❓ Help & Guide

Everything you can do in Realms of Satheria, in the order you'll meet it. Jump to: First Steps · Your Region · People & Actions · Combat · Quests · Leveling · Gold & Trade · The Exchange · Making a Living · Fishing, Racing & Sport · Public Office · Guilds & Arena · Deadfall · Vale Life · Account

🌱 First Steps

1. Create a character — pick your realm, then your banner (faction). Your faction decides which species may join, where you start, and your first quest — which is already waiting in your journal.

2. Open 📜 Quests in the top navigation. Your banner's first task is there with its objectives listed. Everything you do that matches an objective counts automatically.

3. Look around your Region — 🗺 Region is your home screen: the people, creatures, buildings, and roads of wherever you're standing. Almost everything starts by clicking something on this page.

4. Talk to someone. Click a person under People Here, then Talk. Disposition rises as you socialize — high enough, and they'll share quests, trade, join your party, or more.

5. Pick a fight you can win. Creatures show a threat level (1–10). At level 1, hunt threat 1–2. Win for XP, gold, and sometimes loot.

6. Travel. The Travel card lists every connected region — travel is instant. Sea routes need a ship (buy one at a coastal dockyard).

🗺 Your Region — the main screen

Top to bottom: the region's description and type; 📜 Quests here (givers in this region); 🗺 Travel (instant, ship icons need a ship); 👥 People (click to interact); 🐾 Creatures (click to fight — slain creatures respawn after a while); ⛏ Resources (gather materials for crafting); 🛌 Rest (recover HP); 🏛 Buildings (shops, dockyards, forges, arenas); and 🏴 Territory (conquerable regions can be claimed by defeating their garrison boss).

The 🌍 Map shows your whole world — your realm only. Click any region for details; adjacent ones can be traveled to from your Region page.

👥 People & Actions

Talk / Socialize — raises disposition. Most doors open with friendship: quests, trades, recruitment, romance.

Attack — starts combat. Guards hit back hard; killing citizens has consequences for reputation.

Steal — perception-based pickpocketing. Getting caught costs disposition (and sometimes blood).

Recruit — companions with 50+ disposition can join your 👥 Party, fight beside you, and carry their own story arcs (check the Party page for each companion's personal quests).

Romance & family — deep bonds can become marriage and children; heirs can carry on after a character's death.

🧟 Infect (Deadfall zombies only) — done in combat, see below.

Children are protected: minors can be talked to and nothing else — the game enforces this everywhere.

⚔️ Combat

Turn-based: Attack (weapon + STR), Spells (cost MP, unlock by level), Flee (AGI-based; failing costs a turn), and for Deadfall zombies fighting the living, 🧟 Infect — a STR-scaled bite that ends the fight by turning your opponent if it lands, and bleeds you if it doesn't.

Death is real. At 0 HP a character dies — permanently. Their memorial remains; you can claim an heir if they left one, or begin a new story. Arena duels are the exception: they end at 1 HP, never death.

Status effects shape every fight. Spells and many creatures inflict them: ☠️ poison, 🔥 burn, and 🩸 bleed deal damage over time; 💫 stun skips a turn; 🐌 slow and 📉 weakened cut damage; 🛡️ shield blocks it; 💨 evasion dodges; 😡 berserk amplifies yours. Each creature's card shows its signature effect and the odds it lands — a viper poisons, a golem stuns, a drake burns. Check before you swing.

Slain creatures respawn after a threat-scaled wait — except zombies raised by infection, which die forever.

📜 Quests

Accepted from people (click an NPC with quests) or listed on your Region page. Your 📜 Journal tracks objectives live.

Main story — The Bloodfang Uprising, ten chapters, follows the Crown's war. The Red Banner — the Warband's own campaign, raised at Bloodfang Stronghold, tells the other side. Faction starters begin the moment you're born. Chapters unlock in order and by level.

Companions have personal story arcs — check the Party page for their quests.

🎯 Daily Bounties & Streaks

The 🎯 Bounties page posts a fresh board every day — small tasks (defeat creatures, win fights, infect, recruit) that tick up automatically as you play. Complete one and claim its XP and gold. A new board arrives daily, so there's always a reason to return.

Logging in on consecutive days builds a login streak that pays escalating gold, with a bonus every 7th day. Miss a day and it resets — so keep the chain alive.

