How Orbis works in one sentence, and the law of each zone: Central, the Wild, and War.
Orbis is one connected world, but it is not one set of rules. Two things you join, and three kinds of land — each with its own law.
Guilds and factions, in one sentence
You join each directly. Your guild is where you build, belong, and are remembered; your faction is the war-band you enlist in when a season opens. One is permanent, one is seasonal.
The three laws of the land
- In Central, your land is yours alone.
- In the Wild, only a guild's banner holds land.
- In War, land belongs to war banners, and only until the season ends.
Central is live now — the safe heart of Orbis, where your land is protected by a personal claim. The Wild and War open in later phases, when a guild's banner (and then a faction's) decides who holds ground.

