For fourteen days, squads remain inside one Earth region and must fill every open slot by converting local folklore monsters into T'Ghee totems.
Each squad starts inside a major structure near one of its region's two stairwells. Once the announcement ends, most can explore roughly ninety-nine kilometers in any direction, shortened by overlap or limited to six offshore kilometers around islands.
Squads cannot cross regional boundaries and cannot obtain an exit key. Their required objective is filling six extra squad slots before the timer ends.
Regional mobs and bosses become stronger farther from the starting area. Any empty positions at the deadline are filled randomly, an outcome Cascadia warns should be avoided.
A fourteen-day regional map radiating outward from a starting landmark with folklore threats marked by distance.
Phase One is the constrained scouting and team-construction period before relocation.
Also appears in books you've already read — spoiler-safe to their endings: