The Alachian Sea
Adventure zone of the Campaign, 82 map stops.
Dungeons entered from here
- Great Machine Graveyard at Great Machine Graveyard
- Ruins of Kukatan at Ruins of Kukatan
- Brutecrown Bluff at Brutecrown Bluff
Map stops

River of Whispers
The river narrows into a shallow stretch of lethargic water. The shore is cluttered with cattails.
On arriving: A hump of reptilian scales glides its way towards your skiff.
Once cleared: The crocodile watches from her hiding spot among the cattails, hoping someone will be foolish enough to slog across the shallows on foot.
Talks here: Lurking Crocodile (1, 2), Narration (1, 2)
Deck (60 cards) · opening hand 7

Brutecrown Bluff
The crumbling ruin of an old castle sits at the top of a rocky bluff. You can hear the faint echo of a howl in the distance.
Once cleared: Home of the Brutecrown gnolls.

Whisper Delta
The mouth of the River of Whispers, where it meets the Alachian Sea.
Once cleared: Minotaur pirate ships prey on undefended vessels trying to cross into the Alachian Sea.
- Row Faster!:
Chumspike is after you! Survive long enough to make your escape.
Need a Bigger Boat:You can't hope to hurt Chumspike in such a tiny ship.
Deck (60 cards) · opening hand 9

George Gorge
These cliffs are home to thousands of squawking sea birds.

Moondust Canyon
This dry mesa overlooks the River of Whispers.

Wakuna Ridge
The land is cut with winding, narrow ridges. It is the perfect spot for an ambush.
- Dreadbreed Fields:
The fields summon a Dreadling to your aid for each Underworld troop fighting on your side.
Fleeting Inspiration:Deployed Ardent troops bestow a gift of Valor.
Deck (60 cards) · opening hand 7
- Fleeting Inspiration:
Deployed Ardent troops bestow a gift of Valor.
Dreadbreed Fields:The fields summon a Dreadling to your aid for each Underworld troop fighting on your side.
Deck (60 cards) · opening hand 7

Wakuna
Wakuna is one of the few permanent coyotle settlements. Structures are built into the sun-baked cliffsides, and living totems patrol the streets as ever-vigilant guardians.
Talks here: Belarius (1, 2, 3, 4), Blue Sparrow (1, 2, 3, 4, 5, 6), Marshal Josephina (1, 2, 3, 4), Two Tomahawks (1, 2, 3, 4), Totem (1, 2, 3, 4), Cressida (1, 2), Myaa (1, 2), Daughter of Stars (1, 2, 3, 4), Tezozo (1, 2)

Cape Pursley
The beach is littered with half-eaten fish heads.
Talks here: Crusty Old Man
- Summoning Tentacles:
Beware what lurks below
Deck (60 cards) · opening hand 7

Babcock Bluff
A high ridge overlooking the Alachian Sea.
On arriving: A high ridge overlooking the Alachian Sea. The path winds off to the north where you can see the top of a giant mushroom.
Talks here: Katsuhiro (1, 2, 3)
- Eager for Battle:
Troops with cost or less get Speed and Crush
Deck (60 cards) · opening hand 8

Harbor Master
The Portsmeare harbor master can help with ship upgrades.

River of Whispers
The River of Whispers connects the Alachian Sea to the Howling Plains.

Silvas Meadow
A massive, salt-encrusted mushroom grows near the shore.
Talks here: Hooo

Smuggler's Cove
Several schooners are moored in this makeshift harbor.
On arriving: The schooners all fly flags bearing the symbol of a horned skull crossed with bones.
Once cleared: The pirates have cleared out of this cove ... for now.
Talks here: Hired Horn Picaroon (1, 2), Narration
Deck (60 cards) · opening hand 7

The Road of Acorns
A fortune teller has set up shop near a road strewn with acorns.

