A friend you bring into the world is bound to you from their first day. The first character they make is sworn companion to yours: the bond is written into the chronicle, both of you carry it as a trait, and stepping into the region where your companion stands costs no health.
Every player has one invite link. You will find it on Settings, under Invite a friend: the button copies the link, and the page lists everybody who entered through it, with the character they play now and where they stand, or that they have not begun.
The link is yours, not your character's. It keeps working when your character dies and you play another, and it never changes.
A friend who opens it sees who is inviting them, your character's house, and where you stand. Shared in Discord, the link's preview says the same and shows the crown of the kingdom you stand in. A player who already has an account and opens a link is told they are already in the world, and nothing changes for them.
A bond is sworn once, when your friend makes their very first character, whether they found a new house or take an existing life. It is sworn to the character you are playing at that moment. A later character of theirs is never sworn by the invite.
Where they begin does not change: a new house begins in its people's capital, as every new house does. The creation page tells an invited player where you stand and which people begins nearest you, so that choosing your people begins them in your country's capital.
No bond is sworn if you have no living character when they make theirs, or if you have been banned. They begin as anybody else does.
The chronicle of the region your friend begins in records the bond, naming both of you, and so do both your own logs.
A character swears themselves to exactly one living companion.
Your friend is always sworn to you. You are sworn back to them only if you are sworn to nobody living, so the first friend you bring in is sworn both ways, and a second friend is sworn to you while you stay sworn to the first. A bond may run one way, and it still counts at both ends.
| companions you swear yourself to | 1 living character |
| characters who may be sworn to you | any number |
| trait | sworn companion, held once however many bonds you have |
A move into the region where a living companion stands costs no health. It works from both ends of any bond, one way or both. It is still the day's one move, it still has to cross a border that can be crossed, and it can be made with no health at all.
Every other move costs what it always does. The map says free on the move button of a region where a companion of yours stands. See Travel.
A bond lasts as long as both characters live. When one dies, the bond ends with them, quietly: nothing is written but the death.
The trait goes when your last bond to a living character ends, in the same moment as the death. While another companion of yours lives, you keep it. It is never inherited and never fades on its own.
A character whose companion has died is sworn back by the next friend they bring in.
A bond sworn while you were sworn to somebody else runs one way: your friend is sworn to you, and you are not sworn to them. If you later find yourself sworn to nobody living, because your companion died, you may swear yourself back to anybody living who is sworn to you. Do it from their page, under With this character. It needs no offer and no answer, since they already swore, and you need not stand together. The chronicle records it.
Swearing back changes nothing about renewing the oath later.
A bond belongs to one life, and a friendship does not. Two players whose characters were once sworn, one way or both, may swear their current characters to each other again.
One offers and the other accepts, and both must stand in the same region, when the offer is made and when it is accepted. Offer from the other character's page, under With this character; an offer you have received, or made, waits under Waiting on you on your account.
On acceptance, each of the two who is sworn to nobody living is sworn to the other. If both are already sworn to living companions, it cannot be accepted. The chronicle of the region where they stand records it, naming both.
An offer does not expire. It ends when it is accepted, declined or withdrawn, or when either character dies. If the two part after it is made, it stays open, and can be accepted once they stand together again.
Two characters who share a bond cannot renew it again, so an oath is renewed at most once in a pair of lives.