An adventuring company gathers by a lantern-lit stone arch in the forest.

A persistent world for Neverwinter Nights: Enhanced Edition

ASTERWYN

The roads we keep.

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Old roads. Living stories.
A place to come home to.

Discover the world

Every road begins
with a place called home.

Beneath the walls of House Starshine, the forge is waking, the market is stirring, and someone at the Open Lantern is keeping a seat for you.

Follow those roads far enough and the lamps give way to rival warbands, contested crossings and the deep woods of Briarhaven. A second town waits beneath the boughs, with rangers at its gates and a warm bowl at the Fox and Fern.

Now in playable alpha: 55 connected areas across eight regions. Public opening details will be announced here.

A blacksmith at his forge greets a neighbour in the doorway.
Starshine ReachIllustration · There is life between adventures.
I.

A town with a pulse

Families cook, share supper and sleep. Half-orc soldiers trade patrol shifts. Apprentices race through the gardens, and the Open Lantern keeps night staff and a late crowd.

II.

Something beyond the bend

Orc and goblin forces raid and regroup across the War Marches. The road to Briarhaven runs from Splitmile Road through Hazel Road, Whitewater Ford and Thornwatch Rise, into ranger country, hunting grounds and Old Root Den.

III.

A light to bring you home

In Stillwater, a cleric rises to meet the fallen. Resurrection, a prayer before Tyr’s hand, and a portal back to Mercy Square turn the journey home into part of the world.

Keep a light behind you.
Find a world ahead.

From the warmth of Mercy Square to the roots of the Living Tangle: settlements worth returning to, and wild places worth the journey.

Parchment illustration of Starshine Reach, the War Marches and the woodland journey to Briarhaven.
The lands of House Starshine · Illustrated geography, not to scale.Unfold the full map

THE HEARTH

Starshine Reach

Mercy Square’s stalls, the Fourfold Exchange and the House of the Open Hand give adventure a practical beginning. Stay for the Lantern Games, a tavern supper or the watch changing hands.

THE WONDER

Lanternveil & the Academy

A luminous garden, fey resting places and apprentices with more magic than restraint. Their play spills into the friendly streets; the academy tower itself remains closed for now.

THE FRONTIER

The War Marches

Ashfang and Reedknife send raiders across contested ground. Choose your fights, press towards the strongholds, or make for a healer’s sanctuary. Neither side is finished for good.

THE FARTHER ROAD

Briarhaven

Cross the ford and climb Thornwatch Rise to a town under the trees. Meet the Rootward rangers, rest at the Fox and Fern, then enter woodland where predators hunt and the old roots shelter something stronger.

Plan a route in the World Atlas Friendly maps reveal on entry. The wilderness keeps its secrets.
The memorial to Jasper and Ariel Starshine: marble faces, gold and silver plate, morningstar and warhammer.
Jasper & Ariel Starshine · The oath remembered

Some oaths
outlive their keepers.

Jasper Starshine came from lands afar, carrying the memory of Dor Maeglin into Asterwyn. The old stories follow her through the Midlands and the deep roads of Duerra: battles endured, impossible crossings held, people brought home.

Ariel, her sister, walked those roads beside her. Both were human battle clerics of Tyr. Neither walks this world in flesh any longer.

Jasper’s legacy endures in the house she founded; Ariel’s in the stories carried beside it. Their memorial watches over a town where kindness, duty and a little mischief still have a place.

Their story is part of the land.
Yours is still unwritten.

The Roads We Keep

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A film by JRCCinematic artwork and film; in-game visuals differ.

A new chapter is taking shape

The world is taking its first steps.

The towns, roads and frontier are playable in alpha.
We’re polishing the experience before the public opening.

You’ll need Neverwinter Nights: Enhanced Edition. Joining details will appear here when the gates open. The Glimmer chamber remains closed during this alpha; Stillwater and Tyr’s healers are available.