Quick answer
How is Ashenfall divided into regions in RuneScape: Dragonwilds?
Ashenfall is one handcrafted landmass cut into named regions rather than a single seamless zone. The starting ground covers Bramblemead Valley, Temple Woods, the Whispering and Bloodlight swamps, Fractured Plains and Stormtouched Highlands, with Brynmoor and Ghornfell as the farming tiers beneath them. Fellhollow opened north of Ghornfell in Update 0.10, Dowdun Reach followed in 0.11, Umbral Sands in 0.12, and Scorned Wilderness arrived with 1.0 on 15 September 2026.
- Fellhollow is the one region with a stated gate: you reach it from the north of Ghornfell and speak to the Wise Old Man after finishing Dragon Slayer.
- Fast travel runs on lodestones, which become craftable after you pick up your first vault core, and every jump costs Law Runes scaled by distance and by the weight you are carrying.
- There is no official interactive map. MapGenie and th.gl are the two community maps players link to.

The regions of Ashenfall and when each arrived
Four regions were added after early access. The rest of the continent has been walkable since the start, and one of them is gated by a quest.
What changes between versions is the outer edge of the map. Updates 0.10, 0.11, 0.12 and 1.0 each pushed it further out, and each push came with the next weapon tier, so a new region is also a new gear band rather than only new ground.
| Region | Arrived | What it is for |
|---|---|---|
| Bramblemead Valley and Temple Woods | Early access | The starting landmass at the base of the continent: the village with the Wise Old Man, the church, ponds with net and rod fishing spots, and the graveyard beside them. |
| Whispering Swamp | Early access | A small, dark region with dense enemies — an abyssal demon, rats and goblins — and ruined structures that are usually surrounded by them. |
| Bloodlight Swamp | Early access | Poisonous ground, also small, and the reason it is travelled through rather than settled. |
| Fractured Plains | Early access | The big open region of the early map, with scattered waterways, a waterfall and a garou camp on the cliff above it. |
| Stormtouched Highlands | Early access | High ground with constant rain and close lightning, and a dragon skeleton as its best-known landmark. |
| Brynmoor and Ghornfell | Early access | The lower farming tiers, and the ground that Fellhollow opens out from to the north. Brynmoor is tier one, Ghornfell tier two. |
| Fellhollow | 0.10 — 15 December 2025 | The first undead region and the first one you have to unlock, reached north of Ghornfell after Dragon Slayer. |
| Dowdun Reach | 0.11 — 31 March 2026 | The Zamorakian settlement across the mountains, and the region Jagex pointed to when describing underground spaces. |
| Umbral Sands | 0.12 — June 2026 | Desert ground governed by the Scorch, with encampments that shelter you from it and oases with fishing spots beside them. |
| Scorned Wilderness | 1.0 — 15 September 2026 | The region that arrived with the 1.0 launch. |
Dated entries come from the official 0.10 announcement and from wiki update-history blocks. The early access regions are not dated on the pages read here, so they are listed by era rather than by version.
Fellhollow is the one region with a stated gate. The official 0.10 post says the region is accessible to the north of Ghornfell, and that you speak to the Wise Old Man after completing Dragon Slayer to enter it and get started.
Read the region, then read your gear
The wiki documents Fellhollow as a power level 5 region, and the weapon releases line up with the region releases: power level 5 weapons came with 0.10, 6 with 0.11 and 7 with 0.12. A region border is also a gear check, and a new region is the wrong place to find out that your weapon tier is behind it.
Fellhollow in detail: the region with a story on it
Fellhollow is the first place where the map and the main quest share a layout.
The official 0.10 notes list what the region brought: eleven new enemy types, new vaults on the map, NPCs with new quests, and two named arrivals in Death and Postie Pete, with a shop run by Death. The wiki describes the region as ruled by Imaru, the Soul-Eater, notes that it includes underground spaces, and warns that most of what walks there is undead.
| Area in Fellhollow | Why it matters for navigation |
|---|---|
| Bleak Fields Valley | The gate end of the region, on the approach from Ghornfell, and the calmest ground in Fellhollow according to a region base tour, because nothing hostile patrols it. |
| Emberwood | The multi-faith village where Saradominists and Zamorakians lived and traded side by side. After the village fell, its priests buried the dead under the soil and raised a multi-faith barrier that sealed Emberwood shut. |
| Hope's Fall | Rotsworn ground with Imaru's Tower at its centre, sealed off until all three curse shards are gathered. |
| Coalridge Pass | The mining side of the region: coal nodes on the ridge walls and inside caves, skeletons, zogres, dragon wolves and green dragons nearby, and the ruins of a miner's cottage as the landmark. |
| Silverthorn Keep | A Wild Knights fortress and the gateway that leads into Dowdun Reach. |
The region is walked in order rather than crossed: three curse seals, each holding a fragment of the curse that Ravanna placed on Imaru, sit in different parts of Fellhollow, and absorbing a shard from each is what makes Imaru vulnerable. The tower at the centre of Hope's Fall stays sealed until that is done.
One more piece of map law is written into the region. The journal known as A Report on the Withering recommends sealing Dowdun Reach outright and severing every connecting pathway from Fellhollow, which is the in-fiction version of a border the game keeps open for you.
Dowdun Reach, Umbral Sands and the far map
The two regions after Fellhollow change the terrain rather than the rules: one goes under the ground, the other bakes in the sun.
Dowdun Reach arrived in 0.11 and is the Zamorakian settlement across the mountains, described in the history of Fellhollow as isolationist while the Fellhollow settlers traded with it. Jagex staff singled it out in 2025 as the region where underground spaces would be concentrated, which makes it the part of the map to explore downward rather than outward. Fishing was originally intended to launch alongside it and instead landed a few weeks behind, in 0.11.1 on 21 April 2026.
