The world of Orbis is not just a random noise map. It is a carefully structured collection of Zones, each with its own climate, geology, inhabitants, and elemental affinity. As you journey further from the center, the challenges—and rewards—increase.

🌲 Zone 1: The Emerald Grove (Earth)
This is where your adventure begins.

Environment
| Biome | Description |
|---|---|
| Forests | Dense, towering trees |
| Hills | Rolling green landscapes |
| Rivers | Crystal-clear water valleys |
| Lakes | Peaceful fishing spots |
| Swamps | Murky, dangerous areas |
Inhabitants
| Faction | Alignment | Notes |
|---|---|---|
| Kweebecs | Friendly | Plant-like people in tree villages |
| Trorks | Hostile | Brutish creatures in camps |
| Wildlife | Neutral | Deer, birds, rabbits |
Dangers
- Giant spiders in deep caves
- Undead at night
- Trork raiding parties
Element: Earth (life and growth)
🏜️ Zone 2: The Howling Sands (Wind)
To the south lies the vast desert.

Environment
| Biome | Description |
|---|---|
| Dunes | Scorched, shifting sands |
| Mesas | Rocky plateaus |
| Oases | Rare water sources |
| Canyons | Deep rifts with secrets |
Inhabitants
| Faction | Alignment | Notes |
|---|---|---|
| Ferans | Neutral | Fox-like nomads |
| Scaraks | Hostile | Insectoid swarms |
| Dust Devils | Hostile | Elemental creatures |
Dangers
- Sandstorms (reduce visibility, deal damage)
- Heat mechanics (need water)
- Underground Scarak hives
Element: Wind (shaped by eternal gales)
❄️ Zone 3: Borea (Water)
In the frozen north, survival is a struggle against the cold.

Environment
| Biome | Description |
|---|---|
| Tundras | Frozen plains |
| Mountains | Ice-covered peaks |
| Glaciers | Massive ice formations |
| Pine Forests | Snow-laden trees |
Inhabitants
| Faction | Alignment | Notes |
|---|---|---|
| Outlanders | Hostile | Masked cultists |
| Yetis | Hostile | Apex predators |
| Wolves | Neutral | Pack hunters |
Dangers
- Freezing mechanics (need warm gear)
- Avalanches
- Ice that breaks under weight
Element: Water/Ice (preservation and stillness)
🔥 Zone 4: The Devastated Lands (Fire)
The most dangerous of the known zones.
Environment
| Biome | Description |
|---|---|
| Volcanic Wastelands | Ash and smoke |
| Lava Rivers | Flowing destruction |
| Ash Forests | Dead, petrified trees |
| Obsidian Spires | Corrupted structures |
Inhabitants
| Faction | Alignment | Notes |
|---|---|---|
| Varyn's Forces | Hostile | Void-corrupted armies |
| Dragons | Boss | Yes, there are dragons |
| Void Spawn | Hostile | Corrupted creatures |
Dangers
- Lava (instant death)
- Fire rain (periodic damage)
- Powerful magic users
Element: Fire (ravaged by magical cataclysms)
🌊 The Deep Ocean
Separating the zones is the Deep Ocean, a zone unto itself.
| Feature | Description |
|---|---|
| Submerged Ruins | Ancient civilizations |
| Coral Reefs | Colorful, resource-rich |
| Kraken | Legendary boss |
| Underwater Caves | Hidden treasures |
🗺️ Zone Comparison
| Zone | Element | Difficulty | Unique Mechanic |
|---|---|---|---|
| 1 - Emerald Grove | Earth | Easy | Day/Night cycle |
| 2 - Howling Sands | Wind | Medium | Heat/Sandstorms |
| 3 - Borea | Water/Ice | Hard | Cold/Freezing |
| 4 - Devastated Lands | Fire | Very Hard | Corruption/Lava |
🎯 Conclusion
Each zone is a chapter in Hytale's story. They aren't just backdrops; they are living ecosystems that require different strategies to conquer.
From the peaceful groves to the fiery wastelands, Orbis awaits exploration.
Building a zone-themed server? List it on Hytale Tops and attract adventurers!
