The World: Difference between revisions

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Expand with detailed, non-technical world layout info: terrain types, water, verticality/bridges, caves, notable unnamed areas, and world growth (via update-page on MediaWiki MCP Server)
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[[File:Worldmap concept1.png|thumb]]
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It's built from a grid of square tiles, each about a metre across, stitched together out of 16×16-tile chunks that stream in around you as you travel through the world.
The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It's built from a grid of square tiles, each about a metre across, stitched together out of 16×16-tile chunks that stream in around you as you travel through the world.


== The Terrain ==
== Notable Areas ==
 
'''Fablehaven''' is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the [[Church of the First Breath]] (name not yet settled against the [[Church of the Holy Breath]] used elsewhere — see Open questions), though a few "outlaw" encampments oppose the church's rule.
 
* Themes: Religion, Oppression, Classism
* Subzones: Burbridge, Hope's Rest, Haunted Woods, Briarwood, [Farmland]
* Descriptors:
* Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb
* Fauna: Lamb, Deer, Squirrel
* Flora: Mint, Wintergreen
* Locations:
*
 
'''[Snowy Mountains]''' is a region separating Fablehaven and [swamp] from the rest of [the world]. It contains one of the 3 major lakes, the spring lake.
 
* Themes: Solitude, Finding a way, "In between" times in life, liminal
* Subzones:
* Descriptors:
* Resources: Minerals/Gems
* Fauna: Goat, Mountain Lion,
* Flora: Berries
* Locations: Solitude Inn, Peak, Cave Systems,
 
'''[Swamp]''' is a region in the south eastern part of the world that is a humid and hot. It consists of swampy marshland in the north and a dense jungle to the south. The southern tip of the region contains a bustling naval port by the name of Cape [something]. 
 
* Themes: Survival, Free-for-all,
* Subzones:
* Descriptors:
* Resources:
* Fauna: Lizard, Crocodile,
* Flora:
* Locations:
 
'''[Desert]''' is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.
 
* Themes: Ancient Civilization, Lost Knowledge, Occupation (Military)
* Subzones: Dunes, Oasis, Badlands,
* Descriptors:
* Resources: Sandstone, Glass, Quartz
* Fauna: Snakes, Tortoise, Scorpions, Camels, Cats,
* Flora: Cactus, Aloe vera, wildflowers,
* Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town[[File:Image.png|thumb|500x500px|Art Direction - Desert Biome Type]]
'''[Plains]''' is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms.
 
* Themes: Simple Life
* Descriptors:
* Resources:
* Fauna: Bison, Elk, Coyotes
* Flora:
* Locations:


Most of the land explored so far is open grassland, dotted with patches of dirt and soil, windswept sand dunes, and snowfields in colder-looking reaches of the map. Civilisation leaves its own mark on the ground: paved cobblestone paths, wooden floorboards, flagstone, and the occasional red carpet mark out roads, buildings, and other constructed spaces, standing out against the natural ground around them.
'''[Tundra]''' is a region in the north central part of the world that is a extremely cold and snowy/icy.  


== Rivers and Water ==
* Themes:
* Descriptors:
* Resources:
* Fauna: Polar Bear, Yak, Walrus, Seals,
* Flora: Arctic Moss,
* Locations: Arctic Lake, Rocky Coast


Rivers and streams cut through the landscape as translucent, animated water that ripples and catches the light — tinted darker where it runs deep, and flecked with foam along the shallows and shore. You can't wade or swim across deep water yet; it blocks your path like a wall, so rivers act as natural obstacles to route around or cross by bridge.
'''[Grand Canyon]''' is a region in the
* Themes: Traversal
* Descriptors:
* Resources:
* Fauna:
* Flora:
* Locations:


== Elevation, Bridges, and Buildings ==
'''[Rainforest]''' is a region
* Themes: Discovery,  
* Descriptors:
* Resources:
* Fauna:
* Flora:
* Locations:


The ground isn't flat. Hills rise and fall across the map, and where the terrain climbs steeply it's rendered as rocky cliff faces rather than smooth grass. Elsewhere, ramps and staircases connect one height to another gradually, like a real flight of stairs. Built-up areas add whole extra layers on top of the base terrain — bridges spanning rivers, raised platforms, and upper floors of buildings. Unlike some tile-based games, BTScape doesn't hide one floor to reveal another: stand underneath a bridge and you'll still be able to see (and bump into) anyone crossing above you.
'''[Golden Coast]''' is a region
* Themes:
* Subzones: [Pacific Highway],  
* Descriptors:
* Resources: Gold,  
* Fauna:
* Flora:
* Locations:  


== Caves ==
'''[Volcano Island]''' is a region
* Themes: Sacrifice,
* Descriptors:
* Resources:
* Fauna:
* Flora:
* Locations:
<big>Concepting</big>


Openings cut into hillsides lead down into caves — real gaps in the ground, with the hillside above acting as their rock ceiling. Step inside and the light fades the deeper you go: the mouth of a cave stays reasonably lit, but push further in and it dims toward near-total darkness beyond the small area lit around you, brightening smoothly again as you head back toward the entrance.
-  


== Notable Areas ==
[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.
 
* Plains
* Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.
* Wetlands


BTScape's map doesn't have official place names yet — the world is still young and growing — but a few areas already stand out to explorers:
[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.


* A camp of cultists, marked out by cultist symbols and patrolled by guards, with wells, beds, and tables scattered around.
* The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.
* A small market row where a general store, a food shop, and an ore trader have set up alongside one another.
* The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.
* Sprawling wheat fields — easily the largest cultivated area on the map.
* The Savanna
* A mining ground where tin ore can be dug out of the hillside.
* Badlands
* A pair of water wheels turning near the mining ground.


