Guilds

The Laws of the Land

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

Your guild is your community home; your faction is the army you join for seasonal war.

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.

These words are the same everywhere you meet them — in the world, on the site, and in the Chronicle. When the Wild opens, its law will already be the one written here.

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