Strength
Physical force and the ability to apply it.
Elyndorath archive · Living-world laws
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.
Character foundation · Ten attributes
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.
Physical force and the ability to apply it.
Sustained exertion, resilience, and resistance to fatigue.
Life, bodily durability, health, and recovery.
Speed, balance, movement, and bodily responsiveness.
Exact control, aim, timing, and fine execution.
Learning, reasoning, analysis, and structured understanding.
Resolve, self-command, resistance, and sustained intent.
Perception, attention, danger reading, and environmental understanding.
Influence, command, social force, and the ability to hold others together.
Sensitivity and alignment with magic, spiritual forces, and uncommon systems.
Life, effort, and magic
Health, stamina, mana, exhaustion, and sleep give action a cost that cannot be solved by one universal resource bar.
Progression · Paths that can change
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.
Advanced or unusual classes require trainers, actions, knowledge, reputation, sacrifice, or other world-rooted conditions rather than a simple menu selection.
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 begins as a Rare class and may evolve higher under the same upward-growth law as other authentic paths.
World permanence
Environment, settlement, institution, economy, ecology, faith, law, and memory form one connected world rather than separate systems waiting for activation.
Towns, roads, forests, structures, and resources can be damaged, abandoned, restored, expanded, or replaced.
Death can remove knowledge, labor, leadership, relationships, and future possibilities from the world.
Major institutions, rival doctrines, cults, priestly paths, and player-founded religions compete through belief, practice, authority, and consequence.
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
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.
Teleportation arrays must exist before they can be used; they are infrastructure, not a universal interface command.
A location, route, wonder, creature record, or accurate account may become achievement, scholarship, trade, or cultural memory.
Magic cannot rewrite gravity itself. Levitation and telekinesis act through mana and force rather than altering the law of attraction.
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