Good ideas, guys; keep it coming. Personally I prefer wallward and "edgeward," although that wouldn't work too well on the Pit level, which has no edge seeing as it's the floor.
Protip: think of eight sections as this part's been done, even though it's meaningless to the player at this point. ![Detective :detective:](https://www.hydlaaplaza.com/PlaneShift/smf/Smileys/custom1/detective.gif)
'Edgeward' works fine, describes the direction of travel perfectly, and since the lowest two levels are flooded there is no problem using edgeward to describe inward travel, (toward the centre of the 'lake').
I'm glad the there is mention of quadrants already, or rather 'octants', which ties up neatly with the octarchy, or am I extrapolating too far to fast?
![Wink ;)](https://www.hydlaaplaza.com/PlaneShift/smf/Smileys/custom1/wink.gif)
I like the thinking on compasses, obviously these too will have been discussed, but the eventual system used should be interesting to navigate with. Already I can see some thought of levels of skill being thought of, with regard to compass use.
As far as the light from the crystal is concerned, i'd expect that a crystal this large would have a lot of internal reflection/refraction going on, and this would probably mean that not only would the light be diffuse and non-directional, but would probably be subject to transmission delays, and this would also explain why the crystal is never truly dark, even at night. Anyone know what the refractive index of the crystal is anyway?
![Smiley :)](https://www.hydlaaplaza.com/PlaneShift/smf/Smileys/custom1/smiley.gif)
Finally, as a bit of a science geek, I do tend to think of the physics of the Planeshift world as a natural part of the settings, since regardless of the fact it's a medieval fantasy setting, the science still has to work, for me anyway.