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The Guide

The index at the back of the book — rules, zones, and a folio you can handle.

How the realm works

— how the realm works: faculties, statuses, zones, gear, and a folio you can handle yourself

New here? Start here

  1. Create an account, then forge a hero and design your crystal-chip avatar.
  2. Spend your starting points across the six faculties to shape your build.
  3. Explore your starting area; use the Surroundings panel to spot threats.
  4. Engage carefully — check action points and range before you commit.
  5. Loot fallen foes and equip gear from your pack's paperdoll.
  6. Find other Wayfinders in your area, chat, and team up for tougher fights.

The six faculties

  • MGT Might Physical power — melee damage and carrying force.
  • FIN Finesse Precision and speed — crit chance, ranged accuracy, stealth.
  • INT Intellect Arcane mastery — spell power and mana efficiency.
  • AWR Awareness Perception — spotting threats, traps and hidden things.
  • PRE Presence Force of personality — influence, leadership, social checks.
  • ESS Essence Raw soul-energy — fuels essence abilities and attunement.

Common statuses

  • StealthHidden from foes; enables opening strikes. Triggered at high Finesse.
  • Critical HitA precise strike for ~1.5× damage; chance scales with Finesse.
  • BleedingLoses HP over time until cleansed or it runs its course.
  • StunnedCannot act for a turn — spend AP wisely to avoid it.

Zones & areas

The world is a grid of zones, each split into areas you travel between with the N/S/E/W controls. Every area carries its own theme, enemies and battlefield layout.

The Broken Citadel

Ruined elven halls — the realm's beating, war-torn heart.

Voidstorm Spire

Corrupted high ground where the shadow leaks through.

Elysian Sanctuary

Rare refuges of starlight where Wayfinders regroup.

And this is how the windows themselves look, plated from the running game.

The Adventure window: the area's painted scene, day-night clock, mastery dial and Explore action
The Adventure window — area art, the realm clock, mastery, and the Explore action
The Map & Area window: discovered area tiles, portals, and NPCs with their actions
Map & Area — discovered tiles, portals, and every NPC's actions at a glance
The Hero & Equipment window: paperdoll slots, vitals, attributes and set bonuses
Hero & Equipment — the paperdoll, vitals, six faculties and set bonuses
The Adventurer's Bag window: filter tabs, essence counter and rarity-framed items
The Adventurer's Bag — filters, favourites, and rarity-framed loot
The Artisan's Workshop: craft schematics with material requirements and camp upgrades
The Artisan's Workshop — schematics, material costs, and camp upgrades

Items & gear

— fourteen slots, and what the Dark left buried to fill them

Gear fills a full paperdoll — head, neck, shoulders, back, chest, hands, waist, legs, feet, two rings, a trinket, and main/off hands. Two-handed weapons lock the off-hand. Consumables restore vitals or grant timed buffs.

The character folio

Handle it yourself: take an item out of the bag, set it on the paperdoll, and watch the numbers move. Nothing here touches a real hero — it is a working model, bound into the page.

Wayfinder · Level 50

Voidworlds

Health210/210
Mana120/120
  • MGT Might 26
  • FIN Finesse 18
  • INT Intellect 18
  • AWR Awareness 10
  • PRE Presence 20
  • ESS Essence 18
Worn

Adventurer's bag

6/20

Take something out of the bag, and the keeper will tell you what it is.

Expedition contract

Sworn
The Bone King's Slumber

Venture deep into the cold tombs of the Bonehold. Slash through the undead hordes to find and destroy the skeletal Bone King before his dark legion rises to overrun Mikis cabin.

Objective

Purge the Bone King in the Sealed Vault.

Payment
  • Steel Broadsword
  • Rabbit Foot
  • 2,500 EXP

That is the whole of it, for now. The book grows as the realm does — and the realm is open.