The Adventurers
LEDGER 07RESHUFFLED

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

A

The Border Marches

The opening region. Caravans, raiders, the bridge duelist. Densest event table and the tutorial-grade encounters.

B

The Old Growth

Deep forest and mountain paths. The Druid region; the Storm Pass and the Blind Smith sit on its fringes.

C

The Free Cities

Politics and intrigue: the fake miracle, beggars' court, tavern dice. The reputation economy clears here.

D

The Ashen Reach

The finale region. Undead, the dragon's offer, the polite necromancer. Paladin country.

The ever-changing world: caravans, raids, wonders
▲ Steam screenshotThe ever-changing world: caravans, raids, wonders

Factions

The Caravan League

Escort + reputation line

Guard, 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 channel

Take quests, bank legacy. The guild board is this site's "airlock board" in-world.

The Gold Tooth

The dragon pact line

The 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