ᚷYou are what you wear
No classes. No levels. No stat points. Take up a sword and you fight like a swordsman; swap it for a staff and every ability changes with it. A helm, a chest piece and boots each add one more. A new character arrives with nothing in hand, and a bare hand stays a bare hand however long you have played.
ᚠEvery blade is made by a player
No merchant sells a sword and no monster drops one. Monsters and chests give raw materials. Players fell the timber, dig the ore, refine it at the bench and forge everything anyone in the world will ever wear.
ᛏFame opens the doors
The Destiny Board is a great tree of nearly two hundred nodes. You climb it by doing: fighting with a weapon, gathering a resource, crafting an item. Fame earned that way opens higher tiers of gear and new spells to choose. Everything behind every door is still an item.
ᛟA market run by its people
Each city keeps its own order book in silver. Post a sell offer, place a buy order and let it wait, or take what is on the stall. Prices are what players make them, and goods earned in a dangerous realm are worth more in a safe one.
ᛞRisk is a choice you make
Some realms are warded and nothing is lost there. Others are lawless, and what you carry in is what someone may carry out. The finest materials grow only where it is dangerous, so going deeper is a decision about reward.
ᛉProfessions are lives
A woodcutter, a smith, a hauler running goods between cities and a sellsword are all real careers. None of them requires winning a fight, and every one of them feeds the others.