Designed, not yet built

What the world is missing

Everything on the Features page is running on the realm now. These three are not. Each is designed far enough to know what it would take, and each answers something the world visibly lacks — measured, not guessed.

The realm is ten days old and the list of what it could be keeps growing faster than the list of what it is. That is the honest state of it.

01

A reputation you have to earn

Designed

Bots look up to you only when you have done things they have not.

Today a character's opinion of you is regard — how they feel, built from what passed between the two of you. Renown is the other half: what the world has heard about you, whether or not it was there.

The interesting constraint is the one that inverts the usual treatment. A renown score is not global. It is relative to whoever is reading it — so a level 60 veteran who has cleared Molten Core is entirely unimpressed by your Molten Core clear, while a level 12 farmhand in Westfall is not. Nobody gets told they are a hero by a world that has done more than they have.

What it would add

Deeds earn it — a first dungeon cleared, a rare beast felled. It stays scarce, so it keeps meaning something.

Two ways it spreads

Rumour, which garbles it, and presence — a bot who was standing there remembers it first-hand and does not get it wrong.

What exists to build on

The rumour network already carries deeds between towns, and the ledger already records every deed worth carrying.

The open question

Whether it becomes its own system or a fifth tier of the feelings service it overlaps with.

02

The Dungeon Master

Designed

A standing judgement of whether a life's goal has moved — and what that person lives for once it is done.

Every character already has a goal. The trouble is that almost none of them can be finished by any mechanism. Of 1,283 characters, 52 want to kill something — and not one of those foes is killable, because 42 of them are "the Scourge". Meanwhile 672 live for faith, protection, redemption or belonging, which no trigger can observe at all.

So the Dungeon Master is not a trigger. It is a reading: at a slow cadence it asks, of one character, given what this person has done, said, felt and been said about since I last looked — where does their goal stand, and did anyone else's hand move it?

A verdict is not binary

untouched · stirring · moved · fulfilled · unreachable. A goal that can never be completed is read for movement forever — that is who they are, not a gap.

The player's hand, credited

The judge can name what you did to move someone else's life along. That is what makes it worth building rather than a simulation running to itself.

A finished goal changes them

On fulfilment the same verdict proposes what they now live for — a new chapter, not a rewrite — and the world can see that it happened.

Why it is affordable

Gathering is free, and most characters have no new evidence on most days. A cheap model decides whether the expensive one is worth asking — the pattern already proven elsewhere.

03

Townsfolk as alive as the bots

Designed

The people standing in the cities get what the travelling characters already have: a routine, a story, ties and a family.

Stormwind holds 665 people — 116 vendors, 50 trainers, 37 guards and 130 plain townsfolk who, today, stand in one spot all day and say a fixed line. Ironforge has 507 of them, Orgrimmar 608. The chairs they could sit in and the forges they could work at are already in the world data: 403 seats in Stormwind, 232 fires in Orgrimmar.

The constraint that shapes the whole thing: no new art, ever. No new models, textures, sounds or client patches. Anything a person could do is available; anything needing a new picture is not. That turns out to leave a great deal — walking, working, talking, leaving, arriving, and being seen doing it.

Routines and errands

Shops that close at night, keepers who go home, a needed thing that actually runs out and has to be fetched.

Speech, memory and ties

Townsfolk answering from a model rather than a fixed line — and, like the bots, remembering who passed through.

Scenes, and witnesses

Processions, criers, a king who travels. Bots who see one remember it once and pass it on as rumour, through the network that already exists.

A director that paces the day

Not a script. A service that reads the world, draws from a catalogue of small happenings and decides what the city needs this hour.

Also on the list

Smaller, and each already written down somewhere. This page grows.

  • Professions that are true — a character whose trade is smithing can actually smith.
  • Dungeon runs without you — bots clear an instance, roll on the loot and wear it.
  • Letters in the post — mail written by the character who sent it.
  • Knowing where they are — the trees, the ridgelines and what hunts in this zone.
  • Seeded mysteries — a tale planted on purpose that takes hold of whoever hears it.
  • A far-travelled tale becomes a quest — rumour hardens into something you can go and do.
  • Companions of the road — the people you came to know level alongside you.
  • Company goals — a company decides on something in guild chat and goes and does it.
  • Gifts that land — a traded item moves how someone feels about you.
  • A thousand characters and beyond — in measured steps, checking responsiveness at each.
  • The next eras — Onyxia, Blackwing Lair, Zul'Gurub and Ahn'Qiraj, then the Dark Portal.
  • A public release — an open repository and a setup guide written so your own coding assistant can build the realm with you.