The regions of Nareth build on one another from level 1 to level 290. Each region is the stage of a chapter of the Chronicle, so the story itself leads you across the world. The level shown is the recommended level of the region's Chronicle chapter.
Starting valleys
The starting valleys of the three realms: heroes arrive here after their capital (Chronicle chapter 2). All three valleys open onto the same world.
| Region | Level | Chapter | Terrain | Description |
|---|---|---|---|---|
| Golden Vale | 10 | 2 | Starting valley | The starting vale of the Suncrown lands, golden fields under an ash-filled sky. |
| Azure Vale | 10 | 2 | Starting valley | The starting vale of the Azure Veil lands, lakes and mist at the edge of the Veil. |
| Scarlet Vale | 10 | 2 | Starting valley | The starting vale of the Blood Moon lands, where you survive your first ash rain. |
Regions by level
| Region | Level | Chapter | Terrain | Description |
|---|---|---|---|---|
| Green Gloom | 10 · 90 | 2, 10, 30 | Jungle | The ancient jungle where the tribes fear their own guardian spirit; all three starting roads meet here. |
| Riven Spine | 20–30 | 3, 4 | Mountain ridge | The ruined stronghold of an orc warlord on the rocky ridge, where weapons are forged from a shard. |
| Land of Lament | 40 · 170 | 5, 18 | Cursed land | Barren rock and sand where the dead have risen and repeat a single question. |
| Drysand Waste | 50–60 · 210 | 6, 7, 22 | Desert | Drysand and caravan roads where water is worth more than gold; the oasis is where the factions meet. |
| Rotlight Grove | 70 | 8 | Swamp | A glowing mushroom forest where spores turn travellers into living puppets. |
| Mistwild | 100 · 190 | 11, 20 | Jungle | Misty marshes and silent lakes where the whispers of the dead blur above the water. |
| Ironhorn Highlands | 110 | 12 | Highlands | Rocky highlands where the dwarves built a maze around a shard. |
| Bloodpine Woods | 120 | 13 | Woodland | A forest of red pines, home of the elves, where even the soul-tree has gone mad. |
| Elderwood | 130 · 160 | 14, 17 | Woodland | The ancient trees of the great wood wander closer to the cities every year. |
| Saltshore | 140–150 | 15, 16 | Coast | A black-sand coast where the people of the sea stormed ashore with the light of a shard. |
| Ashcauldron | 180 · 240 | 19, 25 | Volcanic cauldron | The split Cauldron where the fire in which the Dawnstone was forged still burns. |
| Frozen Crown | 200 | 21 | Frozen peaks | Ice-bound mountains where a mage has kept a rift sealed for thirty years. |
| Stone Giants' Pass | 220–230 | 23, 24 | Mountain pass | A mountain pass with patches of snow where golems have awoken on the road to the Ash Throne. |
A region can host several chapters: the Chapter column lists them, and Level shows the first stage (the further levels are in the chapter table).
Dungeons and smaller areas
Some Chronicle chapters take place in a dungeon or a smaller separate area. These are party locations running in their own instance; Kalden the Ferryman takes you to their entrances from any region. Details: Dungeons.
| Dungeon / area | Level | Chapter | Description |
|---|---|---|---|
| Silenced Library | 30 | 4 | A half-burned scroll hides among the ruined shelves of the forbidden section. |
| Temple of the Ash Cult | 51–60 | 5 | The priest's temple where they preach that the Ash King is the new god. |
| Spiderden | 80 | 9 | Spiderwebs block the pass, with a stranded caravan caught inside. |
| Greymound | 111–120 | 11 | The inside of ancient burial mounds where a girl's voice calls from the deep. |
| Hall of the Orders | 121–130 | 12 | The final chamber of the Order trials, where the master sets the last test. |
| Sporetomb | 131–140 | 13 | A sealed burial chamber where spores have slept for a thousand years. |
| Embernest | 141–150 | 14 | The inner nest in the smouldering valley of the dragon mother. |
| Greenglass Mines | 161–170 | 16 | The abandoned mines where the Dawnstone's crystal was once cut, now eaten by insects. |
| Crypt of the Dawnwardens | 171–220 | 17, 18, 19, 20, 21 | The ancient crypt of the Dawnwardens where vampires have awakened. |
| Sunken Sanctum | 190 | 20 | The half-drowned sanctum where a silence rises from the deep. |
| Ysra's Chamber | 200 | 21 | The chamber of the ice mage who has kept the rift sealed for thirty years. |
| Tower of Damnation | 220 | 23 | The demons of the First Breaking are held here, one shard on every floor. |
| Cave of the Stone Giants | 230 | 24 | A vast cave of stone where the golems await their orders. |
| Dragon Mother's Nest | 271–280 | 27 | Here the dragon mother guards her egg while embers fall from the sky. |
| Ash Throne | 270 | 28 | The Ash Throne stands above a chasm, and the Ash King waits upon it. |
| The Frozen Rift | 291–300 | 30 | The rift beneath the ice, which will not stay sealed much longer. |
The gate of the Ashwell, a run through an underground fungal world, stands in all three capitals: Ashwell.
Capitals and special locations
- Capitals: Bloodmoon Keep, Suncrown Keep and Veilharbor – details on the Cities page.
- Bloodhall Arena – arena for duels and the Champions' Tournament (Tournament).
- Moongarden – a moonlit garden, the place of the oath ceremonies (Oath ceremony).
- Ironfield – two camps, one battlefield; the battleground is here (PvP).
- Border regions: the locations of the Border War lie in the border regions.
Travelling between regions
Kalden the Ferryman and the Ash Wanderer stand at the starting point of every region and in every city; both will take you to any region you can already reach. A place is open to you if you are at most 10 levels below its recommended level and you have reached its chapter in the Chronicle (or have been there before). Cities are always open. The fare depends on the destination: its level × 5 silver, but at least 10 silver.
See also: Travel, Important NPCs.