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Painted map of the Everwild: a wide valley of forests, reefs, canyons, volcanoes and sky-peaks at dusk.

A world bible

The Everwild

A single, wide, unmapped land of forests, reefs, canyons, volcanoes, sky-peaks, copper cities, sun-temples and twilight gardens — which once sang with eight great voices.

The eight voices

The Wyrms did not rule the land.
They kept time for it.

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Everything in the Everwild moves in cycles: things grow, bloom, tire, rest, and return to the roots to be grown again. The Wyrms tended those cycles — and the deepest one, rest itself, was tended in the Well of Endings beneath the twilight vale. Every hero carries a spark of one Wyrm's element, the way a talent shows up in a family. Fight beside friends and that element answers more strongly: that is the Bond gauge, and it is how a party of four can call down a Wyrm.

Ignarathe Ember Wyrm · she

Warmed the forges. Chained in cooled magma beneath the Hearthforge, in Emberforge Caldera. Proud, quick-tempered, quick to forgive; loves the sound of hammers.

Marethathe Tide Wyrm · she

Turned the tides. Sealed beneath the Tidebell in Coral Shallows. Patient, playful, old as the sea; speaks in waves of feeling rather than words.

Verdalisthe Bloom Wyrm · she

Woke the spring. Curled in stone around the Sleeping Stone in Fernwood. Gentle and sleepy — and fiercely protective of small growing things.

Gravokthe Stone Wyrm · he

Held the mountains still. Fossilised in the Amber Anvil. Slow, deep and kind; takes a year to finish a sentence and is always worth the wait.

Zephyrinethe Gale Wyrm · she

Carried seeds and songs. Her breath is caught in the Windharp's strings, atop Skyreach Peaks. Restless, curious, a gossip — every rumour eventually passed through her.

Voltaristhe Storm Wyrm · he

Cracked the storms that cleaned the air. Coiled inside a copper cage the Tinkers built to protect him, in Stormspire. Brilliant, excitable, funny.

Solennethe Dawn Wyrm · she

Brought the dawn, dimmed now in the Sun Lens above Sunspire Sanctum. Serene, honest, a little stern. She cannot abide a lie.

Nocturnethe Dusk Wyrm · he

Brought the dusk, and with it rest. Bound in Nocturne's Cradle in Gloomroot Hollow — the first sealed, the gentlest of eight. Dark here is rest, not evil.

Home

Grovehaven, the village in the Hearth Oak

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Your village is built in, on and around the largest tree in the world: stairways spiralling up the trunk, houses in the roots, lantern-bridges between the branches. The Blight cannot climb these roots — the Wild Accord was sworn here a thousand years ago, and the cycles still turn: leaves fall every evening and grow back every morning. That is not decoration. Grovehaven is safe because a hundred different folk keep choosing each other.

Expeditions leave through the Rootgate, a living arch of the Oak's roots, and fallen heroes come home on the lanternbugs' wings. Between runs you'll meet the folk who tend it:

The Hearth Oak: a colossal tree turned dwelling, with platforms, huts, rope bridges and glowing lanterns over a misty valley at sunrise.
Grovehaventhe Hearth Oak
Elder MossbackKeeper of the Accord · the Codex

An ancient tortoise, kind, unhurried, wry. Remembers everything except where he left his spectacles. He narrates your journey and calls you "little squire", whoever you are.

Seedkeeper PimDormouse · the Pack Altar

Tiny, solemn, ceremonial. Takes pack openings very seriously, and gasps audibly at every Legendary.

Archivist QuillbyPorcupine · the Collection Binder

Fussy, meticulous, secretly sentimental. Files every card by element, rarity and "how brave it looks".

Brindle IronpawBeaver · the Fusion Forge

Cheerful master smith with forearms like logs. Measures twice, hammers once, hums sea shanties.

