Regions

Every region of Nareth with its recommended level, its Chronicle chapter and a short description.

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.

RegionLevelChapterTerrainDescription
Golden Vale102Starting valleyThe starting vale of the Suncrown lands, golden fields under an ash-filled sky.
Azure Vale102Starting valleyThe starting vale of the Azure Veil lands, lakes and mist at the edge of the Veil.
Scarlet Vale102Starting valleyThe starting vale of the Blood Moon lands, where you survive your first ash rain.

Regions by level

RegionLevelChapterTerrainDescription
Green Gloom10 · 902, 10, 30JungleThe ancient jungle where the tribes fear their own guardian spirit; all three starting roads meet here.
Riven Spine20–303, 4Mountain ridgeThe ruined stronghold of an orc warlord on the rocky ridge, where weapons are forged from a shard.
Land of Lament40 · 1705, 18Cursed landBarren rock and sand where the dead have risen and repeat a single question.
Drysand Waste50–60 · 2106, 7, 22DesertDrysand and caravan roads where water is worth more than gold; the oasis is where the factions meet.
Rotlight Grove708SwampA glowing mushroom forest where spores turn travellers into living puppets.
Mistwild100 · 19011, 20JungleMisty marshes and silent lakes where the whispers of the dead blur above the water.
Ironhorn Highlands11012HighlandsRocky highlands where the dwarves built a maze around a shard.
Bloodpine Woods12013WoodlandA forest of red pines, home of the elves, where even the soul-tree has gone mad.
Elderwood130 · 16014, 17WoodlandThe ancient trees of the great wood wander closer to the cities every year.
Saltshore140–15015, 16CoastA black-sand coast where the people of the sea stormed ashore with the light of a shard.
Ashcauldron180 · 24019, 25Volcanic cauldronThe split Cauldron where the fire in which the Dawnstone was forged still burns.
Frozen Crown20021Frozen peaksIce-bound mountains where a mage has kept a rift sealed for thirty years.
Stone Giants' Pass220–23023, 24Mountain passA 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 / areaLevelChapterDescription
Silenced Library304A half-burned scroll hides among the ruined shelves of the forbidden section.
Temple of the Ash Cult51–605The priest's temple where they preach that the Ash King is the new god.
Spiderden809Spiderwebs block the pass, with a stranded caravan caught inside.
Greymound111–12011The inside of ancient burial mounds where a girl's voice calls from the deep.
Hall of the Orders121–13012The final chamber of the Order trials, where the master sets the last test.
Sporetomb131–14013A sealed burial chamber where spores have slept for a thousand years.
Embernest141–15014The inner nest in the smouldering valley of the dragon mother.
Greenglass Mines161–17016The abandoned mines where the Dawnstone's crystal was once cut, now eaten by insects.
Crypt of the Dawnwardens171–22017, 18, 19, 20, 21The ancient crypt of the Dawnwardens where vampires have awakened.
Sunken Sanctum19020The half-drowned sanctum where a silence rises from the deep.
Ysra's Chamber20021The chamber of the ice mage who has kept the rift sealed for thirty years.
Tower of Damnation22023The demons of the First Breaking are held here, one shard on every floor.
Cave of the Stone Giants23024A vast cave of stone where the golems await their orders.
Dragon Mother's Nest271–28027Here the dragon mother guards her egg while embers fall from the sky.
Ash Throne27028The Ash Throne stands above a chasm, and the Ash King waits upon it.
The Frozen Rift291–30030The 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

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.

regionmaplevelChroniclestarting valleytravel