How to Play Voice Realm

Everything you can say in Voice Realm, grouped by what you are doing — and a guided first day. If you remember nothing else, remember three things: “teach me” starts a guided tour, “help with” plus a subject explains one system, and “survey my realm” tells you where you stand.

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Getting started: your first day

  1. Open your realm. Say “Alexa, open Voice Realm.” The Keeper — your steward and narrator — welcomes you and your realm begins: a small camp, a few settlers, some gold and food, and everything ahead of you.
  2. Take the tour. Say “teach me.” The guided tour has six short stops — building, growing food, crafting, quests, surveying, and war and diplomacy. At each stop, do the suggested thing, or say “next” to move on, “skip to war” to jump ahead, or “stop” to end the tour.
  3. Survey what you have. Say “survey my realm.” You will hear the day, season, and weather, your tier and level, your gold and food, your settlers and their happiness — the whole state of your young realm.
  4. Build. Say “build a farm,” then “build a hut.” If something you need is missing first — a tool, a workshop, a building — the Keeper names it, states its cost, and asks “Shall I build it?” Say yes, and it is made on the spot; then repeat your original command to finish the job.
  5. Plant. Say “plant wheat.” Crops are ready tomorrow. Remember: every three commands, a new day begins — crops grow, animals produce, settlers eat and pay taxes, and the world does something surprising.
  6. Check your quests. Say “show my quests.” Every day brings three goals with rewards; finishing all three pays a bonus.
  7. Suggested first goal: by the end of your first day, have a farm planted and your first building raised — then come back tomorrow. Returning on a new day grows your daily streak and earns a gold gift, and your wheat will be ready to harvest.

How your realm works

How time passes
Every three commands, a new day begins. Crops grow, animals produce, settlers eat and pay taxes, your army eats, research finishes, and the world does something surprising.
“what else”
Every answer leads with the result of your command; anything else that happened waits politely. Say “what else” (or “tell me the rest,” “anything else,” “more news”) to hear everything waiting, in the order it happened — the number promised (“3 things are waiting”) is exactly the number you will hear. Waiting news is saved with your realm, so it survives closing the skill. If nothing is waiting, the Keeper tells you so.
Your people have voices
When a settler makes a request, an elder asks to rest, a merchant calls out their wares, a healer offers aid, or a rival’s emissary delivers a gift or a threat, they speak in their own voice, different from the Keeper’s narration. Each settler keeps the same voice forever — once you know Marta’s voice, you will always know it is Marta speaking.
Speak plainly — and in quantity
You can almost always speak plainly. Quantities work (“build 3 houses”), and questions work (“how much stone do I have”).
“keeper, …”
Saying “keeper” first lets you give several commands at once (“keeper, build a hut and plant wheat”) — or invent things that do not exist yet (“build a lighthouse,” “plant moonberries”). Your realm prices them, builds them, and remembers them forever.
Menus and changing your mind
Answer a menu by the name, part of the name, or the number in any form — “two,” “second,” “option two,” “the second one.” Say “surprise me” (or “you choose”) and the Keeper picks for you on the spot. If an answer isn’t understood, the menu is repeated once — and if it still isn’t understood, the Keeper chooses and the game moves on, so you can never get stuck. Made a choice and changed your mind? Say “no, the other one” right after picking, and the choice opens again. “Never mind” always backs out cleanly without ending the game.
“repeat that” · “say that again”
Forgot what was just said? Hear it again.

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Starting and learning

“Alexa, open Voice Realm”
Start, or return to, your realm. Coming back on a new day grows your daily streak and earns a gold gift.
“teach me” · “how do I play”
The guided tour: six short stops — building, growing food, crafting, quests, surveying, war and diplomacy. Do the suggested thing, or say “next,” “skip to war,” or “stop.”
“help”
The short version of everything.
“help with building” (and many more)
One subject at a time, in depth: building, crafting, tools, technology, jobs, trading, gathering, commands, castles, quests, adventures, achievements, warfare, diplomacy, hunting, exploring, management, survey, visitors, families, chronicle.

