The short list: the systems that shape every playthrough. Want every mechanic? The Deep Dive has all of them.
Click anyone and open their Character sheet: health, hunger, thirst, warmth, happiness, loyalty, faith, which estate they belong to and what they're doing right now. Their thoughts, meals, crimes, gang, house and family are one tab away.
The Keep has a real throne room. Petitioners queue, kneel and plead for alms, grain or mercy while your Personal Guards stand watch. Every answer you give lands on an estate, and the street talks about it by nightfall.
Arrest someone and Guards bring them before three Justicars in the Hall of Justice. With evidence they're usually convicted. Without it, they might walk. The sentence can be years in a cell, banishment, or the Scaffold.
A Guard marches the condemned up the Scaffold's steps. The prisoner kneels, gets a last word, goes to the chair or the rack, and dies in front of whoever came to watch. Justice here is a spectator sport.
Gangs form around their richest member, rob your villagers, raid the Armory and demand tribute from the Crown. Rival gangs go to war in the streets and fight to the death. Guards only act on what they see, so a robbery in a quiet corner goes unpunished.
Hungry, overtaxed or angry villagers stop in the street and call the Crown to account. Leave it and the crowd grows. Send the Army and it ends, at a price. Keep ignoring them and the Balance of Power tips toward rebellion, or your own Guards start plotting a coup.
An invader joins your game live as one of your own villagers. They get a briefing on who's disloyal, which gang owns which street and how many Guards are out. Then they pick pockets, recruit spies, start protests, or go for the throne.
The Keep, the churches, the Tavern, the Dance Hall, the Theater, the Market, the Prison and the Hall of Justice all have interiors, and villagers really go in. Songstresses play on their stages, barkeeps pour, patrons drop by the Tavern at any hour and priests say Mass to full pews.
Chapels, Churches and Cathedrals have naves you can watch fill up. A Bishop leads Mass through its procession, altar, sermon and blessing while Priests kneel in the choir. Worshippers genuflect at the door, take a pew and pray. Faith is a need like food and water, and the Clergy judge you by how well it's met.
Spring, summer, fall and winter each bring their own weather and pressure. Thunder sends children running for cover, winter burns through firewood and grain, and a bad harvest shows up in the throne room as a line of beggars.
Buy goods at the Market stalls, keep your Personal Guards and advisors in order from the Almanac, and invade your friends from the Social panel. Friends-only invasions are one checkbox when you start a new game.



Every mechanic above has more underneath it: laws, traits, jobs, crime states and more. The Deep Dive covers the lot.