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The World

Everything the game knows, written down: commands and systems, the places in the world, and what there is to do in them.

Bank

A vault off your body, a lease on the key, and two ledgers.

Shops

Buying, selling, and the one bargain a merchant will strike.

Wilds

The open map, and how to read it.

Ferries

The sea is most of the map, and the lines are how it becomes a place instead of a wall.

Town Quests

Every settlement has its own troubles, and somebody at the plaza who will pay you to look into them.

Charts

The map is a thing you own, not a thing you have.

Mounts

The map is wide, and a mount is how you cross it faster than walking.

Annals

The battle record, kept whole.