Altgard Areas and Dungeons
28 areas with their descriptions and 60 dungeons of Altgard.
Safe Haven
A village in northern Altgard with a long history. Having developed over time as a refuge for those fleeing legal troubles or the Balaur, its residents are extremely wary of outsiders. More recently, a Balaur Dredgion crashed in front of the village, isolating it further from the outside world, but also making it generally safe from Balaur threats.
Dredgion Crash Site
An area where the Dredgion of the Fafnir Brigade crashed after being caught in the Abyss Rift accident. The surrounding soil is heavily contaminated with waste fluids from the ship.
Quai Campsite
A base of the Quai Merchant Guild, who once dominated Altgard's commerce until they were ousted by the Steel Hammer Merchants and forced to move to their current location. Baba, the head of this branch, is looking for a way to regain the Guild's footing by helping Nemon.
Nameless Cemetery
A graveyard for those who died fighting the Balaur. The sheer amount of dead has meant that many were buried without headstones, and the spirits of those Daeva who failed to return to the flow of Odyle roam freely.
Calderon Canyon
A canyon in northern Altgard. There are various minerals and caves located along the north of the canyon.
Silent Hill
A hilly area between the Nameless Cemetery and the Sanctum Outpost.
Sanctum Outpost
Once the main base of the Destruction Archons operating near Zikel's Sanctum, it has since been taken over by the Balaur. Now that the Daeva's rebellion has been quelled, Draconute troops manage the area.
Moslan Forest
A forested area between Altgard Fortress and the Vaspelt Timberlands. Under the care of the Elim, it was once home to a variety of flora and fauna, but recent raids by the Blood Blades have left it in ruins.
Nornir Assembly
A new base for the Nornir, who have gathered here from all over Moslan Forest while fleeing the attacks of the Blood Blades. The residence of Urd, who leads the Nornir, is here.
Uruthumheim
Built to honor a Daeva named Uruthum who led eleven warriors to slay the giant Drake Minusha during the Millennium War, this site has since crumbled to ruins.
Purifying Forest
A forest protected by the power of the ancient Sacred Tree Grisilla. Because of the contamination resulting from Fafnir's Poison Blood, Grisilla has weakened and the entire forest is losing its purifying powers.
Dranactus
Land used by the Balaur to raise Drana for their food supply. Drana has stained the entire area red, with Balaur and their minions wherever one looks.
Battlescar Mound
A hill in Altgard where a massive clash between Balaur and defiant Daeva took place. Now it is a peaceful meadow frequented by grazing animals.
Basfelt Ruins
This place was once a village of loggers and hunters until it was largely destroyed by the Balaur. Now it is overgrown bush, and the terrain where the Balaur bombardment was concentrated is pitted and twisted, leaving only the shattered ruins of Zikel's Temple.
Spirit Isle
Once a paradise for spirits and animals living in harmony, the island's ecosystem is rapidly collapsing as a result of Poison Blood contamination. Spirit Guides have established a base in an area free of contamination and work tirelessly towards the restoration of the island.
Mahindel Cliff
A small stretch of land connecting northern and southern Altgard. Once a crucial trading hub for Shulak merchants, it now serves as little more than a bridge.
Steel Hammer Merchants HQ
A town established by Shulak of the Steel Hammer Merchants. It was originally a base for the Quai Merchant Guild, and a port that boasted a status as the logistical center of Altgard, with a steady stream of airships carrying goods from the Abyss and across Asmodae. It has since been taken over by the Steel Hammer Merchants, collaborators with the Balaur.
Mahindel River
A large river that bisects the eastern region of Altgard from north to south. After the fall of AION, the river basin expanded because of changes to the landscape.
Fafnite Deposit
A Fafnite Gemstone Mine located in the Gribade Highland. The Steel Hammer Merchants, who obtained the mining rights from the Balaur, are using their laborers to dig for Fafnite Gemstones.
Western Gribade Highland
A rugged territory south of the Mahindel River, which splits Altgard into north and south. Outlaws are currently occupying the area and are extending the reach of their power.
Idun's Lake
A bitterly cold lake, surrounded by thick mist. Its black waters are heavily polluted by runoff from the Gribade mines, making it difficult even to approach and earning it the moniker "the Lake of the Dead".
Eastern Gribade Highland
The upper eastern area of Gribade Highland - no more than a parched land with only a small patch of grass. A temporary campsite has been built by a Black Claw search party sent to capture Amunta and members of the Daybreak Society.
Southern Gribade Highland
The highlands located between the Western and Eastern Gribade Highlands, to the south of Idun's Lake. The road to Zemurru's Tomb is located here, but it is not being maintained.
Black Claw Village
The village of the Black Claw Tribe, Mau minions of the Balaur. As soon as the Black Claw Tribe experienced the power of Fafnite, they disavowed their ancestors and swore allegiance to the Balaur in pursuit of ever-greater power.
Lagta Fortress
The main base of the Lagta Brigade, who rule over Altgard under High Commander Lagta. The base periodically sends Fafnite to Ishalgen and Morheim.
Impetusium Square
A large square in front of the Impetusium. Its structures have been destroyed, with only a few traces of stairs and columns remaining, and it is now occupied by Balaur working hard to find a way to penetrate the Blood Barrier. Balaur camps and sabotage devices are dotted all over.
Tranein Highland
A peaceful hill on the outskirts of the Sanctum Outpost.
Immortal Isle
An island isolated far from the rest of Altgard, now made accessible by a recently discovered Windstream. Because it was isolated from Altgard long ago, the island's ecosystem evolved separately.