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Guide

Society

Legend, mail, guilds, homes, trade, towns and the people in them.

Wiki / Guide / Society

The Social window: Legend and Chronicle

Press O to open the Social window. Its tabs are Legend, Chronicle, Mail, Standing, College, Contacts, Guild, Civic and Home.

Your Legend is the true record of your character's life: milestones, deeds, titles, and the things you chose to do. It has dates in the world's own calendar. You can add a note of your own to any entry. Right-click another player and choose Legend to read theirs. There is no score and no ranking. The Legend tab also lists your Legend Marks (see Legend Marks).

The Chronicle is the server's shared history: elections, guilds founded, chapters of the world, and the people who stood in them.

Right-clicking a player also lets you whisper, write a letter, invite them to a party or guild, offer mentorship, Block them or Report them.

Keys: O

Legend Marks

Legend Marks are named deeds written into your Legend when you do something worth remembering: reaching level 10, 20 and onward to 100, carrying a land's story to its end, reaching the bottom of an expedition, dungeon or raid (and doing it again on Master), hunting down a rare named creature, walking every region of a land, learning every Waystone, mastering a trade, landing a great fish, playing in an ensemble, helping break up a gathering in the wilds, taking a mentor's apprentice through the First Road, and the choices you make at level 100.

When you earn one, a card shows its name; click it to open your marks. In the Social window (O), the Legend tab has two views: History, the record of your life, and Legend Marks, every mark by kind, with the date in the world's calendar and your level when you earned it. Marks you have not earned yet say how they are earned.

Some marks are hidden: the secrets and puzzles of each land. You will not see them until you have set foot in their land; then they show as ??? with a vague hint, and only finding the secret reveals the mark.

Marks are biography, not a score. They give no power, no gold, no title, open no door, and there is no count or ranking. Others see your marks when they Inspect you or read your Legend; hide any mark you would rather keep to yourself. If you played before marks existed, your Legend remembers what you had already done the next time you come back.

Keys: O

Music

Provisioners sell a Tin Whistle and a Bodhrán (a frame drum); woodworkers can make a Small Harp and a Fiddle. Click an instrument in your Satchel and choose a tune: The Heather Road, Greenhollow Air, Lament for the Barrow Queen, The Harvest Jig or Rowan Hill March.

Everyone nearby hears you, softer the further away they stand. If someone near you starts the same tune within a few seconds, they join in time with you, so a whistle, a harp and a drum can play together. Hold a session at the inn, or post one on the events board.

Stand still while you play; moving or fighting stops the tune. Music is for its own sake: it gives no experience.

The events board

People > Events lists what players have planned: readings, ceremonies, fairs, hunts and runs. Anyone can post one with a time and a place, up to a month ahead.

Press "I'll come" on anything you want to join. You get a reminder ten minutes before it starts and another when it begins, and the host sees who is coming.

The Market

World > Market opens the Market from anywhere, so you can see what is for sale in every town. To buy, sell or post an order, stand at a market board: by the stalls on the Greenhollow green, or at the Market House in Dunhallow.

Sell: with the Market open, right-click an item in your Satchel, choose how many and the price each, and list it. The goods are held by the market; when someone buys, your gold comes to you by letter, even if you are away. Buyers can take part of a stack.

Buy orders: name an item, how many and what you will pay. The gold is held when you post, and the goods come to you by letter as other players fill the order. You can fill other people's orders from your Satchel.

Commissions: ask a crafter to make something. You enclose the materials and a fee; anyone with the skill (or the crafter you name) makes it at their station, and it reaches you by letter with their name on it.

There is a small fee to list and a small fee on each sale; a town's law may add its own share (Greenhollow at the village green, Dunhallow at the Market House). Anything unsold or unfilled after two weeks comes back to you by letter. Bound, locked and quest items cannot be sold.

Emotes

Emotes show an action to everyone near you, in the chat and over your head: /wave, /bow, /cheer, /laugh, /dance, /clap, /salute, /shrug, /thank, /point, /cry, /kneel, /sit, /nod, /hug, /sigh, /greet, /flex, /yawn and /grin.

Add a name to aim it at someone close by: /bow Eilidh. Write your own with /me, for example /me shakes the rain off her cloak.

Emotes are for fun and role-play; they give no experience.

Trading with other players

To trade face to face, right-click another player and choose Trade, or drag an item from your Satchel onto them. They get a few seconds to accept.

In the trade window, right-click Satchel items to offer them. Click an offered stack to change how many, or click an item to take it back. Type an amount of gold under your offer. You can offer up to eight items.

When you are both happy, each of you presses Accept. If either offer changes, both accepts are cleared, so nobody can swap something at the last moment. The exchange happens all at once or not at all: if an item has gone, or a pack is too full, nothing moves.