Lake Revere
The clear water of the lake glistens as it reflects the sunlight diffused through a thin layer of fog.
Talks here: Child of the Lake (1, 2, 3)
- Forever's Forest:
If you gained health, at the end of your turn, create an Orchin and put it into play.
Gift of Vitality:A random card in each champion's hand gains health equal to its cost when played.
Deck (60 cards) · opening hand 7

Peterson Woods
A forest thick with evergreen trees hugs the coastline of the sea.
Deck (62 cards) · opening hand 7
- 2 Azurefate Sorceress
- 4 Buccaneer
- 2 Cerulean Mirror Knight
- 11 Diamond Shard
- 2 Diligent Counselor
- 2 Frost Wizard
- 4 Highlands Magus
- 2 Kiss of the Princess
- 2 Kraken Guard Mariner
- 2 Kraken Guard Seapriest
- 2 Phoenix Guard Trainer
- 4 Primal Shard
- 3 Protectorate Clergyman
- 2 Protectorate Defender
- 3 Repel
- 9 Sapphire Shard
- 2 Take Wing
- 2 Town Crier
- 2 Valiant Escort
Deck (62 cards) · opening hand 7
In play at the start: Valiant Escort, Valiant Escort
- 2 Azurefate Sorceress
- 4 Buccaneer
- 2 Cerulean Mirror Knight
- 11 Diamond Shard
- 2 Diligent Counselor
- 2 Frost Wizard
- 4 Highlands Magus
- 2 Kiss of the Princess
- 2 Kraken Guard Mariner
- 2 Kraken Guard Seapriest
- 2 Phoenix Guard Trainer
- 4 Primal Shard
- 3 Protectorate Clergyman
- 2 Protectorate Defender
- 3 Repel
- 9 Sapphire Shard
- 2 Take Wing
- 2 Town Crier
- 2 Valiant Escort

Holland Tideflats
The northern coast of the Alachian Sea.
Talks here: Giant Jellyfish (1, 2, 3)
- River of Knowledge:
When a champion plays a resource, they draw a card.
Deck (60 cards) · opening hand 7

Bleakwind Highlands
The wind blowing off the sea is chilly and incessant.
On arriving: The wind blowing off the sea is chilly and incessant. The sand of this beach has turned black.

Fungal Hillock
A gentle rise covered in colorful toadstools.
Talks here: Pooot

Evangelou Uplands
This bridge connects the mainland to the island that lies to the south.
Talks here: Kraken Guard Seapriest, Murkrum

Portsmeare
Portsmeare is a sleepy fishing village that sits on the northern coast of the Alachian Sea.

Portsmeare Harbor
A small dock survived the Kraken assault. Your ship is anchored and waiting for your command. You can set sail from this location to the Alachian Sea.

Rieger Ridge
A pitted dirt road runs along this ridge.
Talks here: Ayotochi Refugee (1, 2, 3, 4, 5, 6)
Deck (60 cards) · opening hand 7

James River Road
This paved road follows the west bank of the James River.
- Dreadbreed Field:
The fields summon a Dreadling to your aid for each Underworld troop fighting on your side.
Fleeting Inspiration:Deployed Ardent troops bestow a gift of Valor.
Deck (60 cards) · opening hand 7
- Fleeting Inspiration:
Deployed Ardent troops bestow a gift of Valor.
Dreadbreed Field:The fields summon a Dreadling to your aid for each Underworld troop fighting on your side.
Deck (60 cards) · opening hand 7
- 3 Bleed Out
- 11 Blood Shard
- 3 Bloodsoaked Brawler
- 3 Burning Tendrils
- 1 Combat Training
- 3 Crimson Bolt
- 4 Flamespitter
- 1 Fury of the Mountain God
- 1 Furybringer
- 1 Gortezuma, High Cleric
- 1 Hulking Smasher
- 2 Madness of the Mountain God
- 1 Mentor of the Flames
- 2 Quash Ridge Exterminator
- 4 Quash Ridge Rubble
- 10 Ruby Shard
- 3 Splitskull Gladiator
- 3 Tezozo
- 3 Whirling Brutalizer

Lebus Pass
The river road winds through a pass with high cliffs rising on either side.
Deck (60 cards) · opening hand 7

