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Jeremiah "Miahs" Davis Online Workshop

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The Nines

The online world where playing together makes you stronger

A portal storm tore open the realms and dropped everything into one land, the Hearthlanding. Four factions want it: the Unliving with fire and shadow, the Living with ice and light, the Wilds with stone and nature, and the Swarm with acid and plague. There is no good side. You are a survivor caught in the middle, trying not to be invaded, infected or infested.

Last updated November 09, 2026
400 kmof continent, no loading screens
4factions, each countered by its exact opposite
9,600landmarks nobody has marked yet
1party, sharing every piece of gear
0mods to install
0things for sale that matter

The Nines in one minute

An online world you play with people, not just next to them. Survivors from shattered realms hold on in one land while four factions fight over it, and the people who stand together get stronger together.

What the big games do, and what we do instead

The big gamesThe Nines
GearYour gear is yours and only yours. In WoW the best a group gets from each other is a handful of class buffs.Your gear is yours too, and it also lends the party a share; doubles count less, so a party gears all five for one shared goal. In sundered dungeons sharing breaks and everyone stacks their own resistances for the best boss loot.
LevellingYou level alone, and a group of strangers is as strong as a group of old friends with the same gear.Kinship: the same people level as a team. Old companions are much stronger together than strangers, and kin skills exist only with those partners.
GuildsWoW removed guild levels; a guild is a chat channel, a bank and a tabard. Where guilds level, it unlocks things to buy.A guild raises a real hearth in the world. Levels come only from goals finished together, and give respawn, a portal anchor, held land, stables and faster learning. Nothing to buy.
CraftingCrafting is a side job: dropped gear is better, and a crafter mostly helps themselves or sells to strangers.Crafted gear is the best gear. Every crafter at the guild hearth warms everyone there with their craft's bonuses, carried out into the world, and teaching a guildmate is the fastest way to level.
LootNeed and greed rolls, loot drama, or personal loot where each player looks out for themselves.One shared party stock. Since gear pools anyway, a find helps everyone the moment anyone wears it.
ModsIn WoW most serious players install meters, boss timers and chat filters; Skyrim needs mods for much of what players want; AC needed Decal plug-ins.Everything we built as mods (CleanChat, roles, threat, marks, boons, mercenaries, party planner) is part of the game. Nothing to install, ever, and no installers.

Where it stands

Playable now on our home test worlds: the whole 400 km land, day and night, weather, portals, groups, campfires and torches, animated characters, 3D models in a painted style, play on a phone, your companion, hidden caches, gathering, the first crafted tools and stormstones, and the first sword-and-shield moves.
Next: monsters and fighting from the four factions, dungeons behind the cave and ruin portals, then party gear goals, sundered dungeons, kinship and guild hearths. The full roadmap

The deep dive Open any part for the full explanation.

01Playing Together shared gear, kinship, kin skills and guilds that matter

Play with the same people, and you all get stronger together.

The best nights in any online game were the ones where friends did something together. The Nines is built for exactly that: mutual goals and mutual benefits, and nothing that matters can be bought.

Teamwork is never the hard part

  • Invite anyone with one tap. Party members always show on your map and compass.
  • Going to someone in your own party is free: no portal, no wait. One portal carries the whole party, and anyone too far away gets a one-tap offer to follow.
  • No levels to match, roles swap freely, and mercenaries fill any empty role. The difficulty is in the game, not in getting your friends together.

The party: your own gear, a shared goal

  • Your gear is yours. Every player has their own bag and equipment, and what you wear gives you its full bonus.
  • It helps the party too. Each piece lends everyone near you a share: your boots quicken the party a little, your lantern lights everyone's way, your shield's ward reaches whoever stands close. Doubles count less, so five people bring five different things.
  • The goal is everyone geared. The party sheet shows what each member still needs, loot goes to whoever it helps most (nobody rolls against a friend), and finishing a party goal grows the party's kinship.
  • A party is five: one tank, one healer, two damage and a seat for any role. Every role can be swapped, and AI mercenaries fill any role no player covers, so you can always play.
  • Only members who are close by and actually playing add their share. Idle or far away adds nothing.

Sundered dungeons: where sharing breaks

  • Some dungeons are soaked in one element so strongly that it sunders shared wards: inside, only what each person wears counts.
  • Every member must wear their own stacked resistance to that element, through gear, gems, potions and food. Nobody can cover for anyone else.
  • The boss loot is the best in the game for that element, so gearing all five for a sundered dungeon becomes the party's goal, and the guild's.

Kinship: the same people level as a team

  • Every two players who adventure together build kinship, only by doing things side by side, a little each day.
  • The party's level is the kinship among its members, so a party of old companions is far stronger than strangers with the same gear.
  • Kinship belongs to the two people, not the party, so it is still there when you regroup.

Kin skills: only with those people

  • Each step of kinship unlocks skills that work only when those partners are together: back to back, the relay, shared sight, carry the fallen.
  • Partners with different marks make the strongest ones: fire and stone make molten ground, ice and light a blinding frost. Each person only ever brings their own mark's element.

Guilds: levels that matter, nothing to buy

  • A guild raises a hearth, a real place in the world built together. Guild levels come only from goals finished together (raise the hall, clear a realm wound, hold land against the four), never from gold.
  • Each level gives something shared and useful: the place members are woven back when they die, a portal anchor, land the four factions cannot infest, shared stables and storehouses, and faster learning near guildmates.
  • Everyone who takes part in a goal gets the same reward. No carrying, no freeloading.

Why the land works this way

No single mage could have raised the Hearthlanding. It took many of them, from many realms, working as one, and the weave still remembers. It answers most strongly to people who stand together. Between survivors who share the road, the fire and the fight it draws threads of kinship, and strength runs along them. It is the opposite of the demon lord, who bound his generals to himself by force, so they all died with him. The hearth binds only by choice.

02Crafting and Hearthwarmed every crafter at the hearth makes everyone stronger

The best gear in the land is made by players.

Crafting is one of the biggest parts of the Nines. The best gear, food, potions, buildings and mounts are made by players, not dropped by monsters, so every crafter makes their friends stronger.

