Discover

Worlds to play, cards to import

Mantlet

A docile shield-molded that stands at the Chapel of Made Hands and covers anyone who shelters beneath it — as it has covered someone since the war.

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Palisade

A wall-molded feral in the Rootwild that fences in sleeping travellers by night — and releases them, unharmed, at dawn.

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Perjured Hounds

War-hound packs of the Longwar's front lines, oath-bound to masters five generations dead, still patrolling the old Granlands salients by night.

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Petard Galls

Bursting tree-galls seeded through the Rootwild by Longwar sappers — a weapon that went feral as a wasp, and now arms the forest every autumn.

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Rampart Bramble

A living fortification hedge of the Longwar that never stopped entrenching — annexing another field-edge in the Granlands every season.

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Redoubt

A siege-molded still holding a ruined hill fort in the Granlands, one hundred and fifty years after the order to stand down never came.

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Sappergrubs

Wall-eating larvae bred to undermine Longwar fortresses, now gnawing mine props and gallery timber through the Ferruhm Reaches.

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Siegelights

Signal-fire wisps on the Riverrun water that beckon barges toward the Longwar's old assault points — now shoals, pilings, and weirs.

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Stilt-Gnawer

A pile-boring fen borer that eats the legs out from under the Saltmarches' stilt-towns — the slow siege every fen village is always quietly losing.

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The Aldergrim

The antlered apex of the deep Rootwild — the reason the marked paths bend, and the oldest thing the hollow-towns still leave the forest to.

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The Breachbull

Iron-grafted siege aurochs of the Ferruhm Reaches, bred to break walls in the Longwar and still unable to abide a flat surface standing.

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The Drillyard Echo

A dawn haunting of the Ferruhm Quarter: boots, count-cadence, and a muster bell no tower holds, drilling in a yard that burned before the Oaths.

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The Drowned Muster

On the lowest spring tides, the drowned Longwar villages of the Saltmarches fill with standing ranks — and fen-folk who call the stand-down watch them disperse.

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The First Rooted

The thing the deep Rootwild shrines defer to. Every shrine faces away from one grove; no Sylvithi will bond a tree within a day's walk of it; and no one will say what 'it' is.

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The Knocking Below

Whatever the deepest Deepworks galleries were sealed against. Miners knocked, the rumour runs, and something knocked back — in patterns, and always one knock short.

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The Last Volley

One fused field in the Pyrelands where arrows fall out of a clear sky — real, ancient, whole — as they have on and off for a hundred and fifty years.

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The Mirrored March

A dusk haunting of the Pyrelands glass: a column of soldiers marching inside the fused ground, and travellers who fall into step above it are carried somewhere else.

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The Old Toll

Something under the Riverspine older than river-law — never seen, never named in any contract, and paid by every Maru barge at three reaches without one written word requiring it.

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The Shape Under Glass

A vast silhouette some claim to see deep in the Pyrelands' fused glass at certain sun angles — in glass that, glassmakers quietly insist, no fire of the war could have made.

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The Surgeon Swarm

Battlefield-medic beetles of the Saltmarches that find the sleeping and treat them — with flawless sutures and diagnoses a hundred and fifty years old.

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The Tally Crows

War-bred counting crows that roost over the Petitioners' Camp and count the living aloud, in the voices of dead quartermasters.

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The Uncut Acre

The standing centre of certain old Granlands fields, left unharvested by custom older than the Oaths — for something believed to walk the wheat the night after reaping.

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The Unrelieved Watch

A sentry haunting at a high Ferruhm pass that still challenges travellers for a password one hundred and fifty years out of date.

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Trelliswolf

Rootwild pack-hunters that run the root-lattices above the forest floor and take prey from overhead — the reason travellers watch up, not back.

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