Docs & How to Play
Everything you need to start in the realm, master the six skills, and understand the gold ⇄ $KAEL economy that powers it all.
What is Tribe of Kael
Tribe of Kael is a casual, browser-based, Old-School-RuneScape-style isometric MMO built on Solana. You gather, skill, fight, trade and build in a living voxel world, and the hours you put in become $KAEL, the fixed-supply token woven through the economy.
There are two currencies. Gold is a soft, off-chain currency you earn by playing. $KAEL is a hard, on-chain token with a fixed supply. The golden rule: you never earn $KAEL by playing, you earn gold, and the marketplace is where gold meets the relic. That is what gives the token a real, rising floor instead of hype.
The Gate
To enter the realm you must hold at least 250 $KAEL in your Solana wallet. You do not spend it, you hold it. The gate is the floor of demand and the wall that keeps bots out: every member of the tribe is a holder, and a bot army would have to pay the toll over and over.
Connect & play
Open the realm and connect a Solana wallet (Phantom or Solflare). You sign a one-time message to prove the wallet is yours, the server checks your $KAEL balance against the gate, and you are in. No password, no account, your wallet is your identity.
- Pick your tribesman from the character roster, including the masked Maskbearer.
- Choose a war-paint dye for your tunic. Your look is saved to your wallet and shown to other players.
- Your skills, satchel and base persist on the server. Only you can change them, through legitimate play.
Controls
| Action | Input |
|---|---|
| Move | Click a tile to walk (pathfinds around obstacles), or use WASD / arrow keys |
| Look / camera | Drag to orbit, scroll to zoom |
| Jump | Space |
| Gather / attack | Click a tree, ore vein, pond or creature, your hero walks up and acts |
| Interact | Click the merchant, bank, casino or a build spot to open it |
Emberhold
The safe hub and beating heart of the realm, the tribe's home around the great fire. You spawn here. Gather wood, stone and ore from the surrounding nodes, then use the central services: the Bank, the Casino, the Merchant, and the great relic at the bonfire. No PvP, take your time.
Totemwood
A safe deep-jungle zone thick with the tribe's totems, north of the hub. Hunt chickens for meat, fell denser trees, and claim a patch to raise your own tribal shack. A calmer place to skill and build.
Spiritpool
Still, sacred waters for Fishing and the home of Cooking. Cast a rod from the bank, pull raw fish, and cook them into meals that restore your health bar before you head anywhere dangerous.
The Bonelands
The lethal frontier. Full-loot PvP, and the richest ore. When you die in the Bonelands you drop the gold you are carrying, for good, and your spilled goods form a Cairn that any raider can loot. It is the single biggest gold sink in the game and the highest-risk, highest-reward place to be.
The Bloodpit
A tribal fighting pit where players duel for rank. Climb a rating ladder against matched opponents, with optional staked duels. The Bloodpit is a post-launch feature being switched on after release to keep the realm fresh.
The six skills
Every material you pull from the world levels a skill, from 1 to 99. Levels gate better tools, better yields and better gold. Skill depth is what backs gold, without it gold is worthless and the whole economy collapses, so this is the heart of progression.
| Skill | What it does |
|---|---|
| ⚔️ Combat | Fight wolves, chickens and rival players. The only way to survive the Bonelands and the Bloodpit. |
| 🪓 Woodcutting | Fell trees for timber, the backbone of building and your first gold. |
| ⛏️ Mining | Pull stone and ore (including iron) from veins. Feeds the forge. |
| 🎣 Fishing | Patient work at Spiritpool. Raw fish become health once cooked. |
| 🍳 Cooking | Turn raw fish and meat into meals that heal. No food, no fights. |
| 🔨 Smithing | Smelt ore and forge the axes, picks and gear the whole tribe depends on. |
Gathering & tools
Click a resource node (tree, rock or pond) and your hero walks up and works it. Each action grants the material plus skill XP, and the node depletes and respawns over time. Gathering speed depends on the tool tier you carry, and better ore is gated behind better tools.
| Tier | Hatchet (woodcutting) | Pickaxe (mining) | Speed |
|---|---|---|---|
| I | Wood hatchet | Wood pickaxe | Base |
| II | Stone hatchet | Stone pickaxe | Faster |
| III | Iron hatchet | Iron pickaxe | Fastest · unlocks iron ore |
Tools are crafted, not bought, which ties Smithing directly to how fast everyone else can gather. The realm is data-driven, so new resources, mobs and recipes are added as a steady content drip.
Cooking & smithing
Crafting turns raw materials into useful goods through recipes:
- Cooking turns raw fish and meat into cooked meals that restore your health bar.
- Smithing smelts ore into bars, then forges bars into the hatchets, pickaxes and gear that raise everyone's tool tier.
