The World

Emberfall & the Ashlands

The starting region: Emberfall town, the ashlands around it, its monsters, skilling spots, the Old Mine and the Ashen Warden.

Emberfall

Emberfall is the heart of Ashenvale and the only town with everything: the Grand Market, a Bank Chest, a Furnace, Anvil, Cooking Range and Crafting Bench, a waystone, a Bounty Board, and two merchants:

  • Old Harl, who sells potions, Identify and Ashgate Scrolls, a starter sword, bow and staff, and spare gathering tools.
  • Brynja, the smith, who sells magic weapons and armour for a new adventurer.

By the campfire stands Brann, the Ember-Warden, an old warden who greets every new hero and walks them through their first tasks. See Getting Started.

Just outside the south-west wall glows the Rift Altar. From combat level 40, lay a Rift Key on it to open an endless, timed Ember Rift.

Inside the town ring you're safe. Outside, the ashlands begin.

The ashlands

Monster levels: 1–14, gentle right outside the walls and tougher toward the edges of the map. The fields around town are made for a new hero: the packs nearest the walls are the weakest in the region, and nothing much tougher spawns within a long walk of town.

The ashlands are home to:

  • Ash Wolf: fast, in howling packs.
  • Cinder Imp: small casters that keep their distance and throw fire.
  • Hollow Miner: the restless dead, most common toward the Old Mine in the west.
  • Ash Ghoul: tougher dead things, further from town.

Landmarks

WhereWhat
North-westCopper and tin rocks near town; iron further out
NorthCoal rocks, and the road to the Cinder Wastes
North, just outside townThe house row. See Houses.
North-eastOak trees
Far north-eastThe Warden's Altar and its arena
WestThe Old Mine, and the road to the Sunscorch Desert
SouthThe river: shrimp in the west, trout and salmon further east. Willow trees across the bridge, and the road to Mirefen Swamp.
South-eastThe entrance to the Ashen Depths. Maple trees in the far corner.
Far north-westThe Wilderness, behind its ring of black spires.

The Old Mine

The Old Mine (level 9) is your first lair, west of the copper rocks. The miners dug too deep, and the dead started digging back. At the bottom waits Foreman Grisk.

Clear it once you're comfortable fighting at the edges of the ashlands. See Lairs.

The Ashen Warden

Far to the north-east stands the Warden's Altar. Offer a Warden's Key there and The Ashen Warden rises in the arena to fight whoever is nearby. See Champions & Bosses for how to forge the key.

The same altar is where the three sigils are offered to open the Ember Throne, and where Prayer points are recharged and bones offered for extra XP. See Prayer & Rites.

When to move on

Once the monsters at the edges of the ashlands show green, and you've beaten the Old Mine, take the west road to the Sunscorch Desert.