โ back to the game
The Player's Handbook
Every command, every road, every trainer โ generated from the living world, so it is always current.
๐ Found a bug? Report it from inside the game.
Type
bug <what happened> on any turn โ free, in any mode, straight to the maintainers' desk (one report a minute). The useful shape: what you did, what you expected, what actually happened โ "bug sold my wolf pelt but the coins never arrived" beats "bug selling broken". Prefer email?
[email protected] works too.
โ Did the System grant you a skill or spell that doesn't work?
Rarely, the System announces a new art but the award doesn't take hold in the engine โ it's missing from your sheet, or a command refuses it ("the veil does not answer", "no art of yours wields it").
That's a bug on our side, not a rule. Email
[email protected] with:
your
character's name, the
art's name exactly as the System announced it, and
what you typed and what the game answered. You keep the art โ we fix the engine to honor it.
Two ways to play, one character
The engine (free, forever): everything with a command โ fighting, hunting, training, shops, guilds, bounties, camps, travel, trade, chat. It never costs a credit.
The System (the toggle, top right): the narrator. Wake it and plain words become story โ NPCs speak, quests unfold, you invent arts of your own, and make breakthroughs. Story turns spend free turns first, then credits. Sleep it again anytime; your grind is always free. The System never cheats: every roll in every scene runs through the same engine.
Commands
All commands are free, always, in any mode. "help" in-game shows this list too.
Getting around
| where ยท map | the ground you stand on, its people, and every road out (with travel times) |
| travel to <place> | walk any road safely โ roads run on real minutes, and the System announces your arrival |
| n ยท s ยท e ยท w | walk the overworld path by path โ walkers trade safety for the road (ambushes are real). Inside the CAPITAL the same keys walk its streets, street by named street |
| enter <place> ยท leave | step through a door and back onto its street. In Aldenmark every door keeps to its OWN street โ walk there first, or let "travel to <place>" thread the alleys for you |
| look | take in exactly where you're standing |
| ride | accept a passing carter's offer โ wagons appear to walkers on the road, fare to the road's end (mounts, bought at stables, always ride themselves) |
Town life
| shop ยท buy <item> ยท sell <item> | trade at the market โ shelves also carry what other players have sold |
| join <guild> ยท resign <guild> | swear a guild's oath at its hall (fee, level) โ a soul may wear SEVERAL marks (the Circle and the Scale both); "resign" lays one down anywhere: the fee stays gone, the arts stay learned |
| learn ยท learn <skill> | see what the local trainers teach, and pay to learn it |
| train <skill> | slow drills โ the dummy never hits back; real use grows arts far faster |
| join ยท guild ยท writ | swear to the local guild; see your guild standing and take member writs |
| board ยท accept <bounty> ยท turn in | bounty work off the town's contract board |
| rent | an inn room for a night and a day โ finite rooms, first come first served |
| stable | mounts bought and argued over |
| identify <item> ยท appraise <item> | have a sealed find read honestly (flat fee at any market) |
| recharge | refill a spent wand at the Circle, for coin |
| talk <name> | quick words with an NPC โ wake the System for a real conversation |
Fighting (real time โ every side strikes as its gauge fills; DEX and light steel fill yours faster)
| fight | call something out of the brush |
| hunt ยท forage ยท work | work the land โ type it once and it repeats until you act or the wilds interrupt |
| attack [foe] | one order keeps you AUTO-SWINGING on your own gauge โ packs happen, "attack wolf 2" picks (and marks) a target |
| stop | hold your blows; the gauge keeps filling |
| defend | raise the guard (a true wall behind a shield) โ stands the auto-attack down |
| hotbar (keys 1-8) | your moves one key away โ click a slot to assign any art, draught, or custom command |
| /cast <spell> ยท /skill <name> | your arts, in combat |
| /item <name> [at <foe>] | draughts, oil flasks, wands โ a wand's charge is free to discharge |
| tame | a beast beaten low may join you โ one companion per soul |
| examine <foe> | read a foe's class, condition, and kit โ free, even mid-fight |
| /flee | live to owe the story an ending |
The Undercroft (Aldenmark's dungeon โ the city's whole economy comes up its stair)
