
The Realm
From Silvermere outward, in nine modules.
The Realm spreads outward from the city of Silvermere. The Dragon’s Teeth hills lie to the west; the eastern mountains of Khazarad and the desert beyond them to the east; the Darkwood Forest, the Savage Lands, and the mountain valleys further afield. What follows is a walking tour through the nine stock modules, in the order each was opened to adventurers.
- Module 1
Dragon’s Teeth
The first add-on. The war between Light and Shadow escalates.
Three distinct alignment quests — Good, Neutral, and Evil — introduce players to the forces in the war and give them their first chance to shape the outcome. The rocky Dragon’s Teeth hills west of Silvermere open up, sheltering a multi-level cavern complex inhabited by the Mermex, a horrible chittering insectile species. The fallen city of Rhudaur, now run by bandits and murderers, sits on the edge of the wilderness. New NPCs, creatures, items, and spells thread through it all — with the hint that further adventures will expand the plotline as the war escalates.
Notable areas added
- Dragon’s Teeth Hills
- Mermex Caverns
- Fallen City of Rhudaur
- Module 2
The Cursed Ruins
The Silver River, the metallic forests, the hidden Wood-Elves.
Designed for level 25 and up. The Silver River opens into the Mossy Cave, the metallic-treed Ironwood, Bronzewood, Copperwood, and Silverwood forests, and the Black Wastelands beyond. Ancient Ruins thick with bosses and secrets reward the bold; a Filthy Encampment and a Dying Grove punish the unprepared. A Dragon Carving statue gates further progression — the colored fangs from the right serpents must be inserted in the right order, or it eats them and starts you over. There is a passage from the Silver River to the Dragon Teeth Hills.
Notable areas added
- Silver River
- Mossy Cave
- Ironwood / Bronzewood / Copperwood / Silverwood
- Black Wastelands
- Ancient Ruins
- Module 3
Strangers in the Night
A rash of mysterious disappearances grips Silvermere.
Whispers fragment into rumours — cultists recruiting en masse for some dread invasion, slavers infiltrating the city, mysterious tall figures in nightblack cloaks walking the dark, or worse, a colossal sacrifice to a blood god. Time will tell what evil plots are afoot. This is the city-mystery module, in contrast to the wilderness expeditions of 1 and 2. Requires both prior modules to play.
Notable areas added
- The Slums
- The Black Fortress
- Cultist warrens
- Module 4
Terror from Below
The barrier to Khazarad falls. The east opens.
Over three thousand new rooms. The Dwarven city of Khazarad. A Gnome village. Dismal swamp, kobold caves, gypsy camp, Orfeo’s Tavern, the Khazarad mines, a haunted tomb. Bosses now cast spells on themselves, lead minions, and protect their lairs intelligently. Gambling games in the Dwarven hall. Fortune-telling by an old gypsy woman. Treasure chests with varied loot. Main quest tuned for level 20-30 parties; some areas accommodate level 5.
Notable areas added
- Dwarven City of Khazarad
- Gnome Village
- Khazarad Mines
- Dismal Swamp
- Orfeo’s Tavern
- Module 5
The Rising Dawn
A prophecy stirs. A phoenix egg in the lava fields.
The Asylum portal warps space — the path in is not the path out. An Old Man inside speaks of prophecy, setting the quest in motion. From there the trail leads through the sewers to a Dread Mystic, into the Library after a Flesh Golem, down to the docks for a Smuggler Boss, and on to Orfeo with questions about Morukai. The Twisted Tree in the Darkwood Grove portals to the Caves of Chaos; a Necromancer beyond the Shimmering Barrier guards a Phoenix Egg. The reward, hurled into the right door in the Lava Fields, is a Phoenix Feather — a neckpiece any class may use, even Witchunters.
Notable areas added
- The Asylum
- Caves of Chaos
- Lava Fields
- Smugglers’ Den
- The Library
- Module 6
The Sands of Time
An ancient desert. The Nekojin Village. A 52nd-level trainer.
Over two thousand new rooms. The Nekojin Village rises from the dunes. Intricate, deceptive mazes torment the unwary. The legendary 52nd-level trainer is rumoured to be out somewhere in the desert wastes — a single sentence that has launched countless solo expeditions to find him. Designed for parties of level 20-30. Survival usually requires grouping; the desert does not forgive solo explorers.
Notable areas added
- The Ancient Desert
- Nekojin Village
- Desert mazes
- Module 7
Savage Lands
A sinister force builds. The three great leaders take notice.
Players brave strange new lands and many dangers before reaching the final destination: a confrontation with the Dark Phoenix, and the first glimpse of its master — the Dark Mage who will drive the late-game arc. Over 2,500 rooms: jungle, an underground river and lake, catacombs, the Lost City of the Amazons. Training cap raises to level 55. A new sliding scale enhances older spells across all classes. Main quest tuned for parties of level 30-50.
Notable areas added
- The Savage Lands
- Lost City of the Amazons
- Underground river / lake
- Jungle catacombs
- Module 8
A Call to Arms
A new Sheriff. An Orc Warlord building a throne of bones.
The Orc Warlord builds his throne from the bones of his victims, deep in a dark cave in the Darkwood Forest. Plans are drawn for a siege on Silvermere; the city needs adventurers to band together and break the assault before it begins. Elsewhere, an old ally needs friends to free him from an eternal prison — in a place where light is as scarce as water in a desert. Mechanically, this module introduces Ganghouses (impenetrable bases of operations with their own shops), repeatable quests, and per-class quest abilities. Tuned for level 15-30; main quest 20-25.
Notable areas added
- Darkwood Forest (full)
- The Orc Warlord’s Cave
- Eternal Prison
- Module 9
Prophecy of Plague
The Dark Mage stirs again. Undead plague a mountain township.
The second of a three-part story arc that began with Module 7’s Dark Phoenix. The great library of Arlysia may hold the secrets of a long-ago past where the dark prophecy of the unknown Dark Mage may finally see new light. Over 100 new monsters, 20+ new bosses, new spells for Priest, Druid, and Mage, and class-specific side quests for Witchunter, Missionary, and Darkbane. Riddles test wit; wrong answers bring pain. Suggested for parties of level 50+.
Notable areas added
- Arlysia
- The Great Library
- Mountain township
Where the Realm ends, the expansions begin
Two fan-made expansions run alongside the stock realm. The Dragonlance Expansion (levels 45–70) drops adventurers into iconic War of the Lance regions on the continent of Ansalon, in the world of Krynn. The Black Dominion opens to the east of Silvermere, past the Black Fortress, where the Hazy Swamp turns wrong — the Blighted Marshes (60–75) is in game now, with the Black Citadel and Daargaard Keep on the road map. Both are optional. Players who prefer to stick to stock content can keep their distance from either.