World Beyond Gods

A live scene, not gameplay footage

The world

A world that went on without its gods

When the gods left, the sky stopped turning. The sun still stands where it stood that day, and it stood at a different hour over each of the two lands.

The low amber light of the highlands and the pale noon of the coast, meeting at the Seam
A frame of the site's live scene

The held hours

Two hours that never end, and the band where they meet

One sun, held at two hours. Each people keeps time by what never moves, or by the one thing that still does.

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  • The Long Ember

    A low, warm late-afternoon sun in the west-south-west: long shadows, dust in the air, amber skies. The Hornbound tell time by the shadows of their horn spires, which never move.

    The Hornbound highlands

  • The Pale Noon

    A high, cool sun behind a thin veil of sea cloud: short soft shadows, wet light, pearl skies. The Tidecrowned tell time by the tide, the one thing in their world that still moves.

    The Tidecrowned coast

  • The Seam

    Where the two hours meet, along the Brackwater river. Walk through it and the shadows swing round and shorten, the sky turns from amber to pearl and the air from dust to salt. It is the only place in the open world that looks like dusk.

    The border

The sky over both lands A chart of the sky seen from the Seam, looking south. The Girdle, a planetary ring, arches across the southern sky. The pale moon Hesk hangs in the north-east, the small rust moon Murr low in the south-west. The sun is held low in the west-south-west over the Hornbound highlands and high in the south over the Tidecrowned coast. S W E The Girdle Hesk Murr The Long Ember The Pale Noon
Looking south from the Seam. The bodies never move; only the clouds and the weather do. The sun's place depends on which land you stand in.

The one sky

A ring across the south, and two moons that never set

The bodies in the sky hold still, like the sun. Only the clouds and the weather move. Both lands see the same ring and the same moons, coloured by their own air.

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  • The Girdle

    A thin cream-gold ring arching across the southern sky, a dark gap line running along it. The world's own shadow darkens one stretch of the arc, and which stretch depends on where you stand.

  • Hesk, the pale moon

    A bone-white moon low in the north-east, seven times the width of the sun, with dark markings shaped like horns.

  • Murr, the small moon

    A rust-red dot in the south-west, hanging beside the Girdle's arc.

The Hornbound highlands: ochre terraces, horn-spires ringed in brass, ember seams in the rock

The west

The Hornbound highlands

A warm plateau of banded ochre rock, cut by slot gorges and stepping down eastwards in broad terraces. Antler-trees stand against an amber sky, and the Ember wind combs the ridged grass into waves.

Where
The west, falling to sea cliffs in the south-west
Height
280 to 950 metres; the plateau rim at 600 to 750
Climate
Warm and dry; the held warmth never cools, no snow
Wind
The Ember wind, steady from the west
Capital
Cradlehorn, on the plateau's crown
The Tidecrowned coast: a pale sea, foam at the shore, spire-shell towers standing in the surf

The east

The Tidecrowned coast

A low, drowned coast of chalk flats, lagoons behind coral bars and black basalt stacks crusted in pearl. Kelp forests sway on the wet flats, and the sea is always in view.

Where
The east and south-east, the sea along both edges
Height
From the tide line to 160 metres
Climate
Mild and wet: sea mist and fine drizzle, no frost
Wind
The sea breeze, onshore from the east-south-east
Capital
Whorlhaven, on its lagoon
Where the two starting lands face each other across the Seam

Where you begin

In development

Two starting lands, each with its own town and its own Rift

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In Emberfold you will find the Antler Ring, a circle of colossal shed antlers on the north shoulder; three wind horns grown from the rock, silent since the Rift opened; the Copper Tarn, the highlands' one cool water; and the Marrow Deep, the valley's dungeon, behind a jaw-gate of bone teeth in the north rim.

From the East Lip, above the gorge falls, you can look across the Seam's dusk to the Tidecrowned's pearl sea.

  • Emberfold In development

    A warm bowl on the plateau's east terrace, about two kilometres across. The town of Hearthrib keeps three ribbed halls round a hearth court under a 22-metre horn spire, and north-east of it the first Rift hangs over the Cinder Basin.

    Hornbound, levels 1-7

  • Saltglass Reach In development

    A bay in the south-east, its lagoon behind a coral bar. The town of Shellmoor climbs three coral terraces above the water, its tide streets running down to the lagoon, and the first Rift hangs over the kelp forest on the flats.

    Tidecrowned, levels 1-7

Life in the lands

In development

Nothing that walks here ever walked on Earth

Both lands are full of moving life: herds on the terraces and flats, flocks rising at your approach, small things in the dust and the tide pools.

  • Loamstrider

    A six-legged grazer under a heavy plated back like overlapping horn shields. The Hornbound herd them in slow lines across the terraces.

    Highlands In development

  • Ashwing

    A large moth-like flier with broad ochre wings and dark eye-spots. Flocks rise from the grass as you come near, and the great ashwings carry riders between flight perches.

    Highlands In development

  • Ridgerunner

    A lanky two-legged runner with a long tail and a crest of quills. They sprint along the terrace edges in pairs, then stop to look at you.

    Highlands In development

  • Tuskmole

    A small, stout burrower with a single shovel tusk that pops out of dust mounds in a spray of grit.

    Highlands In development

  • Skeinflies

    Drifting clouds of gnats that light up in the low sun over the springs and the tarns.

    Highlands In development

  • Shellbearer

    A broad six-legged grazer carrying a tall spiral shell on its back, herded on the chalk flats at low water. Its hoots ring hollow inside the shell.

    Coast In development

  • Glidefin

    A slender flier with long membrane fins. Flocks skim the flats and the lagoons and settle in the shallows.

    Coast In development

  • Tidewhelp

    A small amphibious creature with frilled fins and a long tail that plays in the tide pools and slips into the water as you come.

    Coast In development

  • Drift-ray

    A huge, slow, ray-like flier with small lights along its underside, drifting high over the sea. The tamed ones carry riders between flight spires.

    Coast In development

  • Lacemites

    Tiny pale creatures drifting in clouds over the kelp, glinting in the veiled light.

    Coast In development

The Rift's dark

In the game now

An angry Rift darkens the sky round it

As a Rift angers, the sky round it darkens and its tear widens. Violet is the Rift's colour in both lands, and nothing that grows in either land wears it: when you see violet, you know what you are looking at.

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You hear it before you see it. In the highlands a Rift is a low brass groan under a dry crackle; on the coast, a deep wet rumble with a glassy ring. Both rise as it angers.

Close the Rift over Emberfold, and the held hour returns to the valley as the brass rings on Hearthrib's spire chime.

A Hornbound horn ringed in brass
A Tidecrowned spire shell of nacre

Grown, not built

What this world is not

There are no oaks here, no pines, no horses, no stone cottages and no timber. Nothing is cut square.

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The Hornbound grow their halls from the bones of the land: paired rib arches rising from knotted roots of bone, hide stretched between them like sails, amber resin for windows, horn spires ringed in brass.

The Tidecrowned grow their towns from the sea: spiral-shell towers with a ramp winding round the outside and a nacre-lined eye at the top, coral terraces that hold the tide, sea-glass windows, streets the sea fills and empties.

In both lands, and in the Seam between them, stand ruins older than the gods' leaving: fallen ribs half buried in the highland dust, broken whorls sinking into the coastal chalk. Neither people builds in the Seam.