NewA world that learns as it goes

OpenWorld

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Explore the places below

Places

Further down the road

The pilgrimage ends in the Holy City, and these are the places waiting for you there and in the six regions around it.

Sunwell Abbey
The Holy City Sunwell Abbey A cathedral with its rose window and cloister, and a crypt below.
The North Gate
The Holy City The North Gate A fortress in two rings over the city's gate, its moat and its barbican.
The Bell Ward
The Holy City The Bell Ward A grand square under its belfry, the council hall at its head.
The Market
The Holy City The Market Stalls fill the square beside the market hall, the weigh-house and the cloth arcade.
The Lamp Ward
The Holy City The Lamp Ward The pilgrims' inn on its little square, and a lamp every few steps.
The Lower Town
The Holy City The Lower Town The poor quarter on the canal, with boats at its quays and washing over its lanes.
Rimeholm
Frostfang Coast Rimeholm A harbour on a fjord with a fish market on the quay and a lighthouse on the spit.
Warcombe
The Scarred March Warcombe A fort town in a red canyon with its war hall on a ledge above the field of the last battle.
Weighmarket
The Vale of Scales Weighmarket The granary city, its mills on the rise and the public scales in its great square.
Dusk Moorings
The Pale Fens Dusk Moorings A town on stilts over the water where the fog lamps burn all day and the market floats.
Barleyridge Farm
The Vale of Scales Barleyridge Farm A farm village round its green with a mill on the stream and hives in the orchard.
Brandby Mine
The Scarred March Brandby Mine A mine under a mesa where the rails run into the adit beside the smelter's hearths.
Bellwick Farm
The White Altar Heights Bellwick Farm A manor among its flower beds with a hedge maze beyond.
Ashengate Ruins
The Pale Fens Ashengate Ruins A ruined abbey sinking into the fen where scholars dig in a nave grown full of trees.
Goldmere Tower
The Vale of Scales Goldmere Tower A mage's tower in a ring of stones, crystals pushing out of the ground.
Frostbarrow Camp
Frostfang Coast Frostbarrow Camp A border fort on the pass with four round towers standing in the snow.

People

The people you meet first

Centuries ago the Long Night swallowed the sun until the saint Astra bore five holy torments and it rose again. Now the days are growing short once more and you are sent out on the pilgrimage, and these six are the first people you meet.

The world

A thousand maps

The world has over a thousand maps and more than sixteen hundred people with homes and days of their own, and all of it opens in a single browser tab.

Maps
1,024
People
1,654
Items
40,562
Households
780

Connections

One storm at the Ford

On the day of the storm at the Ford, lightning sets the dead tree alight and rain soaks Hesper's campfire. Holt sees Vigo take Marta's bread in the confusion, and a bounty goes up. The map below links everything that day set in motion.

How it works

Asked once

Most of what you do already has a rule and the game just runs it. Only when you try something no rule covers does the game ask a language model, and the new rule it writes back is checked, added to the library and simply run for whoever meets the same thing after.

News

Post 01 · October 2026

A world that learns as it goes

OpenWorld is a role-playing world whose entire state and rule set are represented as code. When play reaches an interaction or an item that no author defined, a language model supplies it once, and every comparable case thereafter uses the result.

Cite

@misc{openworld2026,
  title        = {OpenWorld: A Large Symbolic World},
  author       = {{OpenWorld Team}},
  year         = {2026},
  howpublished = {\url{https://openworldrpg.ai/}}
}

Be there when it opens

Code
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Only to tell you when it opens and how the project goes. Never passed on.

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