The world keeps its own rules
Every thing in Eord is made of parts, and the parts answer to a table of rules about heat, cold, water, lightning and force. Dry grass catches, and fire spreads until it reaches the river. Oil floats on water and spreads further. Lightning runs through wet ground and hits iron twice as hard. Wolves are afraid of fire.
Nobody scripted the moment these things meet. You set them up and see what happens.
You see what the light reaches
There is one light in the world, and the screen shows exactly what it touches. Ground nobody has lit is black. A torch gives you a circle. A mirror shows you the room and yourself in it. A portal shows you somewhere else entirely.
A stoneborn sees a little way into the dark. A human needs the torch, and a torch tells everything out there where you are.
Things that live in the dark
Creatures are built from the same parts you are, and the same rules apply to them. A wolf bolts from fire. An iron guardian shrugs off a blade and takes lightning twice as hard. A pale ghost can't be cut at all, so you'll need something better than a sword.
Where it's going
Eord is early. This is the shape of what's being built.
- A home to come back to
- A town at the heart of the Prime Plane, and land on its outskirts where you build a house of your own.
- Ways around death, at a price
- Phylacteries, simulacra and clones. Grow a body and send it out to explore while your own waits safely at home. None of it comes cheap.
- Classes and skills
- A class and skill system in the litRPG tradition, built on the races and classes already in the game.
- Lore written by hand
- Every description, note and quote written by hand, in the spirit of Dungeon Crawl's quotes and ADOM's lore. Some of it in the world's own script, which your character has to learn to read.
- What you learn is the progression
- No unlocks carry from one run to the next. What carries over is what you know about the world.
- Planes beyond this one
- Eord is the Prime Plane. There will be others.
Latest updates
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A moment to look
When a creature comes into view, the game says so and holds the next turn for a moment, so nothing slips in and out of sight before you've seen it.
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What you see depends on who you are
The world under the hood was rebuilt so every creature and item works the same way, and what's on screen is now what your character can actually perceive.
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Click to walk
Click (or tap) anywhere you've seen and your character walks there, one turn at a time, and stops the moment something needs your attention.