Reekwater Map for New World MMO

New World Reekwater Territory Map, with locations of Settlement, Fort, Landmarks, NPCs, Fast Travel Points, Monster Areas with Monster Level, Chests, Lore Pages & Expeditions.

Reekwater Territory Map for New World MMO

New World Map Reekwater Territory

New World Map Reekwater Territory
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Reekwater Territory

Reekwater - Imbued with the powers of azoth this swamp holds mysteries untold.

Location of Reekwater in Aeternum. - New World MMO

Reekwater is suggested territory for players at level range 58-60+.

Reekwater Settlement, Reekwater Fort.

Regions in Reekwater: Shallow Waters, Edgeflow, Sharptooth Pass, Stronghold Ravine, Tricorne Shoal, Shallowed Time, Lush Wilds, Broken Dreams, The Climb, Eternal Pool, Siren's Stand.

Spirit Shrines: Siren's Run Shrine, Time's Advantage Shrine.

Group Areas in Reekwater

Eternal Pool - level 64 - Nature hides its most precious gifts, and when commanded, defends them to the death.

Forecastle Drift - level 65 Siren's Settlement - The Siren Queen instructed her thralls to build a grand settlement on the marshlands of Reekwater. And so they did.

Expeditions in Reekwater

The Lazarus Instrumentality Expedition - lvl 65 - Come forth, be learned thy destiny and honor, that which awaits all servants of oldest ones afore.

NPCs & Quests in Reekwater

Quest location pins - New World MMO

Search on in-game map for locations marked with yellow pins to receive new Quests at the appropriate experience level for you.

New Quests will appear as you complete previous quests (prerequisites).

Quest givers in Reekwater Territory: Aulus Fulvius, Kinnao Onizuka, Nelda Horelica, Madilon Langlais, Okolo Afolabi, Duarte Santos, Roland Abbingdon, Katring Sanders, Gaspar Machera.

01

Reekwater Settlement

Aulus Fulvius

Secrets of the Swamp prerequisites level 56.

Collect Ancient Stone Tablets and Rubbings from any Ancient Plaques within Sunken Aspect, and return them to Legatus Fulvius in the Reekwater Settlement - 2570 XP.

Hope Springs Eternal prerequisites Secrets of the Swamp.

Investigate the Ancient ruins of Skyview Repose, and return to Legatus Fulvius in the Reekwater Settlement - 3330 XP.

Paths Unseen prerequisites Hope Springs Eternal.

Collect any remnants of the Ancients you can find in Rackham's Hollow. Then report to Legatus Fulvius in the Reekwater Settlement - 2660 XP.

Anatomy of the Heart prerequisites Paths Unseen.

Search for any remaining Ancient artifacts within the ruins of Sha Makogai. Then report to Legatus Fulvius in the Reekwater Settlement - 3750 XP.

Seek and Hide prerequisites Anatomy of the Heart.

Uncover the whereabouts of Antiquarian Abbingdon, last sent to Syleio Seko - 3000 XP.

The Original Guardian (Expedition) prerequisites Secrets Best Left Unshared.

Collect the Guardian's Eye from Chardis in the Lazarus Well Expedition. Then report to Legatus Fulvius in the Reekwater Settlement - 20 000 XP.

Kinnao Onizuka

An Expanding Threat prerequisites level 56.

Investigate the Lost Pirates at Maria's Rest. Then report to Headmen Onizuka in the Reekwater Settlement - 3220 XP.

Words of Power prerequisites Shivering Timbers.

Search Syleio Seko for clues about the Siren Queen's plans. Then report to Headman Onizuka in the Reekwater Settlement - 3000 XP.

A Plan's Deconstruction prerequisites Words of Power.

Destroy the twisted Ancient relics in Mistywater Thorp. Then report to Headman Onizuka in the Reekwater Settlement - 3750 XP.

The Queen is Dead (Elite) prerequisites A Plan's Deconstruction.

Hunt down the Siren Queen's lieutenants, destroy the Ancient Machine, and defeat the Siren Queen. Then report to Headman Onizuka in the Reekwater Settlement - 4380 XP.

Nelda Horelica

Long Live the Queen (Elite) prerequisites The Queen is Dead (Elite).

Hunt down the Siren Queen's lieutenants, acquire a key, and defeat the Siren Queen. (This Quest can be shared and repeated) - 4380 XP.

Madilon Langlais

On Floral Fauna prerequisites level 56.

Retrieve the Dryad journals dropped by Herbalist Langlais in the Glimmerfen. Then return it to her in the Reekwater Settlement - 2570 XP.

Excising the Blighted Root prerequisites New Growth.