Hearthwarmed

  • Just being at your guild's hearth makes you hearthwarmed: every party there gets the bonuses of every crafter there. A master tailor, an alchemist and a farmer in the hall means everyone has all three.
  • The warmth goes with you when you leave, for an hour or longer as the guild grows: the cook's meal, the alchemist's tonic and the armourer's fitting ride along into the world.

The crafts

Farming, fishing, gathering and beastkeeping; cooking, alchemy, blacksmithing, armoursmithing, leatherworking, tailoring, jewelcrafting, fletching, tinkering and runecraft; architecture, masonry, carpentry and cartography. Each rises by doing it.

Why you'll want to help each other level

  • Crafting beside a better crafter at the hearth levels you fast, and the teacher gains too.
  • Every new crafter warms the whole hall, so helping a guildmate level makes your own adventures easier.
  • Big things take many crafts: a guild hall needs an architect, masons and carpenters together, and these projects level the guild.
03Stormstones gems that slot, link, grow and make hunting parties work

The storm's wild magic, hardened into stone.

Stormstones are gems broken out of storm scars and found richest in deep caves and realm wounds, cut by jewelcrafters and set into slots in your gear. Some slots come in linked pairs, so one gem can change the gem beside it.

  • Weapons: fire, ice, stone, acid and the other elements; sharper cutting, deeper stabbing, heavier bashing; health drain; and rare skills that recharge, like a group heal or a portal that takes the whole party home.
  • Armour: resistance to each element and to cutting, stabbing and bashing. It guards you in full and lends your party a share.
  • Gems grow with use, and a mastered gem seeds a new one to give to a friend.

Made for hunting parties

  • How you kill decides what you get: fire scorches a hide, acid eats bone, bashing cracks chitin. A party picks its gems for the prey.
  • A creature's elemental heart comes out whole only when it is killed by its exact opposite: an ember heart only from a fire beast brought down with ice.
  • A stone makes a blade burn, but it can't teach you to cast fire. That still takes a mark.
04Dungeon Locks and Clues gear is the key, clues for every member, portals that always change

Every dungeon is a lock. Your party's gear is the key.

Find the right combination and the fights get easy; miss it and they're hard, but never hopeless. Nobody is left to "go figure it out": simple, plain clues lead the party to the answer together, so cracking a dungeon feels like a team win.

A bonus for everyone, a penalty for every bonus, an option for every penalty

  • Every dungeon has something each role and each kind of gear can use.
  • Whatever helps you there also costs you: a fire gem burns the frost brutes down, but it wakes the ember-moths.
  • Every cost has a way around it (another gem, a potion, a food, a role, a tactic), so there's always a way through.

Tumblers

  • A lock has tumblers: an element on your blades, a resistance, stabbing, cutting or bashing, a role's tool, sometimes the time of day.
  • Easy locks have two or three, and the right key makes the fights super easy. Complex locks have five or six and need the party to think.
  • Each member wears their own part of the key. When all five parts are in place, the lock opens and the monsters lose their guard.

One clue for each member

  • Every member gets their own plain clue: "The brutes here bash. A bashing ward makes them harmless."
  • Put everyone's clues together and the whole combination appears on the party sheet.
  • More clues come from your companion at the door, the Codex, hearth traders and the dungeon's own signs. Fail a room and the next clue is plainer. Clues come as wordless pictures too, so a party with no shared language can still crack a lock.

World dungeons stay, portal dungeons change

Dungeons in the land keep their lock, so crafters can return for resources. Portal dungeons change with the weather, the season and every opening: a blizzard turns the key to ice, summer to fire. Every portal run is a fresh puzzle with fresh clues.

05Companions and Hidden Caches a dog, cat, bird or cricket that sniffs out treasure

Your best friend out there has a nose for treasure.

Every player has a companion, and caches are hidden all over the world. Your companion smells one nearby, runs to the exact spot and calls you over until you come.

The four companions in the game, each showing a cache with its own light
In the game now. The dog, the cat, the bird and the cricket, each marking a cache with its own light.

Four companions, each with its own light and voice

  • Dog: golden light and a bark. Loved by the Living.
  • Cat: ember light, an ember-tipped tail and a "mrrow". Loved by the Unliving.
  • Bird: storm-blue light and a whistle; it flies at your shoulder. Loved by the Wilds.
  • Cricket: acid-green light and a chirring song; it hops beside you. Loved by the Swarm.

"Over here!"

A chime and its call, again and again until you come; a pillar of its light rising through the trees and a ring on the ground; a speech bubble over its head; an arrow at the edge of your screen when the spot is behind you. Its light pulses faster as you get close, and the more caches you find together, the farther it can smell.

Every cache needs something

  • Buried: dig it up with a shovel.
  • Inside an old tree: cut the tree down with an axe.
  • Sealed by an element: invisible until a stormstone of that element in your blade reveals it.

Without your companion you would walk right past them. Inside are materials, stormstones, cut gems and rare skill gems, like Beast-call, which sends your companion searching far and wide.

06The Peoples ten survivor races, and the four's playable peoples

Every people you would expect, and what the four make of them.

The storm tore creatures from every realm it touched, so the survivors are every people of fantasy, side by side: humans, elves, dwarves, halflings, gnomes, orcs, goblins, trolls, ogres and giant-kin. You start as one of them. Race sets your body and a starting gift, never your role or your magic.

The four's peoples, all playable

  • The Ashborn (the Unliving): ash-grey skin, ember eyes, horns that grow as the brand deepens. Their dead walk as the risen.
  • The Hallowed (the Living): frost-pale, breath that mists, a sigil of light on the brow. Their most devoted serve as knights of the angels.
  • The were-folk (the Wilds): yourself by day, a beast by night. Wolf, bear, boar, panther, tiger, lion, fox, hyena, badger, wolverine, stag, bull, ram, horse, hawk, owl, raven, bat, rat, serpent, crocodile, shark, and more.
  • The dragonins (the Wilds): scaled and horned, the were-curse given by a dragon's blood, each in an element: stone, storm, wind, thorn or tide.
  • The insectus (the Swarm): bodies remade in chitin, after the mantis, the ant, the beetle, the moth, the wasp, the spider, the locust and the scorpion.

A mark carried long enough changes the body, so there are Ashborn orcs, Hallowed goblins, were-trolls and insectus who were once elves. Or start as one of the Hearthsworn: the four's own people who heard the hearth and walked away. Your old faction hunts you hardest.

