Glinaur

the first starting city · 95 squares

One clay mound,
four gates.

Mudbury is the first starting city, and the fallen wake again on its Clay Mound. Thirty-five houses with one door each, people in the streets, guards at the gates, the first quests and rooms of your own. A safe zone, but not a lawless one.

Mudbury’s houses

Eight craft houses, eleven shops

Every profession has its own house with its guild and a shop; all but the herbalist’s and the miners’ also hold a workshop. Three more shops sell everyday wares. Around them stand fourteen schools, the bank, the inn with its vault, a portrait studio, and a guardhouse at each of the four gates.

HouseShop sells
Smithy
SmithyRusty Shortsword, Wooden Shield, Leather Vest, Old Greatsword, Smith’s Hammer, and NPC repair
Jeweller’s Workshop
Jeweller’s WorkshopJeweller’s Tools
Enchantery
EnchanteryEnchanter’s Wand
Smeltery
SmelterySmelting Tongs
Alchemist’s House
Alchemist’s HouseSmall Healing Potion, Small Mana Potion, Minor Vigor Potion, Alchemist Kit
Kitchen
KitchenCooking Pot
Herbalist’s Hut
Herbalist’s HutHerb Knife
Miners’ House
Miners’ HouseWorn, Iron and Steel Pickaxe
General Store
General StoreHerb Knife, Worn Pickaxe, Small Healing Potion
Armoury
ArmouryLeather Vest, Wooden Shield
Brew Shop
Brew ShopSmall Healing Potion, Small Mana Potion, Minor Vigor Potion

Roads & safety

Four gates out, safe ground within

  • IN GAMEFour ways out

    North: The North Road → The Burnt Coast. East: The East Road → The Meadows → The Forest Road → The Deepwood. South: The South Road → Mine Mountain. West: The West Road, which ends blind.

  • IN GAMERoads are open ground

    No monsters and no herbs (monsters never leave their region), and no protection either: players of different dispositions may fight there lawfully.

  • IN GAMERoads that end

    Four roads stop at nothing: west of the city, and east, west and north of the Burnt Coast. What lies beyond them is not built. The northern one points toward the first mythological continent.

  • IN GAMEA safe-zone city

    In Mudbury monsters never attack, and no aggressive monster ever enters; the one exception is guards and militiamen, who attack anyone wanted. Five giant rats walk the streets, the poor quarter and the sewers, and you may attack one anywhere except inside a house.

  • IN GAMEHoly ground

    The Clay Mound is holy: no fight starts there, for anyone. A wanted player who wakes there is safe until they step off.

  • IN GAMESafe houses

    Guilds, shops, schools, the bank, the inn, the portrait studio and workshops. Nobody fights inside, and no monster walks in on its own; the townsfolk are the exception.

  • IN GAMEFive kinds of ground

    Holy ground and safe houses: no fights between players. Safe zone: only someone wanted may be attacked. Open ground (roads and areas): lawful between different dispositions and against the wanted, a crime otherwise. PvP zone: anything goes, but no square is one today.

  • IN GAMEOne door per house

    A house cannot be walked through: it has one door, to a street. On the map houses have their own colour, and a house shows only from the square outside its door.

  • IN GAMEA city you can walk around

    Two main streets cross the Clay Mound, and quarter streets and a ring street tie the quarters together, so the streets form loops instead of ending in dead ends.

  • IN GAMEGuardhouses

    One at each of the four gates, marking the border, each with a gate guard who never leaves it. Guards and militiamen attack anyone wanted, and a guard who opens the fight calls for backup; free guards nearby come walking. The Mercenary waits for hire at The East Guardhouse.

  • IN GAMEPeople in the streets

    Townsfolk, beggars and militiamen walk the streets and town guards patrol them; only the townsfolk go into houses. You may attack any of them in the street, never inside a house, but kill one where a free guard or militiaman stands and you are wanted.

  • IN GAMEQuests in the city

    The Market Hall’s quest board wants five giant rats killed, the Guild of Herbalists sends you out for thistles, and townsfolk hand out a sealed letter to carry. A tap on an NPC opens a conversation first: Train, Buy and sell, and the quests on offer. A “!” marks a card with a quest you can take.

  • IN GAMEA hall in the Tavern

    The Tavern holds the hall where a disposition is taken, changed or renounced. It is a placeholder place: where the dispositions’ own places will be is not said.

  • IN GAMEA room of your own

    Two rooms in the Lodging House can be rented or bought. The key never leaves your bag, the door opens only for you and your companions, and a bought room can be sold on; when the hold ends, what you stored lies on the floor.

  • DECIDEDHouses waiting for a purpose

    The Tavern, the Harbour Office and the Archive are kept for people who will give quests; nobody gives quests there today. The Lodging House is also to hold player-owned shops once they exist.

  • DECIDEDNot every city is safe

    There will be cities with no safe zone at all.