For the complete documentation index, see llms.txt. This page is also available as Markdown.

The Main Game

The five kingdoms

The kingdoms you never reached open up: Valura, Auron, Talora, Kharadin, Ghorak. Each with its own territory, politics, and reason to be at odds with the rest.

Guild-owned cities

Guilds do not just organise players. Cities in the main game are owned by the guilds that take and keep them, with everything that implies: control, contest, and the standing that comes with holding a place other guilds want.

Most items on-chain

The main game widens the ownership layer well past trading cards. Skins, mounts, and life-skill materials, wood, ore, fish, and the rest, become on-chain items.

The consequence is a genuinely player-run economy. If the wood in your inventory is an asset rather than a database row, then a woodcutting specialist is not grinding a number, they are producing supply for a market other players actually need to buy from.

The Living Lore Engine

Estova's world remembers what players do to it.

Major player choices, first boss kills, and the marks a player leaves on the world are recorded on-chain, interpreted by AI, and written back into the Estovaverse as lore. The world reacts. Other players can see, from your on-chain history, what kind of hero you actually were.

Players do not just experience the lore. They live it, and what they did becomes part of it permanently.

Last updated