Act II opens the roads
ct I ends with the hero being noticed. Act II is what the realm does about it.
The land widens. The marsh, the mountains and the coast are all open to you, and where you go first is your decision. Some doors only open after others, and what you do in one place is remembered in the next. A few rewards are for those who take the long way round.
What is new
A full armour set with a bonus for wearing every piece. Rarer loot. Several foes that fit their ground: hounds of the ash country, brutes of the smelter camps, things that live in the reeds.
What is not ready
The coast of Saltreach is open to walk but its story is still mine to write. The last act is not built. Both are on the list.
As always, the details stay in the game. If you have an idea for a place or a foe that belongs in the wider realm, the ledger is open.