The world

The lore, the people, and a map of the land.

Lore

  • Hats

    A hat is what lets you go further. Wool becomes yarn, yarn becomes the hat, and the powers come from wearing it. A place you have reached stays open. Later hats take more yarn. The last ones are wizard hats, and they are not made in the grove. At the Holly Pools, on a night when the water shows the stars and you at once — and only if the hat you wear already holds enough essence — the reflection is a door. That comes late, and it is hard to reach. The clue is a telescope on the Meridian.

  • Essence

    Essence is only kept if it is woven into the yarn while the wool is spun. A finished hat cannot be topped up. You earn it by defeating a beast, or Aldric gives it when he decides the work was enough. Ozzy can hand it over for him, and is no quicker. Nyx are a kind, not one animal. Every hundred years a Nyx dies, and that death is where essence comes from. It is not left lying around to collect.

  • The castle

    Reclaiming Cadbury Castle, with Aldric, is the point of the work. Hats are how you become able to go further toward it. Defeating a beast leaves essence. The castle is not a prize from a single afternoon. The beasts still in it are the Muddle, the Hush, the Tangle, and the Gloom in the deepest part.

A sketched map of Errandore, from the grove and Neverwood up to Cadbury Castle.

Places

  • The grove

    Where you start, with the sheep, a pen, and a wheel. Wool from the sheep is spun into yarn, and the yarn is what a hat is made from.

  • Aldric's Hollow

    A cave on the north side of the grove. This is where you meet him.

  • Neverwood

    The forest west of the grove. The trees press close, the light stops, and the path behind you closes. Nyx is ahead in the dark.

  • The Firmament

    A circle of standing stones to the east. You count them, find the pattern, and measure the gap.

  • The Meridian

    A hill to the southwest. On a clear night a telescope there is aimed at one star cluster, and that cluster is the clue to the Holly Pools.

  • Willbury Oak

    West of Neverwood. Hazel loses things in the clearing.

  • Holly Pools

    North of the oak. Still water, and a late gate in the plan.

  • Old Rampart

    The stone wall that joins the path up to the castle.

  • Cadbury Glades

    The path up the hill toward Cadbury Castle.

  • Cadbury Castle

    North, on the hill. Once the greatest seat of learning. Dark now.

  • Devil's Crook

    Wild water north of the castle.

  • Cadbury Camp

    A small town at the edge of the land, not where you begin. A library stands in the town. The beasts do not treat the place as theirs, but they are not gone from the land.

People

  • Aldric

    A grumpy, warm wizard. Your teacher. He cannot take the castle back alone.

  • Ozzy

    Aldric's crow. He scouts ahead and says what Aldric will not.

  • Nyx

    A pale, half-smoke presence in Neverwood. They help you through the trees.

  • Lizzy

    A frog who has run every path and means to stay first.

  • Hazel

    A squirrel who collects more than she can carry.

  • Björn

    A bear sorting the Hollow, whether anyone asked or not.

  • Colette

    A fox who has already seen how this could go.