World Codex
Regions and factions — the Caravan League, the Congregation, the Gold Tooth.
Regions and factions mapped from launch-window playthroughs. The world reshuffles geography per campaign — regions keep their character, not their coordinates. [RECON] marks single-sighting entries.
Four regions
The Border Marches
The opening region. Caravans, raiders, the bridge duelist. Densest event table and the tutorial-grade encounters.
The Old Growth
Deep forest and mountain paths. The Druid region; the Storm Pass and the Blind Smith sit on its fringes.
The Free Cities
Politics and intrigue: the fake miracle, beggars' court, tavern dice. The reputation economy clears here.
The Ashen Reach
The finale region. Undead, the dragon's offer, the polite necromancer. Paladin country.

Factions
The Caravan League
Escort + reputation lineGuard, repair, de-raider. At full trust: discounts, free intel, hidden trade roads.
The Reborn Congregation
Faith line (fake miracle · canonized ending)Cooperate or expose. The conversion branch is the single largest text line in the game.
The Adventurers' Guild
Quests and the main reputation channelTake quests, bank legacy. The guild board is this site's "airlock board" in-world.
The Gold Tooth
The dragon pact lineThe biggest cash flow and the gate of the Gold Tooth ending. Take the coin, lose the epitaph.
Regions keep their character, not their coordinates.
— the world-reshuffle notes