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Pioneeria

The town in the middle of the world: where you begin, where the shops are, and where you wake after a fall.

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Pioneeria from above: market stalls, the well and the shops round the square

How to get there: The middle of the world. Townward (say hemma, Magic 12) brings you back to the square from anywhere.

The square is a protection zone: nobody can fight there. Signposts at its edges point north to the mine and the mountains, east to the forest, west to goblin country and south to the lake.

The well and the Guide

A well stands in the middle of the square, benches round it, and the Guide beside it: talk to her first. Market stalls and bunting fill the rest of the square.

Around the square

  • North: the temple, where you wake after a fall, with Old Henry outside it; the paint shop on the north-east corner (the Painter).
  • West: the bank (the Banker); north of it, the pet shop (the Pet keeper and the shop dog).
  • East: the general store (the Shopkeeper), and a chicken pen beyond it.
  • South-east: the smithy, open to the sky: a furnace, two anvils, the town’s sawbench and the Smith.
  • South-west: the kitchen, with two ranges and the Cook.

The Town Market

Follow the paved path north between the Temple and Paint Shop, then turn right into the dedicated market court. The green and honey pavilion houses Marie’s single trading counter. Marie handles all listings, purchases and collections. Sit on a bench or meet friends in the lantern-lit court. Buy from other adventurers, list wares at your own asking price, and collect purchases or sale proceeds. Listings can sell while you are offline. A 10% sales tax leaves circulation. How to use the Town Market

The Dragon Field

South-west of the square, between the two roads south, below the Kitchen and above the southern lake: a level field with a paved launch circle, two tall perches with a young dragon resting on each, pennants, hay for the dragons and benches facing the circle. Sigrun, Dragon Trainer stands by the way in from the south road with her map of the world: from combat level 10 her dragons fly you anywhere, the first flight free. How dragon flights work

The little mine

North-west of the square lies a small patch of bare rock with copper, tin and iron rocks: the ore for The Smith's First Sword. The north road climbs on past the temple to the big mine in the mountains, where coal, silver and gold wait the farther up you go and trolls (level 25) roam, and to The Humming Stones where the road ends.

The evening fires

On the lake shore south-east of the square, behind the smithy: two campfires ringed with benches, a lantern at either end. Nobody fights there, and sitting by a fire brings your health and mana back twice as fast. Supper by the Fires and Another Dragon both end here.

The southern lake and its bridge

The south road runs down to the lake and out over it on a long plank bridge. Billy the Builder stands at its town end (Stake Your Claim). Shrimp swim along the shore, for the small net every newcomer carries; harpoon spots lie farther out, and rod spots to the east.

Round town

Hoglets root about in the meadows round town and never start a fight: bare hands will do. Beetles live in the clearings, wolves in the eastern forest, goblin whelps and goblins round their camps to the west. Pheasant Meadow lies just west of town, by the Honeybrook road.

Reference entries are generated from the current game data. Artwork comes from the actual game. Pixlaria is in alpha; balance and content can change.