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Chapter 11

The World

Lands of possibility

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Katarra is meant to be explored rather than consumed as a menu. Regions, settlements, wilderness, routes, hidden places, and changing circumstances form the physical stage on which player history unfolds.

In this chapter

Public knowledge

Regions

Distinct regions should carry their own environments, dangers, resources, cultures, and stories.

Settlements

Cities, towns, guild halls, markets, inns, academies, and smaller communities create social and economic anchors.

Exploration

Rooms, exits, environmental clues, hidden information, discoveries, and encounters reward attention and curiosity.

A persistent world

The world is designed to remember state and support consequences, changing opportunities, and player-driven history.

Mysteries belong in the world

The Codex provides known public information while leaving discoveries, hidden places, and secret histories to actual play.

Knowledge endures longer than empires