The Ballad of Old Lake Morovia: The Mystery of Diamonds a Bassaridian road mystery
A Valley merchant is robbed in Hayr Chaskal. Follow the blue-sleeved thief through Haifan Bassaridia and the Southern Strait while hunger, debt, weather, sickness, and official eyes press the road from every side.
The Road Ahead
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Choose a destination inside the playable road field: Haifan Bassaridia / the Coral Woodlands and Plains of Melusine, and the Southern Strait Corridor. Foot and camel travel use highway links. Rail and ferry travel require tickets and only appear where a matching route connection exists. Sky Bridge zeppelin travel uses a ticket but is not route-bound inside this playable area: it travels directly toward the selected city at 140 km/h. During travel, the blue player dot moves across the map while the camera stays directly overhead at a fixed altitude.
The City Before You
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The Mystery
The Ballad of Old Lake Morovia: The Mystery of Diamonds
Robbed in Hayr Chaskal during the Southern Strait Posture. Track the blue-sleeved thief, survive the corridor, and decide whether the cargo matters more than retribution.
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On the Road
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Random encounters are transport-aware: foot and camel routes can meet road, woodland, meadow, or ravine wildlife; ferries can meet coastal, wetland, and waterway wildlife; trains receive platform, Rail Watch, trackside, and corridor-control events.
Navigation
RPG map camera is locked to the blue player dot from directly overhead at a fixed altitude. Zoom, tilt, rotation, free panning, and the space/orbit view are disabled.
PSSC calendar / ephemeris
PSSC calendar loading...
Travel / focus
Travel idle.
Travel route line draws a temporary route between the departure point and destination while travel is active, then clears automatically when travel completes.
Multi-route planner
No multi-route plan set.
Continuous route map
No continuous route chain started.
Purse, Standing, and Provisions
Standing
Purse and account
Loading merchant ledger...
Prices loading...
Food, Water, and Wounds / provisioning
Food, Water, and Wounds ledger loading...
Food, Water, and Wounds mode follows the Poli economy: stipends cover baseline needs when vouchers remain; coins cover bridge purchases, upgrades, travel expenses, and emergencies.
Market board
Prices are drawn from the General Port market terminal data and adjusted by local demand, reputation, and distance from Port oversight.
Pack and hold
No cargo loaded.
Market whispers
Visual radius is display-only. The default keeps generated planet spheres visible without making the gas giants overwhelm Atos. Set to 0 for strict physical radius scale. Click halos stay available separately and are off by default. Plateau, Ivory, and catalogued asteroids are rendered extremely tiny; at Visual radius × = 0 they are drawn as depth-tested WebGL specks at their exact orbital positions. Asteroids are capped so none appears larger than Plateau or Ivory. The selected body can be hidden without clearing its focus or info panel. Bijarid colony points of interest can be toggled independently from the asteroid bodies. Real-time mode drives orbital positions from the live PSSC clock, and travel mode eases the camera between bodies rather than snapping instantly. Real-time travel can calculate the trip from current separation and a selected km/s speed instead of using a cosmetic duration. When travel completes, the viewer can automatically settle into a slow natural orbit around the destination.
Layers / Lighting
Cities
City markers are controlled independently from Points of Interest. You can filter cities by dominant economic activity, by geographic region, or combine both filter sets. The same geographic region filters also govern planned routes and continuous route-map segments whenever those routes connect filtered cities. Names in this list open the relevant MicrasWiki city section or Southern Strait page in a new tab.
Economic Mode color-codes city markers and draws small dynamic activity icons. When Economic Mode is off, all city markers use the same standard red style. Dominant sectors are based on the baked-in General Port ledger snapshot: green = agriculture, amber = mining/manufacturing/energy, blue = services.
Points of Interest
Points of interest include Bijarid colony markers in the asteroid belt, three historic red-dot sites on Tarsica, and Micras landmark markers re-aligned to the supplied 1376×768 reference overlay using the exact detected red-dot centers. They are controlled by the Points of Interest toggle.
Find / focus
Mouse: drag to orbit. Player zoom is disabled in RPG mode. The RPG camera uses a locked city-level zoom so route travel can pan consistently without scale changes. Shift-drag or right-drag pans. Click a visible body to select; optional click halos can be turned on if needed. Scientific orbit lock: the sequence, parent-child hierarchy, semi-major axes, periapses, apoapses, inclinations, periods, radii, and other table values are preserved from the supplied Atos System architecture. Body positions and orbit paths are exact AU-scaled renderings from those values. Ring rendering and visual body radius are display-only and do not alter orbit geometry. Lighting is computed from Atos alone. Atos lighting uses the Sun at the center: the day side of every body faces inward toward Atos in world space, and the night side faces outward away from Atos; turn it off for the older flatter presentation. Mutual shadows use a scientific hierarchy: parent bodies can eclipse their moons, large moons can transit non-giant worlds, ringed planets shadow their own rings, and substantial moons cast small local shadows on their parent rings; tiny moon shadows on gas-giant cloud decks are suppressed. HDRI sky uses the uploaded star panorama as a toggleable visual backdrop only — it does not contribute any light, because Atos remains the sole light source. Atmospheric haze and volumetrics are rendered as depth-tested WebGL atmosphere shells so they remain aligned on Android, including Visual radius × = 0. Atos now uses its own dedicated solar texture with smaller, more realistic sunspot groups, sharper mutual shadows, and a slightly expanded soft volumetric corona that remains visible from nearby planets. Planets reset north-up by default; maps are horizontally flipped in this build.
Selected body
Atos
Rotatable 3D surface map
Scientific scaling
One AU-to-scene scale is used for planet orbits, moon orbits, and physical radii. When visual radius × is 1, body disks are true-scale and most planets/moons are sub-pixel at full-system view. Halos are separate selection aids and do not represent size.
System architecture lock
Architecture and exact orbit order are preserved as, with catalogued belt asteroids embedded as capped specks:
Eos → Micras/Tarsica → Pyros → Indigo/Plateau/Momiji/Ivory → Asteroid Belt →
Chrysos/Fenrir/Lukedu/Agnis → Thalassa/Styx/Faun/Silenus/Ampelos →
Nephele/Cato/Sisera/Erasmus → Glinos/Nikolaj → Noctis → Opsithe.
Ring visuals remain horizontal, and visual planet size remains display-only; neither changes the orbits or parent-child architecture.