Skip to content
Zizeeria
Menu

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 as its own service, ticks every fifteen minutes, and persists per server.

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

The same numbers the operators see, from the same endpoints. Nothing here is a mock-up.

Three regions

Finished rather than numerous. Each one exists to teach something the next one assumes you already know.

A tidal wetland at dawn: channels of still water between tall reeds, timber walkways on stilts, a fishing settlement in the distance.

Reedhaven

Coastal wetlandLevels 115

Starting zone. Tutorial, first crafting, first sense that the world is watching.

A burnt plain under a low sun, blackened stumps to the horizon and ash drifting like snow, with a herd moving in the middle distance.

The Ashreaches

Burnt plainLevels 1530

The first ecosystem conflict. Overfarm here and the consequences arrive on foot.

A vast underground cavern with a still black lake and violet bioluminescence threading the ceiling above a half-drowned carved doorway.

The Binder's Deep

Cave systemLevels 2540

First 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.

Character creation covers body type, skin tone, hair, scars and Weave-marks, with facial morphing and a choice of voices. None of it is locked behind a paywall at launch, and none of it will be.

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.

  • A marsh-born figure of the other side, drowned-pale hide with silt and weed in its folds, reed cord unpicked through the shoulders, standing in black water among dead reeds.

    Rotfolk

    What the Reedfolk became

    Born to the marsh after the reeds died. What tidal patience becomes when the tide stops coming back.

  • A burn-born figure of the other side, cold-ash skin cracked to char, edges gnawed, cold cinders in an open hand, on ground burnt flat.

    Ashgnawed

    What the Ashborn became

    Children of the burn who never rebuilt. They eat what the fire left.

  • A stone-raised figure of the other side, cave-white over wet slate with ore-dark veins, a severed cord trailing from the waist, crouched at a broken cave mouth.

    Deeploosed

    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.

  • A road-born figure of the other side, road-grey skin cracked like dry mud, a frayed scarf and satchel strap unpicked into the body, on a road that ends in dust.

    Strayed

    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 takes as long to master as a Calling, and the best equipment in the game is made rather than dropped.

  • 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.

Raid drops give materials and blueprints. They never give a finished weapon.

Death costs time, not property

There is no item loss. Dying leaves you with Soul Debt: a share of unspent experience, and a temporary penalty that lifts only when you return to the place you died or another player raises you. The cost is inconvenience, which is a cost worth paying attention to. The cost is not your equipment, which is a cost worth quitting over.

Item loss
None
On death
A percentage of unspent experience, and a temporary debuff
Clearing it
Return to where you died, or be raised by another player