Currently there are 3 worlds, all with a low player number. At some point we will see movement between worlds, thus meaning we have one large world with an expensive fast travel system (akin to orbis/victoria).
All very nice. Then again, once you have seen plymouth (and due to the sheer number of griefers on this game destroying most player made objects of any note) you've seen it all.
Thus, I propose the following world types (only the optional can be chosen as a first world).
Northern
Key Features
[*]SNOW!
[*]All animals have purity (even fish)
[*]Farming takes 2x as long
[*]Winter flora (more effective than regular foraged foods but lower spawn)
[*]Winter critters. (More dangerous than usual)
[*]Darkness - Blizzard. The deeper into the darkness you go the thicker the blizzard.
Southern (Desert)
Key Features
[*]One big desert!
[*]Desert flora (spawns in oasis)
[*]Rare inspirationals to be found during forage (desert ruin theme)
[*]"Tribals" trading certain items for "tribal" goods
[*]Larger amount of snakes, as well as a few other poison inflicting mobs.
[*]No deer, beavers or bears
[*]Buffalo and Mountain lions
[*]Surface water very rare
[*]Crops require 5l of water (2.5l at 50% upkeep) to prepare
[*}Darkness (deep desert), light levels go up, increased damage without a hat, sipping water mitigates damage a little
Tropical South
Key Features
[*]Abundance of trees (all wood has purity)
[*]Aggressive "tribals"
[*]Foragable plants, bugs and roots. Many poisonous.
[*]Rugged land (harder flatten)
[*]Farming 2x as fast and requires only half houmous
[*]Poisonous spiders, Poisonous snakes, Poisonous toads and general poison overdose.
[*]Extra antidote ingredients
[*]No deer/bears/beavers/rabbits
[*]Jaguar/Alligator/Monkey/Parrot (all tougher barring the parrot)
[*]One large river dominates (special fish within)
[*]Darkness - Haunted Jungle, Light levels drop (akin to normal darkness), hostile "tribals" in residence, all mobs have a transformed form, trees can "spray poisonous sap" when cut.
Optional :
Paradise Isle
Key Features
[*]Safe (no permadeath, can only travel from, cannot travel to, no skill loss on knockout, no on claim theft/waste)
[*]Limited (no purity, no metal, only cereal can be grown, only planes and autumn forest biome, silverless economy, limited fish)
[*]Stable (when a player moves to the mainland their claim is removed)
[*]Balanced (limited natural foragable spawns, rabbits, crickets and beavers only, wood piles always rot)
[*]Friendly (all players can do a simple quest for a homestead writ, soup kitchen that gives a heal only food (3 portions per day), nails tradable for hay (5 hay for 1 nail), leaving is free, cereal seeds are traded for 5 hay)