Bastion
The Legion's city. Ninety thousand people behind three rings of wall, and a factory district that never goes dark while there are cores to burn.
- Home of
- Iron Legion
- Can it be attacked
- No. A home is never attacked.
The Observatory
The Starweavers' glass tower on the crater's rim. On a clear night you can see its top floor glowing from Ironpass.
- Home of
- Starweavers
- Can it be attacked
- No. A home is never attacked.
The Tangle
The Wildborn's jungle, which grew over the eastern farmland in a single year. Anyone who is not Wildborn is lost in it within the hour.
- Home of
- Wildborn
- Can it be attacked
- No. A home is never attacked.
Ironpass
The only road through the mountains between Bastion and the Observatory. An old fort sits at the top of it, with both sides' colours painted over each other on the gate.
- Between
- Iron Legion and Starweavers
- Held by
- nobody yet
- What it gives
- 2 kleos at every Saturday count, for whichever side holds it. Coming later: supply, and the old fort to hold it from.
Its three places
- Lower Gate: walls favour the defender
- The Ledge: Scouts get +1
- Upper Gate: walls favour the defender
Ashfields
Farmland on ground the fall burned black. It grows more grain than anywhere else, which is why it keeps getting burned.
- Between
- Iron Legion and Wildborn
- Held by
- nobody yet
- What it gives
- 2 kleos at every Saturday count, for whichever side holds it. Coming later: supply from the grain.
Its three places
- Scarecrow Line: open field, Strikers get +1
- The Mill: ruins, cover for the defender
- Black Rows: open field, Strikers get +1
Kettle Bay
Where the biggest piece of the star came down in the sea. The water boiled for days, which is how the bay got its name, and cores still glow in the shallows at low tide.
- Between
- Wildborn and Starweavers
- Held by
- nobody yet
- What it gives
- 2 kleos at every Saturday count, for whichever side holds it. Coming later: supply, and the cores in the shallows.
Its three places
- High Dune: moving costs 2 energy
- The Wreck: cover for the defender
- The Beacon: moving costs 2 energy
The Quarry Line
A row of stone quarries along the foothills, where Bastion cuts the stone for its walls. Signal towers on the ridge can see down the pass road.
- Land of
- Iron Legion
- Held by
- Iron Legion
- Faces
- Ironpass
- Run by
- One of the side's two commanders, appointed by the leader.
- What it gives
- The Legion get +1 to hit in the first round of every Siege they fight, as long as this region is theirs. The signal towers on the ridge see an attack coming down the pass road. Another side that takes it gets 1 kleos at every Saturday count, and no edge in a fight.
Its three places
- North Tower: Scouts get +1
- Crane Yard: cover for the defender
- Stone Road: open ground, Strikers get +1
Southwall
Bastion's outer farms, behind a wall the Legion put up in one summer after the Wildborn burned a harvest. Most of the city's bread comes from here.
- Land of
- Iron Legion
- Held by
- Iron Legion
- Faces
- Ashfields
- Run by
- One of the side's two commanders, appointed by the leader.
- What it gives
- The Legion pay 3 command points for their faction power instead of 4 in every Siege they fight, as long as this region is theirs. The Legion's gun crews are quartered on its farms, a short haul from any wall. Another side that takes it gets 1 kleos at every Saturday count, and no edge in a fight.
Its three places
- Breach Gate: walls favour the defender
- Orchard: open ground, Strikers get +1
- Well House: cover for the defender
The Lens Works
Sand pits and glass furnaces west of the Observatory, where the Starweavers grind the lenses for the tower and for everything else they build.
- Land of
- Starweavers
- Held by
- Starweavers
- Faces
- Ironpass
- Run by
- One of the side's two commanders, appointed by the leader.
- What it gives
- The Starweavers pay 3 command points for their faction power instead of 4 in every Siege they fight, as long as this region is theirs. The lenses ground here focus the light that opens the portal storm. Another side that takes it gets 1 kleos at every Saturday count, and no edge in a fight.
Its three places
- Dune Edge: moving costs 2 energy
- Glass House: smoke: everyone dodges worse
- Grinding Room: cover for the defender
Mirror Lake
A lake so still that the Starweavers use it to watch the sky. Their healers live and train in the houses along the shore.
- Land of
- Starweavers
- Held by
- Starweavers
- Faces
- Kettle Bay
- Run by
- One of the side's two commanders, appointed by the leader.
- What it gives
- The Starweavers get +1 to hit in the first round of every Siege they fight, as long as this region is theirs. The still water shows the Starweavers who is coming before the first blow. Another side that takes it gets 1 kleos at every Saturday count, and no edge in a fight.
Its three places
- Reed Bank: Scouts get +1
- Stone Pier: open ground, Strikers get +1
- Herb Garden: cover for the defender
The Thornline
The edge of the Tangle that faces the farms, where the Wildborn grew the thorns thick on purpose. It is their answer to Southwall.
- Land of
- Wildborn
- Held by
- Wildborn
- Faces
- Ashfields
- Run by
- One of the side's two commanders, appointed by the leader.
- What it gives
- The Wildborn get +1 to hit in the first round of every Siege they fight, as long as this region is theirs. The Wildborn know every gap in the thorns and strike from them first. Another side that takes it gets 1 kleos at every Saturday count, and no edge in a fight.
Its three places
- Outer Briar: moving costs 2 energy
- Snare Line: Scouts get +1
- Old Oak: cover for the defender
The Drowned Wood
A flooded forest where the Tangle runs into the bay. The big beasts come here to drink, and the Wildborn catch the young ones here.
- Land of
- Wildborn
- Held by
- Wildborn
- Faces
- Kettle Bay
- Run by
- One of the side's two commanders, appointed by the leader.
- What it gives
- The Wildborn pay 3 command points for their faction power instead of 4 in every Siege they fight, as long as this region is theirs. The big beasts that drink here are close at hand when the stampede is called. Another side that takes it gets 1 kleos at every Saturday count, and no edge in a fight.
Its three places
- Rotten Jetty: everyone dodges worse
- Mud Wallow: moving costs 2 energy
- Nesting Hollow: cover for the defender
The Crater
The Archon's. Envoys from all three sides meet on its rim and nobody draws a weapon there. It opens in the last week of each season, and all three fight over it at once.
- Held by
- The Archon, until the last week of the season
- A home: never attacked
- A side's own region: can be taken
- A border region: fought over every week
- The crater: opens in week six
Season I
Season I opens on Monday, 16 November 2026 at 00:00 UTC. Until then people enlist, make their characters and walk the map.
On the first day each side holds its home and its two own regions. The first week is the Claim: each border region goes to whichever side ran the most operations in it for its number of active members. After that, every Saturday is a Siege.
1 on the roll so far: Legion 0, Wildborn 0, Starweavers 1, wherever needed 0.
On Discord
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