/
Some of this text is written by AI.Read moreClose

The guide and the wiki change with every game update, so AI writes the explanations. Every name, number and place comes from the game's own data and is checked against it.

Orvenn

Orvenn is the whole known world: three continents above, two open seas between them, and a sunless continent under everything. Your story begins in Brightmeadow, at the centre, and moves outward from there.

Corveth, the mainland

Where you start, and where most of the story happens. You learn the basics in the old lands around Brightmeadow. The great cities, from the walled Crown City of Coronmar to the mage-spires of Highspire, carry the story from there. In the north-east corner lie the Scorchlands, the mainland's deadliest ground.

The Sunfall Sea and the Gilded Coast

East across the bright water lies golden Meridia: the landing port of Goldstrand, the gilded capital of Auremont, the scholars of Vessa, and the silent crater of The Hollowvale. The sea between has islands worth stopping at, and dark deeps to avoid.

The Southern Seas

South, the water warms. Island-hop to the paradise of Sunhaven Isle and on to Velmora, the Marble Metropolis.

Vespera, the Evening Continent

West across the Dusk Sea. Its capital Vesperion opens its one gate only to those who earn the Warden's seal, and inside waits the Eventide Colosseum.

The Fabled Depths

Under it all lies a dead continent of five ruined cities, the deepest and most dangerous ground in the game.

Crossing it

Feet, skiff and the teleport network. Travel covers all three.

Category: Cities & places