Solstead Wiki
Regions
All eight major overworld regions.
Each region has distinct biomes, monsters, hubs, and activities.
- Verdant Fields — Where every journey begins. The heart of the overworld — rolling grasslands, rivers, and starter woodcutting spots. Most new players learn combat, gathering, and travel here before pushing into harsher regions.
- Oakshore — Farms, faith, and the eastern docks. A green coastal region with allotments, churches, magic shops, and slayer caves. Oakshore Port links the east to New Aeven and the Desert by ship.
- New Aeven — Southern hub of trade and trouble. The largest town hub — banks, blacksmiths, tailors, guard house, and church. Main quest lines like The Awakening unfold in the streets and cisterns nearby.
- Scorching Sands — Jewels, wurms, and witchcraft. Arid wastes with desert tents, jewelers, slayer masters, fishing caves, and the pyramid tomb. Camel routes reach deeper wasteland and forbidden caves.
- Deep Desert — Far west — high risk, high reward. Remote weapon and range shops, a bank, and deadly creatures. Reached only by camel from the main desert for a steep fare.
- Murkwood Swamp — Witches, spiders, and starter shelter. Dark wetlands with witch houses, spider zones, swamp slayer content, and a starter bank. Herb gathering here needs more Farming levels.
- Northern Reaches — Obelisks and frozen frontiers. Northern wilds linked by waystones once you complete the obelisk quest. Reaper dungeons and wilderness content lie off the beaten path.
- Wilderness — PvP-enabled frontier. Lawless pockets where players can fight each other. The wilderness cabin is a known PvP hotspot — enter only if you are ready to lose your inventory.