◆ THE WARDEN'S HANDBOOK ◆

A Traveller's Guide to Emberfall

Recovered from the satchel of a Warden who walked all twelve roads and lived to complain about the weather in every one of them.

An adventurer overlooking the Realm of Emberfall

The realm from the high road: capital, peaks, desert, jungle and the smoking forge.

The Story So Far

Long before the towns, there was the Briar Crown — a circlet of five seals that bound the Lich-King Varrok beneath the valley. It did not break in battle. It broke in bureaucracy: five seals, five keepers, five generations of people who each assumed someone else was watching them.

Now the dead rattle in the Briar Catacombs, the roads between the twelve towns grow strange, and the old guardians of the world — dragon, fox, horse, spider, bird, ogre and qilin — have sealed their dens and begun testing travellers, as if the realm itself is interviewing candidates.

That is where you come in. You arrive in Briarholm with three shrimp, a hundred coins, and a name of your own choosing. What the bards call you afterwards is entirely up to you.

Your Name Is Your Banner

When you first enter the realm you choose a character name — 3 to 12 letters, numbers or spaces — and it is yours alone. No two adventurers in Emberfall share a name; it is your unique identifier across every world, every market stall and every friends list.

To befriend another adventurer, open the Friends panel in game and add them by their exact character name. Friends show a green light when they are online and which world they wander. Right-click a friend to whisper them privately, or start a party voice room to talk by microphone while you adventure together. To meet up, simply pick the same world from the world-select screen — the Market, however, is shared across all worlds, so business never sleeps.

The Twelve Roads

Every road in Emberfall leads somewhere — from the capital's fountain to each town's gate, and home again. The land rises and falls beneath your feet: mountain paths angle up toward the snow, valleys sink toward the rivers, and steep slopes turn back both traveller and beast.

Emberfall City

The capital. Daily festival games and the great fountain where every road begins.

The Grand Concourse

The one great market hall of the realm, beside the capital. Every trade in every world passes through its broker — and its benches are where adventurers find friends and allies for the hard fights.

Briarholm

A quiet valley town with a catacomb problem. Every adventurer's first home.

Rosekeep

The castle town, where the Qilin judges those who swear to protect.

Frostmere

Snowfields and slow ice. Polar bears, warm hearths, and Sleipnir's track.

Cinderforge

A lava-lit mining forge where the Ashwing dreams below.

Jadeveil

Jungle mist, jade bamboo, and the Kitsune's riddles.

Cloudrest

The mountain town of the Thunderbird and its stolen bell.

Lanternhollow

The forest town where the Spider Grandmother keeps every broken oath.

Ironroot

The mining town above the Oni's buried gate.

Willowdam

The river town, where an old ceremonial water gate hides under the sluice.

Saltwind

The seaside harbour town. Its dockmaster is the only soul who sails beyond the horizon — and only for those who have solved the Harbour of False Lights.

The Isle of Cinder-Tide

A vast island across the sea: banana plantations, black beaches, a volcano with lava beasts at its base, and caves that breathe heat beneath it. Reached only by the Saltwind ferry.

The Ashen Wilderness

Beyond the great palisade that spans the realm, the law ends. Everything there fights everything else — including you. The deeper you wander from the gate, the older and crueler the things become. Go with friends, or not at all.

Gull Isle

The fishing isle across the sea — sharks offshore, frogs in the ponds, never the other way round.

Creatures of Legend

The Ashwing Dragon

The Ashwing Dragon

Recommended level 75 · Cinderforge, the lava town

Born of volcanic fire and ancient ash, the Ashwing sleeps beneath the forge-town's foundries. Its scales hold the heat of deep, forgotten eruptions. The smiths of Cinderforge both fear and revere it — a dragon's breath, they say, is the only flame hot enough to reforge a crown. Only those carrying the ember seal key may enter its den, and only the well-prepared walk out.

The Kitsune of the Jade Veil

The Kitsune of the Jade Veil

Recommended level 55 · Jadeveil, the jungle town

Nine tails, nine faces, and one question it asks every traveller: which face belongs to a liar? The Kitsune is no brute to be bludgeoned — it is a keeper of oaths woven through the bamboo mist. Those who answer honestly earn the fox seal key; those who lie are still wandering the veil, asking strangers for their own names.

Sleipnir, the Eightfold Runner

Sleipnir, the Eightfold Runner

Recommended level 60 · Frostmere, the snow town

Eight hoofprints circle the northern ward, and no snowdrift ever fills them. Sleipnir runs where no other horse can — across the frozen lake, up the sheer face of the ice cliffs, through the aurora itself. It does not fight the worthy; it tests them. Catch it, and the frost seal is yours. No one catches it twice.

Four more guardians wait in the deep places — the Thunderbird, the Spider Grandmother, the Oni, and the Qilin. The handbook's later pages are deliberately blank. Some things a Warden must see for themselves.

Terrors of the Wild Marches

Between the towns the roads are patrolled by nothing but your own caution. Imps and road goblins bait the careless; wolves and bandits hunt in pairs. But the old Warden's marginalia speak of worse: the Reef Reaper, a skeleton in living coral that swings a ship's anchor; Stormwing, the thunderbird that splits masts with lightning; the Lantern Maw, which wears a harbour light to lure boats onto the rocks; the Drowned Captain, still mustering his sunken crew; the Obsidian Knight, whose armour cracks to show the molten thing inside; the Hollow Stag, a forest spirit with root-legs and burning antlers; the Tidebound Colossus, an island that stands up when its treasure is touched; and the Sail Eater, a shadow that shreds sails and is gone before the fog settles.

A note on fighting them, underlined twice: every creature has its own nature. Blades glance off armoured knights and stone golems — crack them with magic instead. Arrows bring down anything that flies. Spirits and the drowned barely feel steel at all, but sorcery bites them deep. Dragons laugh at magic and bleed under honest steel. Watch how your blows land; the realm tells you the truth in every swing.