World of DunmereThe Forge burns — join the realm
Cinderrealm — World of Dunmere

The Dying World

Dunmere — called Cinderrealm by those who cling to its cooling crust — sits upon a dying subterranean engine: the World-Forge. Below, the fires gutter. Above, an endless frozen abyssal ocean presses in from every horizon. Between the deep heat and the killing cold, civilization holds to the warmth like a traveler to a campfire.

All things exist in one of three states of the Thermal Continuum. The Ember Spark is life and magic. The Slag is metal, stone, and matter. The Cold Ash is decay, frost, and hunger — the entropy waiting beyond every wall.

You arrive at the starter location on Saltmere Isle with nothing but a spark. Learn the basics, prove yourself, and the wizard will send you on to the mainland. What it becomes — hearthfire or wildfire — is yours to decide.

The Triumvirate

Vaelen

Vaelen

The Hearth-Father · The Spark. God of order, heat, and devotion. His white-gold fires burn in every temple brazier from Emberfield to Ironspire City, where the Admin Crown Guard keeps his peace.

Tornil

Tornil

The Slag-Molder · Balance. God of earth, stone, metals, and balance. Every pick swung in the Glimmer Pits honors Tornil — the skill traditions are his liturgy.

Morgast

Morgast

The Ashen Hunger · The Cold Ash. God of chaos, entropy, and frost. Ruler of the lawless Outlands, where the Cold Ash Covenant gathers the desperate and the damned.

Regions of Dunmere

A fresh chart of the realm is being drawn — check back soon.

Saltmere Isle

Starter Location

The starter location on Saltmere Isle, off the west coast near Whiteguard Keep. Every hero's journey begins here — learn the basics, then the wizard sends you to the mainland.

Emberfield

Emberfield

The beating heart of the realm — central market town. Monsters roam the wilds beyond, but no hero hunts another here.

Ironspire City

Ironspire City

Great city east of Emberfield. The First Tradekeep and the Admin Crown Guard.

Emberhold

Emberhold

Old stone town west of Ironspire City, on the road to Kilnmarch.

Highcrest Castle

Highcrest Castle

Citadel north of Emberfield, above the heat conduits. The Highcrest Cellars delve below.

Thornhollow

Thornhollow

Thorn-choked village in the north, at the edge of the ashen wastes.

Millbrook

Millbrook

Mill town south of Emberfield, on the Millbrook Stream. Goblin trouble in the woods nearby.

Kilnmarch

Kilnmarch

Easternmost town, on the coastal peninsula where the land meets the frozen ocean.

Whiteguard Keep

Whiteguard Keep

Western coastal fortress on the frozen ocean, facing Saltmere Isle.

Seagaze Harbor

Seagaze Harbor

Harbor town south of Whiteguard — docks, fishers, and the boats that will one day sail.

Frosthollow Hills

Frosthollow Hills

Snowy highlands in the north-west, above the Canopy Run.

Sunfall Desert & Oasis

Sunfall Desert & Oasis

South-eastern dunes — bandit camps, the Sunfall Oasis, and the second Tradekeep.

The Gloamfen

The Gloamfen

Southern marsh along the Murkwater, holding Mosswick village. The wildlife bites.

The Colossus

The Colossus

A fallen giant of stone in the far south. None remember who raised it — or what it guards.

The Outlands & Deep Outlands

The Outlands & Deep Outlands

PvP — the only dangerous ground. The ashen far-north. Voluntary full-loot PvP — risk and reward scale with depth. Morgast is waiting.

The expansion also added six new towns — Brinewick, Gullwatch, Stonereach, Ashgrove, Duskwatch, and Gravenhold — plus new wilds to explore.

Dungeons of the Deep

Highcrest Cellars

Highcrest Cellars

Beneath Highcrest Castle — torch-lit vaults and the first taste of the deep dark.

Briar Hollow

Briar Hollow

A thorn-choked underworld where the roots go deeper than any map.

Goliath's Vault

Goliath's Vault

The deepest delve — Ember-Core chambers and bosses that do not die quietly.

The Frostmaw Deep

The Frostmaw Deep

Beneath the Frosthollow Hills — a frozen delve where the cold bites back.

Skills of the Realm

Pyrecraft

Pyrecraft

Master the sacred flame — tend hearths, fire kilns, call down burning judgment.

Metallurgy

Metallurgy

Seven tiers of metal, from slag-iron to white gold. The forge is Tornil's altar.

Devotion

Devotion

Prayer and blessing at Vaelen's braziers. Faith, properly tended, is a weapon.

Essencecraft

Essencecraft

Draw raw Ember Spark from the world and shape it into runes and relics.

Excavation

Excavation

Delve the Glimmer Pits and deep veins. The earth gives — to those who dig.

Angling

Angling

Fish the Murkwater and thawed inlets. Even the Cold Ash leaves the patient fed.

Herblore

Herblore

Grind, mix, brew. Gloamfen's swamps grow cures — and poisons.

Slayer

Slayer

Hunt the Cold Ash's broods for bounty. Some things only die by contract.

Precision

Precision

Strike where the armour is thin. Accuracy is its own doctrine.

Might

Might

Raw force, honed. Hit harder, carry more, break what must break.

Resilience

Resilience

Endure the hit, the frost, the long road. Outlast everything.

Marksmanship

Marksmanship

Bow, bolt, and thrown spark. Death delivered at a distance.

Vitality

Vitality

A deeper well of life. The spark burns longer in the tended hearth.

Arcana

Arcana

The raw grammar of the Spark. Spells older than the Forge itself.

Culinary

Culinary

Feasts that mend and meals that embolden. Never raid hungry.

Logging

Logging

Fell the great timbers of the Canopy Run. Fuel for every fire.

Artisan

Artisan

Craft the fine goods the Tradekeep pays best for.

Thieving

Thieving

Quick fingers in crowded markets. The Crown Guard is watching.

Fletching

Fletching

Shaft, string, and sinew. Arm the marksmen of Dunmere.

Agility

Agility

Cross rooftops and ridgelines. The shortest path is rarely the road.