Regions & Atlas
The world spans 6 regions. Each past the first is reached across water, in a vessel you build yourself.
| Region | Gathering | Monsters | Reached by |
|---|---|---|---|
| Aldermoor | 1–20 | 2–36 | The starting region |
| Sundermere | 20–27 | 9–36 | Small Raft (Construction 20, Wyckmouth) |
| Merrowfen | 30–40 | 24–53 | Fen Barge (Construction 30, Saltreach) |
| Qasrahn | 45–55 | 44–61 | Storm Cog (Construction 40, Sedgeholm) |
| Vetrholm | 60–70 | 58–77 | Storm Cog (Construction 40, Sedgeholm) |
| The Blood Isles | 75–80 | 75–90 | Dread 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.
| 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, the ranged and magic gear lines, and tougher beasts.
| 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: sable, jet, silk and mirehide, and the drakes and wraiths.
| 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. |
Qasrahn
The desert isle across the eastern water: damask steel, saffron and sunweave.
| Location | Type | What's there |
|---|---|---|
| Mersa | port | A white-walled anchorage where the Storm Cog makes landfall under a hard blue sky. |
| Qasr Adin | town | A fortress town of ochre stone; forge-heat shimmers over its walls by noon. |
| Jebel Karn | mine | A horned mountain quarried since before the qanats: damask seams and golden stone. |
| Wadi Nakhl | forest | A green river-valley of date palms and ironwood, loud with doves at evening. |
| The Sidra Coast | fishing | A bright shelf of reef and shallows where the dorado run gold beneath the swell. |
| Bir Zahra | farm | An oasis garden ringed by wells: saffron rows, date palms, and cool shade. |
| The Sunken Qanat | dungeon | An 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.
| Location | Type | What's there |
|---|---|---|
| Vindhavn | town | A wind-scoured harbour town under turf roofs, where the Storm Cog rides at anchor. |
| Eldstad | town | The forge town in the valley's lee, its longhouses black-timbered and its chimneys never cold. |
| Malmfjall | mine | An ore mountain split by frost: wolfram seams under cliffs of standing basalt columns. |
| Myrkvid | forest | The dark pinewood. Fir at its margins; at its heart, myrkwood no axe has bitten in living memory. |
| Isfjord | fishing | A deep cold fjord walled in ice-veined stone, where the great fish hold in the dark water. |
| Frostvang | farm | Hardy field-country where rye stands against the wind and juniper grows in the stone rows. |
| The Draugr Howe | dungeon | A 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.
| Location | Type | What's there |
|---|---|---|
| Palehaven | port | The one guarded landing on the Isles, a pale stone quay where the Dread Knarr ties up, and nobody asks your business after dark. |
| Redreef | fishing | Shallows stained rust over coral the colour of an open wound. The lamprey feed well here. |
| Marrowcrag | mine | A bare rock islet cut to the bone, its seams of bloodwright ore dark as dried blood. |
| Duskmoor | forest | Open 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 Keep | dungeon | The 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. |
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