Watch for world events (shown atop your Region page and on the Bounties board): realm-wide happenings like a Bloodfang raid or a Deadfall outbreak surge, often with a temporary XP or gold boost.

📖 Bestiary

Your Bestiary (under Progress in the menu, or from any Region's creature list) is a living codex of the realm's creatures. Fighting something new adds it as a discovered entry; defeating one unlocks its full lore, its signature status effect and the odds, and the regions it haunts. Undiscovered creatures show as locked silhouettes with only their threat hinted — a checklist of what's still out there to find. It's scoped to your character's realm, so Aetheria and Deadfall each keep their own.

🗝️ Cooperative Delves

Under 🗝️ Delve you can form a party of two to four real players and share one dungeon. Each room's enemy has a single shared pool of health — everyone chips in whenever they're online, damage persists between visits, and clearing a room advances the whole party. When the last room falls, every delver receives the dungeon's XP, gold, and reward.

Because the shared enemy is the coordination point, a delve is asynchronous: you don't all need to be logged in at once. Strike when you can; your allies will find the beast weakened when they arrive.

Delving alone? If nobody joins your party within 45 seconds, a companion answers the call — scaled to your level, striking alongside you each turn, and sometimes taking the enemy's blow in your place. If your whole party falls, the delve is lost. Clearing a room revives the fallen for the push deeper.

💗 Rest & Recovery

Health and Spirit return on their own. Every 5 minutes (a "tick") you recover 5% of your maximum Health and 8% of your maximum Spirit. Ticks accumulate while you're away — step out for an hour and you'll come back much restored — but the well runs dry during combat, so you can't wait out a fight. Innkeepers are still the fast way to full.

Consumables speed things along, and some do far stranger work:

Aetheria's apothecaries stock the common tinctures; the rarest sit on Faelar's Herbarium shelves. Deadfall has no shops left standing — its supplies are scavenged from the dead.

🔧 Deadfall: Scavenging & the Arsenal

Deadfall has no shops. Nothing is for sale, because nobody is selling. Everything you carry, you took from something that no longer needs it — or built it yourself.

Crafting is realm-locked — a survivor doesn't forge elven steel, and an Aetherian smith has never seen duct tape.

🕰️ The World Clock

Time moves on its own. The clock in the top bar shows the in-world hour, the day and the year — every player sees the same moment. A world day runs from midnight to midnight; daylight lasts from 08:00 to 20:00. A full day and night passes in a few real hours, so if you need the dark, it is never far away.

🩸 Vampires

A vampire carries a fourth bar: Blood. It ebbs by 1 every hour whether you hunt or not, and only the living can refill it.

☀️ The Sun

A vampire who travels between 08:00 and 20:00 arrives scorched, losing 25% of maximum health. It will never kill you outright — you arrive at 1 HP, smoking — but it is a hard toll. Wait for dusk, or find The Duskmare: a black mare foaled in a grave who trails a canopy of settled dusk no noon has burned through. Beneath her shadow you may cross the whole bright world unharmed. She will suffer no living rider, and she waits in the mires.

📈 Leveling & Spells

XP comes from combat, quests, socializing, gathering — nearly everything. Leveling grants stat points and skill points.

Spend them on your character sheet (click your name in the top bar): raise stats, train skills, and learn spells — each spell has a level requirement, and every realm has its own spellbook.

Skills (Blacksmithing and friends) improve by doing: gather at ⛏ resource regions, then work the 🔨 forge, which you carry with you.

💰 Gold & Trade

Shops in cities buy and sell, but they buy at half of list price — the ⚖️ Exchange (below) is where your goods are worth what somebody will actually pay. Direct trades use safe escrow: both sides confirm or nobody loses anything. Crafting turns gathered resources into gear, anywhere you stand. Buildings you construct in claimed territory generate income over time — claiming territory itself is an 💎 advanced-member privilege.

🏰 Guilds, Arena & Boards

Guilds — join or found one; guild levels grant XP bonuses for everyone.

🏟 Arena (PvP-enabled worlds, at arena buildings) — non-lethal ranked duels against snapshots of other players' characters. Entry fee, Elo rating, daily limits, and a leaderboard tab. You can never die in the arena.

Leaderboards, Achievements, Legend — how you're doing, what you've done, and the long hunts: conquest, notorious foes, and legendary items, each scoped to your realm.