Bound, locked, quest and trophy items cannot be traded. Walking away, dying or leaving the game ends the trade.

Inspect, your profile and the Who list

Right-click another player and choose Inspect (or type /inspect name) to see their level, class, title, the gear they wear, their guild and other ties, their bio, the Legend Marks they show and the newest public entries of their Legend.

Your own profile is under Hero > Profile (or /inspect on its own). Write a short bio there for others to read. It is your own words: nothing checks it, and it gives no reward.

People > Who (or /who) lists everyone online, with level, class and where they are. Type in the box to filter by name, class, place or status, and click a name to inspect them.

Set your status in the Who list: Need Group, Lone Hunter (happy on your own) or Need Help. Grouped shows by itself while you are in a party.

A party leader posting in the Group Finder can also set a level range and how many of each class the party still wants. Players outside the range, or of a class the party has enough of, cannot ask to join.

Mail and notice boards

Letters are sent from the Post in Greenhollow, to any character, even one who is offline. A letter can carry up to four items and some gold, which stay safe until the other person claims them. A small postage is charged, plus a little for the items and gold. Bound, locked and trophy items cannot be sent. Anything unclaimed goes back to you after 30 days.

Notice boards are places for public messages: the Greenhollow Notice Board, a Charter Board by each town hall, a board for each guild and one at the College. Each post lasts a set time, from two days for a group search up to a month for lore and work. You can have a few active notices per board.

Only a board's own officers can take posts down, and they must give a reason; the author is told.

Keys: O

Contacts, blocking and reporting

The Contacts tab in the Social window lists the people you have blocked. /block name stops a player from whispering to you, mailing you, inviting you, finding you in the Group Finder or visiting your home. The block covers every character of that account, so a new name does not get round it.

If someone is harassing you, spamming or cheating, use /report name and a few words, or right-click them and choose Report. The game sends the last lines of chat, the place and the time to the moderators. Nobody else, not even a guild or the Moot, can see a report.

There is a Standing tab as well. It shows who you stand well with, as a list of separate names. Nothing is added together into a score.

Keys: O

Asking a Game Master for help

If you are stuck in a wall, lost something, or a quest will not finish, ask the Game Masters for help: Esc > Ask a Game Master for help, or type /helpme and a few words. Say what happened; where you are, your character and any recent errors are sent with it, and you can attach a picture of the game view.

Your request becomes a ticket, like a bug report or a suggestion. A Game Master who is online is told at once. Their answer comes as a message in game, as a letter in your post, and under Esc > Report a bug or idea > My reports, where you can see whether the ticket is open, being worked on, resolved or closed, and write back.

Your tickets are private to your account. To report another player for harassment or cheating, use /report instead.

Keys: Esc /helpme

Guilds and guild halls

A guild is a group of friends with a name, ranks, shared storage, a calendar and a hall. To found one, make a Blank Charter (Scribing, at a workbench), then speak to Orla, the Guild Registrar, by the Guildhouse in Greenhollow. Choose a name, gather signatures from four other players on different accounts, and bring the charter back with 50 gold. If you are alone, wait three days, bring ten timber and ten fieldstone, and Orla will register a smaller roster.

The guild hall is its own place behind the Guildhouse door. Members give gold and materials to hall projects, such as a great hearth, a long table, a banner wall, archive shelves or a map table, and the hall changes as they build. Guild ranks have permissions, and you can make your own ranks. Treasury and storage actions are logged. Guilds may ally with up to four others.

Guilds give no combat bonuses. Use /g for guild chat and /o for officers. A master who is gone for a month is replaced by the most senior active member. A dissolution is announced and delayed so everyone is warned.

Keys: O /g

Town governments, offices and laws

Every major settlement governs itself: Greenhollow (the Moot, Tadhg at the Moot Hall), Dunhallow (the Corporation: five Aldermen, a Lord Mayor, the City Watch and its Captain, the Recorder; Fionnuala the Town Clerk at the Tholsel on Guild Row), Ardcarrow (the Ring: Elders, a Reeve, Wardens, a Brehon; Tighearnach at the Steward's Hall), Inishcorr (the Island Moot; Lasair at the Harbour House), Kelp Strand (the Strand Moot; Pádraig the Reeve, at the Reeve's House) and Stiltwick (the Stilt Moot; Ruairí, at the Reeve's House). Outposts and camps have none. Each has its own citizens, laws, coffer, court and Charter Board; the row of names at the top of the Civic tab picks which one you look at. Its clerk explains it and opens it ("What is before ...?").

