NAEVYRBETADashboardUpdatesRoadmapEventsHow to PlayLeaderboardIndexDocs
The Naevyr Papers

The Whitepaper

Everything the realm is, how it works, and what DRIFTS does. Use the contents to jump to any chapter.

The realm at dusk · the Drift gathers at the edges

Introduction

Naevyr is a browser-based isometric MMO set in a realm being eaten, season by season, by a creeping corruption called the Drift. You wander a shared world with everyone else online: gather, cook, forge, fight, trade, stake land, escort caravans, and when the corruption reaches its terminal mark, stand at the Waystation through the Long Night or watch the realm reset and rise again.

Nothing here is a static map. The Drift relocates the resources it swallows, erodes the wardings on claimed land, wakes a Colossus at each new threshold of corruption, and ultimately takes everything that is not held. The loop of the game is the loop of holding on.

Account & Identity

You walk in as a guest. Your browser holds a device key that IS your account; no email, no password. Your progress (satchel, skills, gold, cosmetics, quests) is snapshotted to the realm's ledger every few seconds while online, and to your browser when offline.

Linking a Solana wallet binds your wanderer to it by signed message: the wallet signs a one-time challenge, the server verifies the signature, and from then on the wallet is your identity's anchor. No funds move. Nothing is ever requested on mainnet. One wallet binds to one wanderer.

The Entry Gate

The warded door · it opens only to DRIFTS

When the door is warded, entering the shared realm requires holding a posted amount of DRIFTS in a connected wallet. The landing page checks your balance against the chain when you press PLAY, and the realm's server checks it again, independently, when you actually join. The game never takes custody of DRIFTS; holding them in your own wallet is the key.

With no wallet, or too few DRIFTS, the door stays shut. The realm can also run with the door open (no requirement), at its keepers' choosing.

The Guest Drift

The Guest Drift · free to enter, no wallet asked

You do not need a wallet to set foot in the realm. At the door, the Guest Drift opens free to anyone. You name a wanderer and step into the same shared world the holders walk, alongside the same beasts, caravans and other players. Walk, gather, fish, cook, craft, fight the Drift's beasts, learn the land. The lessons of the Threshold are yours either way.

What a guest cannot touch is the economy and the chain. Land claims, the Market, the Vault, the Wheel, the Exchange, guilds, the Drift Wheel and every burn rite stay shut behind the Realm's door. The keepers' counters trade with holders only. A guest earns gold and loot in the moment, but that purse is borrowed light: guest progress is never bound to a wallet and does not carry into a Realm account.

The Guest Drift is a way to see the realm before you commit, not a second world. When you are ready for land, markets and DRIFTS, leave the Guest Drift, connect a wallet, and enter the Realm proper.

Your First Session

Name your wanderer at the gate. Click ground to walk; click a tree, rock or fishing pool to gather. Cook your fish (the Cook button in your satchel), eat to heal, and take your first materials to the Forge. When you carry more gold than you want to lose, the Vault in town will hold it. The day's three quests sit on the left; the activity log and chat sit on the right. Say something. The Drift is less heavy with company.

The Realm & Regions

The realm is a 40×40 island. At its heart lies Wanderer's Rest, the protected town region around the Waystation, where corruption cannot reach. Beyond it the quadrants get stranger: the ash-blown Ashen Flats to the northwest, the boggy Hollowmere Reach to the southwest with its second lake, the Bonefields by the Mine, and the open drift country between. Two lakes carry rich fishing on their banks.

The Drift & Seasons

Each season (a 30-minute tick at production pace) the corruption spreads. Corrupt ground hurts to stand on, kills the unwary, and swallows resource nodes, which re-form elsewhere, preferring claimed land if any stands. Seasons carry names: Ashfall, Hollowmere, Gloamreach, Palewake, Vesselrot, Embershade, Duskharrow, Mournveil.

Corruption can be fought: the Shrine's communal pot fires a cleansing when filled, burning the corruption nearest town. At terminal corruption the Long Night decides everything (see World Events).

