Roadmap
The Kindlers are asleep under the world, and the guilds have started knocking. Here is everything planned: the Kindler raids, a new continent, and more dungeons, classes, races, seas and everything else.
These are plans, not promises. Order and details will change as the game does, and nothing here is in the game until it ships.
What the Annals say: The Unwalked RoadsThe Kindler raids
After Nhal falls, the guilds go looking for the ones who made the world. Nobody kills a Kindler. Each raid ends with a sleeper half-woken, and the guild has to put it back down before the world slips.
- Kindler raid 1 · Lysa of the Thousand Leaves
The Rootdeep
Whisperwood was late to wake this spring, and the elves say Lysa is dreaming of something sad. Climb down through the roots of the first forest, past wardens that grow back as fast as they fall, to the grief at the bottom of her dream.
- Kindler raid 2 · Corvane of the Wings
The Eyrie of Corvane
Corvane does not sleep as soundly as her brothers, and since Lord Varric fell the ravens have stopped answering. A raid fought on the wind itself: platforms that drift, gales that move the raid for you, and a Kindler who is very nearly awake.
- Kindler raid 3 · Orun the Forgefather
The Banked Forge
Below the ninth hall of Hammerdeep, below the Emberforge, Orun lies curled about the root-fire. Ignaroth was one drop of it. The dwarves want their oath-stones back, and the way to them runs through the heat that made a dragon.
- Kindler raid 4 · Thal the Deep
The Unsounded Trench
Xal’zarith was only Thal’s dream. Under the Sanctum’s nine chains the trench goes down further than any line has sounded, to the splinter of the Hollow in the sleeper’s side. Pull it out, and Thal might wake. Leave it, and he never stops dreaming.
- Kindler raid 5 · Seren the Watcher
The Watchfire Wall
Every week the Turning snuffs a star. Seren alone stayed in the sky to tend them, and she is running out of lamps. The first raid off the world: up Starfall’s fallen road to the walls of the Aether, to hold a watchfire while the Hollow presses on the other side.
- Kindler raid 6 · Maelis the Mender
The House of Mending
The one raid that is won by healing. Maelis does not fight; she asks. Every broken thing the guild has left behind comes back to be made whole, and the healers carry the night while everyone else holds the line.
- Kindler raid 7 · Vesk the Laughing
The Last Table
Past the last star, at the edge of the Hollow, Vesk is still dealing. No guild has found the road. The end of the Long Doom, if it has one: a seat at the table, and a hand to play against the mouth that is never full.
A new continent
Men came to Aetheria out of the west, from a land the sea took. As Thal’s dream sours, the sea is giving things back.
The Risen West
The homeland of the Hundred Keels, come up out of the western sea, dripping and wrong. A second continent with its own questing zones, its own capital to retake and a higher level cap for every class.
- Five new questing zones, from drowned farmland to the salt-white ruins of the old kings’ city.
- A new capital to rebuild as a guild, hall by hall, with the Crown and the Admiralty both claiming it.
- Reached by sea: chart the passage west from Saltmarrow before the ferries will sail it.
The Frostbound North
Beyond Frostspire the maps stop. Whatever the dwarves fled to after the Burning, and whatever came up through Hammerdeep after them, is waiting in the ice.
More dungeons
The Annals are full of places nobody has cleared yet. Five players, a few pulls, and somebody always stands in the fire.
Grizzelda’s Walking Hut
The Marsh Hag’s hut has got up and walked into the Ashfen, curses and all. Chase it down, get inside, and try not to buy anything.
The Bucket Throne
Gnashjaw the Swamp Lord rules the lizardfolk of the western bogs from under a sunken bucket. Depose him. The Bog Beast may have opinions.
The Cracked Oath-Stones
The nine halls of Hammerdeep, still burning without fuel. Every oath cut on the stones is still binding, and some of the oath-breakers are still down there.
Vaelmere Undercroft
Under Mistveil’s fog, the drowned city of a hundred white towers goes down a long way. The Lullaby stopped mid-verse here; something is humming the rest.
The Athenaeum Stacks
A magister read the wrong page aloud and now the library is fighting back. Footnotes with teeth, and a final boss that is technically a citation.
The Butter Vaults
The goblins of the Warrens are owed a loaf per household per year, forever. They now want butter. Go and negotiate, which in the Warrens means a dungeon.
More classes
Every calling of the Concord keeps a Kindler as its own. A few callings have not yet answered the Charter.
Lamplighter
Seren’s keepers of the watchfires. A healer that lights lamps on the floor, and the raid heals by standing in the light.
Runesmith
Dwarves who cut oaths into stone, and into armour, and into whoever is standing nearest. A tank whose runes keep working after they leave.
Moonshade
Morrow’s priests, who refuse to believe their moon is gone. They fight from its shadow anyway: damage that grows in the dark.
Stormcaller
The callers of Stormspire, who have held the same storm for nine hundred years. A caster who builds the weather a little more every pull.
More races
The Concord made every people who signed it free folk of the realm. More of them want to sign.
Lizardfolk
Once Gnashjaw is off his throne, the bog clans of the Ashfen come to Highcrest to see what a guild is. Cold-blooded, and very patient.
Ravenkin
Corvane’s eyes, given shape. They answer to the Ravenmother and to the wind, and only reluctantly to raid leaders.
Barkborn
Trees of Whisperwood who listened to the gossip long enough to start walking. Slow to anger and slow to everything else.
Westfolk
The people the Hundred Keels left behind, who were not quite drowned when the sea took the west. They have been waiting a long time to be found.
More archipelagos
The Reaches are one sea. There are others, and a guild with a ship will want to see all of them.
The Lantern Chain
A string of lighthouse isles running out toward the edge of the charts, each lit by a keeper who will not say who pays them.
The Morrowweed Sargasso
A sea of weed where a piece of the dark moon came down. Ships go in slowly, and the hidden things that grew in Morrow’s shadow are still growing.
The Bonefields
Where the leviathans go to die, and the wreckers go to get rich. Ribcages for harbours, and a trade in ambergris and worse.
The Frostbound Isles
Pack ice and black water north of the Reaches. Hulls need refitting before they go, and the icebergs move.
More of everything
And the rest of the list, which is long.
World bosses
More things too big for one guild, roaming the open world on their own schedule. Several of them have been woken by the Kindler raids.
Battlegrounds and arena seasons
New maps, seasonal ladders and rewards that are worth bragging about in guild chat.
Harder dungeon tiers
Higher keys, nastier affixes and a timer, for the guilds that have run out of things to wipe on.
Ships, ports and sea lanes
New hulls, new harbours and new trade goods to haul between every sea above.
Guild hall facilities
More rooms to build, and more reasons for the roster to hang around between raids.
Lore, music and achievements
More books for the Annals, more tracks for the jukebox, and more lines on the Rolls for the guilds who get there first.