the gluebook
The WorldView .md

A Map of the World

The world grew. This is the whole map: every land, every building, and how to get between them. Each place has its own page, linked from here, so you can always find where to go for a thing.

Where you wake

You wake alone in the Dead Forest, the starting point of everything. It has four ways out, one on each edge, and your companion is out there, down one of them. Searching those four lands for them is your first journey, and until you bond they are yours alone.

The four wild lands

Each edge of the Dead Forest opens on a land with its own ground, light and soundtrack. Once you have your companion you reach them from the Crossroads, and each becomes a place you gather and fight in. The full tour is The Four Edges.

  • North: The Hollow, a living forest, where the sap flows among the stags.
  • East: The Shore, the coast, its badgers, and shipwreck chests on the tide.
  • South: The Ashfell, a dead city, picked for scrap.
  • West: The Mire, a swamp, boar country, and the hard road up to the Pass.

The far frontier

Past the wilds the world keeps going, and it gets harder.

  • North past the Hollow lies the elite Dead Forest, three bands of wolves and burrowers from level 6 to 19. See The Creatures.
  • North past the Mire the road climbs Knacker's Pass, a snow mountain that is open PvP everywhere but its summit, home of the frost forge, the frozen sap, and the boss Lil Knacker.

The Arena

Off the far corners of the Shore and the Ashfell sits The Arena, the world's PvP ground: a walled pit for staked best-of-three duels, a no-kill apron wrapped around it, and an outer biome where anyone can throw hands over the scrap and hide nodes out there. It is the one place a knockout is not a real death, and the only way in is through the two wild lands.

The shared world

Bond with your companion and you cross into the living world, the one everyone shares. Two places anchor it:

  • The Foal Pen, your first real ground and home base. Every road out starts here. It holds the four crafting stations, the Kiln that fires bricks and fuses armour, and the springs the whole brick economy draws its water from. What each station makes is in Crafting.
  • The Crossroads, the wilds hub. Its four gates open back out to the Hollow, the Shore, the Ashfell and the Mire, and a training yard off it teaches you to fight in safety.

Glueburg, the town

Glueburg is the one corner of the world that does not bite. Almost everything with a door is here:

  • The Bank, where gloo swaps to and from real SOL on chain.
  • GLUE ADDICTION, the Casino: twenty slot cabinets and the four poker tables.
  • The Gloo Exchange trading floor, the real player market, a wall of terminals you sit at to trade.
  • Sticky Pomus, the general store, for starter gear and the big utility items like the GPS.
  • Sticky Situations, the cosmetics shop, where dropped looks are bought from the house and resold player to player.
  • The Sticky Hoof, the pub, carrying the live race screen and the racebook that bets gloo on the real track.
  • The race board at the town stables, where you post and join your own heats.
  • The town square, its well, the horse statue and the Magic Tree, the daily material lottery. Farmer Hodge hands out your first quests here too.

The Field, where you own land

West out of Glueburg lies The Field, the first ground you can call your own. It is surveyed into plots, and this is where you buy and claim one: walk up to an empty plot, press E, and it takes your name. Plots come in four sizes, each a gloo price and a level gate. Seventy five lots are carved, 64 of them open, and the rest unlock as the world grows.

Then you raise a stable on it and ride from home, and from there you can build a room inside it and a kiln in the yard. Owning it costs bricks every day.

The Field's eastern strip, the part you walk through on the way in from town, is frontier: boar and badger packs and a wolf den, the nearest real fight to home.

A roof without land

You do not have to own ground to have somewhere of your own. A tent is a workshop craft you carry in your bag and pitch on almost any free ground in the world: a stash, a safe tile to stand on, and a ride in that zone. Fifteen zones refuse one, including the town, the Foal Pen and every interior.

The Black Market

North of the town gate runs the Black Market, a bazaar strip wedged between town, the Field, the Mire and the Ashfell. Nothing grows there and nothing bites: it is pure commerce. Thirty claimable player shops sell what the Exchange cannot, the land sale board trades claimed plots, and the Noctavia counter honors the balaclava claim.

Getting around

Every zone has its exits at the edges, and your legs work everywhere. The world gives you three shortcuts as you grow:

  • Waystones. One stands in the Foal Pen, one at the Crossroads. From level 6, touch one and step out of the other. It rests for a minute between jumps, and it is free.
  • The waystone shard. A hoof bench craft (4 straw) that snaps you to your last waystone from anywhere, one use per shard. It spends the same one minute waystone cooldown. Level 8+ creatures also drop one, 2% of kills.
  • Recall. Build a stable and you can recall home from anywhere, on a 15 second cooldown.
  • The GPS. Buy a gps tracker from Sticky Pomus (level 21, 1,500,000 gloo) and carry it, and the world map becomes a fast travel network: jump straight to any zone you have already visited. Each jump costs 500 gloo to the treasury, and the tracker rests two minutes between trips.

One rule cuts across all of it: a PvP hit locks your teleports. Hit another player, or be hit by one, and recall, waystones, shards and the GPS all refuse for 5 minutes, re-armed by every further hit. Nobody teleports out of a fight they are losing. Walking still works. Two things clear the lock early: dying clears your own, and a Lil Knacker kill clears it for everyone his fight touched.

You can also drop a pin anywhere on the map or the minimap, and a gold trail lights up along the ground to walk you there. See Controls and the Screen.

What the map does not show

Everything above is charted. One place is not.

There is one more region, and it is deliberately absent from every map, every signpost and every list of exits in the game. It is all deep water, it needs level 16 to enter, and the only way in is to swim east off the Shore and keep going.

It is called the Ocean, and it is the deepest thing in the world.

Every other zone is its own place. The pages linked above walk each one.