Umbral Sands arrived in 0.12 and plays by a rule the rest of the map does not have. The Scorch burns you in open desert, sandstorms suppress it but can hold you at your base until they pass, and the shelter ends at a barrier limit: cross it and you are treated as scorched. A region base tour recommends building inside an encampment, where the barrier and the rock faces keep both the Scorch and the sandstorms out, and notes that encampments usually have an oasis with fishing beside them.
- Scorch
- The desert burn. It fades near sheltering rock faces and inside encampments, which is what makes those spots worth marking before you need them.
- Sandstorms
- They stop the Scorch, but a storm can keep you indoors for the better part of an in-game day.
- Barrier limit
- The edge of the sheltered zone. Past it, the game treats you as scorched, roofed or not — which is why building partly outside the barrier is described as risky rather than clever.
- Encampments
- Sheltered building ground, usually with chest spawns, an oasis and net and rod fishing spots next to it.
- Magic carpets
- Unlocked after the first section of Icthlarin's Little Helper. They carry no weight bonus, but they cross desert ground far faster than walking and are described as the mount that makes Umbral Sands easier.
Lodestones and the fast travel network
Fast travel in Dragonwilds is something you build rather than something a menu hands you.
Lodestones are the fast travel system, and they are gated by exploration rather than by a skill level. The moment you enter your first vault and pick up a vault core, the lodestone becomes craftable. Vaults are part of the Fellhollow map as well as the earlier regions, and new vaults were listed among the 0.10 additions.
Using the network is not free. Lodestone travel is paid for in Law Runes, and the number of runes a jump costs rises with both the distance travelled and the weight you are carrying, which turns every trip home with a full inventory into a small decision about whether the journey is worth the runes.
The Law Rune unlock is reported two different ways
A creator skills guide places the Law Rune recipe at Runecrafting 50 and calls that the halfway point of the track. A professional skills table places the same recipe far earlier, in the teens, while printing a 50-level track. Nothing in the sources read here settles which is current, so the honest answer is that crafting your own Law Runes is a mid-game unlock at best, and that rune drops and Anima events carry you until then.
Runes reach you from three places on the map: a rune altar, where runes are crafted; rune essence, collected from rune geysers or taken from defeated enemies and chests; and Anima events, which are siphoned. One of those events sits next to the starting church, and it refills over a few in-game days, which matters most when you are close to a runecrafting unlock and cannot wait to farm it.
The map also gives you lodestones in places, so check before you spend materials. The Withering Heights walkthrough notes that the Forgotten Temple already has a lodestone, meaning you do not need to build one when the quest drops you there.
- Community advice treats a lodestone as the answer to a base location rather than a reward for one: build the base, put a lodestone in it, and stop worrying about the distance.
- Players running long resource routes describe carrying materials for several lodestones at once and ending up with more lodestones than bases, which is the clearest sign of how much the network is expected to be used.
The maps that exist outside the game
There is no official interactive map, so two community tools carry that job instead.
Both are third-party projects, so treat them as tools rather than as canon. They are at their best when you already know which region you are going to.
| Map | Address | What it is |
|---|---|---|
| MapGenie | mapgenie.io/runescape-dragonwilds | A point-of-interest map covering Ashenfall loot, quests and resources. The page works as an application rather than an article, so it has to be used rather than read. |
| th.gl | dragonwilds.th.gl | A second interactive map, listed alongside MapGenie in search results for Dragonwilds maps. |
Where the community maps lag
Interactive maps are maintained by hand, so coverage of the newest ground trails the game. Umbral Sands and Scorned Wilderness are the regions most likely to be thin, and an empty spot on a third-party map is not evidence that nothing is there.
What no community map replaces is knowledge of the continent itself. Region names, the region a resource belongs to, and the landmarks that exist in exactly one place are game facts; markers on a third-party map are somebody's notes about where those things were that week.
If a location query sent you to this page rather than to a region, the two pages worth reading next are the Fellhollow region guide and the base locations guide, which turn the region list above into specific ground.
Sources
What this page was checked against.
- RuneScape: Dragonwilds — Eye on Ashenfall | 0.10 - Fellhollow
- RuneScape: Dragonwilds Wiki — Fellhollow
- RuneScape: Dragonwilds Wiki — Weapons
- RuneScape: Dragonwilds Wiki — Farming
- RuneScape: Dragonwilds Wiki — Fishing
- RuneScape: Dragonwilds Wiki — Mounts
- RuneScape Dragon Wilds: Best Build Spots In Ashenfall
- The Lodestone and Runecrafting walkthrough (creator skills guide)
- IGN — RuneScape: Dragonwilds Skills
- MapGenie — RuneScape Dragonwilds Interactive Map
- th.gl — RuneScape Dragonwilds Map
- RuneScape: Dragonwilds Wiki — Withering Heights
How this page was verified
The region list, entry conditions and update dates were assembled on 16 September 2026 from the official 0.10 announcement, the Fellhollow wiki article, wiki update-history blocks for weapons, farming, fishing and mounts, and a 1.0-era region base tour. No region was walked for this page, so no distances, travel times or map coordinates are stated.
Still open
- The Law Rune crafting level is contested: a creator skills guide places it at Runecrafting 50 and calls it the halfway point of the track, while a professional skills table puts the recipe in the teens on a 50-level track. Neither was confirmed against a 1.0 save.
- Region power levels are documented here only for Fellhollow at power level 5, so no full power-level table for the continent is given.
- The early access regions are not dated on the sources read here, so they are listed by era rather than by version number.
- The exact quest step that opens Dowdun Reach is not stated in the sources read here; the page describes where the region is and what stands in front of it rather than claiming a specific unlock step.