You won’t find a clickable map here. There are already enough of those, and one more copy wouldn’t help you. What you’ll get instead is something no map tool gives you – an order that makes sense for going through Idyll, and an explanation of why. You reach Idyll within your first hours in the game, and a huge amount of territory opens up at once, without the game telling you where to go next.
Idyll is the continent you explore as a Pathfinder, and it’s split into 14 regions. They differ in difficulty and in what you’ll run into, and how far you can get depends on how you’re able to move around at that point in the game.
- Idyll has 14 regions
- They differ in difficulty and in what you’ll find there
- The order you go through them isn’t random
- What you’re Twined with determines where you can go
- An interactive map is good for finding, not for planning
How Idyll is divided
Idyll has exactly 14 regions. That number is confirmed by two independent databases, and the names match across both – so this list is the one to go by, and no other region name belongs in it.
| Order | Region |
|---|---|
| 1 | Nimbus Fields |
| 2 | Echoback Landing |
| 3 | Sea of Flowers |
| 4 | Forest of Falling Stars |
| 5 | The Argent Strait |
| 6 | Blitzwood |
| 7 | Beast Fang Ridge |
| 8 | The Mistwoods |
| 9 | Berylline Vale |
| 10 | Rosetower Woods |
| 11 | Russet Highlands |
| 12 | Zephyrus Landbridge |
| 13 | Driftwise Meadow |
| 14 | Tideblossom Coast |
You’ll often see the singular form Rosetower Wood in search results, but the confirmed list – and the game itself – uses the plural: Rosetower Woods. Stick with the “s” at the end, even if an older page you find uses the singular.
What order to go through the regions in
This is the core of the whole article, because no map – interactive or otherwise – solves the order for you. A map shows you where regions are, not which order makes sense to visit them in and why.
We weren’t able to confirm the exact level ranges for individual regions with two independent sources, so we won’t invent numbers here – that would be less honest than a table that might well be wrong. A simpler rule holds, though, and it follows directly from what is confirmed: the main story quest line takes you through Idyll roughly in order of rising difficulty, and how far you go beyond that line depends on how wide a range of movement you already have through Twining.
In practice, that breaks down into three loops instead of a numbered order:
- Early on, stick to the main quest line and the regions it takes you to – there’s no reason to wander off until you’ve caught a creature with a special way of moving.
- In the middle stretch, it’s worth going off the main line once you’ve caught something that can fly, dive or dig – those creatures open up regions your character can’t reach alone.
- Later on, it’s worth circling back to regions your movement couldn’t reach before, because that’s usually where what you had to skip is waiting.
This approach is more honest than a made-up level number for every region, and it works about as well in practice – because what actually gates progress is the same thing either way: the wider your movement options, the less the terrain itself holds you back.
What actually makes the regions different
A region isn’t a list of markers on a map – it’s a place with its own environment and its own creature population. Two things drive that, and both are confirmed: movement through Twining and weather.
Twining decides where you can actually go. Some parts of Idyll only open up once you’re Twined with a creature that can do what the terrain demands – glide across a gap, swim a strait, dig under a rock face. A region, then, isn’t a wall by itself; it’s a puzzle about which creature you need on hand right now.
The second factor is weather. According to the game’s official description, creature occurrence depends on environment, weather, phenomena and time of day – meaning the same region can show you something different depending on when you visit and what the weather’s doing. A region isn’t something you can “check off” after a single visit.
Exactly what else affects your odds of catching something is covered in the article on catch creatures.
All 14 regions: what’s actually there
Here’s the complete list, in the order the confirmed sources give it. For regions we haven’t been able to verify in depth with two independent sources, we’d rather give you just the name than invent atmosphere or inhabitants we can’t back up. A short, honest line beats a paragraph of fiction.
From Nimbus Fields through Echoback Landing, Sea of Flowers, Forest of Falling Stars, The Argent Strait, Blitzwood, Beast Fang Ridge, The Mistwoods, Berylline Vale and Rosetower Woods, all the way to Russet Highlands, Zephyrus Landbridge, Driftwise Meadow and Tideblossom Coast – that’s the complete set of fourteen, and no other name belongs on it. Notably absent from this list is “Sandcastle Hill” – it shows up attached to some search terms, but it isn’t part of the confirmed 14, and until it’s clear what it actually refers to, there’s no reason to drag it into the text.
Lost Isles, where the Egg Heist mode takes place, isn’t part of these fourteen regions according to the available sources – it’s a separate location outside Idyll’s main map. More on what happens there is in the article on Egg Heist.
Weather and what shows up where
This is one of the few things about Idyll’s map that nobody writes up as a principle, even though the game itself confirms it: creature occurrence is tied to a region’s environment, the current weather, special phenomena and the time of day. It’s not just about where you go, but when you get there.
In practice, that means it’s worth returning to a region repeatedly and at different times, rather than flying through it once and calling it done. Nobody has published an exact “region × weather × creature” table, and we’re not going to invent one – but the principle holds, and it’s the single most useful thing you can take from this article into planning your own routes.
Why there’s no clickable map here
Interactive maps exist and they’re good at one thing – finding a specific marker once you already know what you’re looking for. What they don’t do is the other thing you need right at the start: telling you where it makes sense to head first, and why. That’s a division of labor between a tool and a text, not an excuse for not having a clickable map.
FAQ
Idyll has 14 regions. That’s confirmed by two independent databases, which also agree on the exact names of every region.
We weren’t able to confirm that reliably enough to state it as fact. Outside the game, community interactive maps exist with thousands of markers – good for finding a specific thing, not for planning your route.
Stick to the main quest line until you’ve caught a Twinable creature with a special way of moving. Then branch off wherever flying, diving or digging takes you, and save the hardest or least accessible regions for later.
Yes. According to the game’s official description, creature occurrence depends on environment, weather, phenomena and time of day, so the same region can show you different creatures at a different time.
According to the available sources, no – Lost Isles is a separate location outside the confirmed 14 regions, and it’s where the Egg Heist mode takes place.

