Places, people and things

The world

Shared maps, player-run villages, five districts with their own trades, and a very large amount of gear to chase.

Illustration of the starting village: thatched cottages around a central well.
Starting Village — where every account begins.
Illustration of the hunting grounds: open woodland with tracks and traps.
Hunting Grounds — animals, hides and meat.
Illustration of the ruined outskirts: broken walls and overgrown stone.
Ruined Outskirts — scavenging, and worse.

Villages

A village is a place and an organisation at once: its own map, its own storage, its own members and ranks.

Every account starts in a shared starting village. From there you can browse player-founded villages and request to join one, or spend Secret Fire to found your own and lead it.

Membership is permission-gated and server-authoritative: applications are accepted or declined by someone with the rank to do it, and promotions, demotions and discipline all go through the same authority. Leaders can post a notice that every member sees.

Villages hold fifty items in shared storage, and members deposit what they gather into it. Those deposits are what raise the village's level and unlock its district upgrades — which is why the village leaderboard is really a leaderboard of how well a group works together.

See the top villages

The Browse villages screen listing player villages with their leader, member count, level and a request-to-join button.

The five districts

Each villager role belongs to a district. The district decides what you gather, what you can craft, and what its shop sells — and each one levels up separately as the village invests in it.

Miners' Guildhall

Role
Tank
Strength
Very high defence, low attack
Resources
Metals, gems, stone
Crafts
Weapons, armour, traps

Rangers' Lodge

Role
Scout
Strength
Stealth and improved visibility
Resources
Timber, fibres, botanicals
Crafts
Pets, shields, pet food

Healers' Courtyard

Role
Cleric
Strength
Buffs, healing, light magic
Resources
Crops, seeds, natural materials
Crafts
Capes, gloves, buff potions

Herdsmen's Hall

Role
Warrior
Strength
High attack and high defence
Resources
Meat, hides, parts
Crafts
Boots, belts, food

Aetherhall Enclave

Role
Arch Mage
Strength
High magic damage
Resources
Essence, arcana, rare flora
Crafts
Rings, necklaces, mana potions

The village itself

Above the districts sits the village: shared storage, the notice board, membership and ranks, and its own upgrade track that gates how far each district can go.

Crafting

Gathering feeds crafting, crafting feeds the shop, and the shop feeds everyone else in the village.

The Craft screen: district tabs across the top, a deposit panel, a bench holding stone, slate and quartz, and a craftable equipment list.
  1. Gather

    Work the tiles your district's resource family covers. What drops is rolled server-side.

  2. Deposit

    Move what you carried into the district pool. Deposit one stack, or empty your bags in one action.

  3. Craft

    Spend the pool at the district bench. Recipes unlock as the district levels, and each roll adds its own bonuses on top of the base stat.

  4. Equip or sell

    Keep the better roll, or list the old one in the district shop for other members to buy.

Equipment

Ten equipped slots — weapon, shield, armour, cape, gloves, belt, boots, ring, necklace and pet — across sixty material families that run from plain iron to phoenix, kraken and shadow. A sample:

Equipped gear survives death. Only what you were carrying loose is lost, which makes the choice of when to head home a real one.

Resources and consumables

What you pull out of the ground, the woods and the wildlife.

Creatures

The wildlife villagers hunt — and that hunts them back. Higher-level animals hit harder and drop better.

Monsters and dens

Monster characters progress along one of four elemental lines, and their form changes as they climb.

Fire, water, air and physical each have their own art and their own feel. Monsters spawn from camps rather than villages, and cannot be attacked while they are standing on one.

Groups of monsters hold a den. Dens have health, take siege damage, and can be destroyed — so holding one is a shared job, the mirror image of raising a village.

See the top monsters