Captain Hollis FennRetired knight · the Barracks

A grizzled, gentle quartermaster with a wooden cane. Knows every hero's tea order before they do.

Wayfinder SolCrane · the Expedition Gate

Tall, graceful, mysterious. Reads the Rootgate's paths like tea leaves, and speaks of routes as if they were moods.

PembertonPelican · Pemberton's Peddlery

An enthusiastic over-seller who keeps his stock in his beak pouch. Honest about prices, dramatic about everything else.

The ArenaThe Snug Root · open play

When the wild has been befriended, the tavern's back table turns to rivals: Quick Match, Friend challenges, ratings and six-week seasons.

Apple TV

Infinite wild lands

The lands keep their moods. The boards never repeat.

Every land below has its own palette, wildlife, music and guardian. Its battle boards are generated fresh from the land's own blocks each time you set out: reef terraces and tide pools, canyon mesas, lava fields, root-choked hollows. Learn a land, never a map.

How expeditions work →
Act IGrass Sealed Wyrm · VerdalisWoodwinds, harp, a hopeful horn

Fernwood Emerald and moss-gold. Shafts of morning light, drifting pollen, dew. Cosy, ancient and green.

The oldest forest in the Everwild, grown from the Hearth Oak's first fallen acorns; its ferns are tall enough to shelter houses. The Thornwardens have kept it for centuries, and it is the closest land to Grovehaven — the Rootgate's first path always opens here. Fernwood was the last biome to fall to the Blight, because Verdalis held the rot back by sleeping harder. Where the Blight has taken hold: violet petals drift among the ferns, and some fronds curl black at the tips.

You might find

  • The Sleeping Stone — a mossy monolith carved with a curled Wyrm. Verdalis's seal.
  • The Fernspire — a colossal tree-fern with a spiral staircase of shelf-fungus.
  • Mossmere — a mirror-green pond where lantern-frogs croak the hour.
  • Bramble Bridge — a living bridge of woven briars. Flammable, which matters.
  • Lantern Glen — a hollow full of glowworms. At night, the Shroomlings dance.

Who lives here

ThornsproutsScythe Mantises Feral velociraptorsParasaurolophus ShroomlingsLanternmoths Briar Brigands…and worse near the stone
Boss · the elder treant Elder Bramblebough, a slow, rumbling giant of oak and fern who sheltered the Sleeping Stone with his branches for a thousand years. The Blight seeped up through the stone into his roots; Blight blossoms now bloom in his branches, feeding him the very thing that's hurting him. "Mind your fire in an old man's house." When he is calmed, he settles into a peaceful sleep around the stone — which cracks open to free Verdalis, and spring flowers bloom at the Rootgate for good.
Act IWater Sealed Wyrm · MarethaSteel-drums, marimba, a sea-shanty lilt

Coral Shallows Turquoise, coral pink and sand white. Bright noon sun, caustic ripples, sea-spray rainbows.

A chain of warm lagoons, reefs and sandbars strung together with stilted boardwalks. Driftmoor, the stilt-village, is the Everwild's busiest market by sea and home port of the Sweet Kelpie — "officially merchants, unofficially heroes, occasionally pirates to pirates." Since ancient times the Tidebell rang at every turning tide, and each ring was Maretha breathing. When the bell went silent, the tides stopped making sense — and the Barnacle Brigade moved into the confusion.

You might find

  • The Tidebell — a coral-encrusted bronze bell, half-sunk under a stone arch. Maretha's seal.
  • Driftmoor — boardwalks, rope ladders and fish-shaped weathervanes.
  • The Shell Arches — spiral rock arches that hum when the wind blows.
  • Glasswater Reef — water so clear you can see the reef rays napping.
  • The Wreck of the Gull's Folly — a beached galleon, now a pirate hideout.

