The world
It starts in town
Everybody arrives on the quay.
The town is built in terraces above a harbour. A cobbled square sits round a fountain with a crystal on top that lights it after dark, and a broad stair runs down to the quay where the ships are tied up.
Most of the people you need are a short walk from where you arrive: the guard who sends parties into the dungeons, the guildmaster, the mail counter, and townsfolk with work to hand out. Down on the waterfront a sailor will teach you to fish.

Doors that open
Walk into a door and it swings open. Walk again and you are inside.

The tavern
Barrel tables with a bench either side, and the place to ask about a room of your own.

The bank
A banker behind his counter, steel safes at his back, and a drawer for whatever your bags cannot hold.

The general store
Food and potions behind the counter for the road out of town.

The armoury
Suits of plate on stands under the banners, and anvils at the back.
Out of town
Walk off the edge of the map and you are on the next one.


Every road out of town leads into wilder country: forests under walls of rock, ponds with fish in them, huts where the trades are taught, and monsters that get tougher the further you go. Somewhere out there are the places the strangest timber grows and the rarest ore lies.
Press M for the world map, which shows how the regions join up. The world is still being built, and new places open one at a time.
Under the ground
Places you reach by a door, a lid or a ladder.

Mines
Levels joined by ladders and handholds, water falling through the dark, ore in the walls and things in the roof.

Under the streets
Step onto an iron lid in the square and you are under the town, where most characters have their first fight.

Crypts
Galleries, tombs and bone pits, and whatever was buried in them walking about.
A day that turns
Everybody in the world is on the same clock.

Dawn is cold, midday shortens the shadows, and dusk turns the paving gold. Then the street lamps come on, and different things come out to play.
Rooms have their own light, so a shop at noon is not lit like the square outside it. Outdoors, everything throws a shadow that moves with the sun: buildings, lamp posts, you, and whatever you are holding.
Weather you can stand in
Rain over the town while the forest next door stays dry.
Calm, sun, wind, rain and thunderstorms. The weather is set for each map, so two people standing in the same street always see the same sky.
In a storm the light drops and the whole town goes grey. The flash comes first and the thunder after it, and the wait in between is how far away it was.
Swimming
Wade in and you swim.
Walk into deep water and you keep going, head above the surface and hands treading, a little slower than on the path. Swim across a pond instead of going round it, or wade through the shallows at its edge.
You cannot fight from the water. Attacks, skills and emotes all wait until you are back on the bank.

Characters that move like people
Nobody in the street stands like a statue.

Stand still and your character's chest rises and falls. Nobody breathes in step with the person beside them, so a crowd in the square never moves as one.
Throw a run of blows and stop, and you stand there out of breath for a moment before you settle. In a dance or a wave the head, the arm and the body each move on their own rhythm, and everybody watching sees it.
Where to go next
Quests
Who in town has work, and how to follow it.
Dungeons
What waits under the ground for a party.
Trades
Gather from the world and make things from it.