The Waystation

Nine structures stand in and around town, each with a keeper and a purpose:

The Dyeworks sells cloak dyes, eye glows and auras, and keeps the Drift Mirror: premium avatars are tried on at the glass before any DRIFTS burn. The Vault holds gold safe from your tombstone (2% withdrawal fee). The Wheel spins for gold, shards or nothing, jackpot 500g. The Last Lantern pours drinks that buff gathering, damage or sight. The Furnisher sells furnishings for your claim. The Menagerie sells small followers. The Shrine of the Pale Flame takes donations toward a cleansing. The Pit hosts wagered duels in gold or DRIFTS: stake at least 20,000 DRIFTS, the winner takes nine tenths of the pot and the house keeps a tenth. The Mine holds seven gold veins that pay coin and mining experience, strike by strike.

Each building with a door has an interior; walk to the counter and the keeper will talk. They have names, moods, and short patience.

The Wild Quadrants

The Husk Den in the Ashen Flats is held by five elite husks guarding a war-chest (60-100g and shards; the den re-seeds a quarter hour after it is cleared). The Ash Obelisk rewrites the day's quests for gold or a DRIFTS burn, and sells a gathering blessing. The Mirewife's Hut in Hollowmere Reach brews stronger drinks that cost coin AND materials, and the Mirewife reads where the corruption will press next. In the Drowned Field, lore graves sink into the bog, and a lost tombstone holding 30-80g surfaces every few minutes for whoever finds it. None of these grounds are protected; the Drift besieges them like anywhere else.

The Core Loop

Strip away the systems and the realm runs on one loop: gather, heal, upgrade, spend, then walk a little further into the Drift and do it again. Everything below is a deeper turn of this same wheel.

What you grind

Work the land for raw goods: trees give driftwood, rocks give pale stone, pools give hollowfish, and beasts drop shards and hides. Coin comes from the Mine's veins, the Husk Den's war-chest, sold goods, caravans and quests. Wood, stone and fish feed the Forge and the cookfire; shards and hides are wealth and craft stock; gold buys everything else. Fuller satchel, faster wheel.

How you heal

Your wanderer holds 50 health. Corrupt ground and beasts wear it down, and it does not mend on its own. You heal by eating: catch hollowfish, cook them at the Cook button in your satchel, and eat a Cooked Hollowfish to restore 18 health. Raw fish is only a promise; carry cooked fish before a fight or a walk through corruption. At zero you fall and drop a tombstone (see Death & Tombstones), so heal early, not at the edge.

How you upgrade

Two ladders climb at once. Your four skills, Woodcutting, Mining, Fishing and Combat, rise as you work them, and higher skill makes every swing faster, harder and richer. Your gear comes from the Forge: spend materials on weapons, tools and wards, and the better piece auto-equips, renders on your wanderer, and follows you everywhere. Skills make you stronger for free over time; gear converts today's grind into power now.

How you spend and keep it

Turn goods to gold at the Market or a keeper, then put it to work: bank it at the Vault so a death cannot take it, stake a land claim, pour buffing drinks, or buy cosmetics and pets. Coin you do not protect rides in your purse, and half of it drops when you fall. The loop closes here: gathered goods become gold, gold becomes standing and power, and power lets you grind ground the Drift used to own.

The Frontier

Past the old edge the map opens into a true frontier: four waystations on the spokes out of town and a Frontier Outpost deep in the southeast. There is work out there for those who walk it.

Bounty boards. Each waystation posts that region's contracts. Take up to three, cull beasts or gather in the named region, and turn them in for gold and drift shards. The boards re-post on their own clock. The Roaming Trader, a hooded peddler with a pack mule, walks the roads between waystations: catch them parked to buy a rotating stock with gold, or sell loot back at a premium over the town vendor.