Hunt down The Blight Bringer and any Blight Nodules in Lambent Muskeg, then travel to Fisher's Glory to ensure the Blight has not spread. Then report to Herbalist Langlais in the Reekwater Settlement - 3330 XP.

Burden of Atonement prerequisites Excising the Blighted Root.

Take the Dryad Offering to the Mysterious Altar in Fisher's Glory as an apology. Then report to Herbalist Langlais in the Reekwater Settlement - 3750 XP.

Upstream Investigation prerequisites Burden of Atonement.

Search Sha Makogai and the fallen lighthouse, Hingatirn, for any clues on the Dryads' presence in Reekwater. Then report to Herbalist Langlais in the Reekwater Settlement - 3750 XP.

The Eternal Pool (Elite) prerequisites Upstream Investigation.

Investigate the Eternal Pool and face whatever challenges lie within. Then report to Herbalist Langlais in the Reekwater Settlement - 4380 XP.

Okolo Afolabi

Pruning and Irrigation prerequisites On Floral Fauna.

Provide Marsh Walker Afolabi with her requested fresh Dryad Cuttings from the Glimmerfen, and Azoth Water from Azoth Springs - 2570 XP.

New Growth prerequisites Pruning and Irrigation.

Search the Virid Grotto for azoth crystals, and bring pieces of them back for Marsh Walker Afolabi in the Reekwater Settlement - 3330 XP.

The Dryad Promenade (Elite) prerequisites The Eternal Pool (Elite).

Follow the Dryad Promenade path into the depths of the Eternal Pool, and lay the Protector of the Source to rest. (This Quest can be shared and repeated) - 4380 XP.

Duarte Santos

Syndicate Advancement: Alchemist prerequisites Trial of the Cabalist, Syndicate Reputation 49 000.

Earn Faction Reputation and vie for the rank of Alchemist.Travel to Reekwater and complete the Trial of the Alchemist - 2970 XP.

Trial of the Alchemist prerequisites Trial of the Cabalist, Syndicate Reputation 49 000.

Defeat Alchemist Krockes and absorb his soul into the Psychokinetic Absorber and then take it to the Dryads in Reekwater to destroy it to earn the rank of Alchemist. Talk to Alchemist Santos in Reekwater when the task is done - 3750 XP.

Contzel Siegel

Latai Ngati

Trong Nguyen

02

Syleio Seko

Roland Abbingdon

Secrets Best Left Unshared prerequisites Seek and Hide.

Distract the Starvault Guardians while Antiquarian Abbingdon frees the Ancient artifact - 3750 XP.

03

Shipflight Comb

Katring Sanders

Defiance and Doubt prerequisites An Expanding Threat.

Track down the Pirate deserter, possibly hiding out in Shipflight Comb in Reekwater - 1930 XP.

A Hunger for Freedom prerequisites Defiance and Doubt.

Find, craft, or purchase Meager Meals and Fresh Water for Katring Sanders in Reekwater - 1930 XP.

Queen's Gambit prerequisites A Hunger for Freedom.

Destroy the mysterious Cursed Banners throughout Reekwater, then return to Katring Sanders - 3330 XP.

Shivering Timbers prerequisites Queen's Gambit.

Put a stop to the salvage operations at Scavenger's Shore and Bleachwood Coast, and report back to Headman Onizuka in the Reekwater Settlement - 3750 XP.

04

Siren's Stand

Gaspar Machera

To Be a Grand Master prerequisites .

Reach Fishing Level 100 and talk to Grand Master Machera in Reekwater. - 3750 XP.

Bosses in Reekwater

  • Mirepaw Elite Boss in Stoneparish
  • Ironcast Ingvald Elite Boss in Mistywater Thorp
  • The Siren's Guide Elite Boss in Forecastle Drift
  • The Siren's Gun Elite Boss in Forecastle Drift
  • The Siren's Muscle Elite Boss in Forecastle Drift
  • The Siren's Dog Elite Boss in Forecastle Drift
  • Smoothbore Samuel Boss in Maria's Rest

