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.

City
Mudbury
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
Monsters

Area
The Meadows
Meadows and pastures, a brook with a ford and a stone bridge, the forest edge, and a cave beneath.
Places
Monsters
Gathering

Area
The Deepwood
Pine and spruce, bogs, a ruin and cliffs. The Wolf Matriarch keeps her den here.
Places
Monsters
Gathering

Area
Mine Mountain
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
Monsters
Gathering

Area
The Burnt Coast
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
Monsters
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.





