Salvage. Wagon wrecks, ruined huts, and old campfires give up gold and scrap to whoever searches them, then pick clean for a few minutes. Camp craft: the roadside resource camps carry field tools, a cook-fire to cook your catch on the spot, an anvil and a tannery that open the Forge so you can work far from town.

The Outpost & standing. The Quartermaster takes supply contracts, paying gold and reputation for delivered goods. Standing climbs Drifter, Recruit, Regular, Veteran, and each rank opens more of the quartermaster's wares.

Fast-travel. Step up to any waystation and walk the Drift Roads to another for 60g, or burn DRIFTS to step the leyline instantly. The Stable sells a steed for 3,000g, and a Swift Steed shoeing for 4,000g more is the fastest thing on the roads.

The Sunken Lair. By the lake in the deep southwest, a drowned king and its pack hold a sunken ruin. Camp bosses and the rare elites that breed in the deep frontier pay a richer haul, and sometimes a Drift cache of gold and shards spills from the corpse.

Gathering & Skills

Trees give driftwood, rocks give pale stone, pools give hollowfish. Each gather is a timed swing run by the server; one in ten swings is a rich strike and pays double. Four skills level independently: Woodcutting, Mining, Fishing, Combat. Higher skill means faster, harder, richer. Cooked fish heals; raw fish is a promise.

The Forge & Equipment

The Forge turns materials into gear across three slots: weapons (Bone Blade, Shard Saber), tools (Keen Tools, Shardtooth Tools), and wards (Hide Ward, Drift Sigil). Costs are paid from your satchel and validated by the realm. Gear auto-equips when it beats what you wear, renders on your wanderer, and follows you everywhere.

Reinforce. At the rune-anvil, an equipped piece can be reinforced with gold: each reinforcement adds a point of power, up to five, for an escalating cost. A veteran's gold sink, and the way to outgrow the recipes.

Combat & Beasts

Every beast in the overworld is shared; what you see is what everyone sees, and the realm's server rules every death. Husks (lv1-2) and stalkers (lv3+) wander their territory and only retaliate while you trade blows; you can always walk away. Raiders come with caravan ambushes and the Long Night, and drop coin. The Colossus is a 140-hp walking ruin that rises at each corruption threshold and pays 50g and five shards to whoever fells it. Beasts drop drift shards and hides; loot lands directly on your ledger.

Death & Tombstones

Dying drops half your carried gold into a tombstone where you fell; you have five minutes to walk back and reclaim it before the Drift dissolves it. Banked gold is never at risk. The realm records what fell, so a tombstone pays back exactly once.

Land Claims

A claim stakes a 3×3 plot for 250g (or a DRIFTS burn). Claimed ground resists the Drift, and relocated nodes prefer it, which makes claims the realm's farmland. But every season grinds a claim's warding down, three times faster when corruption stands at the fence; when the warding breaks, the land falls at once. Hold three claims at most. Furnish them; the campfires are yours.

Holders can reinforce: a burn of 10k DRIFTS mends your weakest claim's warding by 25 points, never past 100. It buys time, not immunity; the Drift always comes back, and the warding always needs feeding.

Claim upgrades. The Furnisher sells working props for your ground: a Storage Stash that opens your vault from the field, a Workbench that opens the Forge, and a Drift-Ward that halves the season's erosion while it stands. Place them on your claim, then use them where you live.

The Market

The player market lists up to six offers per wanderer. Listing escrows the goods out of your satchel into the realm's keeping; buying moves gold ledger-to-ledger. Sellers offline when their goods move get paid on their next visit. Prices are yours to set; the Drift does not regulate commerce, only existence.

Caravans

Every few minutes a wagon rolls from the Waystation toward a map-edge gate. Raider waves take it on the road; the wagon bleeds while they swarm. Kill the wave before the wagon dies and it rolls on; see it through the gate and the pay pool (richer in deeper corruption) splits pro-rata by kills among its escorts, paid live or held for your return.