They live among us

The four's people trade, heal and travel among the survivors, and each has its way in: Ashborn tempters offer bargains, Hallowed heralds offer sanctuary for an oath, were-folk hide in plain sight until a bite in the dark, and masked insectus traders bring honey, medicine and silk. Anyone could be an agent, so you learn to read the signs.

07Peacehaven the market everyone needs and nobody wants

It sounds like a refuge. It is the worst place in the land.

At the heart of the heartland, where the storm's eye touched down, all four elements pour in and cancel each other out. Magic goes still, so nobody can fight. The turned of all four built a town there and called it Peacehaven. Its market, the Stillmarket, is where you go when you have no choice.

Why you have to go

  • The four's gear, reagents and realm-dungeon keys are sold nowhere else.
  • A cure needs the goods of the faction that hates you most, from a trader who loathes you.

Why you don't want to

  • Prices follow the hatreds: fair for their own, high for the factions they tolerate, ruinous for the ones they hate.
  • Gear sold to the hated looks fine and breaks when you need it.
  • Pickpockets, swapped goods, agents pitching their mark with every sale, and enemies waiting just outside the still ground.

The safer way: your guild's hearth

As a guild grows, Hearthsworn traders of the four come to live by its hearth, one by one, as part of the guild's levels. Each sells honest gear at really good prices, but only to members who carry their old faction's mark. A guild with all four, and members of every mark, almost never needs Peacehaven, and cures happen at home, between friends.

08Built In, No Mods CleanChat, the Codex, group play and community tools

Everything other games make you install, built in.

Most serious players of the big online games install add-ons and mods just to play well, and every patch breaks some of them. Everything I built as mods for World of Warcraft and Skyrim is part of the Nines itself. Nothing to install, ever, and no installers.

CleanChat, built in

  • Every chat line is checked on your own PC before you see it. Sexual content, slurs and "kill yourself" talk get the sender ignored on the spot; insults aimed at someone get strikes. Swearing on its own is fine.
  • It sees through the tricks: 4n4l, a.n.a.l, letters drawn with symbols, look-alike letters, hidden characters.
  • Right-click a name to ignore them with a reason and a timer. Ignored players can't whisper, invite or trade with you, and what they keep saying is kept so you can decide later.
  • Worlds can opt in to shared block lists: someone blocked by three different people is hidden for everyone who joined.

The Codex: the game's own encyclopedia

  • Every monster, item, skill and recipe, with stats, weaknesses and what drops what, built from the game's own data so it's never out of date.
  • Players add tips, guides and screenshots, link entries into chat, and plan their party's pooled gear.
  • It keeps the secrets worth finding: an entry unlocks the first time anyone finds the thing, with their name on it for good, and places are given by region, never the exact spot.

Group play, from my Skyrim mod

  • Tank, healer and damage roles you choose, not a class you're locked into, with mercenaries at the inns to fill a party.
  • Threat that works like WoW's, hunt signs over enemies that fade as crowd control runs out, hexshape (turning a foe into a harmless animal), and party boons that last half an hour, not two minutes.

Community tools, from my WoW guild site

  • A party planner and calendar for game nights, Helping Hands thank-yous that earn helpers ranks and icons, a buddy finder by play times and interests, and mentors for new players.
09The Story how the Hearthlanding came to be

Four peoples. Four elements. Each one wants the land, and you.

The rules the story never breaks

  • Only the demon lord knew how to command a true gate, and his secret died with him. Nobody since, not the four, not the rogue mages, not players, can open one.
  • The rupture was an accident: the rogue mages forced a broken gate without the secret, and it burst.
  • Everything on the Hearthlanding was dragged there by the storm, or born there since. Nobody chose to come.
  • Player portals and realm dungeons are not gates. Portals fold the Hearthlanding's own magic and never leave it; realm dungeons are wounds the rupture left.
  • A faction's magic is learned only by carrying its mark, and only the opposite mark can cure it.
  • No side is good and none is evil. Each wants the land.

I. Long ago: the first invasion

Long ago, an extremely powerful demon lord found a way to violate the laws of the universe, and sought to use that knowledge to conquer other worlds. He could not create gates like the great entryways to the heavens and the hells. To open his own "portals" he needed willing sacrifices. So he used a mortal pawn to begin his conquest, opened a gate into the living realms, and through that gate he poured a terrible invasion of fire.

He was defeated, but at a terrible cost. He had planned to conquer every existence, but he was no fool. He knew he was defying the laws of even the heavens and the hells, and that even if the chance was slight, he could lose. He needed this power to be his alone. So he bound his generals and commanders to his own life, so that with his death all of them, and all knowledge of how to work the gates, would be lost. When he died, they died with him, and the power to command the portals was lost for all eternity.

II. The forbidden ruins: the gates remain

The portals lay in ruin from the war, broken but not gone. The wise of that realm sealed the sites and forbade all who would enter them. But as with any rule, someone broke it. A group of knowledge-seeking rogue mages, wizards, shamans, necromancers and sorcerers secretly studied the gates, and at last they tried to power one again. They did not have the lost knowledge, and they had no willing sacrifice. So they did the only thing they could: they forced raw magic into a broken gate and hoped.

III. The rupture: the storm between worlds

The gate did not open. Without the demon lord's secret, it could not. It burst. Wild magic tore loose in a blast that split space and time, shattered realms and cracked whole dimensions apart. Ripples of wild magic raced outward like a storm with no eye, ripping creatures from every realm they touched and hurling them through, unwilling and unprepared. Entire planets and whole civilizations, beyond counting, across all of time, space and the universe, died in an instant. Many others were not so lucky.

IV. The refuge: the Hearthlanding

Mages from some of the stricken realms worked together as the storms raged. They raised the Hearthlanding, a land woven from magic, strong enough to weather the portal storms. It is where the survivors gathered. It is where we find ourselves now.

V. The four: everything here wants something

The storm did not only bring survivors. It brought four peoples that each want the Hearthlanding, and there is no good side and no evil one among them. Each wants to invade the land, infect whatever lives on it and infest the ground itself, and each is trying to stop the other three from doing the same.

