Land of Senia

The World

The coast of Senia

The Company sold this coast as a land of gold. You came on a ship called the Prospect. It burned on the beach, and now the settlers have to make a home.

Ten lands run from the beach to the high stones, each with its own town, its own people and its own trouble. Three islands lie off the coast, and a few more places are left for you to find.

The Landing from above: houses, a plaza, the beach and the pier
The Landing, where every hero wakes up.

The lands

From the beach to the high stones

The levels show where each land starts to feel right. Wander early if you like: the game will tell you when something is too much for you.

The Landing
Levels 1–5

The Landing

The beach, the wreck of the Prospect, and the first town on the coast. A notice board full of work and a cook who burns everything.

The False Copper Hills
Levels 5–8

The False Copper Hills

Brick and black stone, a forge that's always lit, and assayers who test every rock. Most of the rocks are lying.

The Slack
Levels 7–10

The Slack

A town of old hulls and shacks along a sandbar, tied together with rope. Not one proper street.

The Soaks
Levels 9–12

The Soaks

Stilt houses and boardwalks over black water, and a customs house that would charge duty on the rain.

The Outerby Woods
Levels 11–14

The Outerby Woods

Thatch, ivy and far too many signposts. A scarecrow keeps office hours at the survey desk.

The Picked Country
Levels 13–16

The Picked Country

Red tents on bare sand, a well with a queue, and tidy rows of sorted scrap. Somebody here has been very thorough.

The Turncoat Gorge
Levels 16–18

The Turncoat Gorge

Matching houses face each other across the water. Everyone is on a side. The sides keep changing.

The Still Lake
Levels 18–20

The Still Lake

Water so calm it looks like it's thinking, and a court that is magnificently idle.

The Cold Shoulder
Levels 21–23

The Cold Shoulder

Snow, hot broth, and people who listen far more than they talk.

The Heavy Stones
Levels 23–25

The Heavy Stones

Where everything gets weighed, and where the rails finally stop.

Off the coast

Three islands

An old ferryman keeps a boat at the Landing's dock. Light the signal fire and he'll take you out.

Gull Rock levels 3–7: gulls, crabs, and an old beacon that has gone dark.

Brume Isle levels 10–15: an isle hidden in fog, where lights that aren't lights lead boats onto the rocks.

The Far Reef levels 18–22: as far as the boat can go. Old wrecks all around, and something big pulled them down.

And a few places on Senia aren't on any map. You'll know them when you find them.

A cave, lit by crystals
Caves change every time you go in, with a chest at the far end.

Who lives here

Creatures of Senia

A few of the things you'll meet. Some are easy. Some only look easy.

Meadow slime

Meadow slime

It wobbles toward you with real intent.

Beach crab

Beach crab

Sideways, then suddenly not sideways.

Walking toadstool

Walking toadstool

The travel books warned about these. Nobody believed the travel books.

Shield beetle

Shield beetle

Most of it is shell. The rest is opinion.

Cave bat

Cave bat

It knows exactly where you are. You don’t know where it is.

False lantern

False lantern

It looks just like a light left on for you.

Blue jelly

Blue jelly

Calm, slow and very sure of itself.

Night octopus

Night octopus

You hooked a sea monster. It has opinions about that.

Kelp beast

Kelp beast

Part of the shore got up and came to see you.

Outerby at night
Outerby after dark.

The people

Stranded, and making the best of it

Cooks, smiths, mapmakers, a postmistress who has lost one bag in a hundred years, and an assessor who charges a small fee for the question. Everyone has a job for you, and everyone has an opinion.

Townsfolk of Senia standing on the grass