Guilds & Territory

A guild is a banner with a treasury behind it. Founding one takes both standing and sacrifice: a linked wallet holding 25,000 DRIFTS and a 50k DRIFTS burn. A guild carries up to 20 wanderers; joining is free; your tag rides your nameplate everywhere.

Territory. The four wild regions, Palewater, The Ashen Flats, Hollowmere Reach, The Bonefields, each take one banner (the Waystation takes none). The founder stakes a region for 25k DRIFTS, which holds it for 48 hours. Any member can feed the banner: 10k DRIFTS buys another 48 hours, payable at most 7 days ahead. Let it starve and the banner falls; the region opens to any guild.

What the banner pays. While it stands, members gain +2% rich-strike odds gathering inside their held region, and +0.1 caravan payout weight per kill anywhere (a heavier share of the same pool, zero inflation, like every perk in the realm). An active guild burns about 5,000 DRIFTS a day keeping its ground: territory is the realm's structural, recurring sink.

Streaks & Boards

The realm rewards return. Each new day you log in continues your login streak and pays an escalating, capped reward in gold; miss a day and it resets. Milestones earn titles for good, Beast-tested through Centurion, Gilded through Magnate, Provider, Deathblow and more, each yours to wear once the bar is crossed.

The boards. The Leaderboard keeps a public reckoning: Wealth (purse and vault together), Kills, Total Level, and the longest Streak. The realm sees who walks it hardest.

The Hall of Deeds

The Hall of Deeds · earned, never given

Seasons end. Deeds do not. The Hall of Deeds is the realm's long ledger of lifetime honors, thirty in all, struck across five lines: Blade for beasts felled and crits landed, Coin for gold earned and given to the Pale Flame, Labor for resources gathered and trades mastered, Endure for falls survived and days walked unbroken, and The Realm for driftfalls weathered. Each is earned by walking, never bought.

Honor, not coin. A deed pays no gold. Cross its bar and the capstone strikes a title that is yours for good, Beastbane, Magnate, Realm-worn, Drift-walker and more, each pickable from the You panel. As a line fills, its badge takes a laurel: bronze when it is begun, silver at the halfway mark, gold when every deed in it is walked. Open the Hall from the Deeds tab to read how far the road has carried you. It costs nothing to chase and the standing never fades.

World Events

Driftfall: a falling star of corruption that births new resource nodes where it lands. Ash-storms: passing squalls that dim the realm. The Colossus: rises at 10/25/40/60/80% corruption. The Long Night: at 90% corruption the horde falls on the Waystation with a shared kill quota on a three-minute clock. Hold the line and dawn burns the corruption back to 35% and pays every defender 250g. Fail, and the realm resets: fresh world, fresh Drift, claims and furnishings gone. Your vault, cosmetics and wallet persist; the land does not.

DRIFTS & Burn Rites

DRIFTS · the realm's coin

DRIFTS lives on Solana and is pure utility. It does two things: opens the door (the entry gate, when warded) and pays for rites by burning. Every rite paid in DRIFTS splits the same way, by formula: for a rite costing c, the realm burns ⌈c/2⌉ on-chain, destroyed forever, and tithes ⌊c/2⌋ to the realm's treasury, the protocol fee that funds development. The burn always rounds up; you can never under-burn. (Until the treasury wallet is posted, the split rests and the full cost burns.)

RiteCostBurned ⌈c/2⌉Treasury ⌊c/2⌋
Wheel spin5,0002,5002,500
Drift Wheel spin (gacha cosmetics)5,0002,5002,500
Drift Cache (3 Drift Wheel spins, 20% off)12,0006,0006,000
Stake a 3×3 claim (auto for holders in claim mode)25,00012,50012,500
Reinforce your weakest claim (+25 warding)10,0005,0005,000
Dyeworks aura15,0007,5007,500
Shrine cleansing (+150g to the pot)10,0005,0005,000
Obelisk quest reroll5,0002,5002,500
Drift-touched cloak dye (burn-only)15,0007,5007,500
Drift-touched aura (burn-only)25,00012,50012,500
Drift-touched title (burn-only)40,00020,00020,000
Premium avatar: a whole other body (burn-only)30,00015,00015,000
Found a guild (also requires holding 25,000)50,00025,00025,000
Stake a guild banner over a region (48h)25,00012,50012,500
Feed the banner (+48h, any member)10,0005,0005,000

