Regions
Distinct regions should carry their own environments, dangers, resources, cultures, and stories.
Lands of possibility
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.
Distinct regions should carry their own environments, dangers, resources, cultures, and stories.
Cities, towns, guild halls, markets, inns, academies, and smaller communities create social and economic anchors.
Rooms, exits, environmental clues, hidden information, discoveries, and encounters reward attention and curiosity.
The world is designed to remember state and support consequences, changing opportunities, and player-driven history.
The Codex provides known public information while leaving discoveries, hidden places, and secret histories to actual play.