Five towns, one course

Every town on this page is studying the same certification, so it raises exactly the same buildings — the same six monuments, on the same plots, at the same rungs, down to where each cottage stands. The only thing that changes is the ground it was built on.

The ground picks the plants, what is strewn about, the quality of the light, what the townsfolk wear and what walks around. It never picks a building, and it never means anything: no biome is better, richer or harder than another.

Rainforest

A closed canopy of broadleaf with palms in the understorey, vines hanging out of it, ferns and orchids on a floor that never dries.

A few loud birds and a lizard. You hear a rainforest before you see anything in it.

Tropical forest

Palms and broadleaf in stands with sunlit grass between them, hibiscus and frangipani, fallen wood going soft.

Bright birds, and green lizards that hold still on a warm trunk.

Wood

Conifers and broadleaf standing close, ferns and mushrooms on the floor, fallen logs going back to moss.

Deer. They browse — long still moments with the head down, then a few unhurried steps.

Pasture

Meadow grass and wildflowers, clipped hedges, haystacks under their poles, a drystone wall with a gap in it.

Sheep, grazing, and hares that bolt between the tufts.

Desert

Saguaro and barrel cactus, boulders half-sunk in the sand, wind drifts, sun-bleached bones and a dead tree.

Lizards. Half a second of dash, then five seconds frozen on a warm stone.

Crag, steppe, moor, badland and shore. They are all real ground in the Northern Reach — crag is a fifth of it — but ten towns at once is a lot to ask of a phone.

Drag a town to orbit it, scroll or pinch to zoom. Nothing here is a real player’s city; the course is a demo one.