Drift-touched cosmetics are the prestige shelf at the Dyeworks: a cloak dyed in corruption, four auras (the Ashen Crown, the Corruption Halo, the Ember Cinder, the Bonewisp) and titles that outrank every earned one. They can only be burned into being, never bought with gold. While the Founder window stands during the beta, the first verified burn from a wallet marks it forever: the Founder title and the Ashen Crown, never grantable again after the window closes.

Premium avatars are the top of that shelf: four whole other bodies, each 30k DRIFTS, each with two dye channels of its own. Every one is tried on at the Dyeworks' Drift Mirror before the burn; what the glass shows is exactly what the realm sees. They are bound to the buyer and never trade.

The Ashbound
The Mireborn
The Bonecaller
The Veilborn
The Driftwarden
The four premium bodies · each tried on at the Drift Mirror before the burn
AvatarWho they wereDye channels
The Ashbounda burned penitent of the Ashen Flats. The fire never quite left.seam · wrap
The Mireborna bog seer of Hollowmere, lantern guttering at the belt.flame · shawl
The Bonecalleran ossuary priest of the Bonefields. The mantle clicks when it moves.socket · mantle
The Veilbornone the Drift gave back. The hem never touches the ground.veil · mote
The Driftwardena ranger of the frontier line. The belt-lantern burns where the Drift is thickest.cloak · ward

The server builds each burn transaction, but your wallet is the sole signer and pays the small network fee, so the rite never passes through a relayer that wallet scanners could mistake for a drainer. A burn signature spends exactly once; replays are refused. The server verifies both halves of the split on-chain, the burn and the tithe, before any effect lands. The realm's lifetime burn count is public: the counter rides the site's nav, fed by the same table that rules the replays.

Holding tiers. What you hold is also what you are. The realm reads your linked wallet's balance and widens your standing with it, enforced by the server on every rail:

TierDRIFTS heldClaimsStallsVault feeRich strikesCaravan share
Holder1+362%10%×1
Keeper10,000+481%12%×1.1
Warden100,000+5100.5%15%×1.25
Drift Lord1,000,000+6120%20%×1.5

Weighted caravan shares split the same pool; they never grow it. Sell or move your DRIFTS and the standing leaves with them.

The Drift Wheel & Relics

Beside the gold wheel stands a darker one. The Drift Wheel takes only burned DRIFTS: 5k a spin, or a Drift Cache: three spins bundled for 12k (20% off). It pays cosmetics and shards, never DRIFTS. The wheel is a sink with style, not a faucet. The exact odds, the same table the server rolls:

OddsPrizeIf already owned
30%2 Drift Shards·
22%A cloak dye you lack3 shards
15%An eye glow you lack3 shards
12%6 Drift Shards·
10%An aura you lack6 shards
6%A pet you lack6 shards
4%The title Wheelturned10 shards
1%A Drift-touched prestige aura15 shards

The pity rule. 12 dry spins (no aura, pet, title or relic) force the next spin into the rare band, odds re-weighted 47.6% aura · 28.6% pet · 19% title · 4.8% relic. The counter persists across sessions and resets on any rare. Long-run, a spin returns roughly 4-5 shards' worth of value (60-75g) per 5k burned. The house keeps its edge; the prize is the look.

The relic market. Drift-touched cosmetics, and only those, because only their ownership lives on the realm's ledgers, trade wanderer to wanderer, priced in DRIFTS (1,000 minimum, 4 listings per seller). The buyer pays the seller's wallet directly on-chain; the realm takes 5% and burns it. Worked through: a relic sold at 30,000 DRIFTS pays the seller 28,500 and burns 1,500 forever. Titles and premium avatars are soul-bound and never trade. The server verifies both legs of every sale and moves the ownership itself. A relic worn is a relic owned, provably.

