The worlds
Thirty-one worlds, and five ways to be shaped.
The realm is not gated by locked doors. It's gated by what you can currently turn into. Every shape you're taught reopens somewhere you already walked past.
Every picture on this page is a screenshot from the game. 20 of the 31 worlds have one so far; the rest are waiting on their art pass.
8 worlds
The green country
Meadow, river road and old-growth forest, and a village built in the trees above all three.
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The Shimmerwood
Where you start: a meadow of flowers and stepping-stone fords, with wild elementals hiding in the scenery.
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The Riverwood
A road that drops west through pines, between a cliff and white water.
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The Highwoods
Canopy country of the wood elves. The tournament is a tower, and you fight your way up it.
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The Understory
The forest floor under the old-growth giants. One of them is carved from root to crown with glyphs.
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The Vinework
A vine tower climbed ledge by ledge. There is a word carved at each landing, and it wakes as you pass.
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Canopy Village
A market town on decks in the redwoods, kept by the Forest Wardens.
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The Bough Field
A ball pitch grown into a bough above the village, with a goal at each end and a crowd.
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The Underforest
Deep, ancient, slow. The trees here are old enough to have opinions about you.
6 worlds
The heights
A waterfall, a ridge road, and then the ground runs out and the worlds keep going.
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The Great Cascade
A waterfall you climb rather than admire. There is a room behind the water for anyone who looks.
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The High Peaks
A crest road above the cloud line, wind on three sides and a long way down on the fourth.
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The Cloudway
Stepping stones of floating rock, and spirals of wind that carry you between them.
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The Cloud City
Floating isles and a pagoda above a sea of cloud. The Air Bears train here.
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The Peak Sanctuary
A terrace of domes and prayer banners in the sky, where the pandas keep the wind.
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The Windcourt
A stone court ringed by a standing tornado. The air master’s sport is played here.
5 worlds
The fire country
Black rock and open lava, and a city of hawks that looks down on both.
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The Ashway
A crossing of black rock and open lava, taken one drifting raft at a time.
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The Emberpeak Caldera
A volcano climbed ledge by ledge, to a basalt nest at the crown.
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The Magma Cliffs
Five cliffs over the melt, each cut with a rune that never goes out. Warm air lifts you from one to the next.
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The Cinder Aerie
The Volcano Hawks’ terraced city: a tunnel, a fire temple, and market streets above the lava.
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The Scorch
A crater of red crystal under the Aerie, with a sigil burning on its floor.
6 worlds
Under the mountain
A dwarf hold, the mines beneath it, and what lives beneath the mines.
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The Dwarf City
A hold carved into the mountain: a plaza, a forge, a brewery, an inn, and a great deal of cheese.
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The Delve
Mine rails through a cavern of blue crystal, lit by lanterns and by whatever the rock is doing.
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The Goblin City
Stalls and arches one level above the mines. The goblins will sell you a map of anywhere.
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The Goblin Deeps
A shaft that goes down further than is sensible. There is a toll.
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The Warrens
A burrow that forks three ways at its mouth. The choice is the level.
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The Deep Caves
Crystal tunnels where the cave elves keep their halls, behind a door only something very strong could open.
6 worlds
The drowned worlds
Six worlds with no air in them. You do not hold your breath; you become something that does not need to.
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The Drowned Way
A flooded passage with no air in it. You will need to not need air.
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The Sunken Vault
A drowned colonnade below the plunge pool, where the oldest things live undisturbed.
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The Rapid Currents
Water that shoves. Something very quick dens in the run.
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Coral Hollow
A reef town: an archive, a market, and a sunken colonnade out past the coral.
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The Kelp Forest
Stalks as tall as towers under a roof of fronds, with three clearings and shoals moving through it.
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The Tide Court
Open water with a current running through it. A test, not a town.
The five shapes
Every shape is a key.
Five animal shapes, each kept by a master somewhere in the realm, and learned in this order. The world was always this big; you just couldn't get there.
- 1
Monkey
Canopy Village, at the top of the Vinework
Climbing. Rungs and ledges that were always there and always too far apart.
- 2
Eagle
A basalt nest at the crown of the Emberpeak
Falling slowly. A door out on the Peaks sits below a drop nothing else survives.
- 3
Bear
The pagoda in the Cloud City
Force. Doors that were never locked so much as heavy.
- 4
Turtle
Deep in the cave elves’ halls
Water. Flooded passages stop being walls.
- 5
Raccoon
A den in the Rapid Currents
The last one. You will know it when you have it.
A hidden reckoning
Nothing in this game shows you a morality meter, because there isn't one to show. There is only a running tally of what you've actually done, and it is quietly adjusting things behind your back.
Shopkeepers price you differently. Somewhere past a certain point you'll notice you are walking more slowly than you used to, and nobody will have mentioned it.
It matters more than it looks like it does. That's all we'll say here.