Who lives here

RockcrabsDilophosaur spitters Gull-raptorsSunscale lizardfolk Barnacle Brigade piratesWisps
Boss · the Bell-Bearer Queen Brinemaw, great mosasaur matriarch of the deep channel, who once carried the Tidebell's chain in her jaws so it would never drag. The seal turned her chain into a collar, and violet coral has grown over her head like a crown — she thinks she is still protecting the bell. She stays submerged and answers only to Electric; electrify her channel and she surfaces. When she is calmed, the bell rings for the first time in years, and Maretha rises beneath it.
Act IEarth Sealed Wyrm · GravokOpen strings, a lonely trumpet

Amber Canyons Red rock, honey-amber and dusty gold. Low sun, long shadows, heat haze. Epic and wide-open.

A maze of mesas and slot canyons where ancient amber oozes from the rock and catches the sunlight, and great dinosaur herds have roamed since before the Accord. Gravok sleeps so deeply in the stone that some say the canyons are him. The Dustwhistle Caravanserai is the crossroads where traders, Tuskrunners and Sunscale clans meet under a strict truce — now strained. Violet veins thread the amber, and the dust storms glow.

You might find

  • The Amber Anvil — a glowing monolith with a dragon's silhouette suspended inside.
  • Rimrock Arch — a stone bridge over the widest canyon, void on both sides.
  • The Fossil Steps — giant vertebrae forming a staircase up a cliff.
  • The Petrified Herd — a field of stone dinosaurs. Possibly statues. Possibly not.
  • Dustwhistle Caravanserai — a walled trading post with whistling wind-towers.

Who lives here

AnkylosaursTriceratops Brachiosaurus (large)Golems & rockcrabs Tuskrunner raidersBriar Brigands
Boss · the herd's shepherd Old Ironhide, an ancient ankylosaur who carried a shard of Gravok's stone in his back plates; the herds followed him to water for generations. The Blight ran up through the shard, and his plates now glow violet and harden like a shell. Crack the plates, and set the stone free: the shard rolls to the Anvil, which splits open "with a sound like a mountain yawning," and Gravok wakes — to settle as a gentle hill outside Grovehaven. He likes the view.
Act IIFire Sealed Wyrm · IgnaraLow brass, anvil percussion, taiko

Emberforge Caldera Charcoal, ember orange, molten gold. Glowing seams, sparks rising like fireflies. Industrious and dramatic.

A living volcano whose crater holds a town of chimneys, forges and bridges. The Everwild's finest smiths — human, bear-folk and red-panda alike — worked here in Ignara's warmth, while the Wyrmkeepers of the Dragonheart family sang her to sleep with forge-songs. When she was sealed, the forges went cold and the smiths fled to Grovehaven. Lava is crusted with violet glass now, and the kiln bridges burn down behind you as you cross them.

You might find

  • The Hearthforge — an anvil-and-furnace carved into the caldera wall, lava veins running through it. Ignara's seal.
  • Cinderfall — a curtain of slow lava falling into a glowing lake.
  • The Kiln Bridges — wooden, flammable, and they collapse after burning.
  • The Obsidian Steps — glassy black terraces with steep height changes.
  • The Ashen Market — the abandoned smith-town square, silent anvils in a ring.

Who lives here

Ember SpinosaurusMolten raptors CinderbatsMagma golems Cinder ImpsTuskrunner raiders
Boss · the Hearth-King The Molten Tyrant, a vast tyrannosaur who slept on the warm rock above the Hearthforge; his snoring kept the lava calm, and the smiths left him roasted roots and called him "Old Snorer." When Ignara was chained, the seal put her heat inside him — he swallowed her flame and cannot stop burning. Wet him and his burning turns to steam. When he is calmed he coughs out a ball of golden fire, and a Wyrm bursts free, and the caldera sleeps.
Act IIWind Sealed Wyrm · ZephyrineSoaring strings, wind chimes

Skyreach Peaks Sky blue, snow white, prayer-flag colours. Clouds below your feet. Breathtaking and vertiginous.

