The World
In Long Ages Past the Veilstorms tore the world and its peoples asunder, with only those blessed by fickle fortune or fate surviving. Now the three Realms battle for what precious resources and land remain, each hoping to restore the world that once was in their own vision.
Home Islands
As bastions of relative stability in a shattered world, the Home Islands provide each realm with a place to plan, prepare, and project power into the war-torn lands beyond their borders. This is where players will first be introduced to their realm and the world of Camelot Unchained, with the ability to access low level harvesting nodes for crafting without the threat of enemies intervening.
Each Home Island also allows access to a nearby Contested Zone.
Camelot
Eriu
Niefelheim
Contested Zones
Home to wealthier resources and dangerous denizens, the Contested Zones are where you will be spending most of your time as a player, and where most of your battles will be fought. Each Contested Zone is home to a Keep and several Points of Interest that support the Keep, providing guards, defensive boosts, and unique buffs to the realm that controls these resources. Harvesting nodes are more heavily defended here, and there is no promise of safety from the enemy – so pick your fights carefully!
There are three Contested Zones currently present in Camelot Unchained. More Contested Zones will be added to the game over time, covering an array of different biomes, terrain, and threats faced.
Camelot Hills
Enjoy the scenic vistas of Camelot Hills, where the oathbound and stalwart Arthurians prepare to mount a bloody defense against their foes.
Silvermine Mountain
Twisted roots and vibrant undergrowth guard the Silvermine, where cunning defenders of the enigmatic Tuatha Dé Danann stake their claim against their rivals.
Yggdra Forest
The snow-capped pines of Yggdra Forest, frontier for the Vikings and home to a mighty keep. Danger and death await the unprepared, but the steadfast will find rich resources to plunder.
Coming Soon: Forest Sauvage
Keeps And Their Resources
Every zone is host to myriad Points of Interest which provide important resources, benefits, and rewards if you can manage to take control of them. In order to make use of a Point of Interest, you must first capture it. For resource Points of Interest, this will mean defeating the mobs guarding them – the more valuable the resource, the more difficult it will be to defeat the enemies protecting it.
SUpport Buildings
There are also Points of Interest connected to the local Keep in each contested zone. These are the Armory, the Barracks, the Chapel, and the Stables. Each of these points provide specific, unique benefits for the faction that controls them, and are a key part of weakening the defenses of a Keep before attempting to capture it.
These four Points of Interest are protected by guards from the faction that controls them, and capturing one will alert enemy realms, so be ready for a fight!

Armories
Make your Realm’s guards stronger.

Barracks
Make your Realm’s guards spawn more frequently.

Chapels
Enable respawning in the local Keep if you control it.

Stables
Enable fast travel locations within the zone.
Travel and Navigation

Traveling is an important part of the core gameplay loop in Camelot Unchained. Map knowledge, learning where teleportation pads are located and where they lead to, and what abilities can make your party or character move more quickly are all important aspects to master with time.
As a starting point, however, always make sure to check your map! Points of Interest are always located on the map, including the location of teleport points between different zones. Additionally, if you join a party with your fellow Realm members, you’ll be able to see them on the map, or your minimap - grouping up and taking advantage of your map is crucial to navigating the world. In the future, we hope to expand what information your map provides, including labels for marked Points of Interest.