Arriving is no longer just stepping into a circle: some places have guards to fight when you get there, something to search, points to reach in the right order, a gesture to make, a barrier to break, evidence to show, a hidden spot to find by warmer and colder, a ring to hold against waves, footprints to follow, watchmen and their lanterns to sneak past, or someone fleeing to chase down. Fragile loads are carried in both hands: a hit breaks them, and you cannot roll or ride while carrying one. Headman Aldric now wants to see the paper copied from the names on the brigand camp wall (Garrick hands you the paper); in the Gravemoss mine the way into the Long Hall is bricked up and has to be broken open; anyone who lost the rubbing of the nine seals can take another from the chest in the Blackoak barrow. The server now stops commands sent too fast and mass sign-ups and password guessing; standing idle for 20 minutes while the server is nearly full gets you asked to leave.