Each location is known as a Rooms. This is true regardless of whether the location is a kitchen or part of a huge forest. The backend is after all a text adventure engine. Each room can have any number of exits - currently north, south, east and west are represented graphically, but any number of exits are possible since they are modelled using pointers to a location rather than a direction along a grid.
| Colour | Represents | Common terrain |
|---|---|---|
| Dark blue | Deep Ocean | Ocean |
| Mid blue | Sea | Sea |
| Light blue | Lake | Lake |
| Light green | Woodland | Woods, Meadow, Hills, Heath |
| Mid Green | Hills | Hills, Valley, Wooded Hills, Crags, Woods, Meadow |
| Dark Green | Thick forest | Woods, Forest, Wooded Hills |
| Olive | Moor | |
| Dark Olive | Badlands | |
| Light Grey | Low Mountains | |
| Mid Grey | High Mountains | |
| Dark Grey | Peaks |
Areas of interest are represented on the main world map by a single room. These are places such as farms, cities or ruins. An exit from that room will lead to a smaller scale map of that area. Many places will be randomly generated.
Example types of places are as follows:
The Wilderness is defined as regions outside of urban areas or other places of interest. The following terrain types are possible.
| Terrain | Description | Starting growth | Minimum growth |
|---|---|---|---|
| Plains | Open grassland | 500 | 0 |
| Hills | Open hills | 500 | 0 |
| Heath | Heathland | 10000 | 0 |
| Woodland | Lightly wooded | 10000 | 0 |
| Forest | Heavily wooded | 30000 | 0 |
Left to itself, land will become overgrown as nature takes its course. Every location where nature is unchecked will have an undergrowth property. This will increase over time, and decrease if people or animals walk through the area.
Undergrowth increases the movement cost, and makes it easier to hide or loose small objects.
Eventually, a large enough change in undergrowth may change the terrain type of the room.
Every 1000 points of undergrowth gives +1 to stealth checks and trying to hide things.
The increase is inversly proportional to the current growth. Mechanic yet to be decided, but it will take about X minutes for each +1 for every X thousand current growth.