Saltwarden Online

Vessar

World

Vessar. A sea that is gone.

Ambercombe, one day

The starting village in Whitmere as a map excerpt in game pixels, pre-rendered with the same light and weather rules as the game. At night, lanterns and windows carry the picture.

Ambercombe in Whitmere, map v3, rough draft, October 2026

Vessar

Thirty-one years ago a thirty-year war ended when both sides set off a forbidden weapon. The inland sea between the continents tore open and ran dry. Since then the Ebb has been rising from the dry seabed: the dead come back, magic turns unreliable.

The ceasefire, the Grey Water Accord, was signed on the wreck of the flagship. Both sides sealed their files and tell their children a different story. You are the first generation after, sent to the borderlands as a Warden.

Corvane, the West

The Concordat

Law, registers, memory. A council of crowns under an elected High Chancellor; decisions are slow, written and binding. Slate, limestone, brass, lanterns, canals. The returned dead are citizens by law and unpaid labour in practice.

Varrach, the East

The Free Banners

Clans, the Moot, banners, river boats, stone circles. Every banner rules itself; the Moot decides loudly, quickly and revocably. Wood, leather, copper, thorns. The banners fund themselves by border raids, and their Speakers know what they woke.

The Riven

In between lies the dry sea: endgame, PvP, Saltcross as the neutral trading town on the wreck, and graves on the wrong side of the line.

The MVP area

Four areas, level 1 to 15, all on the side of the Concordat in Corvane. Point at an area or select it with Tab.

Schematic overview, not to scale

Whitmere Zone · Level 1–10

Starting zone for level 1 to 10: fields, a canal as the guiding line, marsh and heath. Ambercombe is the starting village, Reedhouse sits at the lock, Tidemark Post on the rock.

Listen

Music and ambience are made by code, like the pictures: synthesis in Python, no samples, no sound libraries, no AI. Nothing plays on its own, and only one piece plays at a time.

Music

  • Title theme

    Flute over lute, strings, a bell. 90 seconds, seamless.

  • Whitmere

    The lute leads, the flute answers, a quiet drone. 120 seconds.

  • Lanterhall

    Bell motif, strings, flute and lute. 120 seconds.

  • Boss fight

    String ostinato, timpani, frame drum, brass. 60 seconds.

Ambience

  • Whitmere by day

    Wind over fields, leaves, birds, a distant canal.

  • Lanterhall at night

    Canal, single bell strokes, wind in the alleys.

  • Slackwater Mine

    Drips, chains, creaking beams, the hum of the Ebb.

The files are OGG Vorbis. Older Safari versions do not play them.

Classes → Races →