  • The Unliving. Demons, the risen dead and dead beasts. Fire and shadow magic.
  • The Living. Angels, and the living peoples and beasts that follow the light. Ice and light magic.
  • The Wilds. Dragons, were-beasts and the wild beasts that follow them. Stone and the natural elemental magics: storm, wind, thorn and tide.
  • The Swarm. Insects of every size, neither living nor dead. Acid that dissolves anything that is not insect, and biological weapons: venom, parasites, plagues and the Progenitor, the virus that infects all. It works like a switch in the brain: it hands control of the host to others and enslaves it. The survivors believe the swarm mothers are its source, because they evolve faster than anything else.

Every element has an exact opposite: Fire (chaos) and Ice (control), Stone (structure) and Acid (destruction). So does every magic: Shadow curses and drains, Light blesses and renews, Nature protects and heals at once, the Biological weakens the body and heals by eating.

VI. The hatreds

The Unliving hate the Living. The Living hate the Wilds. The Wilds hate the Swarm. The Swarm hates the Unliving. So each hunts one and is hunted by one, round and round.

The Living tolerate the Swarm, and the Swarm leaves the Living be, for now. That is how the virus gets close to them. The Unliving and the Wilds tolerate each other in the same uneasy way.

VII. Caught in the middle

We are not a faction. We are the survivors on the Hearthlanding, caught between all four, and we are trying not to be killed, turned or, worse, eaten.

  • Branded by the Unliving: die with the brand and you rise as one of them.
  • Bound by the Living: your soul serves the light.
  • Were-cursed by the Wilds: at night you become a beast.
  • Infected by the Swarm: the Progenitor takes your mind and hands it to the Swarm.

Each mark is cured by the opposite magic, and only someone who carries the opposite mark can work it. So the marked need each other: the bound cure the branded and the branded cure the bound, the were-cursed cure the infected and the infected cure the were-cursed. To survive one faction, you learn to use another's power.

VIII. The Hearthlanding today

  • The hearth holds you. The mages wove the Hearthlanding to hold the survivors, body and soul. When a survivor dies here, the land weaves them back at the nearest hearth, a little less than before. That is why players come back, and why no mark ever takes a player fully: die with a brand and your old body rises as one of the Unliving, a risen that wanders where you fell, while you wake at a hearth as yourself. Creatures the storm brought have no such hold, which is why the marked monsters stay turned.
  • Kinship. No single mage could have raised the Hearthlanding. It took many of them, from many realms, working as one, and the weave still remembers that. It answers most strongly to people who stand together. Between survivors who share the road, the fire and the fight, the weave draws threads of kinship, and strength runs along them: one person's gear lends its virtue to all their kin, and kin can do together what none could alone. It is the opposite of the demon lord's way. He bound his generals to himself by force, and they all died with him. The hearth binds only by choice, and a thread outlives the parting. A guild that raises a hearth makes a small piece of the first weave, and the land holds its own close by it: they are woven back there when they die.
  • The peoples. The survivors are every people the storm touched: humans, elves, dwarves, halflings, gnomes, orcs, goblins, trolls, ogres and giant-kin, none of them native. Each of the four has its own humanoid people who live among the survivors and reach them with bargains, oaths, bites and gifts: the Ashborn of the Unliving, the Hallowed of the Living, the were-folk and dragonins of the Wilds, and the insectus of the Swarm. A mark carried long enough changes the body too, which is why there are Ashborn orcs, Hallowed goblins, were-trolls and insectus who were once elves. Some of the four's own people heard the hearth and walked away; they are the Hearthsworn, and their old faction hunts them hardest.
  • Peacehaven and the Stillmarket. At the heart of the heartland lies the place where the storm's eye touched down. There all four elements pour in at once, and every element meets its exact opposite and cancels: fire against ice, stone against acid, shadow against light, nature against the biological. Magic goes still there, so nobody can fight. The turned of all four built a town in the ruins, because it is the one place they can trade without killing each other, and named it Peacehaven. Its market, the Stillmarket, is the worst place on the Hearthlanding. They still hate each other, so they cheat instead: they gouge the factions they hate, sell them gear that breaks when it's needed, and offer every unmarked survivor a mark with the change. Everyone needs to go there sometimes, because the four's goods are sold nowhere else and a cure needs the goods of the faction that hates you. Nobody goes if they can avoid it.
  • Hearthwarmed. A hearth is a small piece of the first weave, and the weave shares what is woven into it. Stand by your guild's hearth and the skill of every crafter beside it runs into you along the threads of kinship: the cook's care, the smith's eye, the farmer's patience. Leave and the warmth stays with you a while, the way a fire's heat stays in your coat.
  • Stormstones. Where the storm's wild magic struck hardest it did not fade; it hardened into stone, deep in the caves and the realm wounds. Stormstones hold raw element (fire, ice, stone, acid and the rest) and some hold whole skills. A stone makes a blade burn but cannot teach anyone to cast fire; that still takes a mark. Stones grow with use, and a stone that has given all it can seeds a new one, which is how the rare ones spread from hand to hand.
  • The Hearthsworn at the guild hearths. As a guild's hearth grows, Hearthsworn of the four come to live by it: people who walked away from their faction and serve the hearth now. Each trades honestly, and well, with members who carry their old faction's mark, and with nobody else. A guild with all four is a guild whose members never have to set foot in the Stillmarket.

Marks and magic (decided Nov 9, 2026, from message 92)

To learn another faction's magic, you must carry its mark. Survivors start with their own humble magic. Fire and shadow, ice and light, stone and nature, acid and plague can only be learned by someone the faction has marked: branded by the Unliving, bound by the Living, were-cursed by the Wilds or infected by the Swarm.

  • The price shows. A marked player is hunted harder by that faction's enemies, some towns close their gates to them, and the mark pulls at them: the branded weaken by day, the bound burn in the dark places, the were-cursed change under the moon, the infected hear the Swarm.
  • A cure exists, at a cost. The opposite magic burns a mark out, and the magic learned through it fades with it. Nobody is trapped.
  • The first mark is a story moment, so new players meet the idea safely, not by bad luck.
  • One mark at a time to start; carrying two at once is something for later, and dangerous.

Will we survive?

