The World
Zones, seasons and the wizard's weather
Zones
The Heartland (World) — the settled valley: the village and its plaza of
crafting stations, the palisade with its copper veins, timber stands by the great portal, the river to
the east, hunting grounds, and the Forgotten Crypt's obelisk.
The Frontier (Zone 2) — beyond the portal: richer iron veins, ancient timber,
sacred herb gardens, deep fishing holes, and the Quartermaster's standing work orders. Tougher, and
worth it.
Private Estates — every adventurer can retreat to a private house; guilds
keep a great hall of their own.
A Living Sky
The dimension keeps its own server-side clock — day and night, ten-day months, four seasons and rolling weather (rain, storms, snow in winter, fog off the river). Conditions differ per zone and persist across restarts. The status page shows each zone's current time, day and weather live.
Light and Dark
Night is genuinely dark. Every adventurer carries an inner torchlight — a warm personal glow that equipment (like the Lantern) and certain skills can strengthen. Mind your light on new-moon nights.