One world, real distances, real servers
There's exactly one world. It runs on regional servers for latency — your zone lives on the server nearest to it, and when your march crosses into another zone your presence hands off between shards. Nothing you own duplicates.
One world — not sharded realms
Clash Front is not "US server, EU server, Asia server, all with their own copy of the world." Every zone lives on exactly one regional server for latency locality, but there is only ONE game world. Your land, your Masters, your CT — none of it duplicates across regions. When you march from a zone hosted in Montreal into a zone hosted in Singapore, the sim hands your army off across the shards. Same world, closer server.
Travel — surface, sky, depth
The world has three tiers. Moving between them is the travel activity.
| Path | How | Notes |
|---|---|---|
| Surface ⇄ Surface | Overworld march, parcel-by-parcel | Owned foreign land is a blockade — cannot transit through |
| Surface ⇄ Sky (HS1) | Airship from Porthaven / Aeropolis | HS1 is the gateway — branches to HS2 OR HS3 |
| Sky (HS1) → HS2 | Airship | Storm Reach — perpetual overcast, lightning |
| Sky (HS1) → HS3 | Airship | Bright Halls — the sanctum |
| HS2 ⇄ HS3 | SEVERED | War of the Sky Throne — no direct route. Route via HS1. |
| Surface → UW1 | The Shaft (main descent) | Shallow underworld — mist sea, monster ports |
| SEA / SKY-over-SEA → UW2 | KRAKEN DRAG (involuntary) | Random chance — you're pulled in against your will. The Kraken decides. |
| UW1 → UW2 | The Diminishing Stair — Carnavale (Mythoria SW) | Character scale drops here. The world reads bigger. |
| UW2 → UW3 | The Vault-Gate | Lava Kraken hazard on the crossing itself. Character drops to 1/6 scale (kinematic ~1/2.5). |
Travel cost — time, food, morale
- Every march step costs real time (parcel travel time × terrain moveCost × weather modifier).
- Every step burns march rations — food carried on the army.
- Unsupplied stretches drain supply → morale bleed → desertion at low morale.
- Airship travel costs CT + time. Trade lines and ports are strategic assets.
Cross-shard handoff — what "moving server" actually means
When your march crosses from a zone on server A into a zone on server B, the game hands your army off between the shards. The transition is invisible to you — same world, same session, just now running on the nearer server. Battles run on the zone's regional server (latency locality); your commands go where your fight is.