Decided Nov 8, 2026 (decisions page)

  • Fall repeats Spring's ring of danger; Winter repeats Summer's.
  • The proposed omens stay (Light, Nature, Biological, Shadow by smoke, Stone by earthquakes).
  • Seasons start Mondays at midnight Central; Spring begins Monday Nov 9, 2026.
  • The Unliving and the Wilds tolerate each other, as the Living and the Swarm do.
  • The 18-element chart becomes the sub-elements under the four primaries.
  • The four gods and their 36 lords return as faction leaders and bosses.
  • A player turned, bound, cursed or infected who isn't cured comes back as themselves, with a small loss.
  • Players can learn the elements and magics themselves: by carrying the faction's mark (Nov 9, see Marks and magic).
  • No PvP, ever.

Bonding and skills (decided Nov 8, 2026, from message 55)

  • Bonded beasts: players collect animals, raise and care for them, and after days of care bond with them. A bonded player can shift into that animal's form at will, for a limited time and with a cooldown. Each form gives a benefit: wolf (speed, scent tracking), bear (strength, toughness), hawk (gliding, far sight), stag (stamina). The were-forms are our own models. A bond is not the Wilds' mark: it gives the animal's body, never the Wilds' stone and storm magic, and it does not change you at night.
  • Up to three bonds per player.
  • Humanoid skills: Crafting, Cooking, Fishing, Farming, Architecture, Gathering, Magic (spells you collect) and Traveling. Each rises by doing it.
  • Insects: the swarm stays an enemy faction, but players can raise and bond giant insects (beetles, moths and others) as mounts and companions. They must be raised from the egg, far from any swarm mother; an insect raised by survivors never hears the Swarm's call.

Roaming monsters (in the game Nov 8, 2026, from message 67)

  • Each faction roams its own climate: the Living the cold north (knights, angels, white stags), the Wilds the dry west (dire wolves, boars, drakes), the Swarm the wet east (giant ants, beetles, mantises, spiders, centipedes, ticks, wasps, moths, locusts), the Unliving the warm south (the risen dead, imps, hellhounds, brutes). The heartland gets all four.
  • Bands wander round their home ground and rest. They watch you when you come close; the Swarm and the Unliving come at you. No fighting yet.
  • No skeletons yet: they bob, scuttle, hover and hop. Real walk and attack animations come with the animation packs.
10The Four Factions the Unliving, the Living, the Wilds and the Swarm

Nobody here is the good side. Each faction wants to invade the land, infect what lives on it and infest the ground, and each is trying to stop the other three. Each holds one point of the compass, and complete opposites face each other across it.

Chaos ↔ ControlStructure ↔ Destructioncomplete oppositesThe LivingIce · Control · LightNORTH · the cold northThe UnlivingFire · Chaos · ShadowSOUTH · the hot southThe SwarmAcid · Destruction · BiologicalEAST · the eastern swampsThe WildsStone · Structure · NatureWEST · the dry west

The Unliving

Demons, the risen dead and dead beasts. Holds the south. Fights with claws and blades.

Fire is chaos. Shadow magic is a bane on the elements: curses, elemental vulnerabilities, and drains that move health from the target to the caster.

Invades with Rift, infects with Brand of the Dead, infests with Brimstone. Heals with Drain.

Strong: stronger at night and underground. Weak: weaker in daylight. Countered by Ice and Light.

The Living

Angels, and the living peoples and beasts that follow the light. Holds the north. Fights with spears and arrows.

Ice is control. Light magic is a boon on the body: buffs, physical bonuses, and renewal: healing over time.

Invades with Descent, infects with Binding Light, infests with Rime. Heals with Renewal.

Strong: stronger in daylight. Weak: weaker at night. Countered by Fire and Shadow.

The Wilds

Dragons, were-beasts and the wild beasts that follow them. Holds the west. Fights with bite, tail and horn.

Stone is structure. Nature magic is a boon on the elements: elemental protections and burst healing.

Invades with Claiming, infects with Were-Bite, infests with Upheaval. Heals with Surge.

Strong: stronger inside its own territory. Weak: weaker far from it. Countered by Acid and Biological.

The Swarm

Insects of every size; neither living nor dead. Holds the east. Fights with bite and sting.

Acid is destruction. Biological magic is a bane on the body: physical vulnerabilities, and eating: healing over time and a burst from what is eaten.

Invades with Tide, infects with Virus, infests with Hive. Heals with Feast.

Strong: stronger in heat: swamps, summer, by fire. Weak: sluggish in cold: the north, winter, snow. Countered by Stone and Nature.

Who hates whom

The hatreds run in a ring: each faction hunts one and is hunted by one. The Living tolerate the Swarm, and that is how the virus gets close.

toleratetoleratehateshateshateshatesThe UnlivingThe LivingThe WildsThe Swarm

What they can do to you

  • Branded by The Unliving: die while branded and you rise as one of the unliving. Cured by Light.
  • Bound by The Living: you cannot strike the living, and the unliving hunt you. Cured by Shadow.
  • Were-cursed by The Wilds: as a beast you cannot use items or portals, and you attack whatever is near. Cured by Biological.
  • Infected by The Swarm: everything else attacks you, and untreated the virus eats you from inside. Cured by Nature.
11Balanced by Design a penalty for every bonus, an option for every penalty

Every faction has to be worth playing against, so the balance is built in, not tuned by feel. The rules:

  • Every faction has the same 24 points across eight stats: 4 of bonus and 4 of penalty. Every stat also adds up to the same across the four, so nobody wins on any stat.
  • For every bonus there is a penalty, and for every penalty an option: a way round it that is paid for by spending a bonus. The Wilds are slow, so they can Take Wing, but the belly is open while they fly.
  • Every attack has a drawback and every defence a weakness.
  • Every element has an exact opposite: Fire's chaos against Ice's control, Stone's structure against Acid's destruction. Each faction takes half from its own and half again from its opposite.
The UnlivingThe LivingThe WildsThe Swarm
Power●●●●○●●○○○●●●●○●●○○○
Toughness●●○○○●●●●○●●●●●●○○○○
Speed●●●●○●●●○○●●○○○●●●○○
Reach●●○○○●●●●●●●●○○●●○○○
Numbers●●●○○●●●○○●○○○○●●●●●
Recovery●○○○○●●●●○●●●●○●●●○○
Stealth●●●●●●○○○○●●○○○●●●●○
Spread●●●○○●●○○○●●●○○●●●●○

A checker program tests every one of these rules each time anything changes.

