
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
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.

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.
- 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.
- 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.
- 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.
- 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

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
- 01Bellowsmasher · the Obsidian Warden · Coalgrim the Fire-Fettered
- 02Cindermirk the Slagborn
- 03Blisterpyre
- 04The Alloyed Laborer
- 05Maza’s Flame
- 06Brightmound
- 07Forgeguard Lassix
- 08Master Smith Eucidiaeh
- 09Administrator Crucia
- 10The Forgewright
- 11The Unintended Flame
- 12Forgelord Zammer
- 13Firebrand, the Elder Fire Dragon

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.

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.

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.
07 · Points of interest
Fourteen places worth the risk
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.
