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