
The land of Aeternum in which New World is set has been divided into Territories. Territories can be further divided into Settlements by groups of players acting together.[1]
List of Territories[]

A sample Settlement
- Monarch's Bluffs (MB) - a mountainous territory by the sea, dotted with abandoned farms and mining towns.
- Windsward (WW) - previously a farmer's dream, now the residents shelter in the settlement of Corinth, relying on adventurers to re-visit their farms filled with Withered.
- Brightwood (BW) - a dark, afflicted territory, bordering the corrupted northern lands.
- Cutlass Keys (CK) - a varied land with swamp, jungle, and beachline.
- Ebonscale Reach (ER) - a fertile territory named for the black fungus that grows in abundance there, home to the remnants of a long-forgotten dynasty.
- Mourningdale (MD) - an old land found in the northeastern region of Aeternum where rainstorms are common.
- Reekwater (RW) - a vast, densely wooded, supernatural swamp with strange ties to the Angry Earth.
- Restless Shore (RS) - home to Stanley, containing chains of islands speckled with Drowned settlements, some of which quite large and daunting.
- Weaver's Fen (WF) - a dank, watery land, tinged with grief and despair.
- Brimstone Sands (BS) - a desert land, littered with abandoned monuments from a passed time relinquished to the sands.
- Edengrove (EG) - known for its lush, colorful landscape, as well as the tower of Malevolence which dominates the center of the region itself.
Unclaimable Territories[]
Some remote and dangerous territories do not have a Fort and cannot be claimed. They have Outposts rather than settlements. Outposts contain some basic commodities like low-tier crafting stations, storage shed, trading post, an inn and some quest-giving NPCs.
- Great Cleave (GC) - a snowy region filled with The Corrupted, north of Brightwood and south of Shattered Mountain.
- Shattered Mountain (SM) - the northernmost zone: a vast splintered mountain range, awash with corruption.
- Elysian Wilds (EW) - the predecessor to First Light, at the south of the map; just below Windsward.
Territorial Control[]

A sample Settlement
Each territory is neutral by default. A territory can be initially claimed by a Company by paying a fee of 100,000 coins at that territories' fort. Once a Territory has been claimed by a company, that territory comes under control of that company and its parent Faction. In order to claim a Territory that has already come under control of a company, the Territory's Fort must be claimed through battle by declaring War. A Company cannot Declare War on a Territory unless the controlling Faction has been sufficiently Undermined(?) or has neglected to reinforce its Influence on the Territory.
Territory Upkeep[]
The territory is managed by the owning company through the Governor's Desk and Territory Planning Board.
Faction Influence[]
Influence within a Territory represents the control that a Faction has over that Territory. Influence can be increased through PvP activities within that Territory. Activities performed by the controlling Faction serve to Reinforce the Faction's influence; activities performed by opposing Factions serve to undermine the controlling Faction's influence. Once influence with one faction reaches 100%, that territory is thrown into Conflict, and War can be declared.
Fort[]
The Territory Fort serves as the defensible point for each Territory. Three event types take place in the fort:
- War - scheduled PvP event for control of the entire territory.
- Faction Control Points - "anytime" King of the Hill PvP 'event' for control of the fort, resulting in buffs for that faction in that territory. With (x) patch, the forts now have a 1-hour lockout timer after capture - they are unassailable during this time.
- Corrupted Invasion - scheduled PvE event where hordes of The Corrupted attack the fort.
Governor & Companies[]

The Governor's menu
The Governor of the Territory is the Governor of the Company that captured that Territory. They act as a proxy leader for the Faction of which they are a part. They set taxes to ensure that the Territory Upkeep fee can be paid to the Faction, and determine the active Town Projects in the settlement, which upgrade various features, to tailor that settlement to the needs of its inhabitants.
Standing[]
Standing in a territory is increased by performing tasks for and within that territory. With each level, you are rewarded with a permanent buff for that territory.
Town Projects[]

The Town Project menu
Town Projects are group activities set by the Governor or Consul. When Town Projects are active, certain activities performed by residents will increase the Town's overall progress. Completing Town Projects grants upgrades and buffs for the Settlement.
References[]
- ↑ https://www.newworld.com/en-us/news/articles/making-your-mark-on-aternum-settlements-and-governance Making Your Mark on Aeternum - Settlements and Governance