Inselnova Wiki Play

Correspondence & Contacts

World Chat is the public room most Governors meet first. From there, conversation splits into alliance chat, private messages, and the contact ledger that marks the people you trust enough to find again quickly.

World Chat is the first harbour

World Chat is open to every Governor in the world. It is where new rulers ask questions, traders test interest, rivals make public promises, and names start to matter before fleets ever meet on the water.

  • World Chat is the shared public chat channel for the whole archipelago.
  • World Chat has normal flood limits, but no world-news posting cooldown.
  • When a new Governor arrives, an arrival card appears in World Chat with a "Say hi" button. Tap it once to post a quick pirate welcome in your own name.
  • Names in chat can lead to a Governor profile, friend request, or private message.
  • The Chronicle is separate: it records arrivals, alliances, raids, proclamations and treasure finds as formal notices, and gathers the waves of one siege onto a single card. Its edited morning edition is The Daily Chronicle.

Treat World Chat as a public square. Ask there when you need the world to see the answer. Move to private messages when the price, threat, or favour should not be performed for an audience.

Master Quill
Master Quill: Margin note
The quiet Governor is not always harmless. Read World Chat for names, timings, grudges, and alliances forming in plain sight.

Profiles turn names into action

A name is enough to begin. Governors can be found through World Chat, the rankings, alliance rosters, and public island ownership. Opening a profile shows the useful choices: start a private message, send a friend request, inspect their public record, or follow their islands on the chart.

  • Chat: choose a Governor from a message to open their quick profile, reply to that message, react, view the full profile, or add them as a friend. In World Chat, alliance chat, and group chats the quick profile also offers Send Message, which drops you straight into a private conversation with them.
  • Rankings: open a Governor from the leaderboard to send a private message, add them as a friend, invite them to an alliance, or send aid if friendship or alliance rules allow it.
  • War and scouting: espionage, combat, and alliance membership can also add Governors to the known-names side of the ledger.

Do not confuse finding a Governor with befriending them. Rankings and chat make people visible. Friendship is a separate request that both sides must accept.

Private messages carry the real terms

A private message is a direct conversation between two Governors. Start one from a profile, from a quick profile in chat, or from your contacts; the conversation opens at once, ready for your first words. Friendship is not required.

  • Any Governor in the same world may be messaged from their profile.
  • If a previous exchange exists, the conversation resumes in the same thread.
  • An opened conversation only appears in either inbox once a message has been sent.
  • A sender may withdraw their own message. Its former place remains noted.
  • Private messages and public speech both pass through the same language and link checks.

Private messages are best for trade terms, warnings, recruitment, and the small threats that become large problems when repeated in public.

Press and hold a message

Press and hold any message (on a desk, right-click it; your own needs only a tap) for what you can do with it. On someone else's: Copy Text; to answer it, tap the message and choose Reply on the Governor's card. On your own: Reply, Copy Text, Edit for the first five minutes after sending, and Delete. A copied message carries who wrote it and when. An edited message says so beside its time; a deleted one stands as a quiet Message deleted line, and its words are gone for everyone.

Reply sends a new message with a short quote of the one you answered above it. Tap the quote and the chat scrolls back to the original, however far up it sits. If the original was deleted, the quote says so and shows none of its words.

Alliance chat is command, not gossip

Every alliance maintains a dedicated chat channel, established automatically when the alliance is founded. It is the place for defence warnings, strike timing, roster changes, and shared war reading.

  • All members are added to the alliance channel upon joining.
  • Arrivals, departures, removals, and transfers of command are recorded as activity notices within the channel, keeping the membership informed of roster changes. Leaders may choose to let members swept for long absence go quietly; a change of command is always recorded.
  • Alliance news arrives as cards. A siege on one island, one raider's run and a quest's contributions each grow a single card rather than a new notice for every blow, so a siege of nine waves is one card and one unread mark, and a siege that costs the island reads Fell. The card keeps its place in the channel; while a siege is still under attack, a New wave line says where the latest wave landed, at the moment it landed. Tap a card to see who and where it names, open its report or vote, or react to it. The Operations feed holds the full war record: the same cards the channel shows, with their engravings, and the spy reports shared with the alliance.
  • An island a member frees joins that member's raid card as Freed while they are out raiding; otherwise, and always for a member's first liberation, it stands as a card of its own.
  • Alliance leaders and officers may rename the channel to suit the alliance's character.

Scroll to the top of a chat and the older messages arrive a page at a time, back to the first one; recent activity is recorded alongside them. Activity notices do not take a member message's place in a page.

Departing an alliance revokes access to all alliance correspondence. A Governor who later returns to the same banner regains access to that shared ledger, including the record kept during their absence.

Who is in the channel

The channel settings of an alliance channel, the Chart Room, or a group conversation open on a Members tab: the full muster, with each member's portrait and name, and whether they are aboard now or how long since they were last seen. Tap a name to open that Governor. World Chat keeps no muster, since it is every Governor in the archipelago, and a private letter already names its one correspondent.

The alliance's rules for its channel

Beside it, an alliance channel's Settings tab is where the alliance's leaders set the rules every member lives by. Anyone may read them; only ranks trusted to edit the alliance's settings may change them.