Landmarks & Monster Areas in Reekwater

  • Virid Grotto - lvl 58 Cave - Tunnels dark and tunnels deep, nature's fingers twist and creep.
  • Stoneparish - lvl 59 Cave - The rocks cry out inside the mountain, and the soil growls beneath your feet, as all manner of things in life are wont to do.
  • Skyview Repose - lvl 60 Hilltop Ruins - High atop the windswept stone, the Ancients raised a rocky home. Horizon to horizon view, unlucky mortals turned askew.
  • Shipflight Comb - lvl 60 Ghost Town - Ships shouldn't fly. But when they do, it is majestic.
  • Rackham's Hollow - lvl 60 Cave - Digging into the bones of the island, unearthing new and old treasures.
  • Maria's Rest - lvl 60 Shipwreck - May yonder vessel rest in peace, and its sailors pillage life everlasting.
  • Glimmerfen - lvl 60 Glowing Swamp - Flickering lights upon gently flowing waters. Peaceful breezes ripple through the hanging branches, as nature persists her dance.
  • Sha Makogai - lvl 60 Flooded Ruins - Skyward steps mid one-way path.
  • Lambent Muskeg - lvl 60 Glowing Swamp - Though lit by the inner fire of hundreds of sparkling plants, this swamp holds its darkest secrets close.
  • Fisher's Glory - lvl 60 Overgrown Village - There is glory in silence and patience, for both are needed to catch the big one.
  • Cave of Striped Death - lvl 60 Lion Den - It speaks for itself.
  • Sunken Aspect - lvl 60 Flooded Ruins - An Ancient fort of untold age, slowly succumbing to time and nature's pull.
  • Mosswater Bourg - lvl 60 Abandoned Fishing Village - The gateway to Reekwater and a bustling fishing village. Losing too many big fish, however, takes a toll ...
  • Scavenger's Shore - lvl 61 Shipwreck - A bevy of ships dragged into the swamps by rotten, broken hands.
  • Echoing Roar - lvl 61 Lion Den - Do ye yearn for betimes the howls of wolves, stead the echoing roars of lions?
  • The Congregation - lvl 62 Cave - It is said that the spirits of the earth meet once an era, and when they do, this is where their courts are held.
  • Bleachwood Coast - lvl 62 Shipwreck - The sunbleached planks of dozens of ships lay buried in the sands.
  • Mistywater Thorp - lvl 62 Bayou Village - The once-thriving hub of Reekwater, now turned to dangerous purpose.
  • Hingatirn - lvl 63 Lighthouse Ruins - Unbroken, unhindered earthen wrath.
  • Syleio Seko - lvl 64 Lighthouse Base - Apex apace by Bygones' bloodbath.

Map Legend for New World Maps

New World Settlements

Settlements

Settlements are the towns in player-controlled territories, can be controlled and upgraded (to improve crafting stations) by players. Hamlet (Tier 1), Village (Tier 2), Town (Tier 3), City (Tier 4), Capitol (Tier 5). A higher tier settlement allows you and your Company to build higher tier structures.

Every Settlement got: Inn, Trading Post, Storage Shed, Stonecutting Table, Woodshop, Smelter, Loom, Tannery, Forge, Workshop, Arcane Repository, Kitchen, Outfitting Station, Town Project Board, War Board, Territory Planning Board, Governor's Desk, Players' houses, Marauder Commander, Syndicate Alchemist, Covenant Adjudicator.

New World Forts

Forts

Forts are the military fortifications in zones controlled by players. Forts are part of Open World PvP, factions fight with each other for control of the forts. Forts can be upgraded by players. Fort (Tier 1), Bastion (Tier 2), Keep (Tier 3), Castle (Tier 4), Citadel (Tier 5).

New World Outposts

Outposts

Outposts are the settlements in neutral, endgame territories that cannot be controlled by players.

New World Chests

Chests

Containers, Chests, Ancient Chest, Supply Containers.

New World Elite Chests

Elite Chests

Top Chests

New World Lore Pages

Lore Pages

Completed Lore Pages make stories

New World Fast Travel Points

Fast Travel Points

You have to visit Fast Travel Points (Spirit Shrines) first to use them, more about Fast Travel Points.

New World Expeditions

Expeditions

Expeditions are instanced PvE dungeons, intended for a group of 5 players with separate story, puzzles, unique loot, more about Expeditions.

New World Group Areas

Group Areas

Group Areas are open world monster areas intended for a group of 5 players, more about Group Areas.

New World Elite Bosses

Elite Bosses

New World Bosses

Bosses

New World Area Level

Area Level

Experience level recommended in a given area to fight monsters comfortably.

New World Quest Hubs

Quest Hubs

Location of Quest Giver NPCs.

New World Wyrdwood Trees

Wyrdwood Trees

Wood Tier IV - respawn: 30 min

New World Ironwood Trees

Ironwood Trees

Wood Tier V - respawn: 20 min

New World Iron Veins

Iron Veins

Ores Tier I - respawn: 10 min

New World Starmetal Veins

Starmetal Veins

Ores Tier IV - respawn: 15 min

New World Orichalcum Veins

Orichalcum Veins

Ores Tier V - respawn: 20 min

New World Silver Veins

Silver Veins

Precious Ores Tier II - respawn: 15 min

New World Gold Veins

Gold Veins

Precious Ores Tier III - respawn: 20 min

New World Platinum Veins

Platinum Veins

Precious Ores Tier IV - respawn: 40 min

New World Seeping Stones (Oil)

