Halcyon (85-93) is the Ethereal’s home above Penumbra, where pilgrims are washed, weighed and made into light, and nothing comes down. Ballast, Clemency, Orison and Remorse are its rares.
Leyreach (85-93) is the Luminarium’s railway with no rails, pegged along the strongest leyline. Errata and Lodestar are its rares, and Apogee comes only at dawn.
Diamondine (89-97), the Duskwalkers’ seat, is the press at the bottom of Duskhollow and the hardest ground in the Expanse: bring a group. Lapidary’s Shadow, Anvil and Carat hold it.
Luxspire (92-97), the Luminarium’s seat, is a tower whose Stair costs more at every turn. Aspheron and the four masters keep its rooms, and Severin Hale reads the dawn at the top.
Perfection (92-97), the Ethereal’s seat, is one figure grown in living nacre, where every way of not being hit counts for half. Two twins rule it, and five more come when one falls.
The first playtest: the early levels are kinder. No corpse at level 5 and under, more practices to 30, faster sleep to 10, and easier casting to 24. Consider’s verdict is coloured, and every channel reads [Tag] Name.
Thieves hit harder with backstab and circle, spears are polearms, the staff skill is quarterstaff, and six new quarterstaves fill the gaps.
The Wild and Fever Dreams are denser, and the help files are rewritten: one entry a help, for every command, system, class and place.
Nightlite gets a map of the rooms you have seen, and a damage meter for your group.