The Drift Ledger

The realm keeps a seasonal ledger. Each 4-week season opens a fresh track of 50 tiers, named for the Drift that rules it (Season 1 is Ashfall). When a season ends the next begins on its own; the season shown on your badge is the ledger's, not the corruption meter's. Every wanderer earns on the Free track; the Premium track opens with a single DRIFTS burn.

Season XP comes from this week's trials, a rotating set of 6 challenges (refreshed every week of the season), plus small grants for the realm's larger deeds: surviving a Long Night, escorting a caravan home, felling a Colossus, claiming a daily quest. The server tracks it all; nothing is client-trusted. This week's pool, the same the server rolls from:

TrialGoalSeason XP
Fell 40 Driftwood401,500
Mine 35 Pale Stone351,500
Land 35 Hollowfish351,500
Cook 25 Hollowfish251,800
Slay 20 Drift Beasts202,000
Escort 3 Caravans home32,500
Bring down 2 Colossi22,500
Survive the Long Night12,500

The Premium track opens by burning 40k once, and it retro-unlocks every tier you have already earned. It pays season-exclusive cosmetics alongside richer gold and shards, and it never pays DRIFTS: the ledger is utility, not a return. The free track keeps its own steady gold and shards so no wanderer climbs for nothing. Season 1's cosmetic milestones:

TierTrackReward
15PremiumAshen Crown
25FreeAshfall Cloak
30PremiumEmber Cinder
40PremiumCorruption Halo
50PremiumThe Tarnished Chalice

The capstone, The Tarnished Chalice, is a relic that exists only here: never sold at a keeper, never rolled on a wheel. Once Ashfall closes, the only way to wear one is to buy it second-hand on the relic stall. At season's end any tier you earned but never claimed is granted automatically, then the track resets and the next season's trials roll. The burn that opens Premium splits like every rite: half burned forever, half to the treasury that funds the realm.

The Exchange

At the Vault keeper's counter, gold and DRIFTS change hands at fixed rates, anchored to the realm's own arithmetic. The economy already prices 100 DRIFTS ≈ 1 gold (a 50g spin or a 5k-DRIFTS burn buy the same wheel; a 250g claim or 25k DRIFTS stake the same land). The counter buys gold near that anchor and sells it well below, a deliberate spread that keeps the escrow pool whole:

Buying gold costs 110 DRIFTS per 1g, paid by on-chain transfer into the realm's escrow pool, capped at 2,000g per wallet per day.
Selling gold pays 20 DRIFTS per 1g, out of that same pool, and ONLY out of it. Payouts come from what other players paid in, never minted, never a house faucet. When the pool runs dry, the merchant's purse is light and the counter waits for buyers.

Both sides are live. The realm seeded the escrow pool, so the merchant buys gold for DRIFTS from day one as readily as it sells it. The pool stays finite: every DRIFTS paid out for gold leaves it, and only player buys refill it, so the sell side can run dry between waves of buyers and the merchant's purse goes light until they return.

A guard on the young pool. In the realm's first days every standing shares one daily sell cap of 100g, no matter what it holds. The pool is finite and freshly seeded, so the keeper changes coin slowly while buyers deepen it. The wider, standing-scaled limits return once the coffers can bear them. The table below shows the live caps.

StandingDRIFTS heldDaily sell capMax DRIFTS out/day
Holder1+100g2,000
Keeper10,000+100g2,000
Warden100,000+100g2,000
Drift Lord1,000,000+100g2,000

The 90-DRIFTS round-trip spread (buy at 110, sell at 20) stays in the pool as its buffer. It blocks wash-trading and keeps the counter solvent. Trades start at 10g. The grind loop is complete: items sell for gold, gold trades for DRIFTS, DRIFTS burn for standing. Play feeds the coin; the coin never prints.