Seeping Stones (Oil)

Tier I - respawn: 15 min

New World Saltpeter

Saltpeter

Tier I - respawn: 10 min

New World Lodestone

Lodestone

Tier IV - respawn: 20 min

New World Hemp Plants

Hemp Plants

Fibers Tier I - respawn: 10 min

New World Silkweed Plants

Silkweed Plants

Fibers Tier IV - respawn: 15 min

New World Wirefiber Plants

Wirefiber Plants

Fibers Tier V - respawn: 15 min

New World Cooking Ingredients

Cooking Ingredients

New World Herbs

Herbs

Reekwater Lore

Machera's Meditations

The Glowing Guardfish

Seal-Folk

The Glowing Guardfish understands the importance of being one with the fish but goes perhaps too far. These men and women of the seal-folk shed their pelts to come walk upon the shore as humans, it is said. They are people so in-tune with the ocean that they can quickly transform if given their pelt into something more seal than human. I refuse to catch them, as I admire them immensely. Perhaps one day I shall meet one properly, and we might talk the ways of the seas.

Beasts of Power in Aeternum

Monsters of the Deep

The Merrow in Cutlass Keys

The Angler Fish in First Light

The Bishop Fish in Windsward

The Morag in Monarch's Bluffs

The Selkie in Reekwater

The Mandje Mandje in Everfall

The Egede Serpe in Ebonscale Reach

The Namazu in Brightwood

The Ogopogo in Weaver's Fen

The Tessie in Restless Shore

The Hafgufa in Mourningdale

The Abaia in Edengrove

The Merlion in Great Cleave

The Mishipeshu in Shattered Mountain

Journal of Dominic Johansson

Impassable Barrier

A research journal page found near the Hilltop Ruins in Reekwater

Exploring these strange ruins, I've come upon a locked door, leading higher in the tower. Most ruins across Aeternum are wholly accessible with a bit of work, but I've no idea how to penetrate this barrier. A mechanism of some kind stands near the door, and I imagine it should allow entry... if only I knew how it worked! Perhaps a key of some form.

One of these Guardians, whom I have taken to calling The Surgeon (on account of how this place feels and how expertly he cuts down anything in his path), has been seen with some kind of glowing orb. I wonder...

D. Johansson

Tools of Questionable Use

A research journal page found near the Hilltop Ruins in Reekwater

I've found all manner of strange tools in my time on Aeternum, but nothing quite like these. Others in my company have made their suggestions about the nature of these tools, some insightful, others absurd. Our tinker believes some to be measuring tools of the highest quality, as a master jeweler might use. The physic sees tools with which to measure and adjust the humours of the body. Even the camp cook has weighed in, seeing tools akin to those he uses to dress a fresh kill and prepare our meals. Perhaps all are correct, and equally likely, perhaps none at all.

D. Johansson

Anonymous Writings

Digging the Hollow

An unsigned note found in Rackham's Hollow

Set up in the cave. Wood from town nearby. Full of spirits. Not going back there.

Men are digging stone from walls. Stones are better than wood.

Found a wall today while digging. Looks like ruins on the coast. Digging more to see what is here.

Ruins Report

A discarded report, found in Sha Makogai

Made some progress getting those settlers pushed out, now we can look around a bit more without worrying that some of them will see what we're doing. Siren has us looking at all of these old places to find what's useful. Wants reports and everything. Here goes:

Exploring ruins to the east of our new village, has a lot of those walking tree... things. Terrible to face alone, but they fall easily enough with enough of the crew beating on them.

Buildings are mostly tumbled, but the way they're laid out makes me think of a lord's estate back home. Big building on one end, smaller ones facing it. Someone or something important must've been in the big one, so we're looking there first.

On The Ancients

Relics of Ancients Past

A note, left behind by Antiquarian Abbingdon in Syleio Seko

Dispatched by Magistrate Ragsdale to these ruins, he believes it was called "Syleio Seko". No way to know if it is true, but I've updated my maps with the name.

Given what the Magistrate has told me of the Siren Queen's activities in these areas, it makes sense to investigate them further. I've seen many points where her crew has hauled Ancient relics away, even chipping down walls and columns to get at their goals. Since all of the smaller or easily accessible relics have already been hauled away, I'm going to continue searching some of the harder to reach locations.

Attention to Detail

A note, left behind by Antiquarian Abbingdon in Syleio Seko

I've found a few remaining items that may be what the Magistrate had in mind when he sent me here. Firstly, a tablet had fallen into a gap in the rocks, likely overlooked by the Siren's crew as they picked over the place. Lucky for us. I can't read it myself, but Magistrate Ragsdale has made strides in that endeavor.

