THE COAST
Emberhold
A harbor where the work comes first. Fish, sow, hammer, then walk east when the yard has nothing left to teach.
Build 114
Checking the account…
Before you step off
1. One harbor
Everyone steps onto Saltmere. The harbor is the coast you share.
2. Moving
On a computer, click the ground, or hold W A S D. Keys 1 to 4 cast. Keys 5 to 9 use the bar. On a phone, drag the stick. Tap the ground, a door, a stair, or a person.
3. The first hour
Town cobbles do not hunt. Hens stand by the tavern. Turnips grow just south of the yard. Talk to Holt if you want the sword. He teaches to thirty. After that, the wilds teach you. Help, once you are ashore, lists every skill and the number where it changes. The Codex lists the five spell circles.
4. A fight
Tap a beast, or set War and you answer whatever strikes you. The three bars are health, mana, and stamina. One foe is the ordinary fight. If a second closes in, break sight or run past the place they will follow. They go home.
5. If you fall
You wake at the Returning Stone. What you are wearing stays on you. A little gold and one stack from the pack stay on the body. Walk back, or ask the innkeeper in any town. The sign says healer. In a flag fight the killer has ten seconds first.