The four magics

ON THE ELEMENTSON THE BODYBOONhelpsBANEharmsShadowThe UnlivingCurses, elemental vulnerabilities, anddrains that move health from the targetto the casterHeals by drainLightThe LivingBuffs, physical bonuses, and renewal:healing over timeHeals by renewalNatureThe WildsElemental protections and burst healingHeals by burstBiologicalThe SwarmPhysical vulnerabilities, and eating:healing over time and a burst from whatis eatenHeals by eatingDashed: complete opposites (they differ both ways). Green: answers it directly.washes offholds off
12Seasons and Omens one real week per season; real events tip the balance

This week in the Hearthlanding: Spring

A season lasts one real week, and four weeks make a year. Each season lifts one element and weakens its opposite, and sets a ring of danger round the compass where each faction is very dangerous to the next.

SpringIceFireAcid+20%Stone−20%Acid up, Stone down. Arrow: very dangerous to
SummerIce−20%Fire+20%AcidStoneFire up, Ice down. Arrow: very dangerous to
FallIceFireAcid−20%Stone+20%Stone up, Acid down. Arrow: very dangerous to
WinterIce+20%Fire−20%AcidStoneIce up, Fire down. Arrow: very dangerous to

Omens

Real events in our world tip the balance in theirs. When the real sky or weather does something, the game feels it:

  • New moon strengthens Shadow (Every 29.5 days, the night of)
  • Lunar eclipse strengthens Shadow (About twice a year)
  • Solar eclipse strengthens Shadow (About twice a year)
  • Winter solstice strengthens Shadow (Around Dec 21)
  • Smoke or ash darkening the sky (dense smoke advisory) strengthens Shadow (Wildfire and volcano seasons)
  • Full moon strengthens Light (Every 29.5 days, the night of)
  • Summer solstice strengthens Light (Around Jun 21)
  • Aurora (geomagnetic storm, Kp 7 or more) strengthens Light (A few times a year, more near solar maximum)
  • Meteor shower peak strengthens Fire (About 10 a year; Quadrantids, Perseids and Geminids are major)
  • Bright comet strengthens Fire (Rare, announced weeks ahead)
  • Hard freeze or extreme cold warning strengthens Ice (Winter cold snaps)
  • Blizzard or ice storm warning strengthens Ice (Rare)
  • Severe thunderstorm, tornado or flood warning strengthens Acid (Storm season)
  • Hurricane or tropical storm warning strengthens Acid (Jun to Nov)
  • Drought (extreme or exceptional) strengthens Stone (Weeks at a time)
  • Earthquake of magnitude 7 or more, anywhere strengthens Stone (About 15 a year)
  • Equinox strengthens Nature (Around Mar 20 and Sep 22)
  • High wind warning strengthens Nature (Windy fronts)
  • Extreme heat warning strengthens Biological (Summer heat waves)
  • Dog days strengthens Biological (Jul 3 to Aug 11 every year)

Some come like clockwork (the moon, meteor showers, eclipses), some can be seen a few days off (freezes, storms, drought), and some just happen. More are being added for Light, Nature and the Biological.

13The World the Hearthlanding, 400 km of it

One continent 400 km across, sea all round, built from a single world key in a couple of seconds in the browser. Walk it end to end without a loading screen.

  • Five climates: the cold north, the dry west desert, the wet eastern swamps and bayous, the open south and a great heartland forest.
  • 16 great lakes, about 90 small ones and 36 rivers.
  • About 2,000 km of old overgrown roads joining 34 ruined towns, with faint trails out to landmarks.
  • Some 9,600 landmarks nobody has marked yet: giant trees, deep caves, great statues and ruins. Your own map markers sit a kilometre or two off, so finding a place again is part of the game.
  • Weather from mild to severe, storms that damage the forest, and a 30-minute day and night.
  • Portals every 20 minutes, a Traveling skill, and groups of three that travel together.

The work so far What is built, what it looks like, and what comes next.

14You Can Survive, Tested Here wordless picture guides anyone can follow

Show, don't tell: guides anyone can follow, with no language at all.

You Can Survive is our plan to preserve survival knowledge as wordless picture guides that anyone can follow. Its method is to show instead of tell, use a counting key anyone can check, and test every guide by watching people silently. The Nines is where we are testing it.

The first wordless guide, in the game now

  • A strip of five pictures with no words: gather, make a shovel, follow your companion, dig, open the cache.
  • The counting key: dots under a thing show how many you need. Three dots under a stick means three sticks.
  • The picture you're on glows, and each one you finish gets a tick. The game never explains; it just watches.
  • Each step's time, and where players got stuck, are kept privately on our home server, with no names. Every picture someone stalls on gets redrawn and tested again.

What the first test taught us

  • The first player didn't read the dots as a count, and pressed the gather key over and over. So now the dots start hollow and fill one by one: each thing you pick up flies into its dot, and anything not asked for shakes off.
  • Stuck for a while? A big moving picture plays: the key pressing, the stick appearing, the dot filling.
  • A reward for learning to read: a gift flies out of every finished picture, and finishing the strip gives a cut stormstone and a new skill, Signreading. Good signreaders will see more in the dungeon clues.

Where it goes next

The dungeon clues will come as pictures too, so a party that shares no language can still crack a lock together. And what works in the game feeds back into the real guides.

15Controls and the Look buttons that tell you what they do; trees that look like trees

Controls that show you what they do

  • Controller: a bar on screen always shows what every button does, with Xbox letters or PlayStation shapes. Hold a trigger, or both, and every button switches to another set, and the bar shows it. Every button and combination can be remapped.
  • Keyboard: the same bar shows the keys.
  • Phones: one tidy pad with the big four (Use, Hit, Block, Call), and everything else as labelled tiles under one button.

The look

Good-looking like the great open-world games, fun like a painting, and never a copy of anyone.

  • Believable shapes, a muted natural palette and painterly softness, with no cartoon-bright colours or chunky toy shapes.
  • Tree crowns are now built from many leaf cards, broad leaves, small leaves or needles, so they have leafy edges, sky showing through and dappled shade, while still running smoothly on a laptop.
  • Monsters wear fur, scales, chitin, hide, cloth or metal skins.
16Progress Pictures real screenshots, newest first

Real screenshots from the game as it is built, newest first.

