10 regions. 100 locations. 345 monsters. 206 quests. The world of Aeternum is the largest browser RPG world ever built.
Begin Exploring →Every region is level-gated and unlocked with gold as you progress. These six are the ones shown on the in-game world map, complete with their preview art — from the newbie-friendly Shadow Forest all the way to the endgame Abyssal Depths.
Neutral
An ancient wood where neither vampire nor werewolf holds dominion — only the darkness does. The gentlest region in Aeternum, and where every new hunter takes their first steps.
Neutral
The last great neutral city — a labyrinth of spires where both factions trade and scheme under one uneasy truce. Home to the Grand Bazaar, the Colosseum, and the Guild Hall.
Werewolf
Vast silver-grass steppes where packs run free beneath an ever-full moon. Home to the Great Lodge, where werewolf packs settle disputes and howl together.
Vampire
Ancient vampire citadels crown these blood-red peaks, where the sun never fully rises. Seat of the Vampire Court of the Crimson Empire.
Open PvP
A scorched kill-zone where faction war spills into open PvP — enter only if you dare. No safe zones, no truce, just the Eclipse War playing out in real time.
Neutral
Subterranean dungeons twist downward without end, hiding horrors older than memory. The deepest, hardest region shown here — most of its dungeons are endgame content.
Beyond the 168 explorable locations, 22 named landmarks carry their own lore — seats of power, meeting halls, and a few places better left undisturbed. Here are six.
The fortified seat of the Silver Dawn, built into a cliff face so its highest tower catches the first and last light of every day — the only hours vampires dare approach it.
A gothic palace of black stone and stained glass where the vampire nobility hold court, its throne room lit only by candlelight and the occasional blood-red moon through the rose window.
A colossal timber hall built around a living tree, where the werewolf packs gather beneath its branches to settle disputes and howl in the full moon's light.
A sprawling covered market where every faction trades under one uneasy truce, lantern-lit stalls stacked three tiers high with everything from mundane goods to Rift-touched curiosities.
A watchtower built directly over the fracture at Demon's Crossing, its instruments permanently trained on the widening tear, staffed by Rift Sentinels who never quite finish their shift.
A cathedral swallowed whole by a collapsing cavern centuries ago, its stained glass windows still intact and glowing faintly with trapped, drowned light.
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