Freedom has consequences.
Honour-driven open-world PvP
Freedom to act.
A world that judges.
Nethryon does not remove danger from its permanent world. It makes intent, power, repetition, and consequence matter—so PvP feels deliberate instead of accidental.
- 01FreedomChoose to engage
- 02JudgementIntent is assessed
- 03EscalationPatterns are remembered
- 04VengeanceThe world can answer
- 05ImprisonmentExtreme behaviour ends here
The fundamental rules
Honour is earned through risk, not predation.
Defence earns respect
Aggressors do not gain Honour from ordinary spontaneous kills. A player who successfully defends themselves can.
Duels make intent clear
Honour Duels are the reliable path to PvP Honour, with interference made mechanically impossible.
Context matters
Defender assistance is treated leniently. Coordinated aggressor assistance can turn a kill into Dishonour.
The weak are protected
Killing overwhelmingly weaker players is Dishonourable. The first offence is mild; repetition escalates fast.
Victims are remembered
Dishonour is tracked globally and per victim, so repeatedly targeting one weak player is far worse than three unrelated offences.
Consequences create play
Gold penalties destroy gold rather than reward the killer. Extreme offenders become Marked for Vengeance and publicly huntable.
Vengeance is recognition
Vengeance favours prestige over economic value, with stronger recognition reserved for the offender's victims.
Imprisonment is final escalation
Marked status survives logout. Continued extreme behaviour leads to one real-world hour in jail for that character and resets its Honour to zero.