🧟 Deadfall (💎 advanced realm)

The world after the outbreak. Survivors hold the enclaves and thin the horde — the turned die forever. Zombies spread the hunger: win the bite in combat and your victim rises as a creature of the horde. Every region shows The Infection — the living versus the risen, the world's scoreboard. PvP is on: the arena pits the quick against the dead.

🏙 Vale Life (💎 advanced realm)

Ashevegas: a mountain valley with a rail yard, a quarry, a casino and a police precinct. No swords. You need a job, and then a car, and then somewhere to live — rent falls due on the world clock whether or not you logged in.

Work & careers — take a shift for wages, or climb a career ladder where promotions want skills and standing, not just hours. The university teaches the skills the better jobs ask for.

Heat & arrest — crime pays until it does not. Fighting in public raises heat here (and nowhere else); enough of it and the precinct comes looking. Stealth lowers what you leave behind.

Property & garages — a lease, then a mortgage, then somewhere to keep the car you keep breaking.

🧾 Making a living

Businesses (Activities → Business) earn gold per hour into a till you collect by hand, capped so a fortnight away is not a fortnight of income. Upkeep is charged whether you visit or not, and an unpaid business shutters until the arrears are settled.

Some businesses have an appetite. A Food Truck eats crates of fish; a Towing Company eats engine parts. Stock the place and it earns its full rate; let it run dry and it idles along at the lower one. You stock it from your own bag — which is what the Exchange is for.

⚖️ The Exchange

Every realm has its own market, and it is the only place your work reaches another player. List a stack at a price you choose; the goods leave your bag and come back if nobody takes them. Somebody buys part or all of it and the gold reaches you whether or not you are online.

Listing costs a small fee up front and the house takes a cut of a sale. Lots stand for three days, then come home. Standing orders are NPC buyers who are always there and pay list price — twice what a shop gives — with a daily limit. That is the floor, and it is meant to be beaten: anyone who actually wants your goods has to offer more.

Prices shown on the board are what somebody paid, not what somebody is asking.

🎣 Fishing, racing & sport

🎣 Fishing — eighteen stretches of water across the four realms, each with its own species. A bite starts a contest: the fish runs, holds or thrashes, and you reel, hold or give line. Answer a run by reeling and the line screams; give line to a fish that has already stopped and you have spent the only thing you had. Skill buys calmer hands, the rod buys a stronger line, and neither buys the fish. You can sell the catch at the quayside for gold, or keep it in crates and sell it to players instead.

🏁 Street racing — routes with real pursuit risk. Speed is not the whole story: handling decides what the corners cost you, and wear punishes the way you drive.

🏅 Sport — three sports, starting semi-pro. Sign with a club, get scouted opponents ahead of a fixture, and work up to a paid professional contract that pays a retainer whether or not you turned up.

🥊 The Pit and 🂡 the casino are there when you would rather be hit for money, or lose it more quietly.

🏛 Public office

Some offices are elected: Mayor, Chief of Police, Dean of the university. Terms run in world years, so a four-year term is the same length of story in every realm.

Standing costs a filing fee and often wants a job rank or a qualification behind it — a Chief has to have been a Lieutenant. Then you campaign: canvass districts, spend on the effort, and win over NPC voters who each have their own reasons. Players vote too.

Winning is not ceremonial. The office carries real levers — the budget, the tax rate, the ordinances, the patrols — and the whole realm lives with how you use them. The 📰 Ledger prints what happened, including what you did.

⚙️ Account & Membership

The Account page manages characters, username, email, password, and deletion. Forgot your password? The sign-in page has a reset link.

Free accounts play one character, in the starting realm — the main world in full, not a demo of it. Not one at a time — one. When that character dies, that story is finished and the memorial stays up; what carries on is the bloodline. Claiming an heir is always open to you, free or paid, and is how a free account keeps playing after a death.

💎 Advanced Membership (Account → Upgrade) removes the limit entirely: as many characters as you like, across realms, plus the advanced realms (Deadfall and Vale Life — whole games, not the starting realm unlocked), the advanced species, and the right to claim territory. Ground you have already claimed stays yours regardless. Pay via PayPal or redeem an upgrade code (SATH-XXXX-XXXX-XXXX).

Stuck? Contact us or leave feedback — it lands straight in the admins' inbox.