Walk inside: the district behind the doorway

A lit doorway at every settlement; E opens a four-patch district of wayhouses, houses, gardens and groves built by the parcels and district laws, with a guided walk and a lantern to light.

The doorway at Weneaver, a village of the Grand Vale: a lit gate on open ground beside the village sign. Every settlement of a range has one, and so does the centre of every Steads region of the Seven Lands. Walk or land near it and press E.
▶ Go there inside-1-doorway
The doorway at Weneaver, a village of the Grand Vale: a lit gate on open ground beside the village sign. Every settlement of a range has one, and so does the centre of every Steads region of the Seven Lands. Walk or land near it and press E.
Inside: the first wayhouse's Ruler study, looking through its hall and out of the door to the house across the path. The district is built at the doorway's own address (patch 20 / -6, the world's word as the recipe's seed) by the parcels and district laws, developed in spindexin/RulerFoundry with Codex and ported into the kit.
▶ Go there inside-2-study
Inside: the first wayhouse's Ruler study, looking through its hall and out of the door to the house across the path. The district is built at the doorway's own address (patch 20 / -6, the world's word as the recipe's seed) by the parcels and district laws, developed in spindexin/RulerFoundry with Codex and ported into the kit.
From the wayhouse's doorway: the pale path across the plaza and the house opposite, its own hall and study through its door. What you see and what stops you are the same integer field: the walker is the law's own, one-unit steps and a ledge guard.
▶ Go there inside-3-hall-door
From the wayhouse's doorway: the pale path across the plaza and the house opposite, its own hall and study through its door. What you see and what stops you are the same integer field: the walker is the law's own, one-unit steps and a ledge guard.
A terrace step: the path climbing to the seam between two patches, a grove on the next patch's plaza and a garden's lamps beyond. Each patch's ground sits on its own level; the steps rise one unit at a time.
▶ Go there inside-4-terrace
A terrace step: the path climbing to the seam between two patches, a grove on the next patch's plaza and a garden's lamps beyond. Each patch's ground sits on its own level; the steps rise one unit at a time.
A garden: four lamp planters lighting the grass, switched by Foundry's light row, with the next patch's wayhouse behind them.
▶ Go there inside-5-garden
A garden: four lamp planters lighting the grass, switched by Foundry's light row, with the next patch's wayhouse behind them.
A grove: four block trees on their lot, their trunks and crowns the same material intervals the walker collides with.
▶ Go there inside-6-grove
A grove: four block trees on their lot, their trunks and crowns the same material intervals the walker collides with.
The last study's lantern, lit. The guided walk follows the law's route through all four wayhouse studies (4 / 4 studies, 12 places); only then does E light it.
▶ Go there inside-7-lantern
The last study's lantern, lit. The guided walk follows the law's route through all four wayhouse studies (4 / 4 studies, 12 places); only then does E light it.
Leave (Esc, the Leave button, or E at the way in) and you are back at the exact spot outside: the outdoor world is not stepped while you are inside, so the camera and the craft are as you left them.
▶ Go there inside-8-outside-again
Leave (Esc, the Leave button, or E at the way in) and you are back at the exact spot outside: the outdoor world is not stepped while you are inside, so the camera and the craft are as you left them.