| enter undercroft | the Guild's well-stair inside the Adventurers' Hall โ RANKED adventurers only ("join advhall" first) |
| n ยท s ยท e ยท w | walk its rooms like streets โ every room is shared: other souls, their fights, all visible |
| fight | wake the room's pack (the WHOLE room comes at once โ swarms are the arithmetic), or wade into someone else's fight at the same door |
| descend ยท climb | the stairs between floors |
| leave | the well-stair back up, from the Well Hall |
| sell map ยท buy map | walk EVERY room of a floor and the Guild buys your survey at the Hall; fair copies sell to everyone else |
The Sunderpit (Lantern Moot's dungeon โ eighty years young, fifteen floors, every kind welcome)
| enter sunderpit | from the Pit-Lip street in Lantern Moot โ ANY kind, ANY rank; the Guild's post wards it (sanctioned: carried gear falls, worn steel stays) |
| floors 1-5 ยท 6-10 ยท 11-15 | rank D at the lip (rift hounds, shard golems) to rank B at the bottom (rift maws, the Sunderer). Hollow knights keep their kits |
| touch stone | waystations at floors 5 and 10; guardians at 4 and 9; the Sunderer holds 15 |
| sell map | surveys sell at the Pit-Warden's post on the Moot โ ranks read there count in Aldenmark's book |
| the tyrants | every floor crowns a BOSS (๐ in its room; ~30 min respawn) โ the only creatures that drop SEALED finds (unidentified ยท sometimes enchanted ยท sometimes cursed). GUARDIANS, far larger, hold the floors right before each waystation and drop two |
| open chest | iron caches surface at random as rooms are walked โ coin, veilstones, sometimes a sealed thing. Shared: first hand takes it |
| examine <item> ยท examine weapon/armor/offhand/ring/amulet/boots | read anything you carry or wear: stats, workings, worth, where it sits, and what it looks like โ the pack window's ๐ does the same |
| forget <art> confirm ยท rename art <old> to <new> | let a mis-made art go (practice and all โ trainers resell theirs, invented ones can be sought again), or rename an invented art: the engine re-reads its nature from the new name |
| sell 5 <item> ยท sell all <item> | sell several at once โ a count or "all" before the name (the shop window's Sell 5 / Sell all buttons do the same); gear still shelves one piece at a time, five of a kind per town |
| worn quarry | the land learns you: ten kills of one kind within the hour halves its XP, twenty-five quarters it โ move on, or go deeper |
| veilstone (B) ยท (A) | no stall buys them โ the Gilded Scale and the Circle tower pay a third and log the finder; burn them at a bench instead |
| the loot law | creatures drop body PARTS and VEILSTONES (every kill, tiered to its level โ dungeons pay double), never gear. Exception: a large slime that has KILLED an adventurer swallows their weapon โ and gives it back over its corpse |
Your character
| stats ยท allocate <stat> [n] | +3 stat points every level, spent freely, anytime |
| status | the full sheet |
| arts ยท info <art> | your skills and spells โ info shows exactly what one does and its numbers |
| rest ยท sleep | heal every few seconds โ faster with a full belly; any action rouses you |
| eat <food> ยท drink | the body keeps score; water is free at wells and streams |
| describe <text> ยท examine <name or item> | set how others see you; read people, NPCs โ and any item in your pack, on your body, or lying on the ground (stats, procs, wards, open curses; seals stay sealed) |
| journal ยท note <text> ยท notes | the System keeps your story; the notes are yours |
| read primer | the new-player book, free, anytime |
Items & gear
| equip / wield / wear <item> | add "offhand" for the left hand; shields and second blades live there |
| dualwield <blade> | a second one-handed blade โ every attack carries an off-hand strike |
| unequip <item> | worn cursed pieces refuse โ see Curses below |
| use <item> | draughts, bandages, tools |
| take <item> ยท drop <item> | the ground keeps what's left on it |
| salvage <item> | break gear down at a craft bench โ enchanted work gives up its essence |
| forge <essence> into <item> | fuse a salvaged enchantment onto plain gear โ real odds, real loss |
| stash ยท unstash ยท storage | your camp's cache, once you've built one |
| write <title> | pen a book under your true name โ the World Ledger remembers who wrote what |
Magic & enchanting
| cast <spell> [on <ally>] | healing arts are free, anywhere, in any mode |
| heal <ally> | shorthand for your best mending art |