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Knowing your realm

“survey my realm”
The brief report: day, season, weather, tier, level, gold, food, settlers, happiness, streak, quest progress, and any war you are in. Then it offers details by category.
“buildings” · “animals” · “crops” · “settlers” · “supplies” · “tools” · “army”
Hear just that one part of your realm, in full. (Also: “what animals do I have,” “survey my settlers,” and so on.)
“everything” · “full report”
The complete survey — long by design.
“how much gold do I have” (any resource)
The amount of any one resource — gold, wood, food, stone, and the rest.
“who lives here”
Your settlers, with their names and stories — and their marriages, children, and birthdays too.
“show my chronicle” · “tell me my realm’s story”
The story of your reign so far — founding, first buildings, wonders, wars, weddings, births, achievements — read back in order. See also the Chronicle Archives.
“show my quests”
Today’s three goals and their rewards. Finishing all three pays a bonus.
“show my achievements”
Honors unlocked, and what is within reach.
“name my realm …”
Give your realm a name. It echoes through surveys, songs, gifts, and the chronicle from then on.

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Building

“build a hut”
Raise a building. The realm’s workshops and dwellings: farm, pasture, house, cottage, market, road, well, barn, guard tower, sawmill, kiln, smelter, blacksmith, mill, bakery, glassworks, quarry, iron mine, fishing hut, dairy.
“build a gold mine”
The prospector’s prize. It needs Metallurgy, the Deep Mining technology, and a Town. Each miner posted there brings up one gold nugget a day from a finite seam — you are told if the seam is modest, promising, or rich when you sink it. When a seam plays out, fresh ones can be found exploring the Crystal Grotto or the Iron Hills. (“Build a mine” still works too — it builds an iron mine.)
“build a tavern” · “build a library” · “build a granary” · “build a shrine” · “build a theater”
Culture and storage. A tavern brings festivals, bards, and more settlers. A library makes research cheaper and faster. A granary keeps food safely — without one, stores above 100 spoil a little each day. A shrine lifts a sad realm. A theater brings performance days and grander festivals.
“build a flower garden” · “build a fountain” · “build a statue of the founder”
Loved decorations. The fountain’s water also saves crops in a drought. The founder’s statue guards the realm and speaks your reign’s tally in the full survey.
Military buildings
Barracks, archery range, stable, armory, training yard, tannery — the making of an army (see War and diplomacy).
The castle
Curtain wall, castle tower, gatehouse, keep, moat. The keep makes your realm a true Kingdom.
Wonders (one each)
The great lighthouse, the grand cathedral, the world tree.
“upgrade my hut”
Upgrade a dwelling: hut, cottage, house, large house, stone house, mansion. Each upgrade is cheaper than building new.
“what can I build”
What you can afford now, and what is close.
“what do I need for a keep”
The cost of one thing, plus the next missing step on its road.
Prerequisite offers
When a build, craft, purchase, or planting is blocked by something you could make first — a workshop, a tool, a barn, a farm, a shortfall of a craftable good — the Keeper names what is missing, states its cost, and asks: “Shall I build it?” Say yes (or accept) and the prerequisite is made on the spot; then simply repeat your original command to finish the job. Say no (or never mind) and nothing is built or spent. Chains are handled one link at a time: bread may ask for a bakery, then a mill, then the flour itself. If the prerequisite is a technology, a realm tier, or more than your purse can cover, there is no question — you are told plainly what stands in the way and what it costs.

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Growing, gathering, and crafting

“plant wheat”
Plant a crop — also carrots, potatoes, corn, and oats. Crops are ready tomorrow; wheat and oats split into food and grain, like all the cereals.
“harvest”
Bring in everything ripe. Wheat and oats give food plus grain for the mill.
“chop wood” · “mine stone” · “dig clay” · “gather sand” · “go fishing” · “gather”
Gather the realm’s raw materials.
“mine iron ore”
Mine iron ore — needs a stone pickaxe or better.
“craft planks” · “craft bricks” · “craft iron bars” · “craft glass” · “craft flour” · “craft bread” · “craft nails” · “craft leather”
Raw goods become better goods in your workshops.
The finer crafts
  • “craft cheese” — from milk, at a dairy.
  • “craft pottery” — from clay, at the kiln.
  • “craft glassware” — from glass, at the glassworks.
  • “craft rope” — from wool.
  • “craft candles” — from beeswax, from beehives found while exploring.
  • “craft a barrel” — planks and an iron band; each of the first four barrels keeps 25 more food safe from spoiling.
  • “craft gold bars” — 3 gold nuggets, at the smelter.
  • “craft jewelry” — a gold bar and a gem, at the blacksmith; the richest craft of all. Gems glitter in the Crystal Grotto.
  • “craft a weathervane” — wood and iron, at the blacksmith; the first one your realm raises lifts everyone’s spirits.
“craft a wooden axe”
Craft tools: axe, pickaxe, hammer, hoe, saw, bucket, fishing rod — in wooden, stone, iron, and steel. Better tools gather more, unlock more, and last longer. They wear out: you will be warned before one breaks, and they can be mended (see “repair my axe” below).
“buy a cow”
Buy animals: chickens, cows, sheep, goats, pigs, horses. Most need a barn first (an existing pasture also shelters them, and lets the herd graze a little richer). Animals produce food every day; sheep also give wool, cows give milk for cheese, and the herd yields hides for the tannery.
“prices”
Today’s market rates, which drift daily.
“sell 10 wood at the market” · “buy 5 food at the market”
Sell and buy at the going rate. Food sells for 1 gold and buys for 2.

