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Generic event illustration for Phase One
event

Phase One

The Recruitment Phase

For fourteen days, squads remain inside one Earth region and must fill every open slot by converting local folklore monsters into T'Ghee totems.

Story so far

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.

Appearance

A fourteen-day regional map radiating outward from a starting landmark with folklore threats marked by distance.

Role

Phase One is the constrained scouting and team-construction period before relocation.

Relationships

T'Ghee Squad Flags — They provide the required conversion tool.
Phase Two — The completed squad transfers into its assault after fourteen days.
Princess Donut — She must fill six spaces as squad leader.
Regional Folklore Creatures — They supply potential recruits and increasing danger.

Earlier in this series

Also appears in books you've already read — spoiler-safe to their endings:

Sources — 1 recorded facts, by chapter
Chapter 3
  • For fourteen days, squads remain inside one Earth region and must fill every open slot by converting local folklore monsters into T'Ghee totems.
Character portrait