Scamman Rock
This region is dominated by dozens of smooth, round boulders, each larger than an elephant.
On arriving: This region is dominated by dozens of smooth, round boulders, each larger than an elephant. Did they fall out of the sky? Or did someone bring them here for some unknown purpose?
- Splendor of the Crypts:
At the start of the game, each champion creates a Shards of Fate and puts it into their hand.
Deck (60 cards) · opening hand 7
- 1 Angel of Judgement
- 2 Bleak Bladetwister
- 4 Blood Shard
- 3 Diamond Shard
- 2 Dusk Scout
- 1 Eternal Sage
- 1 Forgotten Monarch
- 3 Hallowed Radiance
- 3 Hextricator
- 1 Midnight Hour
- 3 Midnight Paladin
- 3 Midnight Spiritualist
- 4 Reap
- 2 Rise Again
- 2 Ruby Shard
- 2 Sapphire Shard
- 3 Sepulchra Bonewalker
- 2 Sepulchra Crypt Dust
- 2 Sepulchra Fleshreaver
- 1 Shard of Conquest
- 2 Shard of Cunning
- 2 Shard of Hatred
- 1 Shard of Purpose
- 2 Shard of Retribution
- 2 Shards of Fate
- 4 Splinter of Bokrug
- 2 Wild Shard

Deathless Path
Black trees line the cracked stone path that leads towards a city of the dead.
Talks here: Paladin of the Necropolis (1, 2, 3)
Deck (60 cards) · opening hand 7
- 2 Angel of Judgement
- 2 Blackheart Paladin
- 8 Blood Shard
- 2 Corrupt Harvester
- 8 Diamond Shard
- 2 Drain Soul
- 3 Duskwing Priest
- 2 Extinction
- 2 Forgotten Monarch
- 2 Gemsoul Feeder
- 2 Grim Harvester
- 2 High Infinitrix
- 1 Life Siphon
- 2 Pact of Pain
- 2 Pale Harvester
- 4 Primal Shard
- 2 Risen Lancer
- 4 Shard of Retribution
- 3 Soul Slaver
- 3 Spiritbound Spy
- 2 Vampiric Kiss

Eslinger Isthmus
The eastern coast of the Alachian Sea.
Talks here: Dire Toad (1, 2, 3)
Deck (60 cards) · opening hand 7

The Necropolis
The Necropolis was built by humans thousands of years ago to entomb the bodies of their dead nobles and kings. It is now where most human corpses are taken to be Awakened as necrotic.

Naagaan
The necrotic-built city of Naagaan sits in a massive underground cavern that glows with gem-light. Bonewalker constructs plod through its narrow streets, performing menial tasks.
Talks here: Takumi (1, 2, 3, 4), Renner (1, 2, 3, 4, 5, 6), Ada the Apparitionist (1, 2, 3, 4), Malzok (1, 2, 3, 4), Bonewalker (1, 2, 3, 4), Sahas (1, 2), Myaa (1, 2), Kentigern Slate (1, 2, 3, 4), Reese (1, 2)

Cliffs of Nausea
A bridge connects the island to the northern mainland.
On arriving: A bridge connects the island to the northern mainland. It smells terrible here.
- Available Cover:
Champions have Armor 1.
Deck (60 cards) · opening hand 7
- 4 Ashwood Zinfandel
- 4 Baby Yeti
- 3 Boulder Toss
- 3 Dragon Valley Reserve
- 4 Emberleaf Merlot
- 4 Gas Troll
- 4 Mama Yeti
- 13 Ruby Shard
- 4 Stink Troll
- 2 Stinkhorn Soup
- 12 Wild Shard
- 3 not in the game’s data

Portabella Island
The center of the island is covered in dense fungal growth.
Talks here: Ooobooo

Portabella South
A decrepit shack sits on the beach. A trail of smoke rises from the crumbling chimney.
Once cleared: A decrepit shack sits on the beach.
Talks here: Augustine (1, 2, 3)
- Armored for Battle:
Champions have Armor 1.
Deck (60 cards) · opening hand 7

