Category
Category: Locations
16 articles in this category.
16 articles. See all categories.
Delivery trayA ceramic basin below Hearth's rosette that holds a finite community delivery of Supply.In the alpha
Dendritic GardensThe first run location, reached from Nearfield Glade, where the Ranger cares for connections through telegraphed pressure fronts.In the alpha
Hearth buildingsThe three home projects (Arbor, Recovery nook and Relay node) built on Hearth's plots, plus the two new home connections.In the alpha
Hearth GroveThe Ranger's home base, an open field round a fire bowl where residents keep home duties, buildings go up and every outing starts and ends.In the alpha
Memory MeadowA hippocampus-inspired dawn meadow north of the Glade where you replay free lessons and try specialisations, and the planned Act V refuge.In the alpha
Mote PocketA small, dim, rock-walled dell off the Glade where Mote keeps a tidy nook and the first story observations take place.In the alpha
Nearfield GladeA woodland crossroads east of Hearth that links home, Memory Meadow, Mote Pocket, the Threadway road and the Dendritic Gardens.In the alpha- Neural HighwayA white-matter tract that runs above Threadway inside a walkable glass tunnel, planned as a fast-travel network with porthole stops.Proposed
- Pneumatic tubeA glass tube in Threadway's station that carries you between the street and the upper deck, where the road to the Quiet District starts.In the alpha
Quiet DistrictA night-blue side-on district round an elevated myelinated road with five repairable stretches, the Wrapping Depot and the gate to the Quiet Tracts.In the alpha- Quiet TractsThe third run location, gated by the Quiet District, where the Ranger clears debris so an anchored oligodendrocyte can wrap a tract.In the alpha
- Relay postA late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.Approved
StarwellA side-on support and staging district at Threadway's east end, with the Exchange, the Star Well and the gate to Vessel Margins.In the alpha
ThreadwayThe town street, a live 3D scene with flat 2D cells, where the Threadway buildings stand and the roads to the Glade, Starwell and Quiet District meet.In the alpha
Threadway residencesThe Home and Apartments on Threadway, closed façades for recurring characters whose interiors are still placeholders.In the alpha
Vessel MarginsThe second run location, gated by Starwell, where the Ranger reads vessel walls and answers each with the right partner.In the alpha
A to Z#
D
- Delivery tray In the alpha A ceramic basin below Hearth's rosette that holds a finite community delivery of Supply.
- Dendritic Gardens In the alpha The first run location, reached from Nearfield Glade, where the Ranger cares for connections through telegraphed pressure fronts.
H
- Hearth buildings In the alpha The three home projects (Arbor, Recovery nook and Relay node) built on Hearth's plots, plus the two new home connections.
- Hearth Grove In the alpha The Ranger's home base, an open field round a fire bowl where residents keep home duties, buildings go up and every outing starts and ends.
M
- Memory Meadow In the alpha A hippocampus-inspired dawn meadow north of the Glade where you replay free lessons and try specialisations, and the planned Act V refuge.
- Mote Pocket In the alpha A small, dim, rock-walled dell off the Glade where Mote keeps a tidy nook and the first story observations take place.
N
- Nearfield Glade In the alpha A woodland crossroads east of Hearth that links home, Memory Meadow, Mote Pocket, the Threadway road and the Dendritic Gardens.
- Neural Highway Proposed A white-matter tract that runs above Threadway inside a walkable glass tunnel, planned as a fast-travel network with porthole stops.
P
- Pneumatic tube In the alpha A glass tube in Threadway's station that carries you between the street and the upper deck, where the road to the Quiet District starts.
Q
- Quiet District In the alpha A night-blue side-on district round an elevated myelinated road with five repairable stretches, the Wrapping Depot and the gate to the Quiet Tracts.
- Quiet Tracts In the alpha The third run location, gated by the Quiet District, where the Ranger clears debris so an anchored oligodendrocyte can wrap a tract.
R
- Relay post Approved A late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.
S
- Starwell In the alpha A side-on support and staging district at Threadway's east end, with the Exchange, the Star Well and the gate to Vessel Margins.
T
- Threadway In the alpha The town street, a live 3D scene with flat 2D cells, where the Threadway buildings stand and the roads to the Glade, Starwell and Quiet District meet.
- Threadway residences In the alpha The Home and Apartments on Threadway, closed façades for recurring characters whose interiors are still placeholders.
V
- Vessel Margins In the alpha The second run location, gated by Starwell, where the Ranger reads vessel walls and answers each with the right partner.