GAMING
Loading
Wyrmhold does not run open recruitment.
There is no application form here, no queue, and no automatic yes for anyone who turns up. We take people selectively, for a need, after a conversation - and the conversation runs both ways. You should be working out whether this is the right society for you at least as hard as we are working out whether you are the right resident for it.
So this page exists to do most of that talking up front. What we expect, what we provide, and who should not bother. If it still sounds right afterwards, come and find us.
Some plain facts first. We are four Cultivators and about a month old. There is no bustling city here and no established economy. What there is: a Kernel, a working production chain across two workshops, land at Ravenswood ready to be built on, one registered business, and a set of expectations we had already written down before we needed a recruitment page.

These are not new rules invented to sound impressive on a recruitment page. Every one of them already exists in Wyrmhold custom, and most were learned the hard way.
Build for the hours nobody is watching: Avesta keeps running when you log off. Leave your work stocked, your next step clear, and somebody able to act in your absence. This is the one we care about most.
Leave the roots: Never fully chop down a tree - literally, and it is our oldest law. More broadly: do not remove the thing that lets a system recover. Reserves, replacements, apprentices, goodwill.
Common stock is not personal stock: What belongs to everyone belongs to no single person. Take what you need when the Hold provides for you, and return strength when you are able.
Disagree at the table before you damage the road: Bring disputes to governance. We would rather have a difficult conversation than a quiet act of sabotage.
Teach the next resident: If you learned something here, eventually help somebody else begin.

A place to arrive: New residents are received at the Outer Ring before they are invited inward. That is not lesser ground - it is the first promise Wyrmhold makes: you have arrived, and there is somewhere to begin.
Land to build on: Ravenswood is where a resident who decides to stay can take lawful ground and build a home of their own.
A finished production chain: The Dragon's Anvil handles the heavy end - masonry, wire, chemistry, mineral separation, furnaces. Valyrian Works handles the finishing end - electronics, carpentry, the full workbench range, tailoring and weaving. Both halves exist already. You will not spend your first fortnight discovering that the one station you need was never built.
The right to run your own business: Wyrmhold is a society, not one company. The Register of Enterprises exists so residents can build their own trades with the Hold's backing rather than its permission. Our first is a farm and water operation.
A society that does not depend on any one person: No seat sits above the others. We held an election while the stakes were nil, precisely so the habit would exist before it mattered.
We judge residents on reliability, not hours.
That is the actual proposition, and it is worth being direct about because most societies quietly work the other way. A resident who plays twice a week and leaves clear schedules, stocked inputs, honest notes and a trained second hand serves the Hold better than one who plays every night and leaves chaos behind.
If you have a job, children, shift work, or simply a finite amount of evening, you are not a second-class member here. You are the kind of member this place was designed around. What we need from you is not presence. It is that the work survives your absence.
Anyone who wants a big active city now: We are a month old. Come back in six months, or come and help build it, but do not arrive expecting one.
Anyone who wants to be handed tasks each session: The Hold will tell you what it needs. It will not manage your evening for you.
Anyone who treats common stores as personal reserves: This is the fastest way to be a problem here.
Anyone looking for a society to dominate: There is no throne to take. The Round Hold is built specifically to prevent one voice becoming the whole society, and that includes yours.
Griefers: Obviously, but stated anyway

Selectively, and for a need rather than a number.
Our one recruitment so far is the honest example. We brought in a Cultivator because there was work the two of us could not carry - a tavern to build, and Seedlings needing attention we were spending elsewhere. They were not recruited to make the population look healthier. They were recruited because something needed doing, and because after talking it through it was clear the arrangement suited them as well as us.
That is the model, and it is not a temporary one while we are small. We would rather be a society that works than one that photographs well, and every resident who arrives should be arriving into something specific.
It also means a no is not a judgement on you. It usually means the Hold does not currently have the work that would make joining worth your evening.

The way in is a conversation on our Discord.
Not an application - a discussion. Tell us what you are actually looking for in a society, and we will tell you honestly what Wyrmhold has and has not got.
Some things worth bringing:
We will tell you what the Hold currently needs, what land and workshop access looks like, what we are bad at, and whether we think you would enjoy it here.
If the answer is no, you will get a straight one.
You arrive at the edge. You belong by what you build.
Join the Wyrmhold Discord and start a conversation.
Wyrmhold does not run open recruitment. We take people for a need, after a conversation. This is what the Hold expects of a resident, what it provides in return, who it is honestly not for, and where to come and talk to us.
Read More
The first record of what Wyrmhold actually did. One month, almost no visible expansion, and a great deal of infrastructure - the survey, the Kernel, the Dragonforge Ward workshops, the Elderwyrm department, an election, and the Hold's first registered business.
Read More
Wyrmhold is our society on Avesta. Its founding stories are not decoration - each one encodes a SEED system that will decide whether your own society survives. Here are three of them, and what they are really about.
Read More