You may be a citizen of several places at once: you vote, sign, debate and sit on juries in each. One of them is home (the first you joined; change it at the clerk or in the Civic tab, once a week): offices are held only at home, and home is the town on your name. Becoming a citizen of Dunhallow means buying the freedom of the city (100 gold into its coffer) or being sponsored; in the towns and villages the clerk's trial is to do two errands for its people.

Greenhollow is governed by the Moot. To take part you become a citizen, from level 5, in one of three ways: a citizen sponsors you in person (Social > Standing), a citizen seals you a writ before Tadhg and posts it to you, or you win Tadhg's trust (be Known among the Folk of Greenhollow) and take his trial. Tadhg stands by the Moot Hall; ask him "What is before the Moot?" to open the Civic tab (Social window, O).

Citizens elect three Councillors, a Mayor, a Guard Captain and a Magistrate every two weeks: two days of nominations, then three days of voting. While the town is small Tadhg certifies every candidate; later a candidate needs the support of two other households. The vote is secret, one per household, and anyone standing alone wins unopposed. An office nobody holds gets a by-election a day after an empty nomination. The Guard Captain appoints the Watch (Tadhg does while there is no Captain). The Mayor needs service as a Councillor first, the Captain as a Guard, the Magistrate as either, except in a town's first term; whoever holds an office may stand again, up to two terms in a row.

Councillors propose laws in plain words with Charter clauses (a market tithe, a postage subsidy, contraband, fine bands, who may use the Moot's gallery, a festival day); a majority of the seated Council passes them, and a vote that runs out of time fails. Citizens speak in the debate, raise petitions (enough households put them on the Council's agenda), call audits and recalls; Councillors may censure. The coffer (tithe, half of each fine, gifts) pays for lamps, benches, flower beds and festivals, and its ledger is public.

Offences are few: carrying contraband is the one (you are warned first). There is no stealing in the game. The Watch-Wardens see what is in sight. At night they see less far. A fine can be paid in gold or in peat for the Moot's fires, and any ruling can be appealed. Unpaid fines make you Wanted in Greenhollow, and the Wardens will ask you to come quietly. A court may keep you from civic life for a few days (the Moot's gallery closes to you; the Moot Hall and Bríd's bank in it never do). Nobody is ever hunted, jailed in real time or locked out.

Each settlement keeps its own court: an offence there is its case, Wanted there means only there, and its Watch or its clerk asks you to come quietly to its hall. Trespass is not an offence anywhere.

Juries are possible, never required. If a town's law allows it ("Trial by jury"), the accused may appeal to a jury instead of the bench, and the Magistrate (Recorder, Brehon) may call one on any case. Jurors are drawn at random from citizens who offered (Civic > Overview: "Offer myself for jury service"), one per household; the accused, the witnesses, the Watch on the case and the bench stand aside. Summoned jurors have a day to answer and two to give a secret verdict; a majority upholds, a tie favours the accused. If too few answer or vote, the bench rules as before.

Keys: O

Factions and standing

Groups of people form their own opinion of you: the Folk of Greenhollow, the Road Wardens, the Hill Folk of Rowan Hill and the Ridge Reivers, among others. Their regard rises through your actions: quests, choices and, a little, hunting. It goes from Hated through Wary, Unknown, Known, Trusted and Honoured up to Revered, and it ends there.

Some factions are at odds, and helping one may cost you with another. The Road Wardens can be joined through Eilidh. Your regard changes how people greet you and what they offer. Titles from standing are only for show.

The Standing tab in the Social window shows how each group sees you. There is no score and no combat effect.

Keys: O

The College and mentorship

The Bardic College, led by Bard Niall in Greenhollow, is for those who write. Submit verses, songs, tales, guides, lore or map notes, and they are kept in a public library. Readers can Commend a work they value. When three of your works have been commended, the College names you a Fellow (on a quiet server, Bard Niall commends a work himself after a few days on the shelf). You can copy a work into a bound book with Scribing. The College is only about recognition.

Mentorship pairs a character of level 20 or more with an apprentice under level 20, for as long as both agree. Right-click a player to offer it. Both of you get a note in your Legend. If no mentor is around, Caoimhe in Greenhollow fills the part. It ends when the apprentice reaches 20, and both Legends record it. Your profile then shows who taught you, and who taught them; a mentor's shows how many apprentices they saw through.

Keys: O /college

Homes, furniture and inn rooms

Every town has homes: Greenhollow, Dunhallow, Kelp Strand, Stiltwick, Ardcarrow, Inishcorr, the Marchgate, Tanner's Lodge, Cragwatch, Winterhearth and Emberwatch. Each inn has a rooms door beside it, and the house doors marked on the Area Map (M) lead to homes. In Greenhollow a room costs 20 gold, and a home costs 300 (an Apartment), 800 (a Residence) or 1500 gold (a House). Other towns cost a little more: Dunhallow and the far outposts the most. The Home tab lists the towns and their prices.