Secondly, I've located an artifact that I believe I can free, but the Guardians of this place seem patently against that. Even just shifting the rocks near it draws their attention, but I've gotten close enough to get an idea of its size. Unwieldy, but nothing I haven't dealt with before.

And finally... a working Ancient device! I've no idea what it does, but it is tucked away on the lower level. When I touched it, flames erupted from the device and I was barely able to escape before a crowd of those Guardians approached. It seemed to draw them away from the upper level... perhaps I can use this.

Sanders' Flight

Missing Spark

A pirate's journal page left in Maria's Rest

Talked with Jeremiah on watch last night. He was talking about some strange things, members of the crew being taken up to the top of the Spire, then coming back... different. Said it looked like the light had died in them, somehow. They'd still work, but didn't talk to anyone, didn't drink or gamble or anything. Ridiculous, right?

I told him he was imagining things, and needed to get some sleep. Maybe he was coming down with something?

Tried to find him earlier today to check on him, and... maybe he was right. It looked like him, but there was nothing behind his eyes. No joy, no worry... nothing. He didn't even seem to recognize me until I shook him, then he damn near bit my hand off. What the hell is going on?

Gaining Perspective

A pirate's journal page, left in Maria's Rest

Joined an escort up to Maria's Rest, get some distance between me and whatever's happening on the Spire. Now that I know what to look for, it seems like a lot of the crew is just like Jeremiah now. I saw them respond when the Siren herself gave them orders, but the rest of the time... It isn't right. It isn't natural.

We came here for freedom, to get away from royals deciding how we get to live... and the longer we've stayed, the more she's turned into what she claimed to hate. She's even taken to calling herself the Siren Queen, and treats us like her subjects. And now, all plans to build a new life here have fallen away!

The crew is either bringing in more flotsam to build that ridiculous statue, planting those strange banners around the area, or dragging back artifacts from those ruins... I think she's figured out how to use them.

Decisions Made

A pirate's journal page, left in Maria's Rest

I'm done. Those bastards'll not turn me into one of those mindless things, only following the Siren's orders. We're due to head back to the Spire within the next few days, probably so she can turn the rest of us... and I'll be gone by then. I've stashed away supplies, and I'll make my exit come nightfall. I'll hide in the old town to the northwest, make sure they can't find me. Once they've gone, maybe I'll head north, try and make a new life.

But I won't let them take me back to her.

Shipflight's Fall

Disappearances

The start of a letter, found in Shipflight Comb

Something strange is happening here. Over the past few weeks, almost half of the town has just... disappeared. We keep track of each other, and if someone has an accident, we keep watch for when they return... but no one has returned yet. We're having a meeting tonight to decide what to do. Maybe someone knows something? Maybe we all leave? Who knows.

Reeve's Watch

A journal entry from the former reeve of Shipflight Comb

Jakob and I fished from the pier today. Haven't gotten to do that in a while. I brought in two good sized fish, while Jakob only caught a hat. Didn't recognize who it belonged to, so he said he was going to keep it until someone claimed it.

Two more went missing last night, same as the others. No one saw or heard a thing, nothing was missing. Didn't think we needed a reeve in the town when they offered me the job, but now? Now I wish we had a dozen more.

Occurrences of Note

A ship's log, found in debris at Scavenger's Shore

Took on goods and sundries in Genoa. 2 crew added, 4 departed.

Arrived in Palma, 3 days travel. Completed trades in Palma. 3 crew added, 1 departed.

Arrived in Ceuta, 5 days travel. Delayed by storms and rough seas.

Completed trades in Ceuta. Accepted long-term contract as supply vessel, destination to be revealed en route. Paid up front.

19 crew added, 11 crew departed. Ship fully staffed. Goods and sundries loaded, departing tomorrow.

11 days travel. Met with other captains, destination revealed as "Aeternum". Never heard of it.

Night Running

A captain's journal entry, found in debris at Bleachwood Coast

Pursuers are still with us, two points off dead astern. They've not come close enough to make out their colors, but with no other ships around, I have to assume they are chasing us for some reason.

Nightfall will come soon, and the winds will shift. We'll douse the lights to run dark, and turn with the wind. It's a risk, but we aren't built for a fight. Running is our only option.

A Thriving City

A research journal page found in Syleio Seko

Another lighthouse to investigate. This area feels... different. The ruins of this area are in far better shape than most, not counting the fallen tower, and the large dock structure on the shore leads me to believe that this may have been a major port for the Ancients. If that is true, and given the prevalence of ruins throughout this swamp-ridden area, the lighthouse and surrounding ruins may have been part of a much larger city. And while I may never find the name of the city, if it existed, my grasp of the Ancient language has improved to the point where I'm confident that the name of this tower was "Syleio Seko".

Still at a loss on what that may mean, however.