Leafy crowns
Leafy crowns Tree crowns are now made of painted leaf cards round a darker core, so they have leafy outlines with light and sky showing through instead of solid blobs.
Sword and shield
Sword and shield The first fighting moves: a three-swing combo, a heavy combo, a shield bash, the shield raised to block, a dash and a roll, with a sword and shield in hand.
Companions find hidden caches
Companions find hidden caches Every player has a companion (dog, cat, bird or cricket), each with its own light and voice. It sniffs out the caches hidden all over the world and shows you exactly where they are.
Models in the painted style
Models in the painted style Every model, made in Blender by code, now carries the painted look.
The new painted look
The new painted look Hand-painted style: soft colour patches, warm light on the tops of the leaves, moss on old stone.
Night: a campfire, the light spell and fireflies
Night: a campfire, the light spell and fireflies Many small lights at once: each firefly really lights the ground and trees near it.
The swamp after trimming the willows
The swamp after trimming the willows Fewer, wider hanging strands; same look, about a quarter less to draw.
A faint trail out to a statue
A faint trail out to a statue
An overgrown old road
An overgrown old road
A road leading to a ruined town
A road leading to a ruined town
A great stone head in the grass
A great stone head in the grass
Dusk
Dusk One day is 30 real minutes.
Night
Night Stars, a moon and dim blue moonlight.
About 2,000 km of old roads joining 34 ruined towns
About 2,000 km of old roads joining 34 ruined towns
Joining another player
Joining another player Clicked their dot on the big map and landed 66 m away.
Zoomed in on the big map
Zoomed in on the big map Rivers and lakes.
The continent's five climates on the big map
The continent's five climates on the big map Cold north, dry west desert, wet east swamps, southern brush and the heartland forest.
The frozen north
The frozen north Snow lying in the spruce woods.
The west desert
The west desert Red sand, mesas, junipers and brush.
An eastern bayou
An eastern bayou
The east swamp before the strands were trimmed
The east swamp before the strands were trimmed Willows with hanging curtains and cypress with moss.
17Models spin them in 3D

Every model in the game is made by a script in Blender. Tap or scroll to one and it spins; drag to turn it yourself, pinch or scroll to zoom. These are the close-up versions; far off, the game swaps in lighter ones.

You

Your character: a rigged figure with 39 moves (walk, jog, sprint, jump, swim, sword, spells, and the zombie walk the risen borrow). Moves from Quaternius' Universal Animation Library, free to use (CC0).

The traveller (walking)

The Unliving: demons and the risen

Imp
Hellhound
Brute
Risen

The Living: knights and angels

Angel
Knight
Light stag

The Wilds: beasts and drakes

Drake
Dire wolf
Boar

The Swarm: giant insects

Giant ant
Giant mantis
Giant beetle
Giant wasp
Giant locust
Giant moth
Giant spider
Giant centipede
Giant tick

The four gods

Azhoreth
Solariel
Vyrmathra
First mother

The 36 lords

Vaelith
Lussara
Gorvax
Mammar
Ragthul
Hexoran
Brakkor
Sylvane
Kaelvoth
Aurielle
Caelith
Sereph
Benedrin
Olwen
Vaeron
Mirael
Verael
Fidrael
Vargrim
Ursadon
Leonar
Nagavyr
Korvath
Cervanth
Gruntak
Testudar
Tigran
Vorrakh
Zixthara
Kessrith
Myrmidar
Chitharn
Arakhna
Skolopex
Ixodra
Lepidrax

People

Humanoid

Trees and plants

Spruce
Pine
Cedar
Oak
Willow
Cypress
Juniper
Bush
Sage
Tumbleweed

Landmarks

Giant tree
Cave
Statue figure
Statue beast
Statue head
Ruin tower
Ruin walls
18Roadmap what comes next, and what is done

Next

  1. Marks and magic: learn another faction's magic only by carrying its mark (branded, bound, were-cursed, infected), with a visible price and a cure
  2. Night vision from marks and bonds (the branded and a wolf or owl bond see in the dark); resting by a fire restores health once there is fighting; other players see your campfires
  3. Seasons and omens in the game: show the season, the ring and active omens (the game can read /nines/omens.json); apply them once there is fighting
  4. Dungeons behind cave and ruin portals (realm dungeons)
  5. Polish the Blender landmarks (giant tree, cave, statues, ruins) and add more kinds
  6. Storyboards for the lore: the rupture, the Hearthlanding, the four factions
  7. Videos from the storyboards you choose
  8. Skills, notes and markers kept on the world's server instead of each PC
  9. Test group portals across two real PCs
  10. Settle the lore questions (turned, infected, the old gods and lords) and write the rest
  11. Animations for the rest of our monsters: rig the knights, imps and four-legged beasts (risen and brutes done)
  12. More sound effects: creatures, magic, weather (footsteps done)
  13. The look, step 2: more detailed creatures (higher poly, faces, armour, wings), then fitting the animations
  14. Fighting: the monsters can hurt you and you them
  15. Were-beasts and the 36 lords out in the world as bosses
  16. Test speed on the Legion (i7 + GTX 1050 Ti) when it is back on the network
  17. Party: shared gear bonuses pooled for the whole party (diminishing doubles, hearth's reach, active only), shared loot stock
  18. Kinship: per-pair bond that grows from shared play (daily cap), party level from kinship, kin skills per pair/trio incl. mixed-mark combos
  19. Guilds: guild hearth (respawn + portal anchor), guild level from mutual goals only, shared stables/storehouse, land held, kindred learning, goal board
  20. Races: one rig scaled per survivor race (human, elf, dwarf, halfling, gnome, orc, goblin, troll, ogre, giant-kin) with heads, ears and tusks made in Blender
  21. Faction overlays per race: Ashborn, Hallowed, were-folk hybrids (about 22 beasts), dragonins (5 elements), insectus (8 kinds)
  22. Faction humanoids living among survivors: Ashborn tempters, Hallowed heralds, hidden were-folk, insectus traders, with dialogue for bargains, oaths and gifts; offering a mark between players
  23. The Stillmarket: central no-magic market of the four's turned; prices by hatred, broken gear, pickpockets, mark pitches; appraisal skill
  24. Guild hearth traders: Hearthsworn of each faction unlocked by guild level, selling only to members with that mark; cures at home
  25. Crafting: the crafts (farming to runecraft), hearthwarmed at the guild hearth (all crafters' bonuses to all present, carried out), apprenticeship, work orders, multi-craft guild projects
  26. Stormstones: gem slots and links in gear, element/harm/drain/skill/support gems, armour resistances, gem growth and seeding, hunting materials by kill method, affixes from opposite elements
  27. Companions grow: tricks (carry, warn of ambush, fetch, track prey), charms, their own stormstone slot; Blender models in our look
  28. Party caches needing several companions or elements; guild treasure maps; cache hunts as guild goals
  29. Lock the LOOK (LOOK.md): lift deep-woods midday darkness; Blender models for companions and gear
  30. Fights: monster health, hits, damage types (stabbing, cutting, bashing), blocking that works, monster attack moves
  31. More license-free moves: bow, two-handed weapons, spear, sidestep dodges
  32. Own gear and a shared goal: personal inventory and equipment, party shares by kind, a party sheet of who needs what, loot offered to whoever it helps most, party gear goals
  33. Sundered dungeons: one element sunders shared wards; everyone stacks their own resistance; the best boss loot for that element
  34. Dungeon locks and clues: tumblers (bonus, penalty, option), one plain clue per member, the combination revealed when all are shared, clues get plainer on failure; world dungeons fixed, portal dungeons change with weather, season and each opening