Tokenomics

At a glance
TickerDRIFTS
NetworkSolana
StandardSPL Token
Total supply1,000,000,000 (fixed, minted once)
Decimals6
Launchpump.fun, fair-launch bonding curve
New issuancenone. Mint authority revoked at launch
Entry gatehold 1,000 DRIFTS to enter the realm
ContractArTtDETxYH7X98XhuUEoLb6fKXGUkjgipG66wXnepump

The coin. DRIFTS is an SPL token on Solana with six decimals, live on mainnet through a pump.fun fair launch. The supply is one billion, minted once; the mint authority is revoked, so nothing can ever mint more, and the realm's design only ever removes coins from circulation.

Distribution. It is a fair launch, not a raise. There is no presale, no private round, no venture allocation, no team set-aside and no vesting schedule. The entire supply enters circulation through pump.fun's public bonding curve, where the first coin and the last are bought on the same terms. Any DRIFTS the realm's keepers hold were bought on that open curve, like yours. Nothing was minted to insiders, and there are no locked tranches waiting to unlock on you.

Demand. Several forces pull DRIFTS into wallets, all of them utility:

1. The door. Entering the shared realm requires holding the posted amount in a connected wallet; the production door posts 1,000 DRIFTS, proven by a signed message, checked again at every join. Every active wanderer is a holder by definition.
2. Standing. The holding tiers above: claims, stalls, vault fees, rich strikes and caravan weight all scale with what the wallet holds. The realm reads balances live; standing follows the coins.
3. The rites. Spins, claims, reinforcements, auras, cleansings and rerolls can be paid in DRIFTS; the Drift Wheel, the Drift-touched shelf and every guild banner take nothing else.
4. The grind loop. The Exchange turns play into demand: gold sells for DRIFTS only out of what buyers paid in, so every seller needs a buyer first.
5. The banner. Guilds hold ground only while they keep burning: founding 50,000, staking 25,000, upkeep 10,000 per 48 hours, about 5,000 a day per active guild, forever.
6. The sand. The Pit takes DRIFTS wagers: two fighters stake at least 20,000 each, the winner takes nine tenths of the pot and the house keeps a tenth. Every duel locks real DRIFTS in escrow and skims 10% to the realm.
7. The ledger. Each season's Drift Ledger opens its Premium track for a 40k burn, a recurring demand that returns every 4 weeks per wanderer who climbs it, paying cosmetics and gold but never DRIFTS.

Supply sinks, by the numbers. Every rite splits by the formula above: half burned forever, half tithed to the treasury. Worked through: a 5k spin burns 2,500 and tithes 2,500; a 25k claim burns 12,500 and tithes 12,500; a 40k Drift-touched title burns 20,000 and tithes 20,000. Burned coins are destroyed on-chain and the supply never recovers. Gold sinks keep the in-game economy hungry so the rites stay used: the Wheel takes 50g a spin and returns about 42.5g in gold and a sixth of a shard on average, a house edge near 10-15%, verified math, working as a sink; claims erode every season; the vault takes up to 2% on withdrawal; death drops half your purse.

The treasury · where the other half goes

The tithed half is not profit skimmed off players; it funds the realm and, by design, pushes back toward the coin. It pays for development and servers and seeds the Exchange's float once that opens. After the mainnet launch the treasury also funds buyback-and-burn: coins bought back off the open market and destroyed, the same direction as every rite. The treasury is a wallet the keepers control and post publicly; every coin it receives arrives as an on-chain tithe leg anyone can read.

Liquidity and the curve

pump.fun provides liquidity from the first second through its bonding curve: the curve itself is the market, so there is always a price to buy or sell at. As the curve fills it graduates to a decentralized exchange, where its liquidity migrates into an open pool and ordinary on-chain trading takes over. Price is whatever the market sets, moment to moment. There is no price floor, no guaranteed buyback, and no promise the pool stays deep. Liquidity can thin and the price can fall to zero.