| enchant <item> with <domain> [attuned | ward] [using <grade>] [named <name>] | burn a veilstone to bind an element into gear โ choose WHICH stone ("using d") and NAME the working yourself, or let tradition do both. The โจ bench button in your Pack lays it all out clickable. Workings can fail or shatter; the craft wants an enchanting art |
| cleanse | at the Circle tower: a worn curse comes off for a fee that stings |
| douse | put out flames โ yours or the floor's |
Other players
| say <msg> ยท emote <act> | speak to everyone standing where you stand |
| yell <msg> | carries beyond your area โ every neighboring zone hears it, with a rough bearing on where it came from (one yell per 10s; dungeons swallow it) |
| who ยท tell <name> <msg> | who shares your ground; a quiet word to one of them |
| trade <name> | escrowed trades โ nobody can be robbed by a trade window |
| party invite <name> ยท party accept ยท party leave | up to 4 walk together; one member's fight is everyone's fight |
| scene <what you do> | party scenes: the LEADER opens one, each member declares their part (โ declaring pledges ONE of your own turns) or "scene pass" (watch free), and "scene go" works the whole table in ONE telling โ everyone reads the scene; the silent aren't written in and pay nothing |
| party register <name> | at the Adventurers' Hall: enter the party into the Guild's ledger as a NAMED company (5s) โ an RP identity whose scenes carry its name in the world's log; the recorded leader re-claims the name free whenever the party walks again |
| teach <skill> to <name> ยท accept | arts can be passed hand to hand |
The chart of the Reach
| ๐บ ยท chart โคข | the chart starts BLANK. Every road you stand on joins it for good; the milestones and signposts there mark what lies one road on (faint, unwalked). "travel" charts the whole way it walks you |
| scroll ยท drag ยท + โ | zoom and pan the chart โ the small one in the rail and the full one alike; double-click resets |
The Watch & standing (monster-blooded)
| Lantern Moot | the OPEN city east of Elmbrook, grown at the Sunderpit's lip โ no Watch, no ledger of blood; every kind is a citizen from the first step. The human and dwarf towns stay closed until trust is earned |
| standing ยท guards | where this town's walls stand on you โ Outsider, Tolerated, Trusted, Kindred |
| watch | the gate-list: take it, cull it, turn it in. One list per town every 8 real hours โ trust is earned slowly on purpose |
Camps & your own ground
| camp | in the wilds: found a personal camp โ firepit, cache, snares if you know the craft |
| camp build ยท camp invite <name> ยท camp upgrade | grow it, share it, and in real time + heavy coin raise it toward a settlement |
| camp charter | a settled camp may charter as a FREE CITY โ all blood welcome from day one |
Dungeons
| descend ยท open chest ยท exit | dungeons are other planes โ entering seals the road behind you |
| scout | read the floor before it reads you |
| recall stone (5s) | sold at any guild hall โ carry one BEFORE you enter, or know escape magic |
The world โ the Aldenmark Reach
Aldenmark capital
The human capital โ walled, crowded, smelling of forge-smoke and river trade. Every road in the Reach eventually ends here.
- the high square โ Fountain, criers, and every road in the Reach ending at once.
- the market โ Odo Grell's stalls โ everything's for sale, half of it fairly.
- the training yard โ The Shieldwall's public drill-yard โ basics taught for coin.
- the Gilded Goose inn โ Maudie Fenn's taproom โ meals, beds, and every rumor worth its salt.
- the Riverside Rest โ Cheaper beds by the water โ the snoring is included free.
- the stables โ Mounts bought, sold, and argued over.
- the contract boards โ The guild halls' bounty boards โ the Shieldwall's is taller than a man.
- the gatehouse โ The Watch's stone teeth at the city's mouth โ gate-lists chalked on slate, and Sergeant Brann reading everyone who passes.
- the smithy row โ Anvils by the dozen; iron-smoke thick enough to taste.
- the tanner's yard โ Racks, vats, and honest stink โ leatherwork done properly.
- the Shieldwall hall โ Soldiers' benches, honest scars, steady work.
- the Circle tower โ Sigil-warded doors that open slowly, and only for some.
- the Gilded Scale countinghouse โ Ledgers, scales, and doors that coin opens.
- the Adventurers' Hall โ A long sunlit hall hung with trophies and settled writs โ clerk counters down one side, the Orb of Appraisal on its iron stand, and the Hallmaster's ledger behind a grille. Ranks live in the ledger, not on a wall; sharing yours is your own affair.
- the Provost's keep โ Lord Vane's seat โ petitions below, opportunities above.