A range of floating crags and needle peaks linked by rope bridges and wind-stairs, with eyries and monastery terraces clinging to the cliffs. The Stillwater Monastery trains its monks here ("Move like water. Stand like stone. Eat your vegetables."), and the Lantern Post's kite-couriers launch from its cliffs. Zephyrine loved gossip — every breeze in the Everwild eventually passed through the Windharp so she could hear the news. When her breath was trapped in the strings, the winds turned sharp and the couriers were grounded.

You might find

  • The Windharp — a stone arch on the highest summit, strung with great silver wind-strings that once sang.
  • The Hundred Bells — the monastery's wind-chime courtyard; every bell a different note.
  • The Sky-Stair — floating stepping-stones with void between them.
  • Cloudmere — a lake that sits above a cloud bank, perfectly still.
  • The Eyrie of Talons — hawk- and falcon-folk nests, now abandoned.

Who lives here

Feral pterodactylsStingwings DuskmothsGustimps & wisps GlassbacksHigh-meadow saurolophus
Boss · the last carrier Skyrend, the Lantern Post's oldest and proudest messenger — a giant pterodactyl who flew letters between the eyries and never lost one; couriers tied ribbons to his crest for luck. He was carrying a letter past the Windharp when its strings snapped and Zephyrine's trapped breath turned to storm. The storm caught him and never let go. He still clutches that last undelivered letter in his claw. "Stand away from the edges."
Act IIElectric Sealed Wyrm · VoltarisClockwork pizzicato, ticking percussion

Stormspire Copper, verdigris teal, electric blue. Rain-slick streets, sparks, gaslight glow. Inventive and bustling.

A city of copper towers on a thunderstorm plateau, where the Tinkers' Guild catches lightning in jars to power everything from music-boxes to street-trams (and at least nine kinds of exploding tea). Voltaris adored the Tinkers; when the Blight began to spread, they built a great copper Cage around his roost to shield him, and the Clockwork Colossus to guard it. It wasn't enough. The Blight came up through the Cage's foundations, and the shield became a prison.

You might find

  • Voltaris's Cage — a vast domed lattice of copper rods with a dragon coiled inside, crackling.
  • The Spire of Coils — the central tower, crowned with Tesla-like coils.
  • The Gearworks — a factory floor of giant cogs, with moving platforms.
  • The Copper Lighthouse — a lightning-rod lighthouse on the cliff.
  • The Thunder Market — covered arcades where storm-jars are sold by the dozen.

Who lives here

Clockwork sentriesVoltsnails Rhinoceros beetlesSpark Drifters GlassbacksWisps
Boss · Copperheart The Clockwork Colossus, a four-storey brass guardian the Tinkers built to protect Voltaris. It used to wave at children. The Blight crept into its gear-heart, and its oath — Guard the Wyrm — twisted into Let no one near the Wyrm, ever. Break the coil pylons, and it will remember its oath.
Act IIILight Sealed Wyrm · SolenneChoir pads, solo trumpet, processional strings

Sunspire Sanctum White marble, gold leaf, sky blue, dawn pink. Clean light, long rays, polished mirrors. Sacred and serene.

A cliff-temple of golden terraces where dawn comes first in all the Everwild. Seat of the Dawnguard and its infirmary; Solenne dwelt in the great Sun Lens and sent dawn out through the Everwild every morning. Five years ago, Ser Galen Dawnmantle came home from the twilight kingdom silent, climbed the Lens, and wrapped it in shadow. Most of the Dawnguard left to search for answers. The light falls grey and wrong now, with violet shadows that move on their own.

You might find

  • The Sun Lens — a colossal golden lens on a summit pedestal, now veiled in violet shadow.
  • The Hall of Mirrors — mirrored walls that reflect the battle. It is the boss arena.
  • The Gardens of Noon — sunflower terraces with golden fountains.
  • The Dawn Stair — a thousand marble steps up the cliff.
  • The Infirmary of Saint Amara — lantern-lit wards, now a field hospital.

