Areas
The major areas and settlements, their rough levels, and the parts of the world still being built.
Aurin is the travel hub of Loralei. Mistwood Road leads north, Silverwood Road south and Dawnshore Road east. These roads join the city to the settlements and hunting grounds around it, and the northern road carries on through the mountains into the realm of Kranos.
Level ranges are a guide, not a promise that every creature suits a
character of that level. A creature above you hits harder for every level it
has on you, and you hit it for less, so fighting well above your level is
costly. Use consider <target> before you start a fight, and read local
signs for any limits on entry.
Aurin and the Loralei realm#
| Area | Levels | What it is |
|---|---|---|
| Explorer's Training Grounds | 0 to 4 | Practice rooms beneath the Explorer's Guild. Training creatures, and Master Toren's protection from death. |
| Aurin Meadows | 1 to 5 | Open grassland and gentle slopes outside the walls, with boars and field rats. Ordinary death rules apply from here on. |
| Sunmere Meadow | 5 to 9 | Sunlit grassland and farmland west of the city. Lambs, sparrows, and the odd meadow brigand. |
| Aurin Caverns | 10 to 14 | Tight, dripping passages beneath the foothills. Bats, troglodytes and the occasional crystal serpent. A burrow below holds level 17 diggers and their leader. |
| Northmere Woods | 15 to 19 | Old, half flooded forest north of the town. Wolves and bandits in the trees, restless dead along the altar road. |
| Old Wake's Orchard | 18 to 30 | An abandoned orchard east off Mistwood Road, overrun by giant insects. A hive at its heart holds creatures near level 30. |
| Aurin Sewers | 20 to 24 | The dark beneath the streets. Rats, slimes and the sewer brood mother. |
| Aurin South Beach | 25 to 29 | Shifting sand and tidepools along the southern coast. Coral vipers, driftwood golems, and a siren riding the riptide. |
| Aurin Swamps | 30 to 34 | Stagnant water and hanging moss north of town, reached west off Mistwood Road. Crawlers, vipers, and a bog hag who lets you pass if you leave her alone. |
| The Drowned Barrow | 30 | A flooded burial mound entered from the swamps, run as a dungeon for a party of five or more. Its warden is a boss. |
| Aurin Beach | 35 to 39 | Salt wind, sand crabs and shark-filled shallows along the northern coast, north from Shorewind Road where it branches off Mistwood Road. Reavers run the cove. |
| Silverleaf Woods | 40 to 44 | Pale-barked old growth deep south along Silverwood Road, past the south beach turning. Wardens, treants, and stories of someone who hunts the hunters. |
| Aurin Cemetery | 45 to 49 | Iron gates and leaning headstones west of the woods. Wights, wraiths and other undead among the graves. |
| Knucklebone Crypt | 50 | A crypt beneath the cemetery, run as a dungeon for a party of five or more. Skeletal warriors, archers and knights, traps, and a champion at the bottom. |
| Aurin Catacombs | 50 to 54 | Ashen crypts beneath Silverleaf Woods, reached by a descent in the deep woods. Tomb wardens, sepulcher shades and the crypt overseer. |
| Valdris Manor | 55 to 59 | The Valdris family estate: gardens, household rooms and a crypt below the manor. Its quests follow the family and what left the house haunted. |
| The Barren Wasteland | 60 to 70 | Ash and glass beyond the Ashen Road, east of Dawnhollow Village. Drakes, zealots, pyre priests and wandering pilgrims; its master is level 80. |
| Aurin Sewers, deeper | 70 to 80 | Older works below the sewers, reached from the lower tunnels, with a level 80 boss. The deepest parts hold creatures of level 100. |
The two dungeons hold every member at the dungeon's own level while inside, whatever their level outside, and each party has a copy to itself. Dungeons explains the rules.
