

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.
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