Open ideas and questions, gathered in one place. Nothing here is promised; it is where tester suggestions have the most room.
The long game
- IDEA
What makes day 30 worth playing before the economy is alive?
- IDEA
How do the first ninety days on a fresh server feel when systems need many players?
- IDEA
NPCs as a floor, never a replacement: workers, demand, guards.
- IDEA
Equal experience per hour across activities: the difference is risk, not pace.
- IDEA
Which systems belong at launch, and which can come after?
- IDEA
What should the chronicle remember? First kills, sieges, master smiths. What else?
Combat
- IDEA
Disarming: what causes it, how long, what protects?
- IDEA
Dispel: which effect is removed? The latest, a random one, a chosen one?
- IDEA
Which skills does heavy armour hinder?
- IDEA
Crits between players work as they do against monsters. Should PvP have a crit rule of its own?
- IDEA
Spells are to work against players too. Which spells, and in what form?
- IDEA
A safe zone during an ongoing fight: escape route or not?
- IDEA
Scouting neighbouring squares as an active command.
Schools
- IDEA
Tamers, necromancers and summoners are meant to have things that fight for them. Which other schools should?
- IDEA
Druid and necromancer mechanics.
- IDEA
How other kindreds reach a race chain.
- IDEA
Room for whips, firearms, time magic, music magic.
- IDEA
Any number of new schools fits the network. Which would you add?
- IDEA
Schools as places to travel to: universities as true landmarks.
Professions & items
- IDEA
What exactly does the hunter do?
- IDEA
Farming: buy land, send workers, or dig and plant by hand?
- IDEA
Builder: its own profession or part of the plot system?
- IDEA
Pickpocketing as a profession, a PvP ability, or neither.
- IDEA
Personal artifacts that grow with you.
- IDEA
Rare drops with modified stats, at reduced value.
- IDEA
The profession list is open. Which professions are missing?
- IDEA
Shares in player companies: sell part of your company to players who want to invest.
- IDEA
A room’s key is the first soulbound item. Which other items should be soulbound?
World
- IDEA
A hundred cities is a guide value, with themes and biomes.
- IDEA
Weather that helps some builds and kindreds and hurts others.
- IDEA
Dig your own cave.
- IDEA
Choose where you were born.
- IDEA
A limited auction house beside player shops?
- IDEA
Names for cities and regions. Glinaur (the world), Aurzem (its capital) and Mudbury are decided; every other name is a working name.
- IDEA
Disease: how it spreads, how it runs, and how players treat it.
- IDEA
What lies behind the four roads that end blind?
- IDEA
Which mythologies should become continents after the Nordic one? Roman, Greek, Slavic, Mongolian, Persian, Japanese and Kalevala are named.
- IDEA
The ferry: where should it sail from, and where to?
- IDEA
The Clay Mound is holy ground, where no fight starts. Which other places should be holy?
- IDEA
What should count as a crime against the people of other cities, and outside the cities?
Character
- IDEA
Traits earned by how you play: which actions, which thresholds, and can they be lost?
- IDEA
A far wider trait catalogue. Which traits?
- IDEA
Achievements and titles: pure feats, or do they give something?
Quests, events & pets
- IDEA
Which quests? Kill, gather, deliver, talk, reach a place and survive are built as goals; blocking strikes and making an item are named. What else?
- IDEA
World events and holiday events: which would you want?
- IDEA
Pets for nearly every kindred, carrying loot and helping in fights, are the direction. How do you get one, what should it do, and what sets it apart from a tamed beast?
- IDEA
Should dying fail a quest, or only running out of time?
- IDEA
Should party members see each other’s quest progress?
After you have played
- IDEA
Too many quality steps in your bag? Coarser steps, merging, or sorting?
- IDEA
What in the interface would you change?
- IDEA
Should dying cost lifeskill experience too, or only combat experience?
- IDEA
Better names for the profession tiers, from Novice to Grandmaster?
- IDEA
The Monsterpedia is in the game, and a search is planned, for a monster whose loot you need, or a school to level in. What else would you want to look up?

Social & conflict
Which dispositions should exist, and what should they be called? Four stand in the game with working names: the Keepers, the Purgers, the Warring and the Bridgers. The list is a start, not the final one.
What should the disposition tree hold, and what should each disposition’s own places, people and schools be like?
A grandmaster in every disposition, making time-limited alliances and waging war on others?
Can a neutral player’s property be raided or stolen at all? The heaviest open question in the design.
Raids on property: rules, windows, offline protection.
No square is open-PvP ground yet, where anything goes without a crime. Where should it be?
A neutral player can be attacked outside the Arena, at the price of Wanted time. Should it stay that way?
Should players below the novice protection level be safe from other players?
Looting a player’s corpse is always a crime. Should it cost less Wanted time after a lawful kill?
What would you build on a plot of your own: a house, a tower, a small town?
Clan experience and what it gives.
Thumbs-up player ratings.
Marriage: free, as identity and a story for the chronicle?