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Forgelands Seas & the Kraken

Emberwake Harbour on the mainland, Ashfall Harbour on Forgeheart Isle, sea caravans over the Ember Crossing, and the Kraken rising from the Deep in the middle of it all.

Coming soon. In development. The harbours, the caravan route and the Kraken encounter are built on the server and tested, but nobody has played them in a real game client yet. Tuning may change before the Forgelands opens.

The volcano and the aurora reflected in a dark sea, a vast shape beneath the surface

The Forgelands is as much sea as land. Its waters join Verra's oceans, so ships from Verra's other harbours can sail all the way in.

The harbours

  • Emberwake Harbour stands on the low shore of the peninsula's north arm. It is a full harbour like the ones elsewhere in Verra, with its services, a Harbor Master where you buy your ships and a Caravan Master. It is a launch harbour for ships.
  • Ashfall Harbour is a full harbour on the west shore of Forgeheart Isle, facing the crossing. It is the isle's caravan port and also a launch harbour for ships.
  • Cinder Quay is a caravan pier on the mainland coast beside Shipwreck Cove, linked by road to the Forge Ruin.

Sea caravans over the Ember Crossing

The Ember Crossing is the sea route between the mainland and Forgeheart Isle. Caravans launched at one end sail the crossing to the other, by land, dock, water, dock and land again. Sea routes pay 1.5 times the normal caravan reward. The crossing also runs straight through the Kraken's waters.

The Kraken

In the middle of the crossing lies the Kraken Deep. Something enormous swims there, half under the water.

  • The Drowned Stage. The fight happens on a ring of old dock platforms over the Deep.
  • The Kraken's Maw is a world boss at the top rank, guarded by four Spawn of the Deep.
  • The Kraken itself can be targeted and fought. It never leaves the Deep. While it lives, its tentacles strike everyone standing on the stage every 8 seconds for 12% of their maximum health.
  • The Kraken's wrath. While the Maw lives, every sea caravan crossing the Deep is struck every 15 seconds for 12% of its health. A caravan can sink, and if it does, the loss is its owner's.
  • Calm waters. Killing the Maw or the Kraken calms the Deep for 30 minutes. Clearing the stage first and then running the caravans through is the group play of the crossing.

Still to come for the Kraken: tentacle effects and ship-to-ship naval combat.

Fishing the coast

The whole coast of the Forgelands has sport fishing grounds, with hotspots at Shipwreck Cove and in the Kraken Deep itself. See Fishing the Forgelands.

Related: Forgelands overview · The economy · Islands & points of interest