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Chat & Messages

“Somebody out there is always mid-sentence.” — The Seamkeeper’s Codex, The Ten (Nerida)

Three channels, three purposes. All of them live in the chat panel, with a preview of the latest message pinned to your main screen so you never miss the conversation entirely.

The server-wide channel — every Overseer on the map shares it. Recruitment, trade talk, boss-kill announcements, and the general noise of a living server. Your messages carry your name and avatar; tap any speaker to open their contact card.

Members only. This is the working channel — boss windows, tech-donation nudges, who needs backup on a deep snarl. If world chat is the tavern, alliance chat is the war room; a healthy alliance’s chat scrolls daily.

You join it automatically with the alliance and leave it the same way.

Private one-on-one threads. Start one from any player’s contact card (Send Message), or continue an existing conversation from your DM inbox — the thread list shows each conversation with its latest message and unread state, most recent first.

Threads are persistent: leave, log off, come back tomorrow — the history holds. Unread counts track per-thread, so a busy inbox still shows you exactly where the new words are.

Blocking cuts both ways instantly: a blocked player can’t DM you, and their existing thread stops receiving. Unblock any time from your block list.

  • Recruitment pitches: world chat, once — not DMs to strangers, repeatedly.
  • Coordination: alliance chat, so the whole window sees it.
  • Disagreements: DMs, where they don’t become theater.
  • Anything that crosses a line: don’t answer — report and block. The tools exist so you never have to argue with a stranger at midnight.

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