Faces to know: Guildmaster Berrin Coll (Shieldwall guildmaster & weapons trainer, quest giver) ยท Archmage Selvane (head of the Circle of the Veil, spell trainer, quest giver) ยท Maudie Fenn (keeper of the Gilded Goose inn) ยท Lord Provost Aldric Vane (nobility) ยท Whisper-Sefa (information broker) ยท Appraiser Odway (appraiser of unidentified finds) ยท Hallmaster Brakk Ostrev (Hallmaster of the Adventurers' Guild) ยท Lissa Merrow (senior counter-clerk of the Adventurers' Hall) ยท Master Odo Grell (Gilded Scale market-master) ยท Watch-Sergeant Brann Oduma (sergeant of the Aldenmark Watch)
Stonehollow village
A farming town of low stone houses and older grudges. Quiet, watchful, generous once you've earned it.
- the village green โ Low stone houses around trodden grass; everyone sees everyone.
- the market stalls โ A few honest stalls โ and George buys scrap.
- Elder Gray's porch โ The plank board nailed by the Elder's door โ work wants doing.
- George's smithy โ One forge, kept honest. George drills the basics between repairs.
- the Plow & Candle โ Six tables, one hearth, and stew that ends arguments.
- the livery shed โ Mules mostly. Honest mules.
- the palisade gate โ Two militiamen, one bell, and a slate of culls โ Stonehollow's whole army, and enough.
Faces to know: Elder Rosalind Gray (village elder) ยท George Pike (the village smith)
Highwatch town
A border town on a windy ridge, last safe bed before the deep wilds. Its walls are newer than its graveyard.
- the gate square โ Wind, wagons, and the last safe noise before the wilds.
- the market row โ Gear for the deep wilds โ priced like your life depends on it.
- the watch yard โ Where the watch drills โ basics taught to anyone who bleeds politely.
- the watchhouse board โ Bounties in Captain Marrow's handwriting โ each one a grudge with a price.
- the Last Bed inn โ Named honestly. Sleep well; the wilds are twenty paces past the gate.
- the stables โ Coursers bred for messengers who outrun bad news.
- the bowyer's bench โ Yew staves, wax, and patience โ bows built for the Thornwood.
- the tanner's racks โ Wild hides in, working leather out.
- the Wildwardens lodge โ Antlers, maps, and quiet โ the deep wilds' front door.
- the wall walk โ Captain Marrow's soldiers on the parapet, counting everything that moves on the ridge. The gate-list slate hangs where the wind can't take it.
Faces to know: Captain Ilsa Marrow (captain of the Highwatch watch) ยท Scale-Reader Venn (appraiser of unidentified finds) ยท Tam Whitlock (warden of the Wildwardens)
Lantern Moot settlement
The moot that grew at the Sunderpit's lip โ eighty years of every kind of traveler, adventurer, and creature hanging their lantern at one gate. No Watch, no ledger of blood, one law: what comes up the Pit is shared, what goes down it is your own affair.
- the Moot โ A ring of lantern-posts around a slate tally-stone โ every kind's lantern hangs here, and the pit-wind sets them all swinging together.
- Lantern Row โ Nim's scales and a row of stalls that buy anything the Pit gives up, by weight, no questions.
- the Every Kind โ Mother Ardis's tavern โ long tables, one stew, no steel at the boards.
- the Pit-Warden's post โ The Guild's outpost at the pit-lip: Hesk's tally-board, Sable's ledger and map-case, the Orb on a plain stand. Ranks read here count in Aldenmark's book.
- the Bend smithy โ A dwarf-built forge worked by whoever's sober โ hollow plate re-tempered, rift-teeth ground to edges.
- the Bend tannery โ Rift-pelts stretched on frames, drinking the lamplight even dead.
- the lantern stables โ Mules, mostly, and one very patient gryphon-hitch nobody uses.
