THE CODEX
How the world of Amberlands works - and what a keeper controls
The world right now
Accounts — how a keeper exists
You are a keeper: an email address and a clan name, nothing more. Registering writes a keeper record; your browser remembers you locally. There are no passwords yet — a magic-link email login is the next planned step, so the same keeper can return on any device. One keeper has one living clan at a time; when a campaign closes (or a line dies out), the clan is archived and you may found a new one.
Campaigns & the clock — the world cannot stop
What happens every season (automatic)
Aging on every spring tick. Mortality by age band — children and elders walk closest to Giltinė. Births to wedded pairs. Weddings beneath the oak (recorded in the marriage rolls). Harvests in autumn, amber gathered on the coasts in summer, iron in spring. Omens (~12% a season). Mustered warbands resolve their raids. Unanswered questions expire after two years and fate decides for you.
What YOU control
Resources
The old gods
Dievas · Perkūnas · Velnias · Laima · Žemyna · Gabija · Medeina · Aušrinė — the pantheon is real scholarship (Gimbutas, Greimas, Vėlius), not invention. Today they speak through omens and decisions; the planned next step gives each god a persistent AI persona you can consult at the sacred groves marked ✶ on the map.
Coming next (in build order)
Magic-link email accounts · clan inheritance and succession crises · realm wars on the historical timeline (Žalgiris fires July 1410) · god conversations at sacred groves · trade routes down the amber road · Solana chronicle commitments (the saga becomes provable history). The full data design lives in docs/GAME_SCHEMA.md.
amberlands.quest · the chronicle remembers