Idle Echoes

The Eternal Ruin

Physical and Fire and Ice and Earth and Magic and Energy · zone 10 of 10

This zone has not been painted yet.

Where all of it started, and where all of it has been returning.

The origin point. Every trace flow the Accord ever opened in the east has been draining back to this place for a hundred years, unattended, and all six elements converge in it.

It does not specialise. It contains everything the other nine zones contain, in the place those things came from.

Who stayedThe engineer who documented all of this in the first year of operations, was filed as minor, and did not leave when the Accord did.

What walks here

Some of it waits for you to come further in. An Armoured thing shrugs off steel and feels a spell; a Warded one is the reverse.

  • First Detail

    and 3 others like it

  • Trace Return

    and 3 others like it

    • Quick
  • First Output

    and 3 others like it

  • The Extractor

    and 3 others like it

    • deeper in
    • Armoured
    • Tough
    • Ponderous
  • Crystallization

    and 3 others like it

    • deeper in
    • Warded
    • Hits hard

Who holds it

One of them is waiting at the end of every tier. Which officer you draw is only a name. The post is the fight, and each post fights differently.

  • Site Overseer

    • Armoured
    • Tough
    • Hits hard
  • Extraction Lead

    • Tough
    • Hits hard
  • Verath

    • Armoured
    • Tough
    • Hits hard

The names on the posts: Maren, Solvig, Ardent, Halcy, Darro, Ferran, Osk, Vane the Elder, .

What grows here

Reagents do not travel. If a recipe wants something from this ground, this is where you come for it.

  • Barrow Moss
  • Ashwort
  • Rimecap
  • Silt Tuber
  • Veilspore
  • Fulgurite