These all lie some distance from where new characters first arrive in the world, so you'll need to explore to find them.
*


== A Growing World ==
== A Growing World ==


The map isn't a fixed rectangle — it's an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.
The map isn't a fixed rectangle — it's an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.

Latest revision as of 19:37, 7 September 2026

The world of BTScape is one seamless landscape shared by every player, seen from a 3D camera as you walk, run, and explore across it on foot. It's built from a grid of square tiles, each about a metre across, stitched together out of 16×16-tile chunks that stream in around you as you travel through the world.

Notable Areas

Fablehaven is a region of forested and grassy hills and meadows. Its resources are mainly coal, wool, cloth, lumber, gold, and salted lamb. Most of the land is controlled and governed by the Church of the First Breath (name not yet settled against the Church of the Holy Breath used elsewhere — see Open questions), though a few "outlaw" encampments oppose the church's rule.

  • Themes: Religion, Oppression, Classism
  • Subzones: Burbridge, Hope's Rest, Haunted Woods, Briarwood, [Farmland]
  • Descriptors:
  • Resources: coal, iron, wool, cloth, lumber, lamb(livestock), venison, deer hides, and salted lamb
  • Fauna: Lamb, Deer, Squirrel
  • Flora: Mint, Wintergreen
  • Locations:

[Snowy Mountains] is a region separating Fablehaven and [swamp] from the rest of [the world]. It contains one of the 3 major lakes, the spring lake.

  • Themes: Solitude, Finding a way, "In between" times in life, liminal
  • Subzones:
  • Descriptors:
  • Resources: Minerals/Gems
  • Fauna: Goat, Mountain Lion,
  • Flora: Berries
  • Locations: Solitude Inn, Peak, Cave Systems,

[Swamp] is a region in the south eastern part of the world that is a humid and hot. It consists of swampy marshland in the north and a dense jungle to the south. The southern tip of the region contains a bustling naval port by the name of Cape [something].

  • Themes: Survival, Free-for-all,
  • Subzones:
  • Descriptors:
  • Resources:
  • Fauna: Lizard, Crocodile,
  • Flora:
  • Locations:

[Desert] is a region in the southern part of the world that is a harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.

  • Themes: Ancient Civilization, Lost Knowledge, Occupation (Military)
  • Subzones: Dunes, Oasis, Badlands,
  • Descriptors:
  • Resources: Sandstone, Glass, Quartz
  • Fauna: Snakes, Tortoise, Scorpions, Camels, Cats,
  • Flora: Cactus, Aloe vera, wildflowers,
  • Locations: Pyramids/Ancient Tombs, Oasis, Merchant Town, Shipping Port, Outlaw/Cowboy Town
    Art Direction - Desert Biome Type

[Plains] is a region in the central part of the world that is a dry and flat with tornadoes and lightning storms.

  • Themes: Simple Life
  • Descriptors:
  • Resources:
  • Fauna: Bison, Elk, Coyotes
  • Flora:
  • Locations:

[Tundra] is a region in the north central part of the world that is a extremely cold and snowy/icy.

  • Themes:
  • Descriptors:
  • Resources:
  • Fauna: Polar Bear, Yak, Walrus, Seals,
  • Flora: Arctic Moss,
  • Locations: Arctic Lake, Rocky Coast

[Grand Canyon] is a region in the

  • Themes: Traversal
  • Descriptors:
  • Resources:
  • Fauna:
  • Flora:
  • Locations:

[Rainforest] is a region

  • Themes: Discovery,
  • Descriptors:
  • Resources:
  • Fauna:
  • Flora:
  • Locations:

[Golden Coast] is a region

  • Themes:
  • Subzones: [Pacific Highway],
  • Descriptors:
  • Resources: Gold,
  • Fauna:
  • Flora:
  • Locations:

[Volcano Island] is a region

  • Themes: Sacrifice,
  • Descriptors:
  • Resources:
  • Fauna:
  • Flora:
  • Locations:

Concepting

-

[name of large area/state/whatever] - Plains, Forest, Wetlands - A relatively unassuming corner of [world/continent] where a large number of the human population lives. Carried by faith and honor, the humans formed the [empire] and govern this corner of the world.

  • Plains
  • Forest - Inhabited largely by [the void cult] who actively seek Pneuma to destroy and will sacrifice any life they can to feed the void. [They] operate very unassumingly and seem like a normal village but silently in the background controlling their population and performing sacrificial rituals in the nights. They say every 7 days a sacrifice must be made in the name of Omberin, whether they have lured an outsider or not. Members of the cult have been known to sacrifice themselves, known as [name], to ensure the destruction of Pneuma has been performed in the name of Omberin.
  • Wetlands

[name of large area/state/whatever] - Desert, Savanna, The Dunes (and Oasis), Bandlands - A harsh and unforgiving environment steeped in ancient worship and lost civilization. This dangerous area of the world is filled with those trying to seek riches from buried tombs, extract valuable resources, and live freely outside of loosely established government. There are militant groups, thieves, plunderers, caravans of the sorts, archeologists, etc.

  • The Desert houses the a few mining towns - some ransacked and lived in by [bandits], others still operating, some completely abandoned.
  • The Dunes contain the ancient temple of [very ancient powerful spirit/foe] that is just about buried but was uncovered by a group of archeologists, an oasis, and many sand dunes. Potentially a PVP zone.
  • The Savanna
  • Badlands

A Growing World

The map isn't a fixed rectangle — it's an irregular, ever-expanding patchwork of chunks that can be extended in any direction at any time. Expect the explored world to keep growing as development continues.