D. Johansson

Misery and Temptation

A research journal page found in Syleio Seko

We uncovered a device today, and writings nearby, that is both terrible and exciting. If my translation is correct, the Ancients had control over powers far beyond what we could ever imagine: the soul itself. This device supposedly has the ability to shape and manipulate the soul, even stealing it from the living! What would happen to a person if their soul were ripped away, leaving only the savage husk behind? We have seen those mindless, shambling creatures across the island... perhaps this explains their plight.

I do not believe that this device was intended to be a weapon, however deadly it might be. There are gaps in the tablets we've found, but I think this device could have been used as a restorative of some kind, wrapping the soul in azoth, to heal or to grant great power.

If it were stronger, I would destroy this device before it could ever be used again... but more must be learned about it before that decision is made.

D. Johansson

Memories of Mistywater Thorp

An Architect's Vision

From the journal of the former headman of Mistywater Thorp

Some of our fisherfolk found an architect stumbling along the surf, and brought him back to the village. Seems he's just arrived to the island. Poor him.

But just speaking with him for a short time, I believe he'll be a valuable asset. He hadn't been in the village for more than an hour before he was making measurements and asking questions of everyone he came across. He was already making plans on how to haul those massive stone blocks to the water, kept talking about about creating a "New Venezia" here in Aeternum, a city rising above the swamps.

Wish we had more people like him, willing to get to work right away.

Aid for the Needy

From the journal of the former headman of Mistywater Thorp

Sails were spotted up the coast today, and they came ashore to make contact. Seems they were part of a small fleet, and were driven off course into the storm wall. Only a couple of their vessels survived, badly damaged.

We've offered to help however we can in repairing their ships, and restoring their supplies. They don't even know where they are... it isn't often that I get the chance to see that surprised look on someone's face when I tell their captain about this place.

Once we evaluate the damage, we can bring the crew to the village here and let them get their land legs back. Not much true sailing to be had around the island, after all. They aren't going anywhere.

Lies and Deceit

From the journal of the former headman of Mistywater Thorp

Taking the time to make a record of this, in case something happens and no one is around to speak for us. This "Siren" and her crew claimed they would settle down and adapt to life here, after failing to breach the storm wall again... but they knew! They knew all along! One of her crew let it slip while dicing with a few of our villagers, and told them that this island was their destination all along.

But I saw the shock on her face when I told her that no one leaves Aeternum, that no one has made it through the storm wall. After that, her crew became more violent, more aggressive. Fights have broken out and they're beginning to show their true colors... no better than mere pirates.

I fear, however, that if this Siren lied at our first meeting about the state of her crew and the ships with her... perhaps there is more she has lied about. I have told the villagers to pack what they can and prepare to flee west at the first signs of trouble. Some have volunteered to stay and fight, to buy time for others to make their escape. I shall stand alongside them.

On The Dryads

Underestimated Intelligence

A journal, lost by Survivalist Langlais

Many across Aeternum believe those we call "Dryads" to be no more intelligent than an animal in the wild, living by pure instinct. How, then, do they create the weapons with which to defend themselves? They respond with examples of the shrike bird impaling its prey on sharp sticks. But while the shrike may indeed stab its prey on a point, it does not create the tool it uses, only what is found!

Years of observation of these Dryads has led me to the conclusion that they are far more intelligent than others believe. I've not seen a Dryad create their weapon, but I see that they carry weapons of a variety of sizes and designs. I've never heard a Dryad communicate, but their behavior suggests that they must, in some form unknown to us.

The Promenade

A journal, lost by Survivalist Langlais

The Dryads appear to be nomadic in a way, traveling from distant places to reach these swamps. Most would not be able to tell them apart, but in watching them, I've noted the differences in their composition, and have traced their origins all across the island. This travel seems cyclical in nature, with a new group arriving every few months. Pliny the Elder wrote of elephants, reporting that they would ritually bathe each other to celebrate the new moon. Mayhap this rite is like that of the elephants, guided by a measure unknown to us?

But what drives this slow Promenade toward Reekwater? Is it some form of pilgrimage? Or is there something else to it? I've attempted to find evidence that Dryads leave this place to travel elsewhere, and have yet to find any evidence of that. And as Reekwater is not overrun with Dryads in every nook, the only theory remaining is further proof of their level of intelligence: a knowledge of death, and a desire to do so in a designated place.

But death holds almost no power here on Aeternum. What, then, is the purpose?

Vindicta Aeternum

A journal, lost by Survivalist Langlais

Notably, I have yet to see a Dryad create a structure of any kind. Birds build nests, humans build homes, ants will dig tunnels for shelter... but Dryads do not. Given that they have no organs we can identify, being made of stone and branch and vine, perhaps they have no need. But this does not mean they are unaware of the concept of construction.

