World of Thaedoria

Reference

The Player's Guide

Everything World of Thaedoria asks of you is a plain-language sentence. Everything it gives back is decided by rules, not mood. This guide walks through each system — how to make a hero, how actions resolve, how fights and conversations work, and what the world does when you break its peace. New here? Start with How to Play.

A hero built from a life, not a class

There are no classes to pick from a list. You build your character through their backstory — where they grew up, the defining moment that set their course, and the skills that survival taught them. Those narrative choices become your stats and talents, so two players who both call themselves “a fighter” can play nothing alike. The result is a single hero who is yours, carried through one continuous adventure.

Playing by intent: say what you mean

You are never picking from a menu. You type what your character attempts, in whatever words feel natural, and the game understands the intent behind them. The AI reads your sentence to work out what you are trying to do — but it never judges whether you succeed. It hands that to the engine, which checks the world (is that person even here? can your character do this?) and decides the outcome.

That division is the whole point. The Storyteller is a narrator and a listener; the engine is the referee. You can speak freely — ask questions, describe a plan, roleplay a threat — without ever tricking the game into handing you a result you didn't earn.

Tactical, turn-based combat

A fight can begin the instant you make it one — draw steel in a room and initiative is rolled. Combat is turn-based and positional: the weapon in your hand, the armour on your back, and where you stand all matter. You can engage, hold the line, break off, or flee outright. Techniques range from cleaving sweeps and precise strikes to aimed shots, ripostes, shield bashes, and the regrouping breath of a second wind. The numbers are the engine's business; what you see is the shape of the fight and whether it's going your way.

Real conversations

The people you meet answer you directly. Enter a conversation and the game tracks who you're speaking with, so a mid-scene “what's going on here?” is answered by them, not by the room. You can persuade someone with reason and a steady tone, intimidate with sheer presence, or investigate a room for the detail everyone else walked past — and sometimes talk your way clean out of a drawn blade. A conversation ends when you walk away, say your goodbyes, turn to someone else, or turn hostile.

Towns that remember

Thaedoria's settlements react to what you do. Draw a blade in a peaceful square and it costs you: guards answer, civilians scatter, and doors close to you. But the world is fair about it — the watch only comes if a witness actually escapes to raise the alarm. An unseen act goes unpunished; a public one follows you. Standing, grudges, and bounties are real and they travel with you from one place to the next.

The four schools of magic

Magic in Thaedoria is elemental, and each school is a different temperament:

  • Pyromancy — the oldest and least forgiving art, trading patience for raw destructive force; a command of flame that grows with use.
  • Hydromancy — water in all its forms, flowing, freezing, drowning, mending; a discipline of control and redirection where fire destroys.
  • Aeromancy — wind and the charged sky, the quickest and most capricious art: fast and far-reaching, but hard to hold.
  • Geomancy — the patient strength of stone and soil, slow to rouse but implacable once moved; a craft of walls, weight, and tremor.

Skills beyond the blade

Not every problem is solved with a weapon. Persuasion and Intimidation shape how people respond to you; Perception catches the tell and the half-heard word; and Investigation turns attention into method, reading a scene for what matters. When one of these could change the moment, the game offers it — and the same impartial engine decides whether it lands.

Storytime: how much you can play

Instead of counting tokens, World of Thaedoria measures play in “storytime” — simply how much adventuring you can do in a day, refreshed daily. A quick look around costs little; a pitched fight or a long, detailed scene costs more. The free tier gives you a real taste of the realm every day; Premium gives you roughly ten times as much, plus longer, richer narration and priority responses. See the pricing on the home page for the current details.