Regions & Atlas
The world spans three regions. Travelling between locations takes time — the Speed skill scales every trip down as it levels, but no single leg is ever faster than 20 seconds. Each region past the first is reached by crossing water in a vessel you build yourself at a shipyard; once you hold it, you come and go freely.
Aldermoor
The starting isle — every skill's first rungs, its towns and shrines, and the woods and crypt where combat begins.
Getting there: the starting region — no crossing needed.
| Location | Type | What's there |
|---|---|---|
| Wyckmouth | town | A bustling port town at the mouth of the Wyck, where every new arrival lands. |
| Copperfell | mine | Veins of copper, tin and iron run through the fell's broken rock. |
| Greyledge | mine | A wind-scoured quarry cut into the grey ledges of the moor. |
| Whispering Woods | forest | Old trees and the occasional giant rat. |
| Bowerdene | forest | A small wooded dene where pale birches crowd the stream banks. |
| Weirsend | fishing | An old fish-weir and its weathered dock at the end of the tidal flats. |
| Embervale | town | A smithing town in a soot-dusted vale — furnace, anvils, and a leatherworkers' quarter. |
| Hearthwick | town | Cooking ranges line the village square; Fallowmead's field strips lie just past the hedgerows. |
| Fallowmead | farm | Open meadows and half-wild field strips gone pleasantly to seed. |
| Gravenholt | dungeon | A cold crypt crawling with the undead. |
Sundermere
The second isle: steel smithing, the ranged and magic gear lines, tougher beasts, and the Tidemother's shrine.
Getting there: build a Small Raft and cross the water.
| Location | Type | What's there |
|---|---|---|
| Saltreach | port | Sundermere's windswept landing, where the mainland ferry ties up. |
| Mistval | town | A fog-wrapped town clinging to the cliffs. |
| Tanglewood | forest | Dense, gnarled woodland deep in the isle. |
| Shimmershoal | fishing | Warm shallows glinting with shoals of fish. |
| Blackvein | mine | A seam-riddled mine sunk into the hills, dark with coal. |
Merrowfen
The deep fen: the sable tier, jet/silk/mirehide crafts, the Merrow's luck shrine, and the drakes and wraiths — the game's frontier.
Getting there: build a Fen Barge and cross the water.
| Location | Type | What's there |
|---|---|---|
| Sedgeholm | port | A landing raised on sedge hummocks, where the Fen Barge noses out of the mist. |
| Sootmere | town | Forge-smoke hangs over the still water; tar pits feed the fires day and night. |
| Blackcarr | forest | Waterlogged woodland of half-drowned willow and iron-dark blackthorn. |
| Murkwash | fishing | Brown tidal flats where long shadows cruise beneath the surface. |
| Mirefield | farm | Stilt-house plots wrested from the mire, red with cranberry beds. |
| Deepmire Delve | mine | A timber-shored delve sunk through the peat to the black seam below. |
| The Weeping Steeple | dungeon | A drowned church whose steeple still breaks the water, weeping rust down its stones. |