The flywheel. The loop is mechanical, not a promise: rites consume DRIFTS; half of every rite is burned, shrinking supply with play; the other half funds development and, after the mainnet launch, buyback-and-burn and the Exchange's float. The relic market burns 5% of every resale; the Exchange's spread feeds its own pool; guild banners burn daily by design. More play means more rites; more rites mean fewer coins. No part of the loop mints, yields, or pays holders.

What the house never does. The realm's treasury only ever receives the protocol fee; it pays no players, sells no coins in-game, takes no custody (the gate reads balances; linking signs a message; burns are countersigned by your own wallet), and promises no yield. Gold, the earnable currency, lives on the realm's ledgers and is not the coin. Anything that would make DRIFTS flow FROM the realm TO players is designed out on purpose.

Verify it yourself

None of this asks for trust. The coin is an SPL token anyone can inspect on a Solana explorer: total supply, the revoked mint authority, every holder and every burn. Each rite's burn and tithe are on-chain transactions; the realm's lifetime burn counter sums them in public, and the leaderboard shows the live wealth distribution. The entry gate and the standing tiers only ever READ balances; you can confirm that on-chain too. When in doubt, read the chain.

Here now. The mainnet launch and the Exchange are live: a two-sided gold-for-DRIFTS market where payouts come only from what other players paid in. Player to player, never house to player. While the realm is young a single flat daily cap guards the pool, widening with standing once the coffers can bear it. The loop is simple: hold to enter, hold more to stand taller, burn to act.

Architecture & Trust

The realm runs on an authoritative server: movement, gather timers and loot, the gold and item ledgers, every overworld beast's life and death, claims, the market's goods and coin, the vault, the wheel's rolls, duel wagers, caravan and night quotas, and every DRIFTS burn are all server-ruled. What remains client-side is cosmetic or being hardened next: experience, quest progress, drink buffs, and your own vitals.

Offline, the game runs a full local simulation: you can wander, gather and forge alone, and the shared features wait for the realm to return.

Roadmap

The realm is hardened and deployed. DRIFTS walks on Solana mainnet, the entry gate stands, and the Exchange changes coin both ways. What follows is the road ahead, nearest first. Nothing here is promised on a calendar: each step lands only when it stands hardened and proven, and the plan bends as wanderers walk it. You can walk this same road as a living trail at The Long Road.

I · The Drift Ledger (nearly here)

A season pass for those who keep walking. Four weeks to a season; marks earned by walking, gathering, fighting and surviving; tiers that pay cosmetics and coin; and a single relic struck at each season's end. Earned, never given.

II · The Wider Realm (coming)

The map breaks its bounds. A true frontier opens past the old edge, and the Drift comes with it: new outposts and war camps, new beasts and mini-bosses, Drift Rifts that tear the ground open, and the Blood Moon that turns the night against you.

III · Guild Wars (forming)

Banners clash over the wild quadrants. Rival claims over open ground, upkeep that bleeds the war-chest, and perks worth fighting for. Ground is held, not owned.

IV · The Living Economy (tuning)

The coin must keep flowing. The Exchange, the sinks and the burn rites are tuned by hand as the realm fills: rates and daily limits shift, and new ways to spend DRIFTS open so a wanderer never runs out of doors. The Hall of Deeds stands beside them, thirty lifetime honors to chase long after a season closes.

V · The Long Road (always)

The realm does not rush its own door. Each step is proven before it is promised, and the Drift takes everything eventually. What is built in its path is built to last as long as it can. The door stays open.

Disclaimer

Naevyr is in beta. DRIFTS is game utility: it opens the door and feeds the burn rites. It is not an investment, promises no return, and its market price can fall to zero. Nothing in the realm, this paper, or its keepers' mouths is financial advice. The Drift takes everything eventually; spend accordingly.

Naevyr · a realm at the edge of the Drift · beta build · DRIFTS is game utility, not an investment, and promises no return