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The first EmberForge expansion

The
Forgelands

Beneath the clouds of north-east Verra, the land is burning. Four guild cities to take and lose, a volcano thirteen layers deep, the Kraken in the strait and the Oracle on the wind.

Coming soonIn development · no release date yet

Cities

4 guild freeholds

Dungeon

13 layers deep

Rules

Lawless · full loot

Built for

Groups at level 50

01 · The region

What lies beneath the clouds

For years the north-east corner of Verra’s map was nothing but painted cloud. We are building the land beneath it.

  • One way in by land. A mountain pass from the highlands. A wall of peaks seals the west.
  • A coast on three sides, with sport fishing along the whole shore.
  • Forgeheart Isle, a giant volcano island across the strait, with its own harbour.
  • Six smaller islets and fourteen points of interest to find.
  • Aurora skies. Northern light over the region at night.

Islands & points of interest →

The map is being redrawnThe region is still taking shape. The final map arrives with a later update.

02 · Cities & sieges

Four cities. Held by the strong.

No nodes and no mayors. Guilds and alliances claim the charter, set the tax and decide who builds. Rivals bring rams, trebuchets and ballistae to throw them out.

  • Emberhold

    Just inside the pass, on the low plateau. The first walls you see.

  • Cinderport

    In the south of the peninsula, above Cinder Bay.

  • Ashenreach

    On the middle plateau, where the roads meet.

  • Skyfire Hold

    The highest city, on the north arm, near the Sea-Cliff Watchtower.

  1. Claim

    Take the charter

    A guild or alliance leader claims a city at the City Steward. One city per guild or alliance. Leaders set who may build, the tax and the bans, and run the treasury.

  2. Bind

    Embersprings & the Homeward Ember

    Every city has its own Emberspring for its holders and allies, with travel between the city springs. The Homeward Ember takes you back to your freehold.

  3. Siege

    Break the walls

    A rival declares a siege. Gates and walls fall only to siege engines. After the breach, destroy the City Heart or hold the forge plaza.

  4. Expel

    Throw them out

    Win, and the charter is yours. The old holders are banned for seven days, lose their springs, and their plots are freed.

Siege engines

Battering ramGates

TrebuchetGates, walls and the City Heart, from 40 to 360 m

BallistaBoth sides. Hunts enemy engines

How cities and sieges work →

03 · The Forgeheart Caldera

Thirteen layers down

An open-world dungeon inside the Forgeheart volcano. Three cave mouths, a named boss on every layer, no instances, and no safety: lawless, full loot and shared with every other group on the realm.

Beneath the Forgeheart volcano on Forgeheart Isle. Three cave mouths open on its flanks, and all three lead into the same Caldera.

  • Strait Mouth West flank
  • Tide Mouth East flank
  • Ash Mouth North flank
  1. 01Bellowsmasher · the Obsidian Warden · Coalgrim the Fire-FetteredThree wings
  2. 02Cindermirk the SlagbornPacks of 4
  3. 03BlisterpyrePacks of 4
  4. 04The Alloyed LaborerPacks of 4
  5. 05Maza’s FlamePacks of 5
  6. 06BrightmoundPacks of 5
  7. 07Forgeguard LassixPacks of 5
  8. 08Master Smith EucidiaehPacks of 5
  9. 09Administrator CruciaPacks of 6
  10. 10The ForgewrightPacks of 6
  11. 11The Unintended FlamePacks of 6
  12. 12Forgelord ZammerPacks of 6
  13. 13Firebrand, the Elder Fire DragonThe Forge Heart

Inside the Caldera →

Schematic sea chart, not to scale: Emberwake Harbour on the north arm of the mainland, Cinder Quay on its east coast, the Ember Crossing running east to Ashfall Harbour on Forgeheart Isle, and the Kraken Deep in the middle of the crossing Emberwake Harbour Cinder Quay Ashfall Harbour The Kraken Deep The Ember Crossing Forgeheart Isle Mainland · schematic, not to scale

04 · The seas

Harbours, caravans & the Kraken

The region’s seas join Verra’s oceans, so ships from Verra’s other harbours can sail all the way in.

  • Emberwake Harbour on the mainland’s north arm: a full harbour with a Harbor Master for your ships and a Caravan Master.
  • Ashfall Harbour on Forgeheart Isle: the isle’s harbour and caravan port.
  • The Ember Crossing carries sea caravans between the mainland and the isle, at 1.5 times the normal caravan reward.
  • The Kraken rises in the Deep, in the middle of the crossing. While its Maw lives, caravans in the Deep take damage until they sink. Clear the Drowned Stage to calm the water.
  • Sport fishing along the whole coast, with hotspots at Shipwreck Cove and in the Kraken Deep.

Seas, harbours & the Kraken →

05 · The Harbinger

Qluud, the Oracle

About every other day, the whole server gets the warning. Fifteen minutes. Five. One. Then Qluud, the Oracle, and four Ancient Lords descend on the Harbinger Grounds of Forgeheart Isle, and stay for one hour.

A level-50 world boss in lawless ground, so rival guilds can contest the kill.

About the Harbinger →

06 · The rules

Lawless. Full loot. Watched.

Kills inside the region bring no corruption. Death costs you what you carry. Aurora Borealis watches at her strictest.

When you die, this drops

  • Everything in your bags: materials, consumables, unequipped gear and crates
  • The coin you carry. Banked money is safe
  • All of it into a loot bag that anyone can take for 10 minutes

This never drops

  • Your equipped gear
  • Quest items
  • Cosmetics and store items, which are bound to your account
  • Soulbound items that cannot be traded

Strict anti-cheat

  • Any movement or combat cheat, however small, removes you from the region on the spot
  • Every finding is recorded and reviewed
  • All on our own server. No exceptions

Extremely hard to solo. Every pocket, camp, boss and the Kraken is tuned for groups of level-50 players. Even the standard mob pocket is designed to kill a solo player of any class.

The full rules →

07 · Points of interest

Fourteen places worth the risk

Every site →

The peninsula

  • Obsidian Quarry
  • Forge Ruin of the Emberwrights
  • Shipwreck Cove
  • Sulfur Vent Field
  • Sea-Cliff Watchtower

Forgeheart Isle

  • Ancient EmberForge Shrine
  • Lava-Falls Overlook
  • The Harbinger Grounds

The islets

  • Wraithkeel Reef
  • Cinder Saint’s Rock
  • Blackwake Cove
  • Sulfurspit
  • Ashwatch Rock
  • Emberwing Rookery

Coming soon

Be there when the gate opens

The Forgelands stays sealed while we build it. There is no date yet: it opens when it is ready. Join the Discord or the waitlist and you will hear first.

Everything on this page is in development and may change before release.