Your first days

A short tour of the pages you now have, one card for each. A player's first character is shown it page by page, and anybody can read it here. Each card says what a page offers and what it costs you, and nothing more: the chapter it points at says the rest.

Before you begin

Your first character is given 250 gold, once. It is never given again, not even after a death, so spend it with care.

There are two ways in. Found a house and begin at twenty in your people's capital, holding no title. Or take a living character nobody is playing, with the age, family and titles they already have. Either way, what you own passes to your next character when this one dies. See dynasties.

Your character

Health is what every daily action costs, and food is the only thing that gives it back. You begin with 100.

Strength is your damage in war, and prestige decides duels. Waiting on you collects what needs an answer from you, and it is where you eat, up to five meals a day. Your purse and everything you hold pass to your next character when this one dies; your body and your standing do not. See your character.

The map

Where you stand decides where you can work, trade and fight.

Open a region to read it. If it is next to yours, across a border that can be crossed, it offers you the move: once a day, for 10 health, and instant. Your companies stay where you founded them; your purse and your goods come with you. See travel and the map.

The training ground

Once a day you may train: +5 strength, -10 health.

Strength is what your swing is worth on a front, and it is never used up. It is not what decides a duel. Every 12 sessions also earn you 50 gold.

Your day comes back when the world day turns, not a day after you acted, and the countdown in the header says when. Training, work and travel all come back at that same moment. See the training ground.

Companies

Founding a company costs 100 gold.

A farm or a mine makes something from nothing. A mill turns raw food into meals and a forge turns raw weapon material into weapons, so a chain needs both halves. You work once a day however many companies you own, and a day's work costs 10 health.

You do not need a company. You can work for somebody else on the job market and buy your food on the goods market. See companies and food.

The job market

A day's work for somebody else, paid in the money of the country you stand in.

It lists the work offered on the ground under your feet, best paid first; travel and it becomes another country's list. Pick an offer and the day is worked at once, with nothing to apply for. It is the same one day and the same 10 health as working a company of your own, which is done under Account instead. See a day's work.

The goods market

Gold buys nothing here: every price is in the country's own currency.

Food, raw food, weapons and raw weapon material are bought and sold on the book of the country you stand in. Selling in your own country is free; anywhere else needs that country's trading licence. Buying food here is a way to eat without owning a farm or a mill. See the goods market.

The currency market

This is where gold becomes a country's money.

Every country opened with its own currency on offer for gold, at one gold to a hundred, and its council decides what is offered after that. You buy standing in the country whose offer it is. Players post offers here too, one money for another, with no tax and no licence. See the currency market.

The realm

Your country is a kingdom, and its council makes the laws that reach your purse.

Twelve seats are filled each term by the country's citizens, through factions. The council sets the taxes, mints the currency and decides the wars. Above it sits the crown, chosen by the dukes. Where your country stands on each is read here, under Crown, Council and Factions. See the council and titles.

Faith

A character without a faith may join any one of the three.

Joining is not a menu you can revisit: the only way out is converting to your king's faith or your country's state religion. A follower may spread their faith where they stand, once a day, for 5 health. Orders and relics are found here as well. See religion and the church.

War

A swing costs 10 health and deals damage, as often as you can pay for it.

You fight only where you stand, so reaching a front is ordinary travel. What a swing deals starts with your strength and grows with the weapon you spend and your warband. Declaring a war is a law, passed by a council, not done on this page. See war.

Rankings

Everybody's public standing, gathered so it can be compared.

Characters, warbands, orders, houses and factions each have a ledger you can sort and filter. Every name leads to its own page, which is where joining, leaving and everything else is done. Nothing here changes the world. That is the end of the tour; the rest of the manual is always one click away. See rankings.