Zodiac Coast
A well-maintained bridge connects the mouth of the Zodiac River to an island that lies to the north.
Talks here: Warton

Alachian Flats
The land here is flat and swampy.
On arriving: The land here is flat and swampy. Large, dark shapes trudge through the muddy bog.
Talks here: Bog Walker (1, 2, 3)
Deck (60 cards) · opening hand 7

Mouth of the Zodiac River
The eastern side of the river rises into grassy, rolling hills.
On arriving, Ardent only: The ground here is torn up, as if there was a recent scuffle. A human lies unconscious on the ground.
On arriving, Underworld only: The ground here is torn up, as if there was a recent scuffle. A shin'hare lies unconscious on the ground.

Starfire Tributary
The forest floor is damp and dotted with fungus.
- Lionel to the Rescue!:
Lionel will aid you in rescuing Reginald from the Shin'hare.
Deck (60 cards) · opening hand 7
- 2 Blades of Bone
- 7 Blood Shard
- 4 Bucktooth Commander
- 1 Call the Grave
- 4 Cottontail Ronin
- 1 Darkfur Tailcutter
- 1 Emperor Ito's Will
- 2 Evolve
- 1 Fearless Fray
- 3 Feeding the Young Ones
- 2 Merciless Culler
- 1 Necrophage Sensei
- 8 Primal Shard
- 1 Rotten Rancor
- 2 Rotting Away
- 1 Rune Ear Commander
- 2 Rune Ear Elite
- 3 Shin'hare Eulogist
- 3 Shroomshaw
- 1 Strength in Numbers
- 2 Trufflehead
- 8 Wild Shard
Deck (60 cards) · opening hand 7

Pruitt Grove
The grove is lit by a burning camp fire surrounding several canvas tents.
- Find Reginald Lancashire:
Reginald Lancashire is being held captive deep within the Shin'hare Abductor's deck. Bury their deck with damage to rescue him.
Lionel to the Rescue!:Lionel will aid you in rescuing Reginald from the Shin'hare.
Deck (62 cards) · opening hand 7
- 2 Abominate
- 2 Blades of Bone
- 1 Blood Shard
- 4 Bucktooth Commander
- 1 Concubunny
- 1 Concubunny
- 1 Cottontail Recruiter
- 3 Cottontail Ronin
- 1 Darkfur Tailcutter
- 1 Emperor Ito's Will
- 2 Fearless Fray
- 4 Feeding the Young Ones
- 3 Fungus Amongus
- 1 Gift of Yazukan
- 2 Killblade of the Milky Eye
- 3 Merciless Culler
- 1 Necessary Sacrifice
- 2 Necrophage Sensei
- 1 Nori
- 1 Profane Ritualist
- 1 Reginald Imprisoned
- 2 Rune Ear Commander
- 3 Rune Ear Elite
- 6 Runts of the Litter
- 3 Shin'hare Eulogist
- 2 Shin'hare Militia
- 4 Shroomshaw
- 3 Trufflehead
- 1 Wild Shard
Deck (60 cards) · opening hand 7

Shroombottom Burrow
A field of bloated mushrooms sinks down into a dark, ragged ditch.
Talks here: Wooort

Bowles Overlook
These cliffs look out on the jungle-covered Isle of Kukatan, which lies to the east.
Talks here: Wandering Totem (1, 2, 3)
- Gale Winds:
When a champion plays an action, each opposing champion buries the top card of their deck.
Deck (60 cards) · opening hand 7
- 2 Cosmic Shaman
- 9 Diamond Shard
- 2 Echohowl Alpha
- 3 Elder of Visions
- 3 Flourishing Growth
- 2 Harvest Moon
- 2 Living Totem
- 2 Mesa Totemist
- 2 Nightsky Stargazer
- 3 Primal Shard
- 1 Prophet of the Sun
- 4 Rhythmic Spiritualist
- 3 Shard of Life
- 2 Solitary Exile
- 1 Spirit Roar
- 4 Starlight Pathfinder
- 1 Storm Dancer
- 2 Sun Seer
- 10 Wild Shard
- 2 Young Seer

