What's in the world

Underneath the three ideas on the front page, this is what they turn into in play.

A strongbox window holding a lockpick and a key, with Take out and Put in buttons.

Strongboxes

Containers that stand in the world and belong to nobody. Whoever carries the key can open one — a thieves' cache, the watch's evidence locker, a merchant's lockup behind the counter.

What goes in is the item itself, not a note of what it was, so a strongbox can hold a debt, a payment or the evidence until somebody comes for it.

A key is not the only way in. Locks can be picked, and a key can be taken off whoever was trusted with it.

A player carrying an unconscious orc over one shoulder, with a Put them down button.

Carrying the fallen

Someone who has gone down does not have to lie there. Kneel over them, lift them onto your shoulder and walk them out — to a healer, to a bed, or somewhere out of sight.

No item and no spell is involved. Somebody picked you up and carried you, and everyone watching saw it happen.

The orc here reads as "Weary Orc" because his rescuer has never been told his name. Being carried does not introduce you.

A troll in iron shackles, chained and led along a road at night.

Arrests that take time

Lawmen are appointed by name, wear their city's tabard, and carry a Writ of Accusation and a set of iron shackles. A shackled prisoner goes where they are led.

They can be searched on the spot — their pack gone through, their purse counted — and they will feel it happen.

Being arrested is a scene somebody plays with you. There is no respawn timer that ends it.

A single window showing a character's whole inventory, with their coin at the bottom.

The interface comes with it

The launcher installs the realm's addons and keeps them current — the voice panel, the disguise, the boards, the strongboxes. You do not go looking for any of it.

A few comforts come along too: your bags in one window instead of five, and nameplates that stay readable in a crowded room.

All of it is installed into your own game folder, and the launcher says what it changed.

And the rest

Smaller systems, all built for a realm where nobody knows you.

Languages you have to learn

Speak a tongue somebody never learned and they hear you through a wall — pitch and rhythm, no words. Learn part of it and part of it comes through.

Factions of your own

An organisation a character belongs to, with a ladder of ranks. The rank is what grants things, so a promotion is worth having.

Death you cannot walk off

You cannot run back to your own body and stand up again. It is the spirit healer, or waiting where you fell for somebody to raise you.

A look at somebody

Four short lines about the character in front of you: what they look like, what is wrong with them, how they carry themselves, one detail worth noticing. Short on purpose — the rest you find out in character.

An emote for the room

/do says what the world is doing rather than what you are doing, and carries no name. The fire, the rain, the noise from the street.

More than one thing tracked

The stock minimap tracks one kind of place at a time. Here mailboxes, bankers, repairs, trainers and vendors show together, and Find Herbs and Find Minerals stay on at once.

How to join →