What Makes Haze, Haze - Features & Systems
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What Makes Haze, Haze

Haze: Saltborne is a gritty, low-magic, role-play-intensive world where death is permanent, the economy is in your hands, and the story is genuinely yours to shape. These are the systems that hold it all together.

01 · The Stakes

Consequence Is the Core

Choices stick. Lives end. The world remembers.

Permadeath

Death is permanent — no respawns, no resurrections.

We want players to react with reasonable fear, that actions will have true consequences, and that our narrative, and the life and death of characters therein, will have meaning. Permadeath is a core mechanic of our gameworld.

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Reaper Marks

Permadeath is a challenging concept in a small world, so we use Reaper Marks to make sure months of work can't be wiped out by a random griefer.

If someone wants to take your life — or you, theirs — they need an approved Reaper Mark from the team. Without one, all that's on the table is subdual.

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Survival Experience

Everyone begins in rags, shipwrecked and distraught. You work your way up from nothing — crafting, selling, building, scheming — whatever it takes.

You can live entirely off the land if you have the skill, but most carry their goods to town to peddle their wares, hire on as help, or aid travellers who need it more.

Read About Narumer
Haze was originally created in 2003 — the first server with Permadeath, and one of only a handful of genuinely persistent worlds at the time.
02 · Player-Driven Systems

The World Runs On You

Resources, crafts, and rituals that pull the community together.

Custom Crafting

Haze's crafting is simple to learn but heavily encourages player interaction — you'll never find yourself useless, because everyone is needed to make the wheels turn.

From hides to horseshoes, ink to ironwork, the supply chain runs through other players. Trade, barter, apprentice, undercut — it's all on the table.

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Build Requests

Players gather lumber, granite, and lead to raise structures and reshape the environment. The map is not a fixed backdrop — it answers to the community.

When orcs raid a hamlet and break the gate, it stays broken until the players choose to fix it. To do that, they'll need resources and a mason.

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Spellcraft & Components

Limited resting and low levels mean mages need more interesting ways to recover spell slots — and who doesn't love a good rare component hunt?

If you want more slots per day, the Spellcraft system has options tuned to whatever kind of caster you are.

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Haze's legacy lives in the worlds it inspired — a generation of servers would later borrow its concepts of permadeath, player-driven action, resource harvesting, and enforced roleplay.
03 · World & Identity

Who You Are Is Earned

Names, faces, and reputations — nothing about you is auto-revealed.

Identity & Disguise

There's no floating name above a stranger's head — you only know someone's name once you learn it.

Others can name you (for themselves) anything they like, and you can don a disguise to walk the streets as someone else entirely.

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True Familiars

Familiars aren't combat pets. They're cunning, conniving, and each one brings its master something only it can.

Use yours to scout, spy, or simply keep company — or bind new and more powerful familiars during play.

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Eminence System

Permadeath can sting. Eminence Points (EP) are awarded to players, not characters — giving you something that survives every death.

Many of our classes, subraces, and backgrounds sit behind EP. It keeps them rare, and it softens the long walk into your next character.

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Ready to wash ashore?

Roll a character, set foot on the beach, and let the world surprise you. The best Haze stories begin with someone arriving with nothing.