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People and knowledge

Specialties and first jobs
Every settler has a specialty — the work they were born to (a born baker, a born miner) — and every settler takes a job the moment they join your realm, at a real post: farmers at farms (2 per farm), bakers at bakeries, blacksmiths at the blacksmith, miners posted to a site (the quarry for stone, the iron mine for ore, the gold mine for nuggets), lumberjacks in the forest crews, guards on the walls, builders on the works crew. If no post stands open, they wait — and the realm tells you so honestly.
Staffing
A building with no staff produces nothing. When you raise a building, idle settlers staff it on the spot where posts exist.
“assign a settler as a farmer”
Post one of your idle settlers yourself. “Unassign a farmer” sends a worker back to the common folk.
“show my jobs”
Every job, its posts filled and open, your miners’ postings by site, and how many settlers still await work.
“who lives here”
Each settler’s specialty and the work they hold.
“what can I research”
The fields your scholars can study.
“research carpentry”
Research a field — also agriculture, trade, masonry, animal husbandry, irrigation, metallurgy, architecture, and deep mining (which stands on metallurgy: it unlocks the gold mine and doubles your iron mines). Simple fields take one night; deep ones take two — a library makes them cheaper and faster. Technologies unlock buildings, castle parts, and more.
Watch your food
Your realm warns you when stores run thin — calmly at first, urgently when a day of food is left. The first hungry night costs happiness; settlers only begin leaving on the second. Hunt, fish, plant, or buy food to recover.

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Letting the Keeper manage

“take care of it”
The Keeper does the single most urgent thing: harvests ripe crops, buys food before the realm goes hungry, sells what would spoil, mends a tool about to break, or sets an idle settler to work — and tells you exactly what he did and what it cost. He never spends your last 10 gold without you asking — except on food when the stores are empty, and then he says so.
“set a standing order to keep my food above 30”
A standing order, kept every morning at the day tick and reported in the day news when it fires: food is bought at the market whenever stores fall below your number, always leaving 10 gold untouched.
“set a standing order to assign idle settlers”
Idle hands are put to the most useful work each morning.
“set a standing order to repair my tools”
Worn tools are mended before they can break.
“show my orders” · “clear my orders”
Hear your standing orders, or end them all — or clear just one: “clear the food order.”
“show my laws”
Land Decrees — automation with its own section: every law in force, what each did at the last settlement, how many settlers stand idle, and the posts per job.
“set a law: keep at least 50 food”
A minimum-stockpile law, for any staple resource. At each settlement the realm works first (idle settlers are sent to the producing job), then buys any remaining shortfall at the market — never with your last 10 gold.
“idle hands find work”
The assignment law: every settlement, every idle settler is posted, specialty first, as far as posts allow — and the day news reports truthfully who was posted, how many still wait, and why.
“tools kept mended”
The repair law: worn tools are repaired before they break. (The old standing-order phrases still work — they are these laws.)
“production report”
What your realm makes each day, by source, what it eats, and where the single biggest pinch is.
“repair my axe” · “repair all tools”
Mend tools before they break, for a fair price in gold.

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The Council of Five

Every ten days (days 10, 20, 30, …) your council falls due. It never interrupts you — your morning greeting and your brief survey carry the line “Your council awaits an audience” until you call it.

