Elyndorath archive · Living-world laws

The world does not wait for its players.

Weather moves, people live once, towns can rise or fall, faith can divide, roads can fail, and wilderness exists for reasons older than a quest marker.

10 core attributesPersistent consequenceOne-life NPCsWorld agency

Character foundation · Ten attributes

Every build begins with the same ten measures.

Characters receive ten free attribute points per level. Class, training, office, faith, equipment, achievement, and lived experience can open additional stats or alter how the foundation is used.

01

Strength

Physical force and the ability to apply it.

02

Endurance

Sustained exertion, resilience, and resistance to fatigue.

03

Vitality

Life, bodily durability, health, and recovery.

04

Agility

Speed, balance, movement, and bodily responsiveness.

05

Precision

Exact control, aim, timing, and fine execution.

06

Intellect

Learning, reasoning, analysis, and structured understanding.

07

Will

Resolve, self-command, resistance, and sustained intent.

08

Awareness

Perception, attention, danger reading, and environmental understanding.

09

Presence

Influence, command, social force, and the ability to hold others together.

10

Attunement

Sensitivity and alignment with magic, spiritual forces, and uncommon systems.

Life, effort, and magic

Power has a body and the body has limits.

Health, stamina, mana, exhaustion, and sleep give action a cost that cannot be solved by one universal resource bar.

Health

Zero means death

Damage is allowed to end a life. NPCs do not quietly respawn to preserve a service or repeat a scene.

Stamina

Physical effort accumulates

Non-mana techniques, exertion, fatigue, and exhaustion shape how long a body can continue.

Mana

Magic must be sustained

Casters shape spells and techniques through a governed reserve. A common early reference at balanced magical foundations is 300 mana.

Rest

Sleep is part of survival

Recovery, wakefulness, shelter, travel, and danger remain connected rather than becoming unrelated interface chores.

Progression · Paths that can change

Entry tier is a beginning, not a ceiling.

Base, Rare, Epic, Legendary, Mythic, and higher identities describe where a class begins or evolves. Every genuine class can grow upward if its conditions are met.

Hidden paths

Discovery and instruction

Advanced or unusual classes require trainers, actions, knowledge, reputation, sacrifice, or other world-rooted conditions rather than a simple menu selection.

Necromancy

A hidden path with real maintenance

It may begin at Rare and advance. Undead forces have no arbitrary hard cap; command stats, mana, logistics, loyalty, and maintenance create the practical limit.

Shaman

A Rare foundation

Shaman begins as a Rare class and may evolve higher under the same upward-growth law as other authentic paths.

World permanence

Consequences remain after the person who caused them leaves.

Environment, settlement, institution, economy, ecology, faith, law, and memory form one connected world rather than separate systems waiting for activation.

Land

Destruction and rebuilding persist

Towns, roads, forests, structures, and resources can be damaged, abandoned, restored, expanded, or replaced.

People

NPC lives happen once

Death can remove knowledge, labor, leadership, relationships, and future possibilities from the world.

Faith

Religions can grow and fracture

Major institutions, rival doctrines, cults, priestly paths, and player-founded religions compete through belief, practice, authority, and consequence.

Rule

Rank brings capability and risk

Military service can rise from soldier to General or Admiral; noble office can rise toward kingship. Titles unlock real authority and can be lost.

Travel, discovery, and natural law

Distance remains part of the world.

Fast travel depends on teleportation arrays built and maintained through magic. Knowledge of a place can itself become valuable through maps, books, trade, scholarship, art, and reputation.

Arrays

Mages make the roads between roads

Teleportation arrays must exist before they can be used; they are infrastructure, not a universal interface command.

Discovery

Information can be owned and sold

A location, route, wonder, creature record, or accurate account may become achievement, scholarship, trade, or cultural memory.

Gravity

Natural law remains immutable

Magic cannot rewrite gravity itself. Levitation and telekinesis act through mana and force rather than altering the law of attraction.

Continue the record

Systems become lives through paths and peoples.