Getting started
Kuttenberg and Trosky
The realm spans two lands of the game - Kuttenberg and Trosky - with Sedletz Monastery besides, on every server. A coach takes you between them.
The lands
| Land | What is there |
|---|---|
| Kuttenberg | The silver city and its country: the Lordships of Raborsch, Suchdol and Maleshov, the Crown lands of Kuttenberg and Old Kutna. See Towns and places. |
| Trosky | The land under Trosky Castle: Trosky, Troskowitz, Tachov, Zhelejov, Semine, Nebakov, Nebakov Mill, Vidlak's Pond, Semine Mill, Slatego, Nomad Camp. Its lordships: Lordship of Trosky, Lordship of Semine, Lordship of Nebakov, each with its towns and courts as in Kuttenberg. |
| Sedletz Monastery | The great abbey beside Kuttenberg, a place of its own entered by its gate. |
All three run on the same server: one address, one account, one list of players. Your character stands in one land at a time and changes land by the coach (or the monastery's gate).
The coach
- Find the coachman
In Kuttenberg he waits at the end of the road out of the land in the north-west, beyond Raborsch. In Trosky there are four, at its roads' ends; the first, by Nebakov, is where every traveller from Kuttenberg is set down. Walk within 30 m of a coachman and the coach's page opens, or speak to him (E).
- Board
The coach is free. Choose to travel, then stand still for 10 seconds beside the coach, out of a fight, with your weapon put away. A step away, a hit, a fight, a drawn weapon, climbing on a horse or a seat, a rope or a fall calls it off - nobody escapes a fight by coach.
- Arrive
Your game loads the other land and you stand by its coachman. Your horse, if it came along, is parked beside you: whistle for it.
What goes with you, what stays
| Goes with you | Stays in its land |
|---|---|
| Your purse and your pack, your bank account, your faction and rank, your citizenship, renown, skills and trades | Your houses, businesses and rooms (their upkeep can still be paid from afar), court seats and territories |
| Your own horse, if it stands within 20 m of you with nobody in the saddle (get down first) | A land's wanted notices, contracts, commissions, treasure maps and convoys |
The coach refuses you while you are jailed, tied or held, wounded or in a fight or a duel; mounted or in a cart's seat; carrying someone, being carried or senseless; with a cart out (park it first), a trade pack, a contract or a commission of this land, a convoy on the road or a treasure map of this land; while a wanted notice stands against you in this land; or just after a robbery (a robber and their accomplices stay on their character a while). The coach's page says why.
Sedletz Monastery
A porter stands at the monastery's gate outside Kuttenberg: walk within 15 m of him or speak to him to go in. It is free and takes the same 10 seconds still, with the same refusals, and your horse stays outside. Inside, the porter at the gate takes you back out, set down in front of it.
Horses and carts across the lands
| Your horse on the trip | Your own horse travels with you if it stands within 20 m with nobody in the saddle: it is parked beside the coachman when you arrive. Whistle for it. |
| Every horse, every land | A horse or a cart you left on the other land is not lost: bring it out at the stable or the cartwright's, or whistle for your horse, and it comes to you here - unless someone who may use it is in play on its land and has it there. |
One server of people
The players on the other land are with you: private messages, your faction's chat and member list and the TAB list reach them. A player on another land is listed with the number they go by there (1003, 2003 ...): use it for a PM like any player's id. A party holds on one land only. Daily limits, chat mutes and bans count on every land.
A character's land
A character belongs to the land it stands in. Log out in Trosky (or in the monastery) and you come back there. A new character can be made for Trosky in the creator: it starts at Trosky's first coachman, by Nebakov.
Each land's own
| Each land's own | Shared by both |
|---|---|
| Towns, lordships and their courts, territories and sieges | Your bank account and purse |
| Houses, businesses, rooms and the auction houses | Your faction, its members and its chat |
| Wanted notices and the watch's law | Your citizenship, renown, skills and trades |
| Merchants, contracts, commissions and treasure maps | Your horses and carts (brought from the other land) |
