A creature is a history
Names, origins, custody, bonds, milestones, discoveries, injuries, and transfers stay attached to the same living creature.
This guide covers creature records, Currents, travel clocks, occupations, institutions, and the roads operating outside the Accord.
Names, origins, custody, bonds, milestones, discoveries, injuries, and transfers stay attached to the same living creature.
Elements move through ecology, culture, work, travel, skills, and battle. None is inherently good or evil.
Journeys, work, and bonds keep their own time. They continue while you are away and finish without asking you to watch the clock.
Adopt, rescue, explore, study, work, trade, gamble, join a Circle, investigate, or take the road beneath the Accord.
The archive links the Still Tide, First Accord, eight regions, currencies, institutions, creature provenance, and the Underways.
The map, Codex, and sanctuary notices are available without a Keeper record.
Cross eight towns by road, ferry, pass, and causeway, then walk their local districts.
See how legal bonds, rescue, wild attunement, and Belowmarket provenance differ.
Read about careers, study, disciplines, trade, Circles, and the records that open harder work.