“council” · “call the council” · “my advisors” · “hold a meeting”
Convene a due meeting, or resume one you left.
The five advisors
Each has their own voice and domain: the Steward (treasury and trade), the Marshal (army and walls), the Master of Works (building and craft), the Keeper of Stores (food and land), and the Herald (people and the wider world).
Each proposal
One proposal diagnosed from your realm’s real state — an unstaffed workshop, a granary running thin, a wall unwatched, a treasury without a market — naming the action and its full cost, waiting on your word. A healthy domain brings an opportunity instead of a need, so every meeting is five real decisions.
“yes” · “no”
Say yes and the proposal is done on the spot, through the realm’s ordinary paths (costs, sounds, and experience as usual). Say no and it is declined with grace. If the realm has moved since the proposal was made, the advisor says so and brings a fresh one instead of running a stale plan.
Mid-meeting
Speak any other command mid-meeting and it simply happens; the council waits, and “council” resumes exactly where you left it. When all five are decided, the Keeper sums up what was decreed and what was declined, and the chronicle keeps the page.

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The wider world

“explore”
You are simply off. The Keeper chooses one of the eight wild places fairly — the Whispering Woods, the Sunken Ruins, the Iron Hills, the Mistral Cliffs, the Sunken Marsh, the Abandoned Village, the Crystal Grotto, and the Ancient Barrows. A few seconds of road and weather pass, the journey is told — and then what you found. To aim an expedition yourself, name the place: “explore the crystal grotto.”
“hunt”
The same road, for game: the Keeper picks one of the four grounds — the forest (rich meat and hides, and wolves), the plains (safe and modest), the riverbanks (fish, no hides), the highlands (goats and good hides, but wild weather can cut a hunt short — and a goat may follow you home if you have a pasture). Aim it yourself any time: “hunt in the forest.” Hides feed the tannery: craft leather, then leather armor.
Visitors
Visitors arrive on many days, uninvited and wonderful: a wandering merchant whose special prices last only that day (say “trade,” then use the market as usual), pilgrims with a blessing, a rival’s emissary with a gift or a threat, a traveling healer (say “accept” and she puts two wounded back on their feet for a meal), a runaway apprentice begging to settle, and — when the realm struggles — a mysterious benefactor. “Never mind” sends any of them gently away.
Gifts and gratitude
Allies send gifts every few days, and festivals bring gifts. And if you once fed a lost merchant or welcomed travelers, a grateful traveler may return one day to repay the kindness.

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War and diplomacy

“scout realms”
Your four rival realms (of fifty in the world): their strength, how you compare, and their loot — strongest facts first. “Scout stronger realms” peeks at the next band.
War gear
“Craft a spear,” “sword,” “bow,” “shield,” “armor,” or “leather armor” before you march.
“train 5 militia”
Raise troops — or soldiers (barracks, sword and shield), archers (range and bow), knights (stable, sword, armor, and a horse claims itself from your pasture). Soldiers are the strong professional core; every soldier eats.
“attack …” (plus a rival’s name)
Winners take loot (never more than 30% of their gold), losers learn; the beaten rival weakens for days. One attack per rival per day, unless you are at war.
“battle report”
The newest battles; older ones wait behind “what else.”
Raids in the night
From Hamlet tier on, rivals may raid you. Walls, guards, and a home army turn them back; a raid can never take more than a tenth of your gold or food, and repelling one pays.
“visit nearby realm”
Then choose at their gate: fight, propose alliance (allies never raid you, help defend you, and send gifts), tribute (demand from the weaker; pay the stronger for six days of peace), raid their animals, tempt their citizens to move to you, declare war (open raiding both ways; first to three battle wins takes a 40 gold indemnity), or leave in peace.
“make peace with …” (plus a name)
End a war.
“propose a marriage pact with …”
Family, not just friendship: they never raid you, defend your walls twice as thick, send a rich gift wagon about every six days, and in time a child of both houses is born. Some courts always refuse (raiders); the devout ask that you keep a shrine. “Break the marriage pact with …” ends it — and cools your honor for a week. Attacking family is worse: your honor stains for a fortnight and every court’s alliance grows harder to win. War cannot be declared on family at all — break the pact first, and be sure.

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The companion dog

How a dog arrives
A dog finds you: on the road home from a hunt or an explore, or at your gate on a visitor’s day. When it comes, name it — “name him Rufus” — or say “keep that name” for the Keeper’s suggestion.
“how is my dog”
Its name, age, and stage. “Rename my dog …” changes its name any time.
What a dog does
Hunts at your side (+20% food and hides), +2 happiness every morning, and +3 defense on raid nights — its barking wakes the guard. A second stray is gifted to a settler family; there is one dog-shaped place in a realm’s heart.
A dog’s life
Dogs age with the realm: pup, adult, elder — and an elder retires to the hearth (still +1 happiness, still barking at foxes). It does not die. A puppy found later succeeds it.

