Regions and stages
Every region lives its own life and moves through six stages, depending on what players do.
The world is split into regions. Each has its own monster factions, its own threat and its own prosperity. The simulation counts them all the time from what really happens in the game: who hunts, how many creatures die, whether anyone visits at all.

| Stage | What it means |
|---|---|
| Calm | The roads are safe, merchants trade, monsters keep to their lairs. |
| Unrest | Threat went over 35. The faction grows and takes to the roads. |
| Danger | Threat went over 55. There are clearly more monsters and the region may be besieged. |
| Siege | Threat reached 80. A commander leads the attack and must die before the deadline. |
| Fallen | The region belongs to the enemy. NPCs leave and merchants' prices rise by 10%. |
| Rebuild | The commander is dead. The region comes back to life and players bring materials. |
Where threat comes from
- A faction nobody hunts grows, and its anger grows with it.
- A faction hunted beyond measure gets angry too: every death adds fuel.
- Killing a boss or a commander calms the faction for longer.
- A region players travel through grows richer. An empty one grows poor.
The world scales to the number of players. On an empty server nothing falls without a fight; on a full one more happens at once.