As I watched more of it, I was very impressed, especially with the pond. The drawing implied a vertical oriented, well-like, underwater area with caverns along the sides with some caverns with air pockets, it looked like. So maybe deaper areas are accessible as your swimming gets better?, and some interesting pass-through tunnels at the very bottom with some air pockets. Just keeping the scale in mind was tough to wrap my mind around at first, the human for scale at the gate, helped. I can imagine the climbing. The idea that the home city has sling-shots, zip-lines and such to get around seems to me to make just exploring the city fun and organically imbuing a sense of "halfling-ness" in a new player if they chose that race and started playing for the first time. As far as potential world events, I can see ecologically oriented where the Mad moor starts to creep into wilds end spreading decay, or vice versa where the vibrant wilds end foliage starts to take root in the moor and creates imbalance. (Maybe from something as innocent as blowing the fluff off a huge dandelion when the wind is just right and the seeds float above the river).
I'll say it again, I really appreciate how the assets in game actually resemble the art produced, instead of the art produced being "concept art" and having nothing in the game that looks like it. I like the WYSIWYG
(Thats online salt-water fish shopping acronym for: What You See Is What You Get. and the fish do get sent, post, and they do arrive fine, of course in water. 2 day shipping, max)
I always missed not seeing the original Wilds End outside of the teaser from years ago. I suppose converting it into a zone filled with giants changes things a bit.
It will be an interesting zone to stay up to date on. I think it's ironic how the tiny Halflings live here.