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Festivals, expeditions, and honors

“host a festival”
Then choose: Harvest Festival, Founding Day, Midwinter Feast, or Summerfair (or in one breath: “host a harvest festival”). Costs food and gold, growing with your tier. Joy now (+8 happiness) and a glow for three days (+3 a day), visitors, a bard, sometimes leftovers — and family by marriage sends a wagon. One festival every seven days. Counts toward quests, and hosting five earns the Host with the Most achievement.
“send an expedition”
Then choose the road: the Far Coast (3 days), the Deep Caverns (4), or the Old King’s Road (5). A named settler leads, up to two trained soldiers escort, and your dog goes if it can. While they are gone, the leader neither eats nor produces at home, and the escort’s spears are not on your walls. Homecoming brings loot, a story, and 20 experience. Rarely (about 15%) a party is overdue — then say “send a rescue” (free if soldiers are home; else 10 food) or “wait for them” (home a day later, lighter). “Expedition status” checks in any time.
“name my tavern The Golden Boar”
Any building you own — even one the Keeper invented — can carry a name. It rings through surveys, songs, and the chronicle. “Rename” any time; “clear the name of my tavern” takes the sign down. (A light decency filter guards the signs — the children read them.)
“show my challenge”
Every week brings one challenge — harvest, craft, build, earn, host, win, explore, bring an expedition home, complete an adventure — announced on your first visit of the week. Finishing pays 40 gold and 30 experience.
Streak honors
Earned forever: 7 days in a row raise the Streak Banner; 30 light the Eternal Flame (+50 gold once, +1 happiness every morning ever after). A broken streak never takes an honor back.

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Adventures

“adventure”
The trigger word, all by itself (or “go on an adventure,” “start an adventure,” “send me on an adventure”). You are sent out on a random tale from a deck of 200 authored adventures: rescues, escorts, beast trouble, lost treasure, ruin delves, mysteries, errands, storm relief, festival mishaps, strange phenomena, thefts, and pilgrimages. Note: the word QUEST belongs to the daily quests — “quest” and “quests” show those, and never start an adventure.
How a tale unfolds
Three exchanges: a departure with the journey treatment (one sound of the road), the title announced like a story, then a choice — answer by name or by number, or say “surprise me” and the Keeper chooses. A consequence, a last choice, then the ending and the rewards: gold and goods that grow gently with your tier, always experience, and sometimes something rarer — a unique treasure, a discovery, equipment for the stockpile, or a new settler. Your choices shape the ending (a triumph, a good ending, or a poorer road with a better story) — an adventure can never be failed outright. If you have a dog, it joins beast and rescue tales and tips them your way.
“adventure status” · “where was I”
Step back into a tale you left; it waits for you across sessions, and ordinary commands work normally while one is underway.
“abandon adventure”
Lay a tale down unfinished — no penalty, and it returns to the deck for another day.
“adventure log” · “show my adventures”
How many of the 200 you have completed, the most recent titles, and the next milestone. A completed adventure leaves your deck forever — no tale is ever told to you twice. Finish all 200 for the coronation: Legend of Two Hundred Tales, a chronicle entry, 150 gold, and a crown for your treasury. After that, “adventure” spins endless tales from the realm’s own folklore — new every time, modest rewards.
Adventure achievements
First Tale (1), Storybook (10), Saga (50), Epic (100), Legend of Two Hundred Tales (200). Completions are written into your chronicle.

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The Chronicle Archives

Every 30 days of your reign, the realm seals a monthly chronicle: the whole month performed as a story — an opening fanfare, then Growth, the People, Ventures, Fortunes, and Conflicts if the month had them, each with its own sound, and a closing chime. Each month earns its own name from what filled it — the Month of First Wars, the Month of New Hearts, the Month of Quiet Furrows. A quiet month is still chronicled, gently.

“read my chronicle”
Hear the latest sealed month, performed.
“read month two chronicle”
Any month, by number or word.
“list my chronicles”
Browse everything the archive holds.
“read my annual chronicle”
When twelve months are sealed, an annual chronicle gathers the whole year into one telling: the tier journey, the year’s totals, and its defining moments.
Finding a new chronicle
The day a chronicle seals, the day news announces it; while one waits unheard, your brief survey carries the line “You have a new chronicle to hear.” Nothing is ever lost — monthlies stay readable after the annual exists. And “show my chronicle” is unchanged: the running story of your reign so far, any time.

