All gameplay systems

TRADE // VALUE HAS A LOCATION

Find a buyer.
Meet in the world.

A PLAYER LOOP

How this system moves

01

Signal a need

Talk nearby or leave a physical notice for goods, work, guards, or transport.

02

Bring both sides together

Move people and goods to the same place and agree on the exchange without a global order book.

03

Confirm the transfer

Both parties approve a face-to-face trade and the server exchanges the offered items atomically.

WORLD RULES

What the server remembers

01

Gold Dust can be lost

Currency can be carried, stored, traded, stolen, dropped, or destroyed like any other physical good.

02

The market stays local

Player stalls require their operator to be present; there is no global player market, escrow, or remote purchase.

03

The server does not judge fairness

It validates ownership and the atomic transfer. Price, promises, trust, and reputation remain social facts.

WHY IT MATTERS

Trade makes strangers useful to one another.

Scarcity and distance create reasons to specialize, negotiate, escort cargo, build marketplaces, and remember who kept a promise.

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