The Wanderlands¶
Calm
Golden meadows where the houses walk on tall bird legs, graze in herds, and sometimes need mending.
| Kind of world | Calm |
|---|---|
| Serum in the arrival Box | 2 ampoules |
| Native Serum stand-in | |
| Quests | Yes: see your Traveler's Guide |
wanderhomes-herdWhat happens when you arrive¶
You step out onto rolling golden meadows, and the first thing you see is a herd of cottages on tall bird legs grazing in plain sight. Then they notice you and run off over the hill. Houses here are animals, not buildings.
At the bottom of the hill below your Box sits a small, broken house with a cracked leg, pretending very hard to be a ruin. That one stayed behind. Beside it, Granny Thimble sits by her campfire under the old lighthouse. She has mended a hundred houses, and she will teach you to mend this one. When you do, it becomes yours, and it follows you home.
The rule: the houses are alive¶
The Wanderlands is a Calm world. Nothing here will hurt you, no monsters spawn, and days and nights pass as at home. What is different is the houses:
- Wild houses graze in herds near wherever you are. They can't be hurt, mined or tamed.
- They run if you sprint at them. Walk, and they let you come close.
- Each kind likes one kind of gift. Give it enough and it becomes your friend.
| Wild house | Walks on | Likes | Gifts to befriend | Gives a cutting of |
|---|---|---|---|---|
| Wild Cottage | Two tall bird legs | Flowers | 3 | Porch |
| Treehouse | Two legs; roosts | String or saplings | 3 | Window Boxes |
| Garden Shed | Two short skinny legs that scamper | Carrots or apples | 3 | Workshop |
| Windmill | One leg, hopping after the wind | Feathers | 3 | Bell Tower |
| Wild Barn | Four heavy legs | Wheat or hay bales | 3 | Cellar (only for a house with an Attic) |
| The Lonely Mansion | Four legs; stands alone in the far field | Candles or cake | 5 | Attic |
| The Beacon | The lighthouse, Granny's old garden shed | Glowstone dust or torches | 3 | Bay Window |
A wild house only gives a cutting to someone who has a house of their own, so mend your runt first.
Your quest: The Runt¶
Every player gets their own runt at the bottom of the hill, and only its owner can see it. The quest tracker walks you through it.
| Step | What to do |
|---|---|
| 1 | Find Granny Thimble by her campfire near the Box. |
| 2 | Leave flowers or a log at the little house, then step well back (about 8 blocks) and wait. |
| 3 | When a shutter cracks open and it peeks at you, creep up slowly, crouching, and stay close a moment. Running scares it. |
| 4 | When its shutters open, knock on its door with an empty hand. |
| 5 | Go back to Granny for her Tool Belt: one tool for each job. |
| 6 to 13 | Do the eight repairs, in Granny's order (below). |
wanderhomes-runtThe eight repairs¶
Each job is done by hand on one part of the house, with one tool from the belt. Granny tells you each job as it comes.
| Job | Tool | How |
|---|---|---|
| 1. The leg | It crouches so you can reach. Strike the cracked knee in time with its heartbeat (about one tap a second, when it gives its little note). Rush it and it flinches. | |
| 2. The chimney | Sweep's Brush | Climb up by the roof and scrub down the chimney: six good scrubs. Then stand back, because it sneezes. |
| 3. The hearth | Right-click its front door three times (tinder, kindling, a log). Then hold right-click for 1 to 2 seconds and let go: that is your breath on the fire. Too short and it dies, too long and it smothers. | |
| 4. The roof | Bundle of Shingles | Snap a shingle into each of the five holes. |
| 5. The walls | Point the cracks on every side: front, back and both sides. Walk round it. | |
| 6. The windows | Glazier's Kit | Fit and putty the panes into its two front windows, its eyes. |
| 7. The door | Knock first so it holds its door open, then oil the hinges while it's open. | |
| 8. The name | Engrave a name on the brass plate by the door. It will answer to it for good. |
With each repair it changes: it stops limping, smokes, glows, stops leaking, stops shivering, sees you properly and speaks warmly. Lost a tool? Granny keeps spares in her apron.
