Bahast Wiki

Subareas

30 records. Search or open the interactive table for the complete data set.

The Gilded PlainsThe Gilded PlainsThe first post-tutorial field route. Teaches lightning pressure and readable patrol encounters.The Resonance PillarsThe Resonance PillarsIntroduces tighter routing, mixed Angel and Spirit packs, and stronger elemental stress.The Auroral ThicketThe Auroral ThicketThe first harder-to-read Expanse route. Higher Spirit pressure and sharper evasion checks.The Sunscorch VergeThe Sunscorch VergeThe first South Point route. Teaches grounded beast pressure and stronger physical damage checks.The Fangwake LowlandsThe Fangwake LowlandsA deceptive South Point lane with serpent, beast, and demihuman pressure.The Red Knife CoastThe Red Knife CoastThe South Point capstone route. Mixed coastal raiders and serpents become the main survival check.The Broadgrain MarchesThe Broadgrain MarchesThe first Grafton route. Wider sightlines return, but monster stats now punish weak gear.The Windbreak BarrowsThe Windbreak BarrowsGrafton's middle route mixes open-field beasts with barrow threats and harsher endurance pressure.The Old Toll FieldsThe Old Toll FieldsThe Grafton capstone route. Faster avian packs and heavy beasts test the whole build.The Crownroad PasturesThe Crownroad PasturesThe first Alory route. Human patrol roads give way to beasts, raiders, and oath-bound border threats.The Reedwatch CausewaysThe Reedwatch CausewaysAlory's middle route mixes human road discipline with serpent and beast ambush pressure.The Oathfield RampartsThe Oathfield RampartsThe Alory capstone route turns its kingdom-road identity into a harder fortified field push.The Verdant ApproachThe Verdant ApproachThe first Danebrac route introduces elvish order, Spirit pressure, and wary border patrols.The Ilrengard GlasswoodsThe Ilrengard GlasswoodsDanebrac's capital route leans into Ilrengard's elemental discipline and elvish magical control.The Dwarfward MarchThe Dwarfward MarchThe Danebrac capstone route makes the kingdom's hostility toward dwarves explicit at its western edge.The Saltglass LandingThe Saltglass LandingThe first Aegis route shifts the campaign onto a warded island with mixed coastal threats.The Warded HarborsThe Warded HarborsAegis hardens into an island-defense route with Aquatic pressure and warded chokepoints.The Aegis CrownThe Aegis CrownThe Aegis capstone tests barrier, block, and ward pressure before the campaign turns north.The Pinewake ReachThe Pinewake ReachThe first Northern Wilds route shows how empty the region is before Slaghammer's ruins appear.The Slaghammer RuinsThe Slaghammer RuinsSlaghammer reveals the Wilds as a failed dwarven settlement attempt, not a living frontier town.The Whitefen ThresholdThe Whitefen ThresholdThe Northern Wilds capstone is a cold threshold route before the campaign turns toward draconoid refuge lands.The Urshaan AshroadThe Urshaan AshroadThe first Drakelands route enters Urshaan, one of the lands where draconoids survived persecution.The Morskan RefugeThe Morskan RefugeDracaeza Morskan is framed as refuge, not conquest: a place built by survivors of persecution and death.The Sagar FirebreakThe Sagar FirebreakThe Drakelands capstone turns the refuge story into a hard mountain-border survival route.The Rustcliff LandingsThe Rustcliff LandingsThe first Red Coast route cuts through pirate-coast landings where mercenaries and slavers work the inlets.The Bloodtide ShelfThe Bloodtide ShelfThe Red Coast middle route leans into Aquatic and Serpent pressure along a contested slave-route shelf.The Redwatch BastionsThe Redwatch BastionsThe Red Coast capstone breaks the slaver watchline before the campaign jumps to the Azureleth Islands.The Molva'Uurz CanopyThe Molva'Uurz CanopyThe first Azureleth route enters the primary demihuman homeland through Molva'Uurz.The Mortrag ReefwaysThe Mortrag ReefwaysThe middle Azureleth route moves toward Mortrag, tying demihuman settlement life to reef warfare.The Pearlroot DepthsThe Pearlroot DepthsThe standard campaign capstone sits above the Dark Depths, where the island homeland touches divine-warped water.