HearthenVale

The World

One world, shared by everyone

Every player lives on the same continuous map. It is saved on the server and never resets. Three safe capitals sit at its heart; everything between and beyond them is open frontier, waiting for someone to build there.

1 worldfor every player, never split into servers you have to pick
3 capitalsalways safe, always open to newcomers
4 regionseach with its own market and resources
2 hoursis one full day and night in HearthenVale
1 weekis one season, and seasons change what grows

The three capitals

Each capital has its own NPC rulers, public workplaces for every trade, rents plots to settlers and runs a busy market. Combat is switched off inside their walls, for everyone.

Riverport

Rosebridge

A river port of rose gardens and arched stone bridges where two rivers meet, ruled by the Merchants' Exchange.

  • The largest market in the world
  • The river docks
  • Where the caravan routes begin

Meadowlands

Goldspire

A walled royal seat under a gilded tower, ringed by cherry orchards and governed by the Crown.

  • The High Charter Court, where land deeds, contracts and Politheum charters are registered
  • City Charters for anyone founding a city

Pinewood

Emerald Tor

A forest city climbing the slopes of a rocky tor, home of the Lyceum and its Council.

  • The artisans' quarter, home to Tailors and Stylists
  • The Lyceum, where professions train
  • The yearly Tor Run festival

Regions

The world is split into regions, each with its own biome, resources and market. The same item can sell for different prices in different regions, which is where trade routes come from.

RegionCapitalCharacter
RiverportRosebridgeRivers, docks and bridges; the hub of trade
MeadowlandsGoldspireOpen farmland and orchards
PinewoodEmerald TorDeep forest and rocky slopes
Greyrock HillsNoneA mining frontier rich in ore and gems, and the most dangerous roads in the world

New regions open at the edges of the map as the population grows. There will always be one world, never a separate copy.

Safe ground and open frontier

WhereWhat can happenWho decides
Rosebridge, Goldspire, Emerald TorNothing hostile, ever. Nothing can be stolen or destroyed.NPC councils set rent and taxes
Player citiesNPC raids, and sieges by a Politheum at war with the ownersThe founding Politheum's charter
Open frontierRaiders and beasts roam; Soldiers at war can clash. Free to gather in and settle.No one, until a Politheum claims it

Raiders never target players in their first seven days, and never strike near a capital. More about the frontier →

A living world

Day, night and seasons

A full day passes every two real hours, and a new season arrives every real week. Seasons change which crops grow and which events appear.

World events

A bridge collapses and cuts a trade route. A drought halves the wheat harvest. A festival in a capital sends demand for food soaring. Smart traders watch for them.

City projects

Bridges, lighthouses and market halls are built together, with many players each contributing goods. Once finished, they give the whole city a lasting bonus.

It stays where you put it

Everything you build stays put until you move or demolish it. Your home, stall and running workplaces stay in the world while you're offline.

Getting around

Tap to walk. Each capital has a gate on every side; step through one and you're out in the open world. Follow the roads to another capital's gate, or to the palisade gate of a player city.

Capitals also run a paid coach between each other for when you'd rather not walk. The world map shows where you are, how far everything is, every player city with its Politheum's crest, and the borders of their land.

Plots are 12 × 12 tiles. You rent them from the Crown inside a capital, or buy them from the founding Politheum inside a player city. How land works →