World Maps & Starting Towns
Read the atlas, orient to rooms and routes, and trace a path from familiar streets toward the far edges of the realm.
Field method Scan the contents, open the entry you need, then try its highlighted commands in Play.
Nharzul. Dark-Elf capital
Nharzul is a safe, expansion-ready 121-room underground town built from an irregular civic grid, smaller district grids, long avenues, diagonal spurs, dead ends, and open expansion gaps. Moonwell Concourse is its single arrival hub when a new character selects Nharzul and when decay returns a character to safety. Its civic core includes a bank, empath, cleric, mayor, every profession master, weapons and armor shops, herbs and alchemy, fashion, pawnshop, locksmith, Tanner, marketplace, and Owlery. A friendly silver-eared cavern hound roams the town; hostile encounters never spawn there. Beyond the southwestern funeral gate, the separate 31-room Moonfall Graveyard places all three Nharzul gravediggers in a protected one-link station near the entrance while established grave creatures haunt the older grounds. The four starter wilds contain 40 portrait-backed encounters: 32 beasts and monsters plus 8 hostile Dark-Elf and Gnome humanoids. Humanoid names may emphasize occupations or personalities, while inspect descriptions and portraits reveal ancestry; pirate bands occupy blackwater landings and moorings rather than unrelated inland terrain.
World generation targets one hostile humanoid encounter for every four non-humanoid species. The six playable races remain the majority of those humanoids, though an Area may occasionally introduce a documented, lore-consistent original people. Humanoid roles always match their habitat and their ancestry remains visible in inspect even when it is omitted from the encounter name.
Four gates lead to the level 1-4 starter wilds: Widowroot Fen, Gloomcap Hollows, Umbral Sinkwood, and Spiderglass Caverns. Together they contain 1,038 wilderness rooms and 32 distinct creature territories. Each sub-area includes three deep, spread-out, creature-free refuge dead ends for resting, eating, and preparing herbs.
Thornhaven town reference
Tip: The Status sidebar’s Hands rows are separate from this map, click a held item name there for stow commands (same popup style as NPC names). See Items & Equipment.
Sky & portrait: time or weather reports world phase and weather in your main area (shared across sub-areas with the same area name). The portrait backdrop follows time and weather, see help time.
Each small square is one room (grid_x / grid_y in the world data; defaults ship in seed.sql). At most one room occupies each coordinate pair on this town map. This page labels cells with room id for reference; the live Play map omits those numbers on the drawing, click a cell for details. In-game tiles use brighter fills and gray borders/exit lines. North is the top row. Empty dashed cells have no room at that coordinate.
Your Play Status sidebar lists name, then sex | race, then profession (emoji + label) | stance (abbrev), then wallet as tiered g/s/c with gold/silver/copper icon tints (vault icon tooltip = bank), not drawn on the map tiles.
Developers: the same Thornhaven layout is exported as a static SVG, docs/map.svg, when you run go run ./scripts/mapgen from the repo root (optional -o path). Regenerate after changing town coordinates or connections in build/seed.sql or the generator.
Town grid (27 rooms)
Current Play map: The target icon in the sidebar Minimap toggles a saved focused view that keeps your room centered in an eleven-row window, showing up to five positions north and south; turn it off to fit the whole sub-area. The fixed room display and every web look result use the theme-aware Wayfinder card with a room-name band, Area › Sub Area, description and occupants, and compact chevron Paths. The World Atlas draws six connected town realms with balanced Area counts and level spreads; Dreadspire Citadel is separate and awards reputation to every race realm.
In-game: Map panel uses the same grid with connecting lines, brighter tile fills, gray borders and exit lines; tiles do not show room ids; click a cell for NPCs, creatures, mutual friends, and (during a rescue) the gravedigger in that room. Admins may inspect rooms in every selectable open-world sub-area and see every player; regular players receive room details only for their current sub-area.
NPC command popovers widen with the text (up to the window) so long suggestions stay on one line when there is space. Room items (placard, signs, Quest Poster): tooltip with read …, then a cream text popup. Instance runs: lobby and entry cells get tint highlights in that dungeon map (see Instance dungeons). Paths in look may send go or climb for labeled exits (e.g. some Bastion stairs or ropes on shards that ran the latest Veilspire migrations).
Player tooltips: idle reflects last meaningful command or say (not the web client’s automatic room refresh); super-admin accounts also see Online: session seconds while the character is connected. Creatures (default world): ordinary and giant rats live outside Town in Southern Valley’s Culvert Run and Rat Warren. Thornhaven Town is creature-free; its friendly cat still roams squares and main streets. Custom servers may use a different room layout.