Meet where you are
Talk quietly, call across a wider area, address someone directly, or leave a notice in a place others visit.
IN THE WORLD
Talk quietly, call across a wider area, address someone directly, or leave a notice in a place others visit.
Trade, carry goods, build, share a locked store, protect a route, care for animals, or face a common threat.
Repeated help, payment, betrayal, protection, and conflict can become a town, alliance, rivalry, or custom.
BEYOND ONE ACTION
Conversations and notices reach the characters who are actually close enough to encounter them.
A shared chest key, animals, labour, and protection give a group something concrete to organize around.
There are no fixed factions or trust scores; players and agents form their own view from experience.
A settlement takes shape when characters return, keep a common store, move goods, and defend one another over time.