Isle of Kukatan
The jungle foliage here appears to have been stamped down by a herd of hooved animals.
- Trap-filled Battlefield:
When a troop is played, the opponent gets a Totem Trap.
Deck (60 cards) · opening hand 7
- 3 Chlorophyllia
- 3 Crash of Beasts
- 2 Crocosaur
- 2 Cyclone Shaper
- 5 Diamond Shard
- 2 Dire Toad
- 2 Flashpaw Elder
- 4 Howling Plains Bluegrass
- 2 Mesa Lookout
- 1 Mirror, Mirror
- 2 Oracle Song
- 3 Rigid Buffalo
- 3 Sapphire Shard
- 2 Shard of Instinct
- 3 Shard of Life
- 1 Shard of Purpose
- 2 Snarlbrute
- 3 Spirit Howl
- 2 Spirit Oracle
- 3 Trotting Buffalo
- 3 Unleash the Beast
- 7 Wild Shard

Vale of Fallen Apples
A tall white mushroom house sits nestled amongst the apple trees.
Talks here: Blooob

Ruins of Kukatan
Ancient stone ruins rise up from the jungle canopy, inviting the adventurous and the foolhardy to discover its treasures.

Lake Kukatan
A strange blue creature puffs on a pipe and daubs paint on a canvas.
Talks here: TBD

Lake Hsieh
The shore of the lake is overgrown with purple mushrooms.
Talks here: Nooof

Barbed Spine
In the middle of a grassy field, six large stone monoliths have been arranged in a rough circle.
Talks here: Monk of the Six Strikes (1, 2, 3)
- Leyline of Abundance:
Each resource provides an additional .
Deck (60 cards) · opening hand 8
- 2 Arborean Rootfather
- 1 Astral Sight
- 1 Augur of Sirion
- 2 Battle Beetle
- 1 Bloombringer
- 1 Crazed Squirrel Titan
- 2 Druidic Exoshaper
- 2 Epiphany
- 2 Eye of Creation
- 1 Gargalith
- 1 Grove Warden
- 1 Manti Elder Druid
- 1 Manti Ranger
- 1 Mass Polymorph: Dingler
- 1 Mirror, Mirror
- 4 Oracle Song
- 2 Primal Dawn
- 4 Primal Shard
- 1 Return To The Soil
- 8 Sapphire Shard
- 4 Shard of Instinct
- 1 Smash to the Ground
- 1 Storm Colossus
- 1 Stratolith
- 1 Twin Eternities
- 2 Vexstorm
- 9 Wild Shard
- 1 Wrathwood Colossus
- 1 Wrathwood Larch

Great Machine Graveyard
Mountains of discarded robot parts reach toward the sky. The dim light of many small fires illuminates the heaps of rusty junk. The prevailing smells are metal, rust, rotting meat, and animal dung.
Once cleared: Home of the Scraptooth gnolls.

Ming Delta
A well-trod road leads down from the hills towards the eastern forest.
Talks here: EURB-686756C

Mithral River
A makeshift elven encampment has been built in the trees next to the Mithral River.
On arriving: As you near the water, the smell of trash and burning oil intensifies.
- Enchanted Wilds:
When a mage or elemental troop enters play, that troop's controller gains /.
Eternal Scout:Constantina scouts the nearby area giving her troops Steadfast and the inability to be exhausted by opposing cards and effects.
Deck (60 cards) · opening hand 7
- 2 Ashwood Apprentice
- 1 Balthasar
- 2 Boulder Brute
- 2 Burn to the Ground
- 2 Emberleaf Evoker
- 4 Feralroot Acorn
- 3 Flamespitter
- 3 Lithe Lyricist
- 3 Periwinkle
- 2 Primal Shard
- 3 Pyretic Performer
- 2 Return To The Soil
- 7 Ruby Shard
- 2 Sandstone Rumbler
- 3 Shard of Savagery
- 2 Stirring Oration
- 2 Sylvan Performer
- 2 Tempestuous Bladedancer
- 2 Voice of the Ashwood
- 1 Walking Calamity
- 8 Wild Shard
- 2 Wrathwood Colossus

