach, where Bonepicker, the Vulture Queen, nests above the road. Under the full reputation system, exiled Concord and Dominion criminals can also find a home in Maw’s Rest.

Shared endgame · 1.0 target

The Abyss

The Maw left a crater when it split the world. Each homeland has a route to its inner edge. In the full design, characters from any faction can enter at level 25. Open PvP and rare materials make carrying a haul back to the rim a decision for the whole party.

Player kills here leave reputation unchanged. Killing a monster within five levels of your character restores one reputation point.

Read about territory and reputation →