Faces to know: Pit-Warden Hesk (the Moot's pit-warden) ยท Nim Quickfingers (goblin market-master of Lantern Row) ยท Mother Ardis (keeper of the Every Kind) ยท Sable of the Deep Ledger (dragonoid clerk of the Guild's Moot post)
The wilds
| Place | Danger | |
|---|
| Elmbrook Fields | โ | Hedgerowed farmland and brook-cut meadows outside the capital. Gentle country โ mostly. |
| The Thornwood | โ โ | Old forest, older paths. The canopy swallows noon whole, and not everything under it is an animal. |
| Ashdale Ridge | โ โ โ | Burnt highland above the treeline โ scree, wind, and cairns nobody admits to building. |
| The Graymire | โ โ โ | Fog-drowned marsh where the dead don't always stay put and the ground lies about its depth. |
| The Ember Wastes | โ โ โ โ | Cracked red badlands under a heat-shimmer that isn't entirely the sun. Wyvern country. Few return boasting. |
| The Hedgerow Downs | โ | Rolling sheep-country east of the capital โ hedgerows in long green seams, larks overhead, and shrikes keeping their small larders in the thorns. |
| The Elm Margins | โ | Where the field country frays โ wind-bent elms, unclaimed meadow, and hedges gone feral into thickets a wagon could hide in. |
| The River Meads | โ | Broad water-meadows along the towpath south of the city โ herons, eel-traps, and grass tall enough to lose a dog in. |
| The Old Orchards | โ | Apple rows gone half-wild between the road and the drystone country โ sweet rot underfoot in autumn, and things that fatten on windfalls year round. |
| The Causeway Moor | โ โ | Open moorland the North Causeway crosses on its old stone spine โ heather, standing water, curlew-cry, and lights after dark that are not lanterns. |
| The Briar Verge | โ โ | The Thornwood's skirt โ briar and blackthorn in walls head-high, the forest gathering itself behind. What hunts the wood's edge hunts here. |
| The Watchfell Slopes | โ โ | The climb out of the deep wood toward Highwatch โ pine giving way to bare fell, the wind finding you again, and goat-tracks that were never cut by goats. |
| The Windscar | โ โ โ | The Ridge Road's worst stretch โ a knife-edge of rock scoured bare, harpies riding the updrafts, and cairns leaning away from a wind that never stops. |
| The Grayslope | โ โ โ | The long wet stair between the ridge and the mire โ seep-springs, black gravel, and old cairn-fields where the digging never quite stays done. |
| The Cinder Barrens | โ โ โ | The Wastes' cold doorstep โ slag heaps, breathing vents, and hounds the color of banked coals that hunt where the ground stays warm. |
| The Bone Fields | โ โ | The scarred country east of Elmbrook where the ground opened eighty years ago โ grass over old rubble, cairns of the first diggers, and hounds that came UP with the rift and never went back down. |
The dungeons
Dungeons are OTHER PLANES โ entering seals the way behind you. Carry a recall stone (any guild hall) or know escape magic BEFORE you enter. Their dead drop sealed finds; some curse.
| Dungeon | Rating | Depth | |
|---|
| The Sunderpit | adept | ? floors | The rift that opened east of Elmbrook eighty years ago and never closed โ fifteen floors of broken stone going down, hounds at the lip, hollow knights below, and at the bottom the thing the diggers named the Sunderer. Young, by the world's count. Old enough to have a town. |
| The Undercroft | novice | ? floors | The drowned vaults beneath Aldenmark โ old cellars, older cisterns, oldest bones. The Guild keeps the well-door and taxes what comes up; half the capital's coin was carried out of this dark. |
| The Barrow of Bells | novice | 2 floors | A turf-swallowed tomb in the Elmbrook hills where old bells ring with no wind. New blades test themselves in its dark โ most come back. What its dead carried is buried unlabeled. |
| The Flooded Delve | apprentice | 3 floors | A drowned dwarven digging beneath Ashdale's roots. The water remembers its miners and lets very little leave. Apprentice blades and better โ the Barrow first, if you're green. |
| The Sunken Fane | adept | 3 floors | A drowned temple south of the Graymire crossing, its congregation still keeping the office in rounds that never end. The mire keeps its door off every honest map. Adept blades and better โ the singing recruits. |
Races
Humanoids start in Aldenmark as citizens. Monster races start in The Thornwood with nothing but an inborn gift โ born mightier, leveling slower, and earning each town's trust at the gate.
| Race | Kind | Inborn gift |
|---|
| Human | humanoid | โ |
| Elf | humanoid | โ |
| Dwarf | humanoid | โ |
| Orc | humanoid | โ |
| Goblin | humanoid | โ |
| Halfling | humanoid | โ |
| Dragonoid | monster | Cinder Breath โ The old fire, banked low but never out โ an organ, not an incantation |
| Minotaur | monster | Gorehorn Charge โ Head down, world yields |
| Cyclops | monster | Skullbreaker Blow โ One eye, one aim, one hit |
| Gryphon | monster ยท bestial (no forged gear โ talon and scale do that work) | Talon Dive โ The sky is a weapon if you fold it right |
| Dragon | monster ยท bestial (no forged gear โ talon and scale do that work) | Dragonflame โ The birthright. It knows your voice โ no incantation, only breath |
| Hydra | monster ยท bestial (no forged gear โ talon and scale do that work) | Manyfang Lash โ Every head gets a vote; they always vote bite |
Standard training
โฆ marks spells. Beyond these, arts you invent through story are yours alone โ and the engine honors them by name.
