Guide
The world
The world map places the Grand Academy at its centre and four class-associated starter Areas around it. An Area’s class association is flavour and a starting destination. It does not forbid other classes from going there.
World structure
| Area | Position | Association | Identity and notable places |
|---|---|---|---|
| Grand Academy | Centre | Trainee | Teaching grounds, halls, workshop, gardens, and the cave beneath |
| Eldergreen | West | Ranger / Root / Path | Greenhold, boundary stones, the Ford, Lumber Camp, Wolf Den, Sunken Ruin, Ancient Grove |
| Stonefall | Northwest | Fighter / Stone / Shield | Thane’s Hold, quarry and mines, Three Bridges, siege line, Sealed Adit, Keystone Bastion |
| Sunreach | Northeast | Rogue / Sun / Key | Caravan routes, bazaar, Split Canyon, the Cut, Long Wells, Looted Vaults, Sunspire |
| Arcadia | East | Sorcerer / Arc / Weave | Collegium, ley crossings, standing stones, Spirit Garden, Lower Stacks, the Archive, Weave Nexus |
A painted place or a location entry is not the same thing as a finished, enterable story. The next section says what is actually playable.
Area stories
The intended wider campaign gives each Area its own arrival, local trouble, forked journey, dungeon investigation, guardian climax, and Resolution Fragment. The four stories are designed to contribute different pieces of a shared mystery and to work in different orders. Class and previous choices can change authored scenes. Plot details live on the optional story spoilers page.
Eldergreen Partial
Eldergreen has an authored runtime arc with three connected quests and a fork journey. Its quests are Greenpath Stones, Sunken Ruin, and Ancient Grove. They include saved choices, dialogue variants, one Resolution Fragment, and staged level-cap increases.
It is not a fully accessible, finished region. The normal Area-map and settlement entry points still need to be connected. Fights use substitute enemies. Rewards and art need finishing.
Stonefall, Sunreach, Arcadia, and the finale Planned
These have story documents and varying amounts of dialogue and journey content. Their complete campaigns are still planned. An Area map, a location entry, or catalogued dialogue does not establish a playable story chain. Where individual scenes exist, treat that slice as partial. The campaign around them is not finished.
Daily missions Implemented
The daily mission runtime is implemented. The map opens from the hub after Academy Chapter III, or through the profile completion unlock. The Academy mission pool is available after that chapter. Starter-Area mission pools open through the profile’s Crossroads-completion milestone.
Pins belong to unlocked map hexes and can be offered outside the hero’s current Area. This is the current mission system. Older plans for a board restricted to the current settlement have been superseded.
| Feature | Current behaviour |
|---|---|
| Refresh | 12-hour windows aligned to device-local midnight and noon |
| Focus: Expedition | A journey with events and possible encounters |
| Focus: Walking | A journey with no combat events |
| Focus: Combat | A journey declaring guaranteed combat |
| Tiers | Generic, Bronze, Silver, Gold. Actual offers depend on the hex’s pool and tier cap. |
| Difficulty | Fixed authored level bands, with warnings rather than level-based entry blocking |
| Acceptance | Starts a generated expedition. Another activity may need to be paused. |
| Expiry | Both unaccepted and accepted missions expire at the end of their offer window |
| Accepted mission expires | The completion reward is lost. Milestone gains already awarded are kept. |
| Completed pin | Stays greyed out until the window changes |
Boards are generated consistently from saved identity, hex, and window inputs. Reloading the same board is not meant to reroll its offers. Missed windows are not backfilled. Daily missions do not advance or gate the campaign. Optional new-board alerts are an in-game notification. They are not verified operating-system push notifications.
Planned expansion Planned
The world design includes story-completion gates for outer hexes, with adjacent starter-Area pairs opening new directions. Murkmire, Frostlands, and Ashlands are placeholder outer-region names, not completed destinations, and those names are not confirmed public titles.
Settlement lords, taverns, stores, guild services, Dedication ranks, a Resolution Journal screen, and full travel between Areas are planned or incomplete. The current build stores some Area completion, location activation, dedication identity, and Fragment information. That storage is not the presentation and service layer.