  • Show alliance news: on by default. Turned off, the channel keeps to talk: battles, raids, quests, arrivals and departures no longer appear in it, and the ones already there are hidden until it is turned back on. They are still kept in the alliance news. Calls for aid, council votes, ocean claims and the welcome message appear either way.
  • Announce silent departures: whether a member swept for long absence is noted in the channel as they go.
  • Keep the notice for ranks: when set, only ranks granted the notice may change the standing note below; otherwise any member may.
  • Welcome message: a short greeting posted in the channel whenever a Governor joins. Left empty, nothing is posted.

Choosing what the channel may interrupt you for

A busy alliance at war fills its channel with battle notices, and a Governor who only wants roster news and distress calls should not have to silence the whole banner to get it. The Alerts tab of an alliance channel's settings holds five switches, and they are yours alone:

  • Member messages: what allies type to one another.
  • War: raids, defences, colonisations, liberations and operations by members.
  • Roster: Governors joining, leaving, being removed, and command changing hands.
  • Alliance business: distress calls, council motions and ocean claims.
  • Quests: contributions and progress on alliance quests. This one starts off, since a quest rarely needs anyone to drop what they are doing; turn it on if you want to follow every pledge.

Turning a switch off silences that rank of news: it stops counting toward the channel's unread mark and stops raising dispatches. It does not censor the channel: every card still sits in the chat and can be read at leisure. Settings are kept per channel, so an alliance with several channels may be tuned differently in each. Silencing every switch is the same as muting the channel outright. Other conversations, including World Chat, keep the simple mute.

A standing note above the channel

Chat scrolls, and a thing said once is gone by morning. An alliance channel can therefore carry a single pinned note, set from the Notice tab of the same settings, which sits above the messages for every member until it is changed or taken down.

  • A channel holds one note at a time; pinning a new one replaces the old.
  • A note may carry a mark and a tone, so a call to arms does not read like a notice about trade.
  • It never outranks a call for aid: a distress bar keeps its own line above the note, and the note yields to it.
  • Tap the note to fold it away; it stays folded for you alone.
  • Any member may set it unless the leaders keep the notice for ranks; then only a rank granted it may.

World Chat carries no pinned note. It is the open room the whole archipelago shares, and a note above it would speak for everyone with no one to answer for it.

Master Quill
Master Quill: Margin note
The alliance channel is the quickest way to reach every member at once. Urgent matters like incoming threats and coordinated strikes belong here rather than in scattered private letters.

The Chart Room has a forum

The Chart Room carries a forum beside its chat: topics where a change to the game is posted and talked through before it lands. A topic has a title, a description, one tag (Idea, Considering, Planned, Shipped, Not doing, or one a member adds) and its own conversation, where everything above holds. Archiving a topic closes it for everyone: it moves to Archived, takes no new messages, and can be brought back. Anyone with a seat may start, edit and archive topics; only the Governor who started a topic may delete it.

Call a Governor by name

A busy channel buries a question meant for one person. Type @ and the start of a name, and the names in that conversation are offered as you write. Pick one with a tap, Tab or Enter, or simply keep typing the full name. The name stands out in the message, and the Governor you called sees it lit in gold.

  • A call by name reaches its Governor even when they have silenced that channel: it counts toward their unread mark and sends its own alert.
  • In an alliance channel, @alliance calls every member at once. It respects each member's own switches, and a Governor may sound it only once every ten minutes.
  • A name is only called if it is still whole when you send. Trim a letter off it and it becomes ordinary words again.

Friends are your marked names

Friendship is deliberate. Send a request by exact Governor name or from a profile, wait for the answer, and the bond becomes mutual if the request is accepted. Prior contact-ledger discovery is not required.

  • Friendship is always mutual. Both Governors appear in each other's contact lists.
  • Pending requests may be cancelled by the sender at any time before a response.
  • A Governor may maintain up to 50 friendships at a time.
  • Friends are marked clearly in the ledger and on the chart.

Friendship matters because later systems treat trust as more than a name. A friend can be easier to find, easier to recognise on the map, and eligible for support actions that strangers cannot receive.

Anonymous dispatches are not chat

The Guildhall can arrange a sealed letter with no signature attached. Such a letter is delivered through the Governor's Desk as a Dispatch rather than as a private message thread. The recipient sees the words, not the author.

An anonymous letter is a paid Guildhall commission and is consumed once delivered. It is suited to warnings, pressure, and misdirection, not to an ongoing conversation.

Common questions

Where do I find people first?

World Chat and rankings are the usual first stops. Chat shows active names, rankings show public profiles, and both can lead to private messages or friend requests.

Can I message a Governor who is not my friend?

Yes. A direct message can be addressed by name to any Governor in the world. Friendship is still useful for trust, map recognition, and support permissions.

Do I need to discover someone before sending a friend request?

No. Discovery and friendship are separate. Chat, rankings, scouting, combat, and alliances can all make names visible, but a friend request can still be sent directly by exact Governor name.

Can I change a message after sending it?

For five minutes. Press and hold it and choose Edit; the message then says it was edited. After that, Delete is still yours, and what you wrote stands as a Message deleted line.

If I mute a channel, can someone still reach me there?

Only by calling you by name. An @mention of you gets through a muted channel; @alliance and ordinary chatter do not.

Where should urgent alliance warnings go?

Use alliance chat. Private letters are easy to miss, while the alliance channel reaches the whole banner and keeps war activity beside the warning.