> For the complete documentation index, see [llms.txt](https://everfall.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://everfall.gitbook.io/docs/the-world-ahead/expeditions.md).

# Expeditions

Your squad has somewhere to be, even when you don't.

Choose a route, pack supplies and send a team beyond the beach. Return to recovered treasure, useful materials and a report of what they found. Some journeys bring home a clue to the next one.

![Pixel-art expedition world with a coastal settlement, dense woodland, snowy peaks, volcanic lands, ruins and the Ashen Citadel](https://3818559274-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FfbWB9ze38f652e3SYGCC%2Fuploads%2Fgit-blob-cf781f11ae012ae0a6c48f3d0742c8b54e5e935b%2Feverfall-expedition-atlas.png?alt=media)

*Early world and interface direction. Region names, positions and routes are illustrative, not a final world map or release schedule.*

## Prepare. Explore. Return.

1. **Pick a destination.** See the terrain, time away, supply cost and possible finds before committing.
2. **Choose the squad.** Match the team to the route: a scout for hidden paths, a frontline fighter for dangerous crossings, support for a safer return.
3. **Send them out.** The journey progresses while you are away. Deployed members would stay occupied until the expedition ends.
4. **Open the report.** Collect the haul, recover the squad and decide whether to repeat a familiar route or follow a new discovery.

The proposed starting point is a small squad on a timed journey. Short trips suit regular visits; longer trips offer a different rhythm. Exact durations and squad limits are still open.

## A world worth sending them into

| Region concept      | The journey                                     | Possible discoveries                                         |
| ------------------- | ----------------------------------------------- | ------------------------------------------------------------ |
| Sunshore            | Coastal trails, stranded cargo and hidden coves | Supplies, salvage and fragments of treasure maps             |
| Whisperwood         | Overgrown paths and forgotten camps             | Crafting materials, scouting clues and woodland keepsakes    |
| The Shattered Reach | Broken roads and buried ruins                   | Relic fragments and blacksmith materials                     |
| Winterveil          | Snowbound passes and abandoned outposts         | Winter curios and chapter-specific finds                     |
| Emberwilds          | Scorched trails and unstable crossings          | Ember materials and rare crafting designs                    |
| Ashen Citadel       | Outer ruins and sealed approaches               | Citadel lore, relic clues and leads toward future encounters |

The atlas is a glimpse of the destination, not a list of everything waiting there. The first expedition release would start with a smaller selection of routes. A region appearing here does not mean that its playable chapter opens at the same time.

## More than a timer

**Preparation should matter.** Team roles, equipment and supplies can change which routes a squad is suited for. A single power score should not answer every decision.

**Discoveries should lead somewhere.** Recovered maps could reveal detours, small quest chains or a limited-time objective. Repeat trips might build familiarity with a region instead of simply filling the same progress bar.

**Danger should be readable.** Longer and more demanding routes can carry greater uncertainty. The proposed starting point uses fatigue, recovery time or a reduced haul for setbacks, rather than permanently destroying a player's characters. Costs and risks should be visible before dispatch.

**The world can grow together.** Later community milestones could reveal routes or restore an outpost. Personal expeditions would remain useful alongside shared goals. These are expansion ideas, not opening-release requirements.

## Treasure that feeds the game

Materials can return to crafting and the blacksmith. Discoveries can open exploration goals. Carefully limited cosmetics and relics could give exceptional journeys something memorable to bring home.

**Prepare a squad → explore → recover materials → improve equipment → attempt a new route.**

Supply costs, dispatch limits, recovery and crafting requirements would help balance the flow of resources. Longer trips would not automatically mean a better return per hour. Reward tables and the offline completion-and-claim system still need development and testing.

## Firstbound expeditions

Firstbound holders will have access to additional expedition opportunities and progression benefits. Routes, rewards and bonuses will be revealed later.

[Explore Firstbound Rings](/docs/collections/firstbound-sigils.md)

## On the roadmap

The roadmap places expeditions after Winterveil and before the connected MMORPG stage. They are separate from active dungeon runs and competitive squad battles. A public dispatch-and-claim release has not been announced.

[Prepare your squad](/docs/first-light-and-progression/squads-and-gear.md) · [Follow the roadmap](/docs/discover-everfall/roadmap.md)


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