Glinaur

13 regions · 310 squares

Square by square.

One city, four areas and the roads between. Everyone on a square sees each other; the map stays dark until you walk it. All content is placeholder, and every name except Mudbury is a working name.

Mudbury in game

City

Mudbury

95 squares · Protected ground IN GAME

The first starting city. The Clay Mound in the middle, holy ground where you wake and return; two main streets cross it and run to four gates, and a ring street ties the quarters together. 35 houses, each with one door. A poor quarter to the south-west and nine squares of sewers below. Townsfolk, beggars and rats walk the streets, and guards keep watch.

Places

The Clay MoundSmithyJeweller’s WorkshopEnchanterySmelteryAlchemist’s HouseKitchenHerbalist’s HutMiners’ HouseGeneral StoreArmouryBrew ShopFourteen schoolsThe BankThe InnPortrait StudioTavernHarbour OfficeArchiveMarket HallTown HallLodging HouseFour guardhousesSewers

Monsters

Giant Rat ×5Townsfolk ×12Beggar ×3Militiaman ×2Town guard ×4Gate guard ×4Mercenary ×1
The Meadows in game

Area

The Meadows

45 squares · Safe from level 5 · a chance from level 1 IN GAME

Meadows and pastures, a brook with a ford and a stone bridge, the forest edge, and a cave beneath.

Places

The Hunting GroundsStone BridgeForest EdgeCave MouthBat CaveDripstone PassageCave LakeBat Hall

Monsters

Giant Rat ×6Wild Boar ×3Forest Wolf ×2Blind Bat ×3

Gathering

Thistle ×6Ginseng ×4
The Deepwood in game

Area

The Deepwood

52 squares · Safe from level 12 · a chance from level 5 IN GAME

Pine and spruce, bogs, a ruin and cliffs. The Wolf Matriarch keeps her den here.

Places

Wolf DenBone HeapHowling HeightRuin GateRuined WallRuin TowerWorld’s Edge

Monsters

Forest Wolf ×4Wild Boar ×3Bear ×3Giant Spider ×3Forest Troll ×2The Wolf Matriarch (boss)

Gathering

Nightshade ×4Ginseng ×4
Mine Mountain in game

Area

Mine Mountain

37 squares · Safe from level 8 · a chance from level 3 IN GAME

A quarry, mountain paths and cliffs. Below: sealed shafts at three depths that open only when enough nuggets have been struck by everyone together.

Places

Copper OutcropMine Shaft (−1)Side Gallery (−1)West Gallery (−1)Deep Shaft (−2, iron)Eastern Deep (−2)Western Deep (−2, silver)Bottom Shaft (−3)

Monsters

Blind Bat ×3Cave Crawler ×3Giant Spider ×2

Gathering

Loose Copper Ore ×6Copper, iron and silver veins
The Burnt Coast in game

Area

The Burnt Coast

64 squares · Safe from level 15 · a chance from level 8 IN GAME

Where a foreign continent struck the coast. In the south, the realm’s burnt harbour, with ships standing on dry ground where the sea was; in the middle, the old seabed and the seam; in the north, the newcomer’s forest edge, burned when it struck. Nothing grows on the burnt ground.

Places

The Burnt QuayA Stranded ShipThe Sooty WarehouseThe Wreck FieldThe Anchor GraveThe SeamThe Foreign ShoreThe Ash WoodThe Ember MireThe Trailhead

Monsters

Wreck Rat ×6Shore Crab ×5Ash Wolf ×4Soot Bear ×3
The Roads in game

Corridors

The Roads

17 squares IN GAME

Eight short roads. The East Road (2), the Forest Road (2), the South Road (3) and the North Road (2) lead to the areas. The West Road leaves the city and ends blind, and three roads out of the Burnt Coast end blind too. No monsters, no herbs: just the walk between.

The ground

What you drop stays, until the sweep

  • IN GAMEDrop it and it stays

    Items dropped on a square stay there, and identical stacks merge. Anyone whose Perception has found an item may pick it up.

  • IN GAMEThe daily cleanup

    Once a day the ground is swept, and whatever still lies there is destroyed. Monster corpses and what is left in them go too.

  • IN GAMEEven the best gear

    When a player corpse rots, its contents land unprotected on the ground. If nobody takes them before the cleanup, they are gone.

  • IN GAMEOverloaded

    Lose a buff or a piece of gear that gave you carry weight and you never drop anything; you just cannot move until you sort it out.

  • DECIDEDA city dump

    Every city is to have a dump for what you do not want, cannot sell, or want others to have.

The map

Fog of war, and a skull where you should not go

  • IN GAMEFog of war

    Unexplored squares are invisible; squares one step away open as you pass.

  • IN GAMEThresholds

    Each region shows “safe from” and “a chance from” levels. A skull appears when you are below.

  • IN GAMEAutowalk

    Double-click a square or type coordinates; the route walks through explored squares. A quest’s Go there button walks you to where it is turned in.

  • IN GAMESymbols & tooltips

    One symbol per square (shop, school, guild, bank, inn, workshop, quest board) and a mound on the Clay Mound. Painted symbols are pending.

  • IN GAMEPop-out

    On desktop the map can open in its own browser window.

  • DECIDEDParty markers

    Map markers shared within the party.

  • IDEAScout’s hunch

    At high level, a sense of what moves on the neighbouring squares.

A growing world

Built to grow

  • DECIDEDContinents, one per mythology

    The world grows by whole continents, each carrying a mythology. The Nordic one comes first, north beyond the Burnt Coast; more can arrive later.

  • DECIDEDMore cities, bosses and metals

    Themed regions: dark, ice, desert. A hundred cities is a guide value, not a promise. Everything that is killed returns after a while, bosses too.

  • DECIDEDCoasts, not water

    No water squares will be built, and nobody swims. You fish from a coast or a beach, and boats are a scheduled ferry from a special place.

  • IN GAMEA mine that grows

    Shafts open when enough nuggets are struck by everyone together, and dug squares stay dug. A dug-out square can become a plot: The Deep Shaft Claim waits behind sealed rock until the shaft is dug out, then goes to whoever rents or buys it first.

  • DECIDEDA third as many monsters as squares

    The aim, a guide rather than a formula, is about one monster for every three squares in an area, easy to raise when there are many players and to lower when there are few.

  • DECIDEDThe world at full scale

    Extending the world to full scale is decided, and is to be planned in full before it is built. Candidates: the area north of the Burnt Coast, the capital Aurzem (where it lies is not said), and growing the existing areas.

  • IN GAMEThe chronicle

    Kills, forgings and other deeds are recorded from day one, so that a chronicle can show first kills and master smiths. A view to read it is decided, not built.

  • DECIDEDPlots and building

    The first plots are in the game; building on them is not. Houses or towers on a plot (at most one house per square), a lone player’s own little town, forts that clans build, and shops that sell while you are offline.

  • DECIDEDCaravans and bandits

    Heavy goods must travel. NPC bandits strike caravans even when no player is watching.

  • IDEAWeather and your own cave

    Weather with effects, and digging a cave of your own.

The premise of the world is on the Lore page. Beyond it, places have only their names (no history, peoples or place-name meanings yet), and every place name except Mudbury and the capital Aurzem is a working name.