The Kranos realm#
| Area | Levels | What it is |
|---|---|---|
| Ironwood Forest | 8 to 15 | Wooded foothills outside Olympus. Beetles, lynxes, brigands, and a bear in the forest. |
| Warfleet Docks | 18 to 20 | The working waterfront of Kranos. Dock rats, wharf thugs, drunken sailors and smugglers, with a dock warden keeping a lid on it. |
| Olympus Beach | 18 to 24 | Sand and surf below the capital. Crabs, reef sharks, sea serpents, and the odd shipwreck ghoul washed ashore. |
| Olympus Arena | 5 to 45 | A tiered fighting pit inside the citadel with graded opponents, from raw recruits up to the reigning champion. Decimus at the gate decides who is ready. |
| Olympus Catacombs | 100 to 110 | A buried legion crypt reached by a descent in Ironwood Forest, east of the citadel walls. Risen praetorians and ashen revenants guard something called Ignaroth. |
Cities, settlements and landmarks#
These places have services, guilds, transport and somewhere to meet other players.
Aurin is the capital of Loralei and by far the largest city in the game. Sunward Avenue, Mistweft Road, Tidegold Row, Merchant Way and Pearlward Promenade carry most of the traffic. It holds the Explorer's Guild, the Warrior's Guild, the Thieves Guild, the Merchant's Guild, the Bards Guild, the Mage Tower, the Physician's College, the Temple of Loralei on Loralei's Walk, the Pearlvault Bank, the Aurin Post Office, the Radiant Hearth Inn, the Tidewarden Hall where help is hired, the Colosseum and a long run of shops.
Aurin Docks sits at the end of Mistwood Road: a harbormaster, a chandler, a fishmonger, a priestess, two inns and the caravan yard that runs goods inland.
Aurin Lighthouse, south along Silverwood Road, is a tower on the coast. The psions keep their guild behind a door near the top.
Aurin Plantation, east along Dawnshore Road, is working farmland: stables, a press house, a dairy, and the staff who run it. Its livestock and vermin are levels 1 to 10, a quiet alternative to the meadows.
Dawnhollow Village lies further east, a small valley settlement of thatched roofs and golden birch, with a beekeeper, an herbalist, a barkeep and a sunkeeper. The Ashen Road leaves it for the Barren Wasteland.
Grenmarch Bequest is a walled estate east off Silverwood Road, home to a bandleader and a tea mistress rather than to anything you would fight.
Olympus is the capital of Kranos: a mountain citadel of drill yards and gray stone, holding the arena, the legion's quartermaster, an armorer, a weaponsmith, a treasurer and the High Priest of Kranos.
The Northern Ocean off Aurin and the Western Ocean off Warfleet are open water. They are sailed rather than walked; see Ships.
The Gates of the Underworld is where you go after an ordinary death.
Type pray there and Verathos the Gatekeeper opens the way back. See
Death.
Areas still being built#
These places have rooms or setting material, but their connections and content are not finished. Being on this list does not mean you can reach them.
Olympus Sewers are dank tunnels beneath the citadel, levels 1 to 5, with vermin, plague cultists and a thing called the Defiler at the bottom.
Ironvein Mines and the Ironpeak Trail above Olympus form a pair: a switchback mountain road up to a dwarven settlement cut into the rock, with an armory and workshops rather than monsters.
The Iasos Plains are a hundred rooms of salt grass beyond the shore of Thalos's archipelago, with level 1 to 5 wildlife: voles, hares, adders, herons and jackals.
Morrigan, Sivaine's city of black glass, is only lightly built. Its outer approach ends at a guarded obsidian gate.
Working out where to go#
level shows your progress. Creatures near your own level are a fair place
to start, though gear, abilities and a group all change how hard a fight is.
consider <target> sizes up a single creature before you commit to it. In
the browser client the Mapper draws every room you have visited and can be
searched.
help areas gives the game's own list, and compass destinations lists the
landmarks the compass can walk you to, in Aurin and a few places beyond it.