Mortmain is free to play. What you can buy is convenience, breadth and cosmetics, never power. A skilled free player always beats a paying one in a fair fight.
Nothing you buy converts back to money, and nothing you buy changes hands between players. The in-game economy is closed: gold moves between players inside the world and never leaves it.
Everything on this page is bought with Telegram Stars, inside Telegram, and nothing else. There is no card form, no external checkout, no wallet and no website to sign into. You buy Stars from Telegram the way you already do, and you spend them on the bot.
Prices below are in dollars because that is what a Star costs you. The bot shows the Star price at the moment you buy, and Telegram's own rate decides it.
Refunds go through Telegram. If something is wrong, ask us and we will return the Stars. Going to Telegram to reverse it instead is a different thing entirely, and it costs you the account rather than the purchase: your holdings pass to whoever lives on that ground, the same as any lord who lost everything. Ask us first. We would rather refund you than take your keep.
Nothing on this page can be bought yet, and the whole game is open in the meantime. Every tier below is built and switched off. The member classes, the sheets, the operating licences: free, to everyone, for as long as this lasts.
It lasts until the servers cost enough that two people can no longer quietly pay for them. That is the whole trigger. It is not a date, it is not a player count, and it is not a marketing calendar; it is the month the bill stops being small. Until then the founders carry it.
This page is what it will cost when that day comes, published early so nobody is surprised by it.
Lordships exist during this period and are given out by hand, a few at a time. They come with no land. Every lord starts the way a lord who has just lost a war starts, and goes to take ground off somebody.
Two tiers. Membership is monthly with cheaper multi-month packs; lordship is sold only in six- and twelve-month terms.
| Tier | What it costs | What it adds |
|---|---|---|
| Free | $0, forever | the working class: fight, gather, craft, haul, trade, take a job, join a guild, work someone's land, run a stall. No skill cap. |
| Member | $5.00 a month, cheaper in 3, 6 or 12-month packs | every member class in the game, the emoji map, and the right to hold an operating licence and run a shop |
| Lord | $60 for six months or $100 for twelve | everything a member gets, plus found a guild and claim territory |
Lordship is not sold by the month. Holding territory means other players build their week on your ground: tenants, garrisons, contracts, people who work for you. Six months is the shortest term available.
The longer term is the cheaper one: twelve months works out at $8.33 a month against $10.00 at six.
If you are already a member, your unused time comes off the price. The unused part of what you paid is subtracted, rounded up in your favour, and your membership term is replaced by the lordship. A member who has just bought a year pays $50.50 for twelve months of lordship; one who is halfway through pays $75.00.
Every member class comes with membership. There is no per-class unlock and no class bundle; you complete a class's tutorial in the world and it is yours.
A charter is the lord tier itself, not an object. It is not scarce, not resellable and not transferable.
Every account has an in-game referral link. When somebody who used yours buys a membership or a lordship, you are credited half of what they bought, as time on that tier.
| They buy | You get |
|---|---|
| 12 months of membership | 6 months of membership |
| 6 months of lordship | 3 months of lordship |
| 12 months of lordship | 6 months of lordship |
Lordship banks. It is only sold in six- and twelve-month terms, so a three-month credit waits until it makes a term of its own or rides on one you buy: buy six, hold three, get nine.
Once per person per tier. Somebody you brought in earns you one membership credit and one lordship credit, ever; renewals do not pay again. There is no limit on how many people you bring.
The credit is time, not money. It does not convert to gold and it does not come back out as cash. If a referred payment is reversed, the credit goes with it.
| Item | Price |
|---|---|
| Character respec | $2.15 at level 1, rising to $5.00 at level 20 |
| Cosmetic (name colour, font, glyph) | $2.00 |
| Cosmetic pack (five) | $8.00 |
| Hardcore character slot | $5.00, once. The slot is yours forever and can be re-used |
No sheet is for sale. You earn your second by taking a character to level 15, and every one after that by pushing that character to 20 and the newest to 15. Your tier sets only how many you may hold: three on a free account, seven for a member, twelve for a lord. The second sheet unlocks automation.
Only one part-levelled character counts at a time, so four characters sitting at 15 are worth the same as one. The ladder wants depth before width.
That is the whole rule. Breadth is a thing you play for rather than a thing you buy, and a lord's twelve are eleven characters somebody actually levelled.
The one exception is the Hardcore slot, a single $5 purchase that opens one permadeath slot. It needs membership to use, and the slot itself is permanent: lose the character and the slot is still there for the next one.
True Mastery comes with membership and is not sold. It lifts a profession's cap from 100 to 125 and unlocks legendary-tier crafting at a rare rate. You still have to earn it at the bench; the membership only opens the ceiling.
Combat power. Economic power. Territory. Standing. A shortcut past another player's work. Respecs are lateral, sheets are breadth, cosmetics are cosmetic, and the legendary crafting True Mastery unlocks still has to be earned at the bench.
Practical: Reference · Licence
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