Sections

Regions & Atlas

The world spans 6 regions. Each past the first is reached across water, in a vessel you build yourself.

RegionGatheringMonstersReached by
Aldermoor1–202–36The starting region
Sundermere20–279–36Small Raft (Construction 20, Wyckmouth)
Merrowfen30–4024–53Fen Barge (Construction 30, Saltreach)
Qasrahn45–5544–61Storm Cog (Construction 40, Sedgeholm)
Vetrholm60–7058–77Storm Cog (Construction 40, Sedgeholm)
The Blood Isles75–8075–90Dread Knarr (Construction 60, Vindhavn)

Gathering is the level range of the region's gathering actions; Monsters is its combat levels, bosses aside.

Getting Around

  • Travel takes time. The Speed skill shortens every trip, but no leg is faster than 20 seconds.
  • A vessel is needed only sailing outward. The way back is always open, even if you lose it.
  • A teleport tablet, broken, puts you in its city at once. Charge them with Magic at a Lectern in that city, from the region's own stone.
  • A tablet obeys the same gates as walking, but always carries you home. They can be traded.

Aldermoor

The starting isle: every skill's first rungs, and the woods and crypt where combat begins.

LocationTypeWhat's there
WyckmouthtownA bustling port town at the mouth of the Wyck, where every new arrival lands.
CopperfellmineVeins of copper, tin and iron run through the fell's broken rock.
GreyledgemineA wind-scoured quarry cut into the grey ledges of the moor.
Whispering WoodsforestOld trees and the occasional giant rat.
BowerdeneforestA small wooded dene where pale birches crowd the stream banks.
WeirsendfishingAn old fish-weir and its weathered dock at the end of the tidal flats.
EmbervaletownA smithing town in a soot-dusted vale: furnace, anvils, and a leatherworkers' quarter.
HearthwicktownCooking ranges line the village square; Fallowmead's field strips lie just past the hedgerows.
FallowmeadfarmOpen meadows and half-wild field strips gone pleasantly to seed.
GravenholtdungeonA cold crypt crawling with the undead.

Sundermere

The second isle: steel, the ranged and magic gear lines, and tougher beasts.

LocationTypeWhat's there
SaltreachportSundermere's windswept landing, where the mainland ferry ties up.
MistvaltownA fog-wrapped town clinging to the cliffs.
TanglewoodforestDense, gnarled woodland deep in the isle.
ShimmershoalfishingWarm shallows glinting with shoals of fish.
BlackveinmineA seam-riddled mine sunk into the hills, dark with coal.

Merrowfen

The deep fen: sable, jet, silk and mirehide, and the drakes and wraiths.

LocationTypeWhat's there
SedgeholmportA landing raised on sedge hummocks, where the Fen Barge noses out of the mist.
SootmeretownForge-smoke hangs over the still water; tar pits feed the fires day and night.
BlackcarrforestWaterlogged woodland of half-drowned willow and iron-dark blackthorn.
MurkwashfishingBrown tidal flats where long shadows cruise beneath the surface.
MirefieldfarmStilt-house plots wrested from the mire, red with cranberry beds.
Deepmire DelvemineA timber-shored delve sunk through the peat to the black seam below.
The Weeping SteepledungeonA drowned church whose steeple still breaks the water, weeping rust down its stones.

Qasrahn

The desert isle across the eastern water: damask steel, saffron and sunweave.

LocationTypeWhat's there
MersaportA white-walled anchorage where the Storm Cog makes landfall under a hard blue sky.
Qasr AdintownA fortress town of ochre stone; forge-heat shimmers over its walls by noon.
Jebel KarnmineA horned mountain quarried since before the qanats: damask seams and golden stone.
Wadi NakhlforestA green river-valley of date palms and ironwood, loud with doves at evening.
The Sidra CoastfishingA bright shelf of reef and shallows where the dorado run gold beneath the swell.
Bir ZahrafarmAn oasis garden ringed by wells: saffron rows, date palms, and cool shade.
The Sunken QanatdungeonAn ancient aqueduct running black beneath the sands, its vaults sealed by old engineers.

Vetrholm

The winter isle on the Sedgeholm fork: wolfram, myrkwood, and barrow-kings under the howe.

LocationTypeWhat's there
VindhavntownA wind-scoured harbour town under turf roofs, where the Storm Cog rides at anchor.
EldstadtownThe forge town in the valley's lee, its longhouses black-timbered and its chimneys never cold.
MalmfjallmineAn ore mountain split by frost: wolfram seams under cliffs of standing basalt columns.
MyrkvidforestThe dark pinewood. Fir at its margins; at its heart, myrkwood no axe has bitten in living memory.
IsfjordfishingA deep cold fjord walled in ice-veined stone, where the great fish hold in the dark water.
FrostvangfarmHardy field-country where rye stands against the wind and juniper grows in the stone rows.
The Draugr HowedungeonA barrow-field of the old kings, its mounds broken open from the inside. The dead here do not lie still.

The Blood Isles

Five hostile islets across the bloody waters, where everything worth taking is paid for in blood.

  • Every gathering and crafting action here costs 2–3 HP, success or not. None will take you below 1 HP.
  • No Houses.
  • No clan buildings.
  • There is no town: die here and you wake across the water.
LocationTypeWhat's there
PalehavenportThe one guarded landing on the Isles, a pale stone quay where the Dread Knarr ties up, and nobody asks your business after dark.
RedreeffishingShallows stained rust over coral the colour of an open wound. The lamprey feed well here.
MarrowcragmineA bare rock islet cut to the bone, its seams of bloodwright ore dark as dried blood.
DuskmoorforestOpen moor under a sky that never quite reaches morning: duskwood stands, bloodthistle in the hollows, and the court's hounds hunting by night.
The Crimson KeepdungeonThe court's seat: a keep of red stone above the moor, its forges and kitchens worked by servants who no longer bleed. The throne above stands empty. For now.
The manual [show]