You have one inn room and one home at a time, in any town. There is no rent and no eviction. Moving house costs 150 gold plus any difference in price, and moving your inn room costs the new room. Everything in your old home is packed safely away. Make your home your Hearth, and you can return to it from anywhere.

Furniture is made by Woodworking, Tailoring, Blacksmithing and Scribing.

How to furnish: 1. Stand in your home and open the Home tab (Social window, O). 2. Click a piece under "Put furniture from your pack into storage" to move it into Furnishing Storage. 3. Press Edit Home: the window closes and the Edit Home dock opens at the right with your storage. 4. Click a piece in the dock; it follows the pointer as a faint ghost. Click the floor to put it down (a click on a wall keeps it in your hand; Esc puts it back). 5. Click a placed piece to select it (a gold frame), then click the floor to move it there. R (or Turn) turns the piece in hand or the selected one; Delete (or Pick up) puts the selected piece back into storage. 6. G (or the Grid / Free button) switches between grid placement (half a tile) and free placement (a tenth of a tile). 7. Ctrl+Z and Ctrl+Y (or Undo and Redo) step back and forward through your changes, picking up included. 8. Done or Esc stops editing. "Put everything away" packs every placed piece back into storage. Furniture never blocks walking.

Your home also holds a chest (your Character Bank and a home chest), a stand to show a trophy (select the stand while editing and choose the item), and a Hearth.

Visitors: the Home tab sets who may enter, who may arrange your furniture and who may use your crafting stations: only you, friends, friends and your guild, or anyone (strangers never arrange). Add or remove friends by name. Tick "Listed for visitors" to show your home on the board of open homes. Anyone allowed in finds a Visit choice at your door. While someone is inside you see them in the Home tab, and "Ask them to leave" shows them out for an hour. A friend who may arrange can move and pick up pieces (they go back into your storage) but cannot place from your storage. A Block always wins: a blocked player cannot come in, whatever you allow, and is put out at once if inside.

Two floors: a Residence and a House have stairs. Walk onto them to go up, and onto the stairs down to come back. Each floor has its own furniture and its own room for pieces, and some expansions are upstairs (the House's Loft Room, the Residence's Dormer Room). An Apartment and an Inn Room have one floor.

The storage chest at home opens your Character Bank and, above it, your home chest: extra room of its own (an Apartment 10 slots, a Residence 20, a House 30; an Inn Room none). Right-click Satchel items to put them in (the button switches between the chest and the bank). Only you open it, only at home, and what is in it moves house with you.

Rested: log out in your own home or inn room (or an inn's common room) and you come back rested. A striped part of your XP bar shows the bonus: kills give half as much XP again until it is spent. It builds up over real hours offline, to about a level and a half. Not at level 100.

Garden: a Residence has two raised beds (three with the Back Porch), a House four (five with the West Wing), an Apartment a window box. Buy seeds from a provisioner (or find them gathering herbs), use a bed to plant, and come back in a few hours: a ripe bed gives two to four herbs. Water it once while it grows for one more; a friend who may arrange your home can water it too.

House-warming: in the Home tab, Host a house-warming opens your home to everyone for two hours and puts it on the events board; each guest is welcomed. Guests can sign your guestbook (the lectern by the door); you can strike lines out. List your home for visitors to show it on the board of open homes (Home tab), where anyone can press Visit to walk to its door.

Finest home: each month the citizens of Greenhollow, Dunhallow, Ardcarrow, Inishcorr, Kelp Strand and Stiltwick vote, in their hall, for the finest listed home in town (one vote a household; open the Home tab in the hall). The winner gets a Legend Mark and a brass plaque by the door.

Regional furniture: every region has its own set (Greenhollow's spinning wheel and churn, Dunhallow's writing desk and tapestry, the Coast's ship's wheel, the Fens' eel trap, Pinewood's antler chandelier, Hartwood's carved throne, the Glens' war table, the Frostmere's fur bed, the Ashen Fells' obsidian table and more). Buy the region's Pattern Book from its provisioner and read it, then make the pieces from that region's materials. A few great creatures sometimes leave a trophy for your home.

Crafting stations: in the Home tab you can install a Workbench, a Home Forge, a Cooking Hearth or a Herbalist's Table for gold and materials. An Apartment holds one, a Residence two and a House three. They work exactly like a town's stations: the same recipes and the same quality, no bonus. They stay with that kind of home if you move, and you can take one out to make room for another. The Home tab also sets who else may use them (only you by default).

Keys: O R Delete Ctrl+Z Ctrl+Y G Esc