The world and its clans
The world is a map cut into territories by a Voronoi diagram. Each cell has a clan that owns it, a settlement (a seat, town, village, hamlet or outpost), a resource profile read from its biome, a stockpile, a threat level and often a den or a ruin. The borders between cells are where politics happens: every border is an edge with a relationship, a road, a trade route and sometimes a fort.
Settlements
| Kind | Footprint (m radius) |
|---|---|
| Outpost | 24 |
| Hamlet | 40 |
| Village | 90 |
| Town | 160 |
| Capital (a clan seat) | 260 |
Clans and alignment
Every clan has an alignment: light, neutral, dark. The light clans are elven (the glades and the Elderwood), the neutral ones are plain folk, the dark ones follow the dusk. The land leans the same way (each biome has an alignment that tints its light and sets its faction mix), so the map reads as a slope from the bright Glade and Sunplains down to the dark Mirefen, Veilmist and Ashen lands (see biomes). Reputation with a clan runs from -1000 to 1000: 100 opens its vendors, 400 housing plots, 750 membership, and below -250 it is hostile.
Borders and what they build
An edge carries one of six relationships, ordered from friend to foe: alliance, treaty, trade pact, neutral, rivalry, war. A relationship follows a score from -100 to 100 and flips with hysteresis. What stands on the border follows the relationship:
| Relationship | Structures on the edge | Tariff |
|---|---|---|
| alliance | shrine, bridge | 0% |
| treaty | shrine, bridge | 2% |
| trade pact | customs house, market stall, bridge | 3% |
| neutral | border fort | 8% |
| rivalry | watchtower, toll gate | 20% |
| war | border fort, wall segment, watchtower | closed (100%) |
Wars cut routes, so prices in cut-off cells rise each day without supply; raids drain stockpiles; a treaty freezes territory flips on its edge for three days. Goods that move: timber, stone, ore, bars, food, fish, hides, cloth, gear, reagents, coreShards, luxuries. The currency is the Silver Leaf.
Places
Every world scatters these site types (33 kinds). The old and the dangerous ones:
| Group | Sites |
|---|---|
| The light | Start Grove, Wellspring, Wayshrine, Seer Stone, Hermit Hut, Sun Temple |
| Ruins and graves | Barrow Vault, Sunken Crypt, Dungeon Crypt, Dungeon Citadel, Sky Ruin, Frost Cave |
| The dark | Dusk Tower, Dark Spire, Dark Rift, Boss Arena |
| Under the ground | Delver Shaft, Deep Delver Hall, Deepway, Dungeon Delve, Abyssal Well Ring |
| Under the sea | Sunken Ruins, Coral City, Kelp Grove, Trench Site, Dungeon Drowned Hall, Dungeon Sunken Temple |
| Built by people | Settlement, Road, Border Post, Updraft Vent |
| Between the worlds | Dim Foothold, Dim Landmark |
The Start Grove holds the Lightheart Tree, where every character wakes. Seven Wellsprings are the boss altars of the progression ladder: a boss is called with an offering and, once killed, sets a world key that unlocks the next tier. Core stones sit inside the Sky Isles and cannot be mined; core shards come from the Heart of the Deep.
The ladder
| Tier | Land | Metal | Boss |
|---|---|---|---|
| T1 | Glade | stone and flint | The Hollow Stag |
| T2 | Elderwood | Grimbark the Elder | |
| T3 | Mirefen | Bonemaw | |
| T4 | Frostpeaks / Ocean + Deep Tide | Nythara, the Dim Wyrm, The Drowned Crown | |
| T5 | Sunplains | Warlord Vael, the Fallen King | |
| T6 | Sky Isles / Veilmist / Rimewild | The Unlit Seraph | |
| T7 | Ashen | Nocthra, Mother of Dimming |
The world is generated from a seed and is the same for everyone who joins. A new world opens at 07:55 in fair weather; the day lasts 30 real minutes and a season 6 days.
The pocket dimensions
Beyond the sea at the edge of the map lie three worlds the elves cut loose from the sky. They are not separate worlds: each is a far 4 km square of the one world (14 km east, west and south of the Lightheart, past the open sea and a rim wall), made from the same seed, saved in the same save, streamed by the same zones and run by the same host. They cannot be reached on foot; a portal puts you there, and a client in one is only a client far away.
| Dimension | Tier | Look | Creatures | Materials | Pellet |
|---|---|---|---|---|---|
| The Shroomworld | T2 | Giant mushrooms on soft, spore-lit hills: a quiet world the elves cut loose from the sky, and it still glows. | Capback, Sporeling | ||
| The Crystallic World | T5 | Spires and trees of singing glass: every ridge throws light, and the shard-hounds hunt by the glare. | Shardhound, Glimmerwing | ||
| The Ice World | T4 | A Europa: an iceberg crust over a dark ocean, geysers that lift you and cracks that drop you into the sea. | Rimeback, Floe Tern |
Each has a landmark (a dais, a ring of pillars and the stone home ring, which opens a gate back) and a foothold: a small ruin in the main world (Shroomworld in the Elderwood or Mirefen; Crystallic World in the Sunplains or Veilmist; Ice World in the Frostpeaks or Rimewild) whose chest always holds the first pellet of that dimension. Later pellets are made at the Workbench from the dimension's own materials, which only a visitor can carry. One in five Mystery portals lands in a dimension.