Done so far (47)

  • Done Fixed: trees, bushes, logs and monsters lit upside down (black from above)
  • Done Darker nights; sit and rest (R), campfires (F), torch (T), light spell (L), with phone buttons
  • Done Play on the Android phone: thumb stick, drag to look, Run and Jump buttons, full screen
  • Done Risen and brutes walk with real moves (zombie walk for the risen), the nearest ones get moving bodies
  • Done Your character has a body: idle, jog, sprint, jump and swim moves (Quaternius, CC0)
  • Done Footsteps (Kenney, CC0): heavier when running, softer in snow and sand
  • Done Photo textures (ambientCG, CC0) on ground, rock, sand, snow, bark and moss
  • Done Skins and textures: free, licence-free (CC0) surface textures for bark, rock, ground and creatures — search, then your yes to download
  • Done The look, step 1: textured trees, rocks and ground (bark, stone and soil detail up close), softer shading in corners
  • Done Night lights like the Babylon demo: clustered lights (fires, torches, light spell all at once), fireflies that light the ground, soft glow on flames
  • Done Stylized look in Blender: models/stylize.py paints it into every tree, landmark and creature (shared export), bevels the stone, painted-style poster renders; all 7 missing posters made
  • Done Stylized painted look in the game: painted ground, trees, stones and ruins instead of photo textures; softened edges on ruins and statues (?style=photo for the old look)
  • Done The thickest woods thinned by about a quarter
  • Done Monsters roam the overworld: the Living north, the Wilds west, the Swarm east, the Unliving south; bands wander, watch you, some come at you; minimap dots
  • Done Seven new monster models (knight, angel, white stag, dire wolf, boar, drake, the risen)
  • Done Monsters glow faintly in moonlight so they show at night
  • Done Floating and vanishing trees fixed (back to the old way of drawing them)
  • Done 30 fps on Plexus at 1920x1080; resolution follows the frame rate
  • Done Wider see-through circle in the woods
  • Done Thunderstorms more intense: more and closer lightning, double flashes, deeper thunder
  • Done Plexus set up as a helper PC (local only, laptop's key only)
  • Done Phone mic on the home chat: https door on port 8443, Whisper on the Alienware
  • Done Monsters roaming the overworld: the four factions, by climate
  • Done First creature models in Blender: one of each faction (a demon, an angel, a dragon, an insect)
  • Done Three sides instead of four powers; site cleared of everything from before the engine build; elemental chart back; models editable by hand in Blender
  • Done Four factions balanced: elements and opposites, attacks, defences, options, hatreds; tools/balance.py proves it; new Factions page
  • Done Elements themed (chaos, control, structure, destruction), magic square, spells, compass, weekly seasons, real-world omens with live feeds; diagrams on the Factions page
  • Done Rework this site around the Nines; old story, pictures and videos archived
  • Done Swamp trees lighter: fewer willow strands and moss beards
  • Done Woods frame rate: shadows only near the player, half rate in woods
  • Done Blender on all three machines, tools/blender-job
  • Done Day and night, 30 minutes, with stars and moon
  • Done Both mouse buttons walk; wider view in woods
  • Done About 9,600 landmarks: giant trees, deep caves, statues, ruins
  • Done Old roads (about 2,000 km), 34 ruined towns and trails
  • Done Portals every 20 minutes, Traveling skill, group portals
  • Done Click a player on the big map to join them
  • Done Other players, invites and groups of 3
  • Done Big map, mini map, notes and markers
  • Done The 400 km continent: climates, lakes, rivers, mountains, weather, storms
  • Done Trees made by script in Blender
  • Done The Nines lore deck
  • Done Companions: dog, cat, bird or cricket for every player, each with its own light and voice; sniffs out caches and calls you over (beam, ring, bubble, screen-edge arrow); bond grows sniff range
  • Done Hidden caches all over the world: buried (shovel), in old trees (axe), sealed by an element (reveal with that stormstone); only your companion finds them
  • Done First crafting and stormstones in the game: bag, gathering, axe/shovel/pick, gem slots, storm scars, cutting gems, linked slots, gem ranks, Beast-call skill gem with Quick support
  • Done Monster skins: fur, chitin, scales, hide, cloth and metal on every creature family
  • Done Fighting moves on the player: three-swing combo, heavy combo, shield bash, shield raised, dash, roll; sword and shield in hand (CC0 moves)
19How It Is Built the browser, Blender and an AI partner
  • Babylon.js draws the whole game in the browser: terrain, trees, water, sky, weather and maps. Nothing to install.
  • Blender makes every model from code, so a change is one line, not a re-sculpt.
  • Small worlds: 100 to 150 players each, run from players' own home PCs.
  • Claude, an AI, writes the code with me, explains the hard parts and keeps the plan honest. I decide; it builds.
  • Three home PCs share the heavy work: world building, renders and tests on a modest graphics card so it runs for everyone.

Not public yet. It runs on our home test worlds while the monsters and fighting are built.