wilderness -- overland encounters and nested areas The overworld is a large grid on every plane that has one (Wastes, Heaven, Hell, Purgatory, elemental reaches, Dream). How you play out there 1. exit a settlement gateway onto the grid (or walk the Wastes) 2. map local ASCII overland (outdoors only; screenreader: directional exits -- help formatting) 3. walk <zone> or walk 20 5 -- path to a pocket or atlas cell without reading the ASCII map (help walk) -- two numbers with a space; works for everyone including screenreader 4. look named landmarks appear by compass bearing when you are close enough (nearby / distance / horizon); farther than that, they stay hidden. Staff with gm on see a longer continental vista; players stay local so Texas woods do not name every coast city. 5. n/s/e/w (etc.) travel; hostiles can spawn on wilderness tiles 6. fight or flee scaled to the strongest online player on THAT plane (Earth peak does not raise Heaven). Ascendant+ (tier 2+) finish in character: Vampires bite, Leviathans crush, Demons devour, evil kills, good/neutral haul to clinic 7. enter <name> back into a settlement / pocket / dungeon 8. exit return to the grid from a pocket Wilderness hostiles and dungeon trash show their catalog names in look (an Oil-Walker, an Unfinished Soul) so you can target attack without guessing which figure is which. Town nest lurkers and townsfolk still use anonymous physique until you introduce or greet. Season, day, and moon lightly shift encounter odds (help calendar). Planar rifts rewrite a room's spawn table (help planar). Nested indoor doors still use in / out. enter dungeon opens procedural depths. Echoes with personality adventurer can trigger the same wilderness and dungeon rolls while idle or offline (help cadence | help personality). See also: help planes | help map | help walk | help enter