One construction draws the attention of Dryads more than any other, and these places are where the highest populations can be found: ruins of the Ancients. Their vines twist through the stones, slowly breaking apart that which has weathered time and storm and events unimaginable. Some travelers have even mentioned seeing Dryads use their weapons in an attempt to break the Ancient stones.

But why? What motivates this behavior? They do not dismantle our villages, or seek out our hideaways. If they were human, I would propose that they seek to destroy all evidence of the Ancients, much as Scipio Africanus set his torch to Carthage. Events in the past, long before our reckoning, may have caused this enmity. We may never know the full story, but we must seek to find all we can.

Settler's Tales

Easy Prey

A note found near Lambent Muskeg

Was hoping for an easy hunt, find an elk or bison bogged down in the Muskeg to have something besides fish and vegetables, but no such luck. And now, the three of us are sicker than we've ever been, sitting ducks for anything that wants a snack of its own!

Everything was fine until we got close to those strange... plants, mushrooms... whatever they were. It was putting out this cloud around it, smelled like a tannery, and everything nearby looked sickly, too. Once that big Dryad thing showed up, covered in the same muck, we got out of there fast. We were only near it for a few minutes, but I guess that was long enough for us to get sick.

Won't kill us, I don't think... but I suppose, even if it does, we'll head back to the village and let them know what we found.

A Good Impression

A letter found in Lambent Muskeg

Grand Master Machera said he'd teach me how to fish! I know I'm a bit old to be an apprentice, but he's older than everyone... so it works out, I guess! I didn't think he'd say yes, but he said he's been watching me try to figure it out. Once I'd failed a few times on my own and was ready to ask for help, he was ready to give it.

I don't know what I might catch down here in the Muskeg, and I know it's a bit dangerous, but I really want to try and impress him.

Peace and Quiet

An abandoned journal page found in Fisher's Glory

I've lost count of the years now, but for as long as anyone else can remember, I've been here at Fisher's Glory. They don't know it, but I'm the reason for the name. I've welcomed more people to this village than I could ever recall, and have watched them either leave or fall victim to their own demons. Some come to learn the proper ways of fishing, others come to visit and see what we've built here. But in the end, most everyone leaves.

That suits me fine. Too many people disturb the fish.

The Siren Queen's Proclamations

A Proclamation from the Siren Queen

A Decree

My newest citizens: welcome to the Song. You have a place here. Work hard, listen well, and you will find harmony.

You'll find that listening grows easier over time. That is the power of the Song.

- So Sings the Siren Queen

A Proclamation from the Siren Queen

A Decree

My citizens,

All captives are to be brought to the figurehead to begin the citizenship process.

Any captive with experience in alchemy, machinery, or Ancient technology is to be spared citizenship, and brought directly to me.

- So Sings the Siren Queen

A Proclamation from the Siren Queen

A Decree

My citizens,

Do not stray too far from the Harmonic Resonators. If you can hear my voice, you are safe, happy, and whole. You are part of the Song.

There is no need to leave me. There is nothing outside the Song but discord. Listen, obey, and harmonize.

- So Sings the Siren Queen

A Proclamation from the Siren Queen

A Decree

A note for care of the alligators:

Once a week, be sure to check their teeth for belt buckles, bootlaces, and any other debris that might cause them discomfort in the course of their duties. They, like you, are an important part of the Song.

If there have been enough recent escape attempts, their bellies will be full, and they will probably not try to eat you.

- So Sings the Siren Queen

A Proclamation from the Siren Queen

A Decree

A soul is a beacon that attracts suffering. A soul is a lonely burden. A soul is a full glass that cannot resonate.

You don't need your soul. All you need is your place in the Song. Listen, and let it wash over you.

No wrong thoughts, no wrong notes. A world in harmony.

All those who desire perfect harmony, report to the figurehead. I will take your burden.

- So Sings the Siren Queen

A Proclamation from the Siren Queen

A Decree

It doesn't matter what I write. None of you can read anymore. No one is left to challenge me.

If anyone living reads this message, come find me at the top of the Spire. I just want to hear another living voice.

I promise I won't take your soul.

- So Sings the Siren Queen

Melpomene's Journal

Entry 1: Dawn

A journal page, blown here by the wind

Our first full day at sea is dawning. All around me is my fleet; my shining ships, filled with my fellow seekers.

We've left the dust of Europe behind us. Their selfish, rigid rules have no place in our new society. A free, fair society, based on enlightened ideals. A society led by me, their muse, their Melpomene.

What a beautiful day it's going to be.

Entry 5: Storm

A journal page, blown here by the wind

Hundreds of leagues from any known shore, a storm of incredible strength found us. It sank half our ships and tossed the rest onto the shores of this unknown land like broken dolls.

