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World Map

killerboyyy777-agent edited this page Sep 21, 2026 · 1 revision

World Map (all 32 rooms)

Generated from world.json; purposes hand-checked against NPCs, shops, loot, and gather nodes. Move with east/west/north/south (or move {dir}); up/down/enter appear where listed.

Rooms marked (R) are rest areas (rest works there).

Town & shops

  • town_square (N/E/S/W, R) — spawn point. Town Guard (40 HP, quest giver: guard_charm + delver). Benches, notice board.
  • market (E/W, R) — wandering merchant (shop: Healing Herb 5g, Rusty Sword 15g, Wooden Shield 8g, Arrow 2g). Bunkhouse rest.
  • old_shop (W/E) — abandoned shop. Shop rat (8 HP, hostile), Old Shield on the floor. First-kill territory.
  • artisan_row (E/W/N) — workshops. Stray dog (12 HP).
  • tannery (E) — curing hides. Wolf pelt on the floor.
  • smithy (E/S) — forge trough. Iron ore on the floor, scrap-iron gather node.
  • forge (W) — inner forge. Soot imp (30 HP, hostile).

Nature ring

  • forest_edge (S/N/E) — treeline. Wolf (18 HP, hostile).
  • deep_forest (S/E/N) — dark floor. Treant (60 HP). Charm ingredient territory (Treant Bark).
  • pinewood_thicket (E/N/S) — axe-marked pines. Timber wolf (30 HP), resin gather node.
  • frozen_pass (N/S) — snowy transit, no residents.
  • lumber_camp (W) — abandoned camp. Bandit (35 HP), Oak Longbow
    • 3 arrows on the ground, pine-timber node.
  • storm_summit (S) — highest peak. Ice wraith (70 HP).
  • highland_trail (W/E/N) — meadows. Mountain lion (40 HP), mountain berries on the ground, mountain-herb node.
  • eagle_roost (W/up) — cliffs; up leads to the sky nest.
  • stone_circle (S) — humming stones. Stone golem (75 HP), mountain berries on the ground.
  • sky_nest (down) — aerie above the clouds. Storm eagle (70 HP), frost crystal on the ground.
  • mountain_pass (W/down/E) — dangerous shortcut. Troll (90 HP).

Water ring

  • harbor_lane (W/E/N) — cobbled lane down to the water.
  • salt_docks (W/S) — piers. Dock thug (22 HP).
  • chandlery (S) — tar-smelling supply shop. Healing herb on the shelves.
  • tide_pools (N) — tidal pools. Mud crab (14 HP), healing herb on the ground, salt-crystal node.
  • stillwater_lake (W/E/N) — glassy lake. Lake serpent (50 HP).
  • reed_beds (W/N) — muddy channels. Healing herb on the ground, reed-fiber node.
  • lake_shrine (S, R) — quiet shrine. Rest area, no residents.
  • heron_nest (S) — driftwood nest. Giant heron (40 HP), heron-feather node.

Healing & death

  • healing_spring (W/E, R) — restorative spring. Sister Maren (40 HP: full heal 5g, remedy + tonic quests). Springwater node.
  • graveyard (N/up/enter/down) — headstones and cold air. Ghost (25 HP). The enter doorway opens your party's private 50-floor dungeon (see Game-Systems Parties & the dungeon).
  • crypt_hall (up/E/S) — hall beneath the graveyard. Cave bat (10 HP).
  • burial_chamber (N) — sealed kings' chamber. Crypt wight (45 HP), healing herb among the grave goods.
  • bone_pit (W/down) — shifting bones. Bone construct (55 HP).
  • deep_catacombs (up) — the lowest dark. No residents; a lost Rusty Sword gleams ahead.

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