The world
A world that was torn, and a simulation that keeps tearing it
Zizeeria was once held together by the Weave — a living net that bound all life together. It was torn apart. Regions drift, ecosystems collapse and recover, and the few who can feel the Weave's threads are the only ones who can sew it back together.
The ecosystem is a simulation, not a spawn table
It runs on the live servers, ticks every fifteen minutes, and persists per server. How many marsh deer and mire wolves stand around Reedhaven already follows it.
Populations
Every species holds a population in every region it lives in. It grows towards what the region can carry and falls when something eats it. There is no respawn timer to exploit, because there is no respawn timer.
Food chains
Predators are coupled to their prey. Hunt the wolves out of Reedhaven and the deer stop being hunted; the grazing land pays for it within a few days of real time, and so does everything that depends on the grazing land.
Migration
Regions have borders with a permeability. When a region can no longer feed what lives in it, animals cross. Sometimes what crosses is larger than what left.
Every dial in that model — growth rates, predation, how quickly a region forgets the pressure players put on it — is a row in a database rather than a constant in the code. Balancing the world is an edit, not a deployment, and it never costs a player a download.
What it is doing right now
Read from the live servers as you open this page. Nothing here is a mock-up.
Reading the live servers…
Three regions
Few rather than numerous, each meant to teach something the next one assumes you already know. One is open in Patch 0.1.25; the others open when they are ready to play.
Concept artReedhaven
Coastal wetlandLevels 1–15Open in 0.1.25Starting zone. Tutorial, first crafting, first sense that the world is watching.
Concept artThe Ashreaches
Burnt plainLevels 15–30Not open yetThe first ecosystem conflict. Overfarm here and the consequences arrive on foot.
Concept artThe Binder's Deep
Cave systemLevels 25–40Not open yetFirst group content and the first world boss.
Four peoples
Where a character comes from, before they choose what they are for.
Reedfolk
Born to the reed marshes. Patient, tidal, hard to hurry.
Ashborn
Children of the burn. They rebuild because they must.
Deepbound
Raised under stone, at ease where light is not.
Wanderers
They belong to the road between places, not to any of them.
The character creator has Appearance and Body pages, with a tab for each group of features and a close view of the face. The choices are saved with your character, but they do not change how it looks yet: the bodies they will shape are still being made. Nothing in the creator costs anything.
Four more, on the other side
The same four stocks, after the tearing. A character born to one of these is a Tearer, and chooses from the Tearers' Callings.
Concept artRotfolk
What the Reedfolk became
Born to the marsh after the reeds died. What tidal patience becomes when the tide stops coming back.
Concept artAshgnawed
What the Ashborn became
Children of the burn who never rebuilt. They eat what the fire left.
Concept artDeeploosed
What the Deepbound became
Raised under stone and cut loose from it. At ease where light is not, and no longer bound to stay there.
Concept artStrayed
What the Wanderers became
They belonged to the road between places, and then the road forgot them.
Crafting is a career, not a side activity
A crafting profession is meant to take as long to master as a Calling, and the best equipment in the game to be made rather than dropped.
Today a forge, a herb bench and a firepit stand inside Reedhaven’s huts, and a recipe is made at the station it names. Professions you level and master are not in the game yet.
Smith
Metal, edges and plate. The best weapons in the game start here.
Herbalist
Reads the biome and takes only what regrows.
Builder
Guild halls, player houses, and the ruins players rebuild.
Cook
Food that matters mechanically, sourced from local populations.
Cartographer
Maps a world that keeps changing under the pen.
Creatures drop materials and plans, never a finished weapon. Every drop table is public, and none of them holds one.
Death costs time, not property
When a creature defeats you today, you lie where you fell for ten seconds and then wake, fully restored, where you first arrived. You lose nothing you carry. A fall costs you the wait and the walk back.
- Item loss
- None
- On death
- Ten seconds where you fell
- Then
- You wake, fully restored, where you first arrived
Soul Debt: a share of unspent experience, and a temporary penalty that lifts when you return to the place you died or another player raises you. A lasting penalty needs a way to lift it, and that is not in the game yet. The cost is meant to be inconvenience, which is worth paying attention to, and never your equipment, which is worth quitting over.