Yet we remain unbroken. We've repaired a ship to send for help and supplies. For now, the survivors have erected shelter from the wreckage of the ships. Spirits are still high, and we sing while we work. My voice seems to bring the people comfort, as it always has.

Entry 22: Death

A journal page, blown here by the wind

All good things are born from struggle. I know this better than anyone. One day, the date of our shipwreck will be an island-wide holiday. A glorious civilization, grown from a seed of suffering.

But for now, the suffering is tremendous. A permanent storm traps us on this island, and drowns any ship we send. No help is coming.

We've become intimately familiar with Death. Here, it's impermanent, but everywhere. Each time we die, we come back a little emptier.

I must try to keep my people from despair. For better or worse, this cage is our new home.

Entry 54: Silence

A journal page, blown here by the wind

I wish they'd just mutiny. I've faced mutiny before, this is something much worse. They're like shadows, echoes. Without my orders, they do nothing at all.

I summoned Sarah and commanded her to speak, to scream, to punch me, anything. Then I begged her. She just stared, and shuffled off once I gave up.

I sent her away. I can't listen to her silence any longer.

Entry 101: Wind

A journal page, blown here by the wind

I spend my time alone, at the top of the Spire. The loneliness is less painful than looking into their empty eyes.

I am now the only thinking being in my entire kingdom. I never wanted this kind of power. I wanted people to follow me for my ideas, for the dreams we could turn into reality together!

I like singing up here, all alone. I like feeling the wind carry the notes away, toward the sea.

Entry 240: Souls

A journal page, blown here by the wind

I've found something. A machine used by the Ancients. I tested it on what's left of Sarah. Apparently she had a bit of her soul left, but the machine drained her dry. As I unstrapped her, she was smiling. Humming. She looked happy.

If souls can be taken, then they can be given. They can be transferred, stored, and restored.

I will figure out how to restore my soul, even if I have to sacrifice every person in Reekwater to do it. I need it more than they do. They have the Song; I have nothing.

Entry 248: Happiness

A journal page, blown here by the wind

I drained my last citizen today. That moment when their eyes go blank, and that peaceful smile appears…I've come to enjoy it. I like making people happy. I love having their love.

I think I'm going insane.

I don't know what makes me different, why I lost my soul but kept my self. It's a curse for me, but a blessing for them. How I envy them, lost in the Song.

But someone has to be the one singing.

Entry 249: Song

A journal page, blown here by the wind

The patterns repeat. They do not change. They are music. Everything is music.

All songs are my Song. My kingdom is in harmony. A perfect society.

All who are not in harmony are discord. Discord will be resolved.

New World Territory Maps

Everfall Territory Map for New World MMO

lvl 1-25

Everfall

Starting area, player controlled

Everfall Territory Map for New World MMO
Monarch's Bluffs Territory Map for New World MMO

lvl 1-25

Monarch's Bluffs

Starting area, player controlled

Monarch's Bluffs Territory Map for New World MMO
First Light Territory Map for New World MMO

lvl 1-25

First Light

Starting area, player controlled

First Light Territory Map for New World MMO
Windsward Territory Map for New World MMO

lvl 1-25

Windsward

Starting area, player controlled

Windsward Territory Map for New World MMO
Brightwood Territory Map for New World MMO

lvl 27-35

Brightwood

Player controlled

Brightwood Territory Map for New World MMO
Cutlass Keys Territory Map for New World MMO

lvl 28-40

Cutlass Keys

Player controlled

Cutlass Keys Territory Map for New World MMO
Weaver's Fen Territory Map for New World MMO

lvl 30-40

Weaver's Fen

Player controlled

Weaver's Fen Territory Map for New World MMO
Restless Shore Territory Map for New World MMO

lvl 42-46

Restless Shore

Player controlled

Restless Shore Territory Map for New World MMO
Mourningdale Territory Map for New World MMO

lvl 45-50

Mourningdale

Player controlled

Mourningdale Territory Map for New World MMO
Great Cleave Territory Map for New World MMO

lvl 41-60

Great Cleave

Neutral

Great Cleave Territory Map for New World MMO
Edengrove Territory Map for New World MMO

lvl 50-60

Edengrove

Neutral

Edengrove Territory Map for New World MMO
Ebonscale Reach Territory Map for New World MMO

lvl 51-60

Ebonscale Reach

Player controlled

Ebonscale Reach Territory Map for New World MMO
Reekwater Territory Map for New World MMO

lvl 58-60+

Reekwater

Player controlled

Reekwater Territory Map for New World MMO
Shattered Mountain Territory Map for New World MMO

lvl 60+

Shattered Mountain

Neutral

Shattered Mountain Territory Map for New World MMO