When it is whole (spoilers)
Named and mended, it stands up on its tall legs, shakes off the dust, and is yours. It becomes your Home companion: one per player, ever. The runt you mend is the only one you will have.
Your Wanderhome¶
Your house is a companion that follows you into every world. What it does:
- Ride it. It carries you on its porch.
- Feed its hearth. Fuel goes into its hearth; while it burns, its oven cooks for you. Its page shows how many minutes of fire it has left.
- Settle it. Choose Settle on the companion wheel or its page, on flat dry ground away from the Box, and it sits down into a real house of blocks: bed, hearth, furnace, cupboard chest, crafting table and lantern. Pack up and everything inside comes along.
- Paint it. Its page lets you choose wall and trim colours (Cream, Sage, Butter, Duck Egg, Brick, Plum, Charcoal) and a roof of thatch, clay tile, slate or copper. Copper weathers green over real days.
- Open it to visitors, or keep it owner-only.
wanderhomes-ridingIt has a mood you can read from its chimney smoke, its shutters and its walk (content, happy, excited, hungry, upset, startled, sulky, asleep), and over time it grows a temperament from how you treat it:
| Treat it like this | It grows |
|---|---|
| Fed and patted | Cozy |
| Taken places and ridden | Playful |
| Painted and given rooms | Proud |
| Left to itself | Shy |
Neglect never hurts it; it only sulks, and won't do what you ask. A warm fire and a pat mend that. Now and then a storm loosens a shingle or cracks a pane, or moss creeps up its walls: bring the shingles, the glazier's kit or the sweep's brush.
Side quest: Rooms to Grow¶
Ask Granny how a house grows, then befriend wild houses for cuttings. Use a cutting on your own house to graft the room on, and keep the hearth lit while it grows in. One room grows at a time.
| Room | From | Grows in (hearth lit) | What it adds |
|---|---|---|---|
| Wild Cottage | 5 minutes | A porch; it walks a little faster. | |
| Treehouse | 5 minutes | Window boxes that grow crops while it walks by day (up to 64, left in its cupboard when it settles). | |
| Garden Shed | 5 minutes | A workshop lean-to. | |
| Windmill | 5 minutes | A bell tower with a real bell. | |
| The Beacon | 5 minutes | A bay window with a window seat. | |
| The Lonely Mansion | 7.5 minutes | An attic; you ride higher. | |
| Wild Barn (needs the Attic first) | 20 minutes | The Cellar. |
The Cellar: bigger on the inside
The Cellar's trapdoor opens on a stair that goes down much further than the house is tall, into a warren of its own dug out of solid stone. It starts as a landing and a long hall with a table and a round window on the meadow; as your friendship with the house grows, it digs a library nook and a pantry, then two empty rooms waiting to be filled. Everything you put down there stays exactly where you left it, wherever the house walks. Beds work down there.
What to bring home¶
Besides the house itself, the Wanderlands' blocks build a cottage of your own: Cottage Plaster, Painted Trim, Timber Frame, floorboards, thatch, clay tiles, slate and copper shingles, shutters, round windows, window boxes and chimney pots.
Built anywhere other than in your Wanderhome, a Cottage Hearth is a little stone fireplace any fuel lights.
Serum and getting home¶
- The arrival Box's cache holds 2 Serum Ampoules.
- Native stand-in:
Dream Ash. It takes the place of Somnium Powder in the Synthesizer. Sleep a night in
your settled house's bed with the hearth lit, and a pinch waits in the grate in the morning.
Tips¶
- Pick your flowers before you go: a flower is all the runt's first step needs, and Wild Cottages want them too.
- Never sprint near the herds. Walk up, and they let you hand over your gift.
- Keep plenty of fuel in the hearth before you graft: a room only grows while the fire burns.
- The Mansion takes five gifts, not three. Bring a stack of candles or a cake.
- Settle your house on flat ground. It refuses water, slopes, cramped spots and the area near the Box.
Birds¶
Birds you can photograph for your bird log here. Open one to turn it round, watch it move and hear its call.
- Hearth Swift: common
- Shepherd Stork: rare