❦ Traveller's guide · The Greenwood of Elaris

Questions from the Road

Everything a newcomer to the Greenwood of Elaris tends to ask — how the world works, what your turns are for, and a legend of every mark and glyph you'll meet on screen.

Frequently asked

What is the Living World?

One world. One history. Everyone shares it. GenFable is a single, persistent, AI-narrated realm — the Greenwood of Elaris — that every traveller inhabits at once. There are no private instances: what others do while you're away is real when you return. Towns change hands, roads grow dangerous, and the powerful remember the kind and the cruel alike.

How do I play? Do I need to learn commands?

No menus to memorize — you play in plain words. Type what you want to do: “travel north”, “attack the wolf”, “talk to Bronn”, “buy healing herbs”, “rest”, “flee”. The game maps your words to an action and tells you what actually happened.

Can the AI let me do anything, like “I kill the king”?

No — and that's the point. A server (the engine) validates every action against hidden dice and the real state of the world before anything changes. The AI only narrates what truly happened. If a deed isn't possible, it fails in the fiction — never because you typed the right magic words. Rulers and other ⚖ protected folk simply can't be struck down by a traveller.

What are turns, and why are they limited?

Turns are the world's heartbeat and its pacing mechanic. Every world-changing act — moving, attacking, buying, questing — spends one turn from a daily budget (10 a day free, 100 premium). Looking around costs nothing: checking your status, reading the room, or browsing your history is always free, and a denied action costs nothing either.

The daily limit is what makes the “what happened while you were away” recap worth coming back for.

How does combat work?

It's dice-fair and fully server-side — and monsters fight back. You'll see the outcome in plain terms: Hit, Miss, Critical, damage numbers, and health bars. Weapons show an Attack 3–8 range rather than dice notation. Flee is a contested escape, not a guaranteed exit.

What happens when I'm defeated?

Defeat is a knockout, not permadeath. You wake back in the starting town (Oakhollow) at half health, lighter by about a tenth of your gold. Dust yourself off and head back out.

How do quests work?

Most quests you accept by talking to the giver, who hands you your objectives (and any passphrase). Objectives come in three shapes: slay N of a creature, gather N of an item, or speak a passphrase to the right person. Your Quest Log tracks progress; return to the turn-in NPC once every objective is met to claim the reward. Some older quests are simpler — just carry the named item to the person who wants it and hand it over.

What's gear, and how does equipping work?

Items come in four rarities and can be weapons or armour. Armour has four slots — weapon, head, chest, legs — and only one item fits each slot; a fresh chestpiece evicts the old one. Equipped armour stacks into your defence. Open the 💼 Pack to see your paper doll and equip or remove pieces. Buy gear at any market, loot it from fallen foes, or find it stashed in hidden caches.

What are shadow duels? Can I fight other players?

Yes — player-versus-player lives entirely in the ⚔ Duels menu, and it's asynchronous, so your opponent needn't be online. Challenge another traveller by name (with an optional gold ante). The engine copies both fighters into immutable shades that duel in The Umbral Court. A match is best-of-three exchanges; each exchange you secretly seal a plan of five stances (Strike / Guard / Feint / Drink — a rock-paper-scissors layer atop the usual dice). Win to climb the Shadow Renown ladder and earn umbral marks to spend at the Pale Warden's Wares.

You can't arrange a duel by typing in chat — issuing, accepting and declining are menu-only, so nothing you say can drag you into a fight.

Do NPCs remember me?

The ones you deal with directly do. Attack a creature, try to strike a protected local, steal from a cache under a witness's eye, or complete a quest for someone, and that one NPC remembers it — for good or ill. Wrong someone badly enough and they'll turn cold: no rumours, no help, no messages carried. Kind deeds and the passage of time earn forgiveness.

Does the model I'm narrated by matter — can I pick it?

One AI narrator tells the tale for everyone; the operator chooses it. Players don't pick a model. You can set how long the Narrator's replies run (short / medium / long) in your Settings.

Is it free? How do I begin?

Your first steps cost nothing but a name. Create an account, name a character, and you'll wake in Oakhollow — the trade heart of the Greenwood. One avatar per account.

Begin your tale ▸

Legend — marks & glyphs

Every symbol you'll meet across the play screen, the map, and your pack.

Your character

🪙
Gold — coin. Buys gear and pays duel antes.
Health — the red bar. Reach zero and you're knocked out.
Turns — your daily action budget. Refills each day.

Item rarity

Common — plain, plentiful gear.
Rare — a cut above; worth carrying.
Epic — powerful, hard-won.
Legendary — one-of-a-kind; often quest-bound.

Combat outcomes

Hit
Your blow lands for the shown damage.
Miss
The strike goes wide — no damage.
Critical
A perfect strike; extra damage.
Attack 3–8
A weapon's damage range (dice stay hidden in the engine).

People & places

Protected — a ruler or ward who can't be killed by a traveller.
×N
Pack size — how many of a creature stand here at once.
?
Quest ready — a bright pin marks a quest you can turn in.
?
Quest active — a dim pin marks a quest still in progress.

Map markers

City — a keep; a major settlement.
Town / village — a smaller waypoint.
🌲
Wilds — open country between settlements.
Dungeon — a dangerous, treasure-holding place.

Toolbar & duels

💼
Pack — inventory + your equipped paper doll.
📜
Chronicle — your history and the world's recent news.
🗺️
Map — the fog-of-war world map. Click a place to travel.
Duels — challenge players; a badge means a challenge awaits.

Duel stances

Strike
Aggressive — more likely to hit, but leaves you open.
Guard
Defensive — hard to hit, and counters a missed Strike.
Feint
Breaks a Guard, but falters against a Strike.
Drink
Quaff an umbral draught to heal mid-exchange.

Still curious? The wood answers best in person.

Begin your tale