Eonmere Exiles
The Lore
The Primordial Tangle
Somewhere on the far side of Kinship lies the Primordial Tangle: an ancient jungle that predates the god-wars, the Divine War, and possibly recorded history entirely. No one alive is sure whether it is still actively growing or simply persisting, slow and vast and indifferent. What the reconstruction of New Ognos appears to have done, entirely by accident, is create a resonance between Eonmere and the Tangle — a botanical and magical frequency so similar that the boundary between them has always been thinner than it looks. The large Chromabloom pollen surge amplified the frequency between the two jungles until the overlap became something almost navigable. Something on the other side noticed.
The Exiles
Long before the younger gods arrived and began reshaping life for their wars, the Primordials made early attempts at sapient, self-sustaining life. These prototypes — powerful, strange, built to last without divine maintenance — were created and nurtured in the Primordial Tangle. When it became clear that the god-wars would swallow everything they touched, the Primordials made a choice: rather than let these creations be conscripted, altered, or destroyed, they sealed them inside the Tangle in a form of protected stasis. Asleep, they could not be used. Asleep, they could not suffer. The plan was always to wake them when the wars were over.
The upheaval of recent years — the Divine War, the destruction and reconstruction of New Ognos, the ongoing instability of the island's magical landscape — has been pressing against the seals like a slow tide. This year's pollen surge was the tipping point. The Exiles are waking up in the overlap between two jungles, caught in a temporal and spatial bleed, not entirely in the Tangle and not entirely in Eonmere. They are disoriented. They are powerful. They are very, very old, and the world they remember is not the one they are waking into.
Using Your Mystery Egg
Mystery Eggs earned during the Easter event can be used in five ways. Once you've decided how you'd like to use yours, reach out to Support in the #leadership channel and we'll get everything set up for you.
Create a Custom Eonmere Exile
You create a brand new character who is one of the Exiles: an ancient being waking up in the overlap between the Primordial Tangle and Eonmere, trying to orient themselves in a world they don't recognize.
When creating your Exile, you may select any or all of the following — or request that Support rolls them for you if you enjoy surprises:
- Sex
- Hair, eye, and skin color (may be unnatural)
- Detailed appearance (may include unusual features: extreme height or smallness, markings, etc.)
- Race (including custom races)
- Differences (unique traits, conditions, etc.)
All Exiles begin with the following:
- 450 primary progression points (level 3) in the system of your selection (Primal, Tenebris, Eminence, Magic, Tech)
- The talents Immortality, Eternal Vitality, and Animal Magnetism (extinct)
- 3 additional talents up to 3,500c value each, chosen from the Arcanum
Restrictions: Exile characters must participate in the Exile plot (see below). Shapeshifting Exiles must have an extinct animal form as their primary shifted shape — this includes dinosaurs, extinct mammals, and fantasy/player-created species with an extinct animal as their base.
Merge with an Existing Character
Rather than creating someone new, an Exile "inhabits" one of your existing characters — bleeding through the resonance and settling into them the way a second voice settles into a