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Every official world plays by its own rules
Oct 26, 2026rulesworldsplugins

Every official world plays by its own rules

Each of the nine official worlds now has its own dice, its own classes and its own laws, and its plugins were rebuilt so you can see them and act on them. Yavaria and Hildyard now play their fights by their rules.

Each of Worldtable's nine official worlds now has a rule system made for it. Each one has its own dice, its own classes and its own laws, plus plugins rebuilt so you can see them and make choices with them. A pirate in Treva and a delver in Hildyard no longer live by the same rules. They don't even roll the same dice.

Your own dice in every world

You still don't roll for walking, talking or buying bread. You roll when something is really at stake, and each world rolls its own way:

  • Kelister: 2d6 plus a stat. On 10 or more it goes your way. On 7 to 9 it works, at a price: a burn, a lost coin, a memory that blurs. On 6 or less the world makes its move.
  • Telora: a Heart die against a Thorn die. If Heart is higher you get a point to spend later. If Thorn is higher the fae get one to spend on you.
  • Frohland: a d20 against how hard the job is.
  • Kryvan March: a d100 under your skill, from Saint's Mercy down to Ruin.
  • Tokura: a handful of d6, where every 5 or 6 counts. Your lantern reads Shining, Lit, Guttering or Snuffed.
  • Treva: a d6 for each point in the stat, and you keep the best one. Push for one more die and it costs you Strain.
  • Yavaria: 2d10 plus a stat, the System's way.
  • Hildyard: your stats are dice, from d6 up to d12, and they grow as you do.
  • Cydanas: keeps its d20 contest.

Classes, in each world's own words

Every world now has classes, and each world names them its own way. Each class has two specialisations to pick from at level 5. Its abilities are real moves in a fight, and every class has something that matters outside one too.

  • Kelister, Callings: Oathkeeper, Hunter, Kindler, Academy Sorcerer, Pyromancer, Scavenger, Unlit.
  • Telora, Callings: Wall Warden, Oathbinder, Go-Between, Hedge Witch, Courtier, Hunt Rider, Season-Sworn.
  • Frohland, Paths: Road Warden, Demon Hunter, Priest of the Goddess, Forgehand, Huntsman, Peddler, Village Mage.
  • Kryvan March, Trades: Tempered Hunter, Knight of the Nail, Hedge Witch, Pass Stalker, Sellsword, Birth-Singer.
  • Tokura, Styles: Spirit Lancer, Wind Blade, Inked Fist, Paper Priest, Name-Seeker, Lantern Scout.
  • Yavaria, Classes: Warrior, Mage, Cleric, Rogue, Ranger, Tamer, Crafter, chosen at the Awakening Stone.
  • Hildyard, Roles: Vanguard, Sword Dancer, Chanter, Supporter, Mender, Scout.
  • Treva, Posts on the crew: Captain, Swordsman, Navigator, Sharpshooter, Cook, Ship's Doctor, Shipwright.
  • Cydanas, Instincts: Devourer, Stalker, Brood-Caller, Trickster, Tyrant, Abyss-Touched.

The world's laws, kept every time

Each world has laws that the game itself keeps:

  • Kelister: the husks you cut down get back up while you rest, unless you burned them.
  • Telora: fae gold is leaves by dawn, and cold iron burns the fae.
  • Kryvan March: a hunter who comes with the right bane fights a different fight than one who walks in blind. Dread builds with every horror you see, and a night's sleep only eases it.
  • Treva: the cook's table clears the crew's Strain.
  • Yavaria: the System burns a red title over a murderer's head, and nothing ever removes it.
  • Cydanas: as more people hear of your monster, the Surface's bounty on it grows.

Wages, bounties and fees are paid into your purse, not just mentioned.

Plugins rebuilt for play

The official worlds' plugins were rebuilt so you can see them and act on them. Each one shows its state on screen, gives you a choice to make, and has stakes that are real: money, items, dice you throw, people who come for you.

  • Kelister: death leaves your stain where you fell and wakes you at the last Lamp, with a Hollowing bar that rises with each death. Players leave messages for each other. New: the halls of the great ones. You steel yourself at the fog door, the boss's health stays in view, and when one falls the whole world hears it.
  • Telora: a revel is a gamble. Stay for one more dance and win a gift; leave, and the dice say how long passed outside. A bargain you strike becomes a term on your sheet, in its exact words, and breaking it sets the Wild Hunt riding. Four courts keep track of how much they favour you.
  • Frohland: demons speak in the voices of people you love. Doubt it and throw the dice to hear the lie, or believe it. The Hero's Road marks every stop of the old journey north, with a board of who has come the furthest.
  • Kryvan March: read the shrine post and take a contract. The beast is never quite what the village says, and once you know the truth you choose to kill it, spare it or strike a bargain. The counts' hundred-year Bargain is a clock the whole world watches. Hunters' elixirs build up Toxicity.
  • Tokura: every demon was a person who was wronged. Gather the clues, type the old name you believe is right, and lay it to rest. Get the name wrong and it's enraged. Nights on the road count down to dawn, by lantern light or inside a salt line.
  • Yavaria: world firsts give a title, and stat points, that nobody else can ever earn. Dungeons count down to a break that floods the nearest town with monsters. Odd habits unlock hidden skills.
  • Hildyard: every kill is a choice to cut out its core or cook it, and a meal is a real buff. The Record Wall keeps the deepest floors, which only count if you get back alive. Your patron reads your Status from your back, and your dice grow.
  • Treva: navy or pirate, with a bounty, a wanted poster and the hunters who come with them. Cursed pearls give you a power for life, but you sink like a stone. Your ship has a name you give her and a hull that storms and cannon wear down.
  • Cydanas: your monster's next forms and what each one asks of you; the hunters the Surface sends; and now a lair of your own, with a hoard.

In Yavaria and Hildyard, the rules run the fights

In these two worlds, fights are now played entirely by their rule systems:

  • Yavaria: every Status stat counts in a fight, and the three points you get each level go where you choose. Spells cost MP and techniques cost SP.
  • Hildyard: a blow rolls your stat dice against the foe's defence. Your defence is your Agility die plus your armour. A good meal raises a die.

In the other seven worlds, fights work as before, and your class's abilities are part of them.

If you already play in one of these worlds

  • Pick a class. Next time you open your character, you'll be asked to choose one. You keep your level.
  • Yavaria and Hildyard: your character gets a new rule sheet. Old ranks, trained skills and magic currents no longer count in fights there.
  • Not done yet in those two: heals and buffs for the whole party only reach one ally. Tamers' and Summoners' beasts attack, but they don't fight at your side as companions yet.

For builders

Everything here is made with the same tools you have: rule systems with classes and cards, and plugins. The Plugins tab's catalog now has 26 ready-made plugins, and every one in this update is there. Add one to your world and reword it until it fits. You can also ask Hob for one in plain words.

If a world's rule doesn't hold the way it says it does, tell us in Discord. A screenshot of the story helps.