Who lives here

GlassbacksRattlebones Blight-echoes (doppels)Thornbound knights Withering Choir cultists
Boss · the Sunfallen Knight Ser Galen Dawnmantle — not a beast, a man. The Dawnguard's former captain, who went to Evenmere to help and came back silent, and wrapped the Sun Lens in shadow because he believed it kept something worse from waking. His fight eclipses at half health: he turns Dark, and his own Hallowed ground becomes Gloom. His oath-brother Leonhart has guarded Grovehaven ever since, refusing to fight him; Agnes Valor never stopped believing Galen could be reached.
Act IIIDark Sealed Wyrm · NocturneCelesta, music-box motifs, a slowing waltz

Gloomroot Hollow Plum, indigo, silver-blue moonlight and violet bioluminescence. Mist, giant roots, the ghosts of gardens. Hushed, sad and beautiful.

This was Evenmere, the twilight kingdom of night gardens — silver roses, moon-lilies, lantern-moss that bloomed only after sunset. The last gardener-king, Mathias Duskmere, loved his queen's pale rose for twenty years, and when she died he closed the Well of Endings so nothing he loved would ever end again. The Blight is what festers behind that dam, and it is strongest here. The silver roses are gone; roots as tall as towers have broken the paths, and lantern-moss glows violet instead of silver. In the centre stands the Rotting Court. Beneath it, the Well, woven shut. Below that — the Blightheart.

You might find

  • The Rotcrown Throne — a throne grown from twisting roots, with a glass dome over a pale rose on its arm.
  • Nocturne's Cradle — a crescent of roots cradling the sleeping Dusk Wyrm, bound in violet chains.
  • The Night Garden — overgrown, with one bed of soil that is always empty.
  • The Lantern Roots — roots strung with violet-glowing moss lanterns.
  • The Sorrow Bridge — braided roots over the Well's shaft, with Void beneath.

Who lives here

Thornbound knightsWithering Choir ShadecrawlersBlighthounds Gloom ImpsRattlebones
Boss · the grieving king King Rotcrown — Mathias Duskmere, last gardener-king of Evenmere. Velvet-voiced, weary, gentle; he speaks like a man reading a bedtime story he no longer believes, and he never shouts. He believes the Blight is mercy: a world where nothing ends is a world where nothing is lost. When he is calmed, the crown cracks, and for the first time in forty years he weeps — and the Well's woven roots unravel, and far below, something enormous wakes and roars.
Finale · after Act IIIEight elements, tangled The Eight Chains

The Blightheart A vast cavern beneath the Well of Endings. Root-walls pulse violet, and eight streams of coloured light are drawn into a central mass. Overwhelming, otherworldly, beautiful in a terrible way.

The pool where forty years of refused endings gathered. Fire, tide, bloom, stone, gale, storm, dawn and dusk — everything Rotcrown drained from the Eight Wyrms — tangled together with the festering endings of the world, and grew a body: a vast patchwork dragon whose scales are eight colours of bruised light, held together with violet rot. Folk who have glimpsed it call it the Unending. It has no voice and no words; it only roars, and its roar sounds like eight different storms trying to happen at once. It is not the king's servant. It is what his refusal became. Even if Rotcrown were to stop, the Dragon would keep the dam shut — because it is the dam.

Final battle The Blight Dragon, three phases, two timeline tracks: the Primal triangle first, then the Storm triangle, then an Eclipse of Dark with Light strikes. When your party cracks its third shell, the Eight Wyrms' power begins to flow home — and the Wyrms themselves appear to help. Then the final cinematic plays, someone plants a pale rose in a garden, and the Wild Tiers begin.
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Wild lands without end, Eight Wyrms, one grieving king, and a village that stays safe because its people keep choosing each other. The game's rule: every victory lets something rest.