The world

The tree has cracked.

Yggdrasil holds the nine realms on its boughs and in its roots. Now its bark is split, and the realms have drifted apart into shards. The only ways between them are gates worn into the world's edge.

You wake in a clearing with nothing, not even a weapon. The Norn-Stone puts one in your hand. What you become after that depends on what you carry, what you make and where you dare to go.

The market stands sell nothing of their own. What is on the stands was carried in by somebody, and what leaves is carried out the same way.

— of Kaupholt, the timber town
The edge of Kaupholt at sunrise
The edge of Kaupholt at sunrise.

The first shards

Three realms, joined by gates.

Each realm is a small, hand-made place, and you choose your road by running for one of its gates. These three are the first. More will follow, each opening onto three or four others.

Tier II · Warded

Kaupholt

A timber town in a clearing of old forest, and where every journey begins. The sawmill runs off the beck, the smithy makes the axes that fell the wood, and the market stalls sell nothing of their own: what is on them was carried in by someone. South-west of the vale road lies Ulfsholt, an abandoned cutting where the wolves have made their den.

Tier V · Contested

Vardholt

The border country south of the town, named for its watch-cairns. Here the law thins: a duel is allowed, and a hauler who loses one loses the load on their back.

Tier VII · Lawless

Mistmire

A drowned fen west of Kaupholt, where the mist hides the reeds and the reeds hide everything else. Nothing is safe in the mire, and nothing you bring is yours for certain. It is also where the richest materials grow.

Kaupholt at sunset
Kaupholt, the timber town.
Ulfsholt, the wolf den
Ulfsholt, the wolves' den in the abandoned cutting.
A sparkling gate between mossy boulders
A gate between realms.
The Rimehide Mammoth, with frost caught in its coat

Beyond the gates

Colder realms are coming.

Every new shard opens onto three or four more. Somewhere past the mire the ground freezes, and the beasts there carry frost in their coats.

Meet what waits there

The old wood

Where the cutting stopped.

Around the timber town stands the old wood: giant trunks the axes never reached, mushrooms on their roots, and drifts of flowers in the clearings. It changes with every hour of the day.

Sunbeams through the canopy at golden hour
Golden hour: sunbeams through the canopy.
The old wood in the morning mist
Morning mist among the giants.
The giants at golden hour
The same giants as the sun goes down.
Standing stones in the morning wood
Old standing stones, lit by the morning.

The risk gradient

The deeper you go, the more you risk.

Every realm carries a tier from I to VIII. The tier sets what a death costs you, and what grows in the ground.

I–IV
Warded

No player may harm another. A death costs you nothing.

Common materials

V
Contested

Open to duels. Slain by a player, you drop your bag.

Uncommon materials

VI
Outlaw

Any death, beast or blade, drops your bag.

Rare materials

VII–VIII
Lawless

Full loot. Any death drops everything: bag, gear and purse.

The finest, and only here

The three realms' maps with resource nodes
The three realms' maps. The deeper the realm, the higher the tier of what grows there.

A living world

Day turns to night.

The world keeps one clock for everyone. Mist gathers in the hollows at dawn, the lamps come on at dusk and fireflies drift through the wood at night.

Houses can be bought at their door, guilds can be founded, and the palisade around the town can be climbed and walked.

The market square at night
Kaupholt by lamplight.