Crafting, inventory and skills are all server-owned. Items and XP only ever enter the game through legitimate, validated actions, never injected by the client.
Combat
Click a creature to attack it. Mobs roam the world (chickens in the safe zones, wolves in the wild) with their own health bars and loot tables. Eat cooked food to heal mid-fight. In the Bonelands and the Bloodpit, the targets are other players.
Base building
Spend gold to raise your own tribal structures on the shared world: huts, totems and walls. Building is a deliberate gold sink, and removing a structure refunds half its cost. Your placements persist on the server tied to your wallet.
Two currencies
The whole reason the token works is two currencies with one clean rule between them.
| Gold | $KAEL | |
|---|---|---|
| Type | Soft, off-chain | Hard, on-chain (Solana) |
| Supply | Server-issued, uncapped | Fixed cap, only ever falls |
| How you get it | Earned by playing | Bought, or traded for with gold |
| Spent on | Casino, building, the market, sinks | The gate, the marketplace |
Merchant & bank
The Merchant in Emberhold buys your raw and crafted materials for gold, the realm's soft currency and the reward for skilling. The Bank stores your gold safely, which matters most before a Bonelands run, where unbanked gold can be lost forever.
The marketplace (the bridge)
The marketplace is where the two currencies meet, the bridge that prices $KAEL in hours of real play. It works two ways:
- Quick swap — an instant trade at a fixed rate (about 100 gold = 1 $KAEL), backed by the treasury pool. Sell gold to cash out, or spend $KAEL to buy gold and skip the grind. It always fills, no waiting for a counterparty.
- Order book — a two-sided, escrowed, player-to-player market. List an order at your own price or fill someone else's. The rate floats with real supply and demand, so it can beat the quick swap, but it needs another player on the other side.
The treasury pool
The quick swap is backed by the treasury, a publicly disclosed wallet holding the $KAEL the bridge pays out. When you cash out gold, your $KAEL comes out of the pool; when someone buys gold, their $KAEL flows back into it. The pool is seeded at launch and continually topped up by trading fees, so it recycles instead of draining.
The fee
Every trade pays a 5% fee, split evenly:
- 2.5% is burned — destroyed forever, permanently shrinking the $KAEL supply.
- 2.5% goes to the treasury — recycled to keep the bridge liquid for the next player who cashes out.
The casino
Spin the relic and stake your gold for a shot at a multiplier, all the way up to a 10x jackpot. Pull the lever, watch the reels, and chase the big win. A fast bit of luck in Emberhold when you are feeling bold.
The sinks
Sinks are the systems that destroy currency so the economy can't inflate:
- The Bonelands (gold) — gold dropped on death is gone for good.
- Building, cosmetics, potions (gold) — gold spent on the world.
- The casino (gold) — gold staked on the spin.
- Marketplace fee ($KAEL) — 2.5% of every trade is burned.
Two things keep the economy healthy: the gold sinks keep gold scarce, while the marketplace burn shrinks $KAEL itself. Its supply only ever falls. The more the tribe plays, the more $KAEL is held at the gate and burned in the bridge, so every hour is worth more over time.
How $KAEL works
$KAEL is the realm's hard currency. You don't earn it by playing, you earn gold by playing. $KAEL only enters your wallet when you buy it or trade gold for it. That single rule is what keeps it from inflating to nothing, and it gives the token three jobs.
- The Gate. Hold 250 $KAEL in your wallet to play. You never spend it, you hold it. This is the demand floor and it scales with the tribe.
- The Bridge. The marketplace settles in $KAEL. Sell gold to cash out, or buy $KAEL to skip the grind. This prices the token in hours of real play.
- The Sinks. Cosmetics, potions, building, the market fee, and the full-loot Bonelands all remove tokens or gold from circulation for good.
The treasury
The treasury is one public wallet that backs the marketplace. When you cash out gold, the $KAEL you're paid comes out of it; when another player buys gold, their $KAEL flows back in. A slice of every trade fee tops it up, so it keeps the bridge liquid instead of draining. Its address is public, so anyone can watch the balance and every move it makes on-chain. The money is never hidden.
$KAEL is never handed out for free, you only get it by buying it or trading gold for it. Together with the sinks, that keeps it steadily leaving circulation rather than flooding in:
- Spending gold on building, cosmetics and potions takes it out of circulation.
- The marketplace fee is 5%, and half of it is burned on every trade.
- The Bonelands is full-loot: gold dropped on death can be lost for good.
On-chain settlement
Moving $KAEL between your wallet and the realm is handled by an on-chain custody bridge. Deposits are verified by their transaction signature, and withdrawals debit your in-game balance and send from custody, refunding automatically if a transfer fails. Every money move in the ledger is atomic, so a failed step never leaves a partial result.