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HOLYGRAIL

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The World

Atlas of Stoneholm

Reading the map — the three native territories and the contested centre, the zone rulesets, the siege-state flags, the named holds of each nation, and the three Holy Temples and their unique rewards.

The continent of Stoneholm is the board the whole war is played on. This is a field guide to reading it: who owns what, where it's safe, and where the prizes are.

A labeled world map of Gloria Victis showing the three nation territories, the contested centre, and the named holds
Stoneholm at a glance — the three native territories radiate from their capitals, with the contested centre between them.

The shape of the map

  • Each nation's native territory runs from its capital out to two links in either direction.
  • Ismir holds the snowy northwest (capital Mereley); Midland the grassy north and east (capital Dunfen); Sangmar the sandy south (capital Baalhammon).
  • Between them is the contested centre — no one's native ground, dominated by guild provinces and stacked with the best events and resources.
  • The frontline is any friendly hold next to enemy ground — where most PvP happens, and where you can't fast-travel during a siege.

Zones & siege states

Every location sits in one of the zone rulesets — safe, non-loot, or loot — shown on the minimap. When enemies arrive, the flag changes state for everyone to see, so you can't sneak straight to the walls:

Flag stateWhat triggers it
ThreatenedSeveral enemies near, or one with siege gear (as far out as the siege camps). Defenders can still teleport into a frontline at this stage.
Under AttackAn enemy at the walls without siege gear. Defenders can't teleport into a frontline.
Under SiegeAn enemy at the walls with siege gear, or three-plus without. Defenders can't teleport in.

Sub-locations — farms, mines and lumbermills — only ever show Under Attack, never Under Siege, however many enemies turn up.

The holds of each nation

Ismir (northwest)

  • Tenebrok
  • Hogsten Outpost
  • Volkvar Castle
  • Ystad Fort
  • Fort Mereley
  • Skogar Castle
  • Reksvald Outpost
  • Ulfgard

Midland (north & east)

  • Griffinclaw Outpost
  • Greenport
  • Waterford Castle
  • Dundrum Fort
  • Fort Dunfen
  • Blackrock Castle
  • Elmridge Outpost
  • Rodrock

Sangmar (south)

  • Seaclaw
  • Quilum Outpost
  • Haddah Castle
  • Eaglenest Fort
  • Fort Serai
  • Dimar Castle
  • Scarsdale
  • Saffa Outpost

Forts and cities are where you'll find the Logistician, Stablemaster, Depot and [Market](/wiki/economy-guides/the-market). The fort beside each capital (Fort Mereley, Fort Dunfen, Fort Serai) hosts the [Glory Vendors](/wiki/economy-guides/glory).

The Holy Temples

Each nation's territory is anchored by a Holy Temple — the source of recipes and items found nowhere else, set in high-conflict ground between two nations and guarded far more heavily than an ordinary hold. They also hold top-quality mines, lumber and farmland, so they're worth fighting for on every front.

  • Hordun Temple (Ismir) — the only source of the Hordun Spear, the longest weapon in the game (tier 5).
  • Lord's Wrath Abbey (Midland) — its Quartermaster offers recipes and items unavailable elsewhere.
  • Lordly Haven (Sangmar) — the only source of the Lordly Haven Halberd, the longest cleaving weapon (tier 5).