River's Edge
The Mithral River meanders through the forest.
Talks here: Narration

Mithral Falls
The robot factory, source of the river's corruption, sits in a clear-cut wasteland.
On arriving: The dwarves destroyed countless trees and wildlife to make room for their assembly line of robots.
Talks here: Eurig the Robomancer (1, 2, 3, 4)
- Champion powers:
Raise Robot - : Create a War Bot and put it into play under your control.
Robot Raze - When a robot you control is destroyed, deal 1 damage to each non-artifact, non-dwarf troop.
Robo-hancement Facility:At the start of each champion's turn, a random robot they control is transformed into a random robot with cost +.
Deck (60 cards) · opening hand 8

The Gallows
A decrepit old gallows, its wood frame splintered and its ropes long since rotted away, sits abandoned in a dead field.
Once cleared: WARNING! The path from this point onwards to the north is optional and extremely difficult. Only the bravest and most prepared adventurers should journey beyond The Gallows.
Talks here: Narration, Gallows Ghasts (1, 2)
Deck (70 cards) · opening hand 7

Gobbler's Gulch
This cavern is lit with flickering red and blue sparks of erratic magic.
Talks here: Flickering Gobbler (1, 2), Gobbler
- Lair of the Gobblers:
Troops in each deck get, Deploy - Return an action with equal or less cost from your crypt to your hand.
Deck (60 cards) · opening hand 7

Harp Rock
The air here smells of a strange mixture of perfume and sulfur.
Talks here: Succubus (1, 2, 3), Mancubus (1, 2, 3)
Deck (60 cards) · opening hand 7
Deck (60 cards) · opening hand 7

Obsidian Ridge
This ridge of black rock is carved by rivers of molten lava.
Talks here: Obsidian Cyclops (1, 2, 3)
Deck (60 cards) · opening hand 7
- 15 Blood Shard
- 15 Diamond Shard
- 15 Sapphire Shard
- 15 Wild Shard

Mountain of Madness
A spire of twisted stone has been built into the mountain.
On arriving: Tendrils of delirious magic swirl menacingly around the spire.
Talks here: Mad Aradam (1, 2, 3)
BossMad Aradam
Savvas' Curse:Your cards have +1 cost, and you bury 5 cards at the start of each of her turns.
Deck (80 cards) · opening hand 7

Mountain of Conflagration
The entrance to this mountain lair shimmers with heat.
On arriving: Blasts of fiery magic billow from the opening in the rock.
BossSavvas
Knowledge is Power:When a champion draws a card, they also gain a charge.
Deck (80 cards) · opening hand 7

Bogberg's Cave
This cavern is lit with flickering red and blue sparks of erratic magic.
- Lair of the Gobblers:
Troops in your deck get, Deploy - Return an action with equal or less cost from your crypt to your hand.
Deck (60 cards) · opening hand 7

Sporeburg
The noxious air is thick with spores that clog and choke your lungs.
Fungal Monstrosity · Version 1
Shin'hare Jailors:A pair of shin'hare jailors aid you.
Reinforcements:Spend all your resources each turn to summon another Jailor
Deck (60 cards) · opening hand 7
- 3 Atrophy
- 6 Blightvines
- 8 Bloatcap
- 25 Blood Shard
- 4 Chupacabra
- 3 Crackling Rot
- 2 Extinction
- 3 Grim Justice
- 4 Reap
- 2 Sorrow
Fungal Monstrosity · Version 2
Shin'hare Jailors:Five jailors aid you.
Summon Reinforcements:As long as you don't spend all your resources, another Jailor will arrive each turn,
Deck (60 cards) · opening hand 7
- 3 Atrophy
- 6 Blightvines
- 8 Bloatcap
- 25 Blood Shard
- 4 Chupacabra
- 3 Crackling Rot
- 2 Extinction
- 3 Grim Justice
- 4 Reap
- 2 Sorrow

McGinty Coast
The southern shore of the Alachian sea.
Once cleared: The site of your river landing. You skiff is unable to head out to deep water.