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Spectate — the grand walk

“Spectate” is the showcase of your realm. You walk your own creation street by street, overhearing its life: settlers talking in their own voices, the news crier calling true state, rumours at the well (at least half of them true — real price movements, a visitor coming tomorrow, a rival’s rise), and every building you raised doing its work, named buildings by their names.

“spectate”
Begin (or continue) the grand walk. The walk runs in stretches of about two minutes; between scenes, the Keeper quietly reminds you that you can say “stop” at any time. Say “continue” or “keep walking” for the next stretch.
The map of places
Your realm is a map of places — every building you own is a place, plus the square, the dwellings, and your hearth. The walk visits unvisited places first; coverage is remembered between sessions. First visits in each grand walk pay best: experience, renown, and sometimes found loot (a purse by the path, a nugget at the gold mine, a rare seed in the garden). The bigger your settlement, the longer the walk can last: a camp holds a few places; a kingdom holds more than forty, with hours of walking in it.
Renown
The honor of a ruler seen among their people. At 10, 25, 50, and 100 the streets give you titles — the Watchful, the Listener, the Friend of the Streets, the Beloved of the Streets.
The Grand Promenade
Walk every place and the realm turns out for your Grand Promenade: bells, the crier, gifts of gold scaled to the size of your realm (a kingdom’s promenade pays far more than a camp’s), and the Walked Every Street achievement. Then a fresh grand walk begins — and anything you have built since joins the map.
Wishes and hooks
Overheard wishes can crystallize into real settler requests. Now and then a stranger’s plea becomes an adventure hook: say “adventure” to follow that exact tale, or keep walking to let it pass — it stays in your deck.
True status, as you pass
The walk weaves in one true status beat per place when there is something to know: who is on shift there, a workshop standing quiet for want of staff or of its input, a gold seam running thin, the granary pressing full or running low, the walls still bearing a raid’s scars. A soft knock sounds for the first problem in each stretch.
“spectate status”
Your coverage any time: places walked of places total, your renown and title, promenades completed, and what still waits unseen.
“stop”
End the walk. The wrap-up ends with Notes for the king: every problem noticed on the walk, in the order you passed it — your list of things to mend, staff, or stock when the stroll is over. If all was well, the notes say so.
Stepping out
Rewards taper across a single day (three full stretches, three at half, then the walk turns to pure story) — spectating is for admiring your realm, and it is priced like it. Any ordinary command mid-walk (“build a hut”) steps out of the stroll gracefully and simply does it. Nothing is ever lost if a session ends mid-walk — earnings bank stretch by stretch.

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Your settlers’ lives

Your settlers live full lives in your realm: they celebrate birthdays (a realm year is 28 days), fall in love and marry in the square, welcome children who grow up to work beside them, and — after 35 days of service — may ask to rest. When an elder asks, answer with one of these:

“pension”
Retire them with 10 gold and honor.
“feast”
A 5-food farewell the whole realm celebrates.
“stay”
Keep them a while longer.

All of it is written into your chronicle. Say “show my chronicle” and listen to the realm remember.

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Starting over

“start over” · “reset my realm”
The realm asks “are you certain?” first. Say “yes” to wipe it clean and begin again; say “no” to keep your world exactly as it is. Nothing is deleted until you say yes.

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Tips

  • Live by the three commands: “teach me” to learn, “survey my realm” to know where you stand, “help with …” for any system in depth.
  • Say “what else” after busy days. News waits politely rather than interrupting — the number promised is the number you will hear.
  • Staff before you build more. An unstaffed building produces nothing; “show my jobs” tells you which posts stand open, and idle settlers staff new buildings on the spot.
  • Let the laws carry the chores. A food law plus the idle-hands law means the realm feeds and staffs itself at every settlement while you make the interesting decisions.
  • When in doubt, “take care of it.” The Keeper fixes the single most urgent thing and tells you exactly what it cost.
  • Feed people before it is urgent. The first hungry night only costs happiness — but a granary, and 100 food kept safe in it, is cheaper than winning settlers back.
  • Your dog is worth keeping happy company. It hunts with you, guards your nights, and will never, ever die.
  • Completed adventures never repeat. Every “adventure” is a tale you have not heard — and there are 200 of them before the endless folklore begins.