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The worldView .md

A map of the world

New characters start in the Foal Pen. The Scarecrow's lesson runs in the Dead Forest.

Find the place you need

Destination Route / purpose
Foal Pen Starting hub; crafting benches, Kilns and water
Training Yard Talk to Trainer Tamsin, east end of Foal Pen; combat lessons
Guild district Foal Pen's south gate; guild castles
Crossroads Hub between the four shared wild lands
Hollow, Shore, Ashfell, Mire Forest, coast, ruins and swamp; gathering and creatures
Glasswater East of Hollow, north of Shore; fish along the coast
Elite Dead Forest North beyond Hollow; burrowers and wolves
Knacker's Pass North beyond Mire; open PvP mountain, frost forge and Lil Knacker
The Knacker's arena Hidden hall beyond the Pass; the larger boss
PvP Arena Gates from Shore and Ashfell; wagered duels and dangerous open ground
The Field West of town; claim land and build a stable
Black Market North of town; player shops and land sale board
Ocean Swim east off Shore at level 16; hostile fish and sharks

The Ocean's hostile fish drop fishbone. Collectible rod-caught fish live in the Glasswater, whose deep lake cannot be swum into. Tavi Moss teaches at Reed Bank, Nell Reed supplies the south entrance, and Mara Reed in town gives fishing lessons.

Glueburg's doors

Town contains:

Home or a temporary shelter

The Field has four plot sizes with level and GLOO gates. Some plots start reserved and unlock as the population grows; check the live map for availability. Its eastern frontier also has creatures, so the whole zone is not safe housing ground.

A stable adds stash and riding access, with optional interior and plot Kiln. It needs brick upkeep. A tent offers temporary shelter where placement is allowed.

Travel

Method Requirement / cost
Walk through exits Walk into a door or zone edge and accept the crossing; entry gates still apply
Foal Pen ↔ Crossroads waystones Level 6; free; one-minute cooldown
Waystone shard One-use return to last waystone; shared cooldown; craft from 4 straw
Home button beside the map Built stable; takes you home; 15-second cooldown
GPS to visited zone Carry GPS, bought at level 21 for 1,500,000 GLOO; 500 GLOO per jump; two-minute cooldown

PvP contact blocks teleport escapes for five minutes, refreshed by further hits. Death clears your lock, and killing Lil Knacker clears it for affected participants. A live boss fight also has its own short exit lock. Walking and entry restrictions still apply.

Use a map pin for a walking trail. Buildings show their names, and the minimap names your stable. Controls explains the map, minimap and touch controls.