The World¶
I used to travel from monument to monument, looking mostly at the distance between them. Here the distance has things in it: streets, small work sites, gardens gone wild and wreckage extending below the water. A short walk can turn into the evening's occupation.
Read the landscape¶
Roads and trails help you reach inhabited places. Rivers and coasts offer fishing, salvage and crossings. A staged object, unusual light or action prompt can make a closer look worthwhile. Try searching a place according to what it used to be: workshop, kitchen, freight yard, abandoned vehicle.

Trees and ore vary in size. Jungle understory includes orchids and berry plants; mushrooms respond to wet weather. The useful contents of a landscape take a little practice to recognize. Scavenging and Fishing describe the work those places support.
Cities¶

Cities offer rooms, corners, services and salvage worth exploring on foot. Ordinary building is possible where the local rules permit it; some residents make homes or useful workshops among the streets. Look for suitable space, check building privilege and leave routes and public fixtures usable.

Some separate city islands are legal PvP. Mainland cities do not inherit that rule automatically. Heed approach warnings, check /pvp, and read the boundary and death rules before settling or carrying valuable supplies there. Inside those islands, ordinary building can be allowed; the no-build approach ring is outside the boundary.
Under the surface¶

Reefs and dive sites join wreckage, freight, growth and useful little objects into larger places. Birds, protruding structure and light can help you find one. Different depths support different searches and equipment. Start with dive preparation, then leave enough time to inspect the less obvious pieces.
Strange light¶
Arctic crystals can offer temporary effects and peculiar company for the senses. Check /fx after an interaction.
Ambient wisps can appear without granting anything. Exposed batteries sometimes spark in rain as well; that particular small show is harmless.
Country and climate¶
Cold regions reward warm clothing and thoughtful routes. Dense jungle shortens the distance at which you notice company. Coasts offer broad views with cold water between you and an easy landing. Learn a region's animals and weather along with its resources.
Swamps¶
Swamps have their own fish, net salvage and nighttime atmosphere. After sustained rain, check shallow margins and banks for partly buried cargo. Take a rod or net for the outing, and keep the crocodile escape route clear while sorting what you find. Fishing, Scavenging and Weather explain the useful differences.
Points of interest worth the detour¶
Talking snowmen¶
Voices and sleigh bells can lead you to a snowman in the Arctic. Striking one with a weapon can produce gifts and Gemstones, or bring gingerbread-clad Wanderers into the area. Decide whether you have room for a fight before testing its holiday spirit. Listening from a little farther away costs less ammunition.
The Outpost Blues Band¶

The band plays twelve-bar blues and salvaged arrangements on an improbable collection of instruments, including a shovel bass. Soloists rotate. If you hear them, find a comfortable spot for a song. I have accomplished less pleasant things with an evening.
Fireworks¶

Some evenings end with fireworks. Find a comfortable view when they begin; I have enjoyed whole shows without improving my equipment at all.
A different island¶
Geography changes with the monthly wipe. Learn the signs of a good fishing bank, an occupied road or a promising dive site; that knowledge travels better than one memorized circuit. The Worldbuilding essay shows how the mapmaker makes the places fit together.
Map · Weather · Transportation · Wildlife

