Valdarian

Shattered Dominion · From level 1

Old Crossroads

A fortified road hub of the early act, where merchants, mentors, and frontier services gather behind rough stone walls.

Map of Old Crossroads
AreasMonsters
Storehouse Lane safe—
North ShoulderBat, Furious Boar, Wild Wolf
South-East VergeFurious Boar, Wild Wolf
Market Square safe—
Inn Court safe—

Monsters here take a level close to yours, so the fight stays fair at any level.

  • Trial of the Merciful Hand — Evlampius will not hear you speak of grace until you carry real bandages to those who bleed. Recover the field supply and deliver it to her.
  • Trial of the Divine Spark — Evlampius demands that you raise the road fire and cleanse the ring of revenants, so the road sees light before darkness again.
  • Trial of the Guarding Vow — Evlampius sends you into the Thieves’ Burrow to put darkness back where it belongs: underground, not on the road to the survivors.
  • Trial of Construction — Solomon trusts hands, not talk. Inspect the mauled wagon, understand what gave way, craft any working piece, and return to him.
  • Trial of the Gadget — Solomon wants living material, not another rusty story. Recover a spring node from the spiders near the Abandoned Manor and bring it to him.
  • Trial of the Exoframe — Solomon wants to know whether your assembly holds under a real assault. Clear the Thieves’ Burrow and return with your verdict on what…
  • Trial of the Elemental Spark — The Spellbinder sends you to the Hermit’s Hut to draw fire flashes from the thicket imps.
  • Trial of the Rune Link — The Spellbinder demands that you ignite the field signal stone and hold the flow until the magical noise around it thins out.
  • Trial of the Destructive Impulse — To prove you can break as well as bind, the Spellbinder sends you into the Thieves’ Burrow. Smash the gang’s knot and return.
  • Trial of the Sacred Flame — Burning Prokop orders you to raise the signal flame and burn back the revenants pushing toward the road from the Cursed Ring.
  • Trial of Roadward Justice — Prokop orders you to drive the tax-bandits from the Settlers’ Camp. The road must not pay tribute to brigands.
  • Trial of the Bulwark — Prokop has you clear the North Verge of predators. The caravan must pass under your protection, not by anyone else’s mercy.