The first thing you can do. Everything before this chapter describes the world going on around you: this is you acting in it.
You will find it under Account, in the sub-tab beside your character sheet.
Once a day you may train. Each session gives you:
| strength | +5 |
| health | -10 |
Strength is what a swing on a front is worth: every point of it is a point of damage in a war, and it is never spent by swinging. See war. It is not what decides a duel; that is prestige, see dueling.
A day is one real day, twenty four hours of world time. It is not one year of your character's life.
Those are different clocks, and this is the only place in the world where the difference is about you rather than about your character. A year of your character's life is five real days, so a character trains five times a year. That is the point: a daily action should be a reason to come back tomorrow, not a reason to come back next week.
The clock is the world's, not your computer's. Changing the date on your machine does nothing.
Every daily action returns at the same moment: when the world day turns. Training, a day's work and travel all come back together, and the countdown in the header beside the year is when. It is the only clock you need; no action keeps its own.
This is the world's day, not a timer that starts when you act. It matters more than it sounds:
Train at nine in the evening and you may train again the moment the day turns, not twenty four hours after you trained. Acting late in the day never pushes your next one later.
A timer counting from your last action would punish you for being ten minutes late, and it would do it permanently, because you could never win the ten minutes back. Days would drift later and later until one slid past the hours you actually play. The world's day cannot drift.
One consequence worth knowing, because it looks like a trick and is not: if you act just before the day turns and again just after, both are allowed. You have used one day's action and then the next day's. Over any stretch of time you get exactly one a day, and each one still costs its health.
You begin life with 100 health, and every training costs 10 of it.
Health comes back by eating, up to five meals a day. A full body holds ten sessions at a time, and a meal buys more: see food for what each quality of food gives back.
Training is not the only thing drawing on it. A day's work costs 10 health too, out of the same hundred. With five meals a day even the poorest food covers both easily, so in practice health is not what makes you choose: the limit of one training and one work day is.
Every 12 sessions earns you 50 gold.
The training ground counts your sessions, not your total strength, on a bar that
fills toward 60 and then starts again. The page shows you where you are, as
something like 50 / 60, so you can see it accumulating.
This used to be out of reach. A full body was ten sessions, the reward needed twelve, and nothing restored health, so nobody could ever earn it:
100 health = 10 sessions
the reward = 12 sessions
Food closed that. Twelve sessions is now twelve days of eating rather than an impossibility. The bar kept everything anybody had put into it meanwhile, so a character sitting at 50 crosses 60 on their next session but one.
Gold buys companies: see companies. Training is one of the two ways to get it, the other being the stake a new player is given once, and the gold you earn passes to your next character with the rest of your estate. The strength does not: see your character.
Nothing but the cooldown and your health stops you training. There is no sleep and no being away; the 2018 training ground refused you if you were asleep, and this one has no such state.
Two things are written into a log that belongs to you rather than to the world: a training reward, and a death. You will find it in the event log on the map, among the world's news, or alone under its Mine view.
It is your line's log, not just the character you are playing, so a death and the life that came before it read as one story. It is nobody else's news either: nobody but you sees these entries, and the world's news, the floods, plagues and conquest, is what everybody sees. See the chronicle.