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Story Toll & Over-Tunes

Story Toll: 1–3 players, supported by Wayfarer mercenaries. Standard parties: 5 players.

At level 60, master 5 Over-Tune ranks to advance Resonance Rank.

The Five Launch Dungeons

A massive, twenty-foot-tall heavy industrial automaton made of blackened cast iron and weathered green-patina bell-bronze, with a barrel-shaped torso housing a roaring white-hot grate furnace in its belly, a head shaped like an inverted church bell with a single glowing horizontal slit of orange fire, four heavy piston-driven arms wielding square-headed blacksmith hammers, and a huge, tilting cauldron overflowing with glowing liquid gold mounted across its hunched shoulders.

The Sunken Bell-Foundry

Two hundred years ago, this cavernous subterranean foundry cast the replacement bells for the western Chime-Spires—until a sudden underground flood drowned the lower halls. Recently, the water level dropped after a nearby earthquake, revealing that a cell of rogue Syndicate scavengers and awakened bronze constructs are fighting over an intact Architect Prime-Mold at the bottom of the pit. Players must navigate giant waterwheels, redirect rivers of molten bronze to clear flooded passages, and silence malfunctioning sonic hammers.

Level 20 · 5 players

The Sun-Steppe of Aethel

Crucible-Master Vorgath

An ancient, twenty-foot-tall four-armed bronze automaton whose chest furnace has been stoked to white-hot madness by the scavengers.

Inspect Crucible-Master Vorgath in the Bestiary
A towering, thirty-foot-tall predatory plant rising from a pool of glowing turquoise water, anchored by thick, braided roots of dark brown ironwood encrusted with white quartz; its upper body is a magnificent, terrifying lotus blossom made of hundreds of translucent, razor-edged stained-glass petals in hues of emerald, ruby, and amber, surrounding a central humanoid-shaped pistil of glowing silver crystal that weeps liquid light.

The Drowned Conservatory

Once an acoustic botanical garden built by the Architects to cultivate plants that could thrive in pure Sun-Pitch, the Conservatory is now a vast dome of cracked green glass half-submerged in the turquoise waters of the Fen. Inside, a shard of the Pale Wake has fallen through the roof, fusing with the ancient overgrown flora to create a terrifying ecosystem of predatory crystal orchids and singing vine-horrors.

Level 32 · 5 players

The Whispering Fen & Root-Basin

Vespera the Glass-Bloom

A colossal, sentient lotus of razor-sharp stained glass and petrified ironwood roots suspended over the central reservoir.

Inspect Vespera the Glass-Bloom in the Bestiary
A dramatic twilight coastline of hexagonal black basalt cliffs battered by foamy indigo waves, topped by a sprawling terraced foundry-city of riveted copper domes, glowing orange blast furnaces, spinning brass wind-turbines, and a wooden-hulled airship tethered to a cliffside crane.

Cinder-Crag Vaults

Beneath the blasted crater where an over-tuned Chime-Spire exploded to end the Concordance War lies the surviving lower bunker of the old Guild-Masters. Now, the ruthless Red-Sail Corsair kingpin, Admiral Brant Vane, has breached the sea-caves leading into the vault, intending to salvage the unstable Over-Pitch Cores that caused the ancient disaster and mount them onto his flagship. Players battle through pirate dockyards, lava-flooded engine rooms, and unstable resonant chambers.

Level 42 · 5 players

The Cinder-Reach & Brass-Coast

Admiral Brant Vane & The Iron Leviathan

Fought aboard Vane’s armored dreadnought inside a collapsing subterranean sea-cavern.

Browse the Bestiary
A majestic, twenty-five-foot-tall lion-bodied guardian sculpted from polished jet-black basalt inlaid with glowing geometric circuit-lines of burnished gold; it has the powerful four-legged body of a lion with claws of solid amber glass, a broad chest framed by a collar of ringing bronze chimes, two huge wings composed of floating golden sword-blades held in formation by light, and a serene, regally crowned face of hammered gold mask-work.

The Buried Ziggurat of Kal

A recent glass-storm stripped away a mile-high dune in deep Kal-Zir, uncovering an untouched pyramid of black basalt and gold that predates the First Striking. Inside, the halls are governed by ancient gravitational and acoustic traps: rooms rotate when bells are struck, sand waterfalls flow upward, and the mummified Voices of Kal guard the truth of what Kaelvorn looked like before the Canopy was broken.

Level 50 · 5 players

The Singing Dunes of Kal-Zir

High Arbiter Sul-Kora

A towering, winged lion-construct of black stone and burning golden light that tests whether mortals are still worthy of the sky.

Inspect High Arbiter Sul-Kora in the Bestiary
A tall, slender female figure hovering three feet off the ground, sculpted from immaculate, glossy white porcelain cracked with glowing veins of silver light; she wears flowing monastic robes that have hardened into delicate, layered ribbons of translucent white glass, her eyes are covered by a blindfold of hammered silver, and three concentric halos of floating bronze tuning-forks spin slowly behind her head while she holds a six-foot conductor’s baton of solid diamond.

The Porcelain Cloister

Perched on a floating slab of rock in the shadow of Sol-Vara, this former monastery of the mute Listeners was the first place swallowed when the First Spire cracked. Every garden, library, and bell-tower has been transformed into immaculate, blinding white porcelain. Here, the Vitrified perform the Rite of Unmaking, converting captured soldiers from all three factions into hollow glass knights.

Level 60 · 5 players

The Shattered Crown

Prioress Selen, The Unstrikable

The former head of the Listeners, now a hauntingly serene figure of floating white porcelain shards and blinding silver halos who fights in total, eerie silence.

Inspect Prioress Selen, The Unstrikable in the Bestiary