Mission Intelligence Systems

An experience from Mission Intelligence Systems

Ardenwake

A living realm shaped by every choice.

Sixty-one years after the Stillness, the old roads are walked again. What was lost was never the knowledge. It was the room to act on it.

Cross the ford

Free, no account, nothing to install. Opens the realm in this browser.

The Watchtower FootingThe Fen RoadThe River WallThe Record RoomThe Ford StepsThe Undercroft

Emberford, on the Wend. One settlement of many that will be.

The morning after the Wend came over

The river wall is open on the eastern run. A child has not been home since the storm. The winter grain may be ruined and nobody has opened the sacks. The builders want the twelve workers they were promised. The council expects a word at dusk.

Every one of them is right to ask. You cannot do all five.

Nobody in Emberford can see the whole thing. The apprentice who lit the lamps saw the fault that will actually take the wall out, and has not told anyone, because she does not believe she is senior enough for it to count.

Ardenwake is persistent. Settlements, guilds and councils carry on whether or not you are there. A life you put down keeps at whatever you authorized and stops at the edge of it rather than guessing further, and tells you so when you return.

Promises come back around. When you commit to something you name what it displaces, who may decide what, and the day you will look at it again. That day arrives and the realm asks.

Combat is rare and costly. There is no grinding, no streaks, and nothing you can buy that makes you more powerful, more right, or harder to argue with.

What is open, and what is not

One town is open. Emberford sits on the Wend with eight people in it, each of whom wants something and none of whom will tell you everything. You arrive, you are asked to commit to a day, and the day comes whether or not you are ready for it.

It is single player, and that is why it can be open at all. The realm lives in this browser and is sent nowhere, so there are no accounts to make, nothing to sign, and no record of your play anywhere but on your own machine. Clearing this site’s data ends the world, which is the honest cost of asking nothing of you.

A shared realm, where the people beside you are other players, needs accounts, moderation and a named owner of every record before anyone is invited into it. That is the next thing being built, and it will not open before those exist.

Enter Emberford

Who makes it, and what it is not

Mission Intelligence Systems is the publisher. With consent, behavior in the realm can be studied alongside the Four A’s of Organizational Readiness™, and that work is early. What comes out are working hypotheses from a fictional setting, not validated measures of anything.

Nothing from Ardenwake is a basis for selecting, ranking, promoting or removing anybody, and it is not offered on those terms. Your play is yours. Conversations inside the world are never shown to an employer, and no character is attached to a real name that anyone else can see.