How to get there: Everywhere beyond the sea round the heartland: every village has its name on a sign at the way in.
Farmers with fenced fields, a windmill and a chicken pen; fisherfolk on the shore with a pier and boats; snowbound folk in longhouses round a big fire; desert folk in flat-roofed sandstone houses round a pool under palms; apple growers among rows of fruit trees with a cider press. A hamlet has two or three houses round a green, a village four to six round a square, and now and then a busy village has a store and an inn.
Every village has a local who knows everything: ask about the village (“Tell me about …”), for gossip (“Heard any gossip?”) and for the way to the nearest landmark (“Anything worth seeing round here?”). Many villages have a chest on the square that opens your bank, and some a smithy, a sawbench, a kitchen or a pedlar.
Landmarks
Between the villages stand landmarks you can read from afar: a lighthouse on a headland, standing stones on a hill, a ruined tower, a giant old tree, a windmill on a rise, a shipwreck on a beach, a shrine, a hermit’s hut, an abandoned cart and a stone needle in the sand. Some hold a chest with a small gift, once a day for each of you (the keeper's chest, a hollow behind a loose stone, a hollow between the roots, the old sea chest and the pedlar's strongbox). Their names reach your map once someone has been near.
Two villages have locals with stories: Bellhaven and Kingsrest.
