Players enter the shared world through two bounded roles.

Delvers

Delvers prepare, accept contracts, travel, investigate, fight, improvise, extract, rescue, retreat, and return. They own their character actions and party decisions under the cooperative rules of an expedition. They do not own the dungeon response, the contract issuer’s needs, or the truth of an attempted outcome.

A party may contain one or more players where the expedition supports it. Solo and small-party work is a valid contract scale, not a defective full group.

Workshop managers

Workshop managers practice magic, store materials, craft, repair, automate, commission, trade, publish contracts, maintain shared infrastructure, and participate in relevant civic bodies. Each player owns one durable workshop identity, one civic home and seal, and any number of economically established Hold-local sites. Scale, wealth, and additional sites do not grant extra votes or authority inside another workshop.

Shared limits

Neither role sees omniscient state. Delvers learn through bodies, routes, encounters, maps, and testimony. Workshop managers learn through inventories, prices, orders, reports, civic records, and returning expeditions. Players may share what they know, but the world does not silently union their knowledge.

Clients submit typed intents. World organs decide legality, opposition, custody, and committed change. Manual, automated, imported, and background actions use the same authority path.