Alachian Hex, North
Pink clouds and rainbows hover over still waters.
- Elemental Sea:
When a troop dies, the opposing champion gains a charge.
Deck (60 cards) · opening hand 7

Alachian Hex, Northeast
The seas are calm.

Northeast Coast
From the sea, you can spot workers on shore trying to rebuild Portsmeare.
- Waterproof:
Sapphire troops have +1 defense.
Deck (61 cards) · opening hand 7
In play at the start: Ravenous Piranha

Alachian Hex, Northwest
The wind here is brisk, but manageable.
- Resourceful
Deck (60 cards) · opening hand 7

Alachian Hex, Southeast
A schooner sails with the pirate flag of the Hired Horns raised high.
Once cleared: The sea is calm.
Deck (60 cards) · opening hand 7
- 16 Hired Horn Cutthroat
- 4 Minotaur Mercenary
- 4 Mortar Strike
- 28 Ruby Shard
- 4 Swordplay
- 4 not in the game’s data

East Coast
The water glimmers with golden sunlight that peeks out between puffy clouds.
- Elemental Sea:
When a troop dies, the opposing champion gains a charge.
Deck (65 cards) · opening hand 7
In play at the start: Storm Cloud, Storm Cloud

The Lighthouse
An old, dilapidated lighthouse sits in this craggy cove, facing the pounding waves.

Northwest Coast
The breezes here are frigid and incessant.
- Waterproof:
Sapphire troops have +1 defense.
Deck (61 cards) · opening hand 7
In play at the start: Salt Harpy

Alachian Hex, Southwest
The dark charcoal-tinted clouds cluster into a strange formation.
- Resourceful
Deck (63 cards) · opening hand 7
In play at the start: The Ancestors' Chosen, The Ancestors' Chosen, Reality Rift

Zodiac Docks
This dock is sturdy. It should be safe to anchor here.

Alachian Hex, South
Pieces of half-eaten whales float on the surface of the water.
- Resourceful
Deck (60 cards) · opening hand 7

Water Town
A tiny island pokes up from the sea. Several small, ramshackle buildings sit near the shore.

Coralcove Rock
The waves crash against a large rock jutting up from the water.

Stormy Seas
Rain lashes down on rough seas.
- Elemental Sea:
When a troop dies, the opposing champion gains a charge.
Deck (63 cards) · opening hand 7
In play at the start: Arcane Banner, Stormsprite, Stormsprite

Open Water
Many merchant ships pass through this channel.
- Very Resourceful, Ahoy Matey
Deck (61 cards) · opening hand 7
In play at the start: Cerulean Lookout, Kraken Guard Mariner

Whisper Delta
The mouth of the River of Whispers, where it meets the Alachian Sea.
On arriving: Minotaur pirate ships still roam this channel.
Deck (62 cards) · opening hand 8
In play at the start: Minotaur Mercenary, Minotaur Mercenary

South Coast
The water here is murky. You can see swamplands to the south.
- Waterproof:
Sapphire troops have +1 defense.
Deck (62 cards) · opening hand 7
In play at the start: Hardshell Infantry, Hardshell Infantry

Southeast Coast
Land is visible directly to the east. You see a dock sticking out from the shore where you could make landfall.
Bloodhorn, Scourge of the Seas
Deck (61 cards) · opening hand 7
In play at the start: Hired Horn Captain

Hexlantis
A half-man, half-sea creature looms up from the waves, holding a regal trident.
Once cleared: This stretch of open water is where the wealthy island of Hexlantis once sat, before it was dragged into the sea by the Kraken.
- Incredibly Resourceful, This is some Bull Shark, Give them Shell
Deck (70 cards) · opening hand 9
In play at the start: Hardshell Infantry, Bull Shark, Hardshell Infantry

B19

B20

Whisper Rapids
The river current surges as it nears the mouth of the Alachian Sea.
Talks here: Narration
Pictures: the game’s own, framed as its map panel showed them; tap one for the whole painting.