| Art | Cost | Taught by | |
|---|
| Swordplay | 25s | any town trainer | Footwork, edge alignment, and the patience to use both |
| Archery | 25s | any town trainer | Breath, draw, loose โ the fields feed the disciplined |
| First Aid | 20s | any town trainer | Clean wounds, set bones, keep the road from collecting its toll |
| Herbalism | 15s | any town trainer | Which green things mend and which merely taste of regret |
| Tracking | 20s | any town trainer | Read the ground; it rarely lies |
| Haggling | 15s | any town trainer | The first price is a question, not an answer |
| Hearthcraft | 10s | any town trainer | Camp cooking and small comforts that keep a body whole |
| Hearthlight โฆ | 8s | any town trainer | A commoner's cantrip โ a palmful of warm light and a spark for the kindling |
| Iron Will | 30s | any town trainer | The body's refusal โ venom, flame, and charm all find less purchase on a mind that will not host them. Grows by weathering magic, not by drills |
| Shield Discipline | 40s | Shieldwall Company members | The Company's wall-drill โ you are the space you defend |
| Soldier's Forms | 35s | Shieldwall Company members | Spear, blade, and boot taught as one argument |
| Ember Cantrips โฆ | 50s | Circle of the Veil members | Small fires, obedient light โ the Circle's first alphabet |
| Warding Sigils โฆ | 60s | Circle of the Veil members | Lines that hold; the difference between a door and a wall |
| Sigilwork | 80s | Circle of the Veil members | The Circle's enchanting grammar โ one enchantment, laid properly, on willing material |
| Beast Tongue | 45s | The Wildwardens members | Not speech โ attention. Beasts answer those who listen |
| Ledger Craft | 30s | Gilded Scale Consortium members | Contracts, weights, and the arithmetic of trust |
| Appraisal | 30s | Gilded Scale Consortium members | Read the worth โ and the danger โ of a sealed thing before paying someone else to |
Guilds
| Guild | Hall | Joining | |
|---|
| Shieldwall Company | Aldenmark | 3s ยท level 2+ | Soldiers-for-hire with a code older than their contracts. Steady work, steady drill. |
| Circle of the Veil | Aldenmark | 5s ยท level 3+ | The Reach's sanctioned magi. Slow to admit, slower to forgive sloppiness. |
| Gilded Scale Consortium | Aldenmark | 4s ยท level 2+ | Merchants, caravaneers, and everyone they owe. Coin opens its doors; cunning keeps them open. |
| The Wildwardens | Highwatch | 2s 50c ยท level 2+ | Trackers and border-keepers of the deep wilds. They bury their own, and few others get the chance. |
Mounts
| Mount | Price | |
|---|
| pack mule | 50s | Stubborn, sure-footed, and cheaper than regret. |
| riding horse | 2g | The Reach's honest answer to distance. |
| swift courser | 8g | Bred in Highwatch for messengers who outrun bad news. |
Coin
100 copper = 1 silver ยท 100 silver = 1 gold. Commoners live in silver; a meal runs a few dozen copper, a bed a silver or three, decent gear tens of silver. Gold is rare and means something โ enchanted work trades near or over a full gold piece.
Good to know
- Death drops your pack where you fell (equipped gear and camp caches never drop) โ return and wake the System there to search for it. You wake at your bind point, alive and whole.
- Sealed finds: wear one unread and you get half its virtue โ and ALL of any curse underneath. A worn curse binds until cleansed. Appraisers exist for a reason.
- Elements combine: oil then fire ignites; a soaked foe conducts lightning; water douses flames. An art's element lives in its name.
- Easy prey teaches less, then nothing: a foe one level below you pays three-quarters, two below half, three below a quarter โ four or more below, no XP and no practice at all. Foes above you pay a little extra. Mastery is earned at eye level or looking up.
- No player can ever attack you. Trade, talk, party, teach โ the threads of other legends are not yours to cut.