The World
Every realm is grown from a single seed: the hills, the coast, the village and where its houses stand. Nothing here was placed by hand except the things that were meant to be.
Saltmeadow, the village by the sea
You wake by the well of a small fishing village on the coast. Log houses, a watchtower over the path down to the pier, and a handful of folk who have seen strangers like you before.
Walker Norris
The martial arts master at the well. Greeter, trainer and teller of tall tales about himself. He teaches the fighting stances, for a price, if your fists are ready.
Osbert Barker, Tanner
Buys hides, sells leather, and always has work for a new pair of hands. His prices rise and fall with what the village needs.
The children
They play kick-ball around the town all day. Walk into the ball and see who comes running.
The Kragmor coast
Down the shoreline, where the sand meets the shallows, the fish-folk build their reed huts on stilts over the water. Nets hang between driftwood poles, fish dry on the racks, and a whole pig turns over the fire.
Their warriors come in every colour of the catch: silver bass, bluegill, salmon, koi. Their tide-callers keep to the back and throw bolts of water. Catch one off guard and you might find her dancing by the fire.
Stormridge
A walled town at the ford on the road east, with a round palisade, a gate, and archers walking the wall. It's the place to rest up for adventurers of level 5 to 10, and it's where you go to learn the next step of your trade.
Captain Garrow Flint
Holds the town, and the next step of the main quest. Sergeant Reed will send you to him when you're ready.
Isolde Fairweather, Healer
Teaches potion recipes from Alchemy 30, where Aldous in the village leaves off.
Edda Rookwood, Quartermaster
For tailors who chose Tailoring as their path: Padded cloth from 35 and Silkweave from 55.
Ulric
Bronze and iron arrows, for archers who have outgrown flint.
Torvin
The master smith. His pupils forge iron arrowheads, among much else.
Silas Wick
Found in a back alley, if you look. He teaches Backstab and Pickpocket, and has a job for anyone who learns both: Who's Going to Know. Don't get seen.
Harrowgate, the first city
Over the Kingsneck, on the coast of the Eastmarch, stands the realm's first city and the hub for levels 10 to 20. Half of it is built out on the water.
The harbour
Four stone islands with canals between them, round an open basin with the ferry pier in the middle. Gulls overhead, fish in the water, cats and dogs on the quay, rats where nobody's looking, and harbour folk and guards going about their day.
The town
The Sea Stair climbs from the quay to the Seagate and the Lantern Market, with cobbled streets of terraced houses on either side.
Harrow Keep
On the crest above it all: the keep, the great cathedral called the Hearthfane, and the Proving Yard where fighters train. The main quest brings you here to meet the Bishop.
Gull Isle, the mage quarter
One of Harrowgate's islands belongs to the mages. Cross the bridge and the road forks: homes of every size, from cottages to tall townhouses, a ring of shops round a raised lawn with a crystal fountain, and a park behind it.
At the isle's far tip, on the half-moon facing the sea, stands the Spire: a grand tower of many floors, visible from all over the harbour.
The Under-Drains and the Thieves' Guild
Under Harrowgate runs a maze of brick-vaulted drains, with dead ends, loops, and water running down the main channels to the sea. At its heart, under the Lantern Market, is an old cistern: a vaulted hall on pillars round a still pool. It's the Thieves' Guild's hall, and it has a bar.
The way in is a cellar door in every district and a barred gate under the ferry pier. For anyone who isn't a member, they're just doors. Membership is earned: it starts with Silas Wick's job in Stormridge, and somebody will find you after that.
Caves
Look at the foot of the big hills for a rock arch between tall standing stones. Behind it, a tunnel leads down into chambers, each one different, lit only by glowing fungus in the roof. Bats roost overhead, water drips into puddles, and herbs grow on some floors.
Some stalactites wear a coat of green slime. If you see a faint green glow on the floor, step back: walk under one and a Cave Ooze drops on you. Clear a cave and empty its chest and it stays quiet for a while. Then something different moves in.
Frostgate, the first dungeon
Under the Whitecrown, for levels 18 to 20. Walk into the blue portal in its doorway and your group gets its own copy for an hour.
Bren goes with you
On the main quest, Bren fights at your side, heals you when you're badly hurt, and brings you back if you fall. In the Gate Hall Bren shows you how to dodge: double-tap a direction to roll.
Read the rings
A ring on the ground warns of a boss attack. Light blue gives you 1.2 seconds to step out. White-violet is a heavy blow: 2 seconds, always roll. Gold under a boss means it's casting and open, so hit it hard.
The Rime Mother and Vaskar
Two bosses, each with their own tricks, and the Rimeguard set in their spoils. You can claim each boss's spoils once a day.
The wilds
The boar wallow
A pool of black mud under a dead tree, flies buzzing over it, young boars close by. About once a week a great sow called Precious turns up and stays until someone kills or tames her. Hit her young and she comes for you: when she paws the ground, a red line in the grass shows where she'll charge. Get off it.
The Old Wood
Deep in the Old Wood, some of the dead trees walk. Gnarlwights are slow and very tough, and their branch sweep hits hard. Some stand perfectly still among the living trees. If a "tree" creaks when nothing is moving, think twice before you swing your axe.
Wayside graveyards
Near Brackenford, on the Bog road, halfway over the Kingsneck and under the Whitecrown. Fall out there and your ghost starts from the nearest one.
Bestiary












The next map COMING SOON
We're building the realm's final map: a far bigger island, about 7.5 by 12.5 km, with a snow-capped mountain called the Crown at its heart. Rivers run from springs under its snow down to deltas on the sea, and a desert lies walled off behind a mountain range.
It's being built piece by piece on a test world, and the game will only move over to it once it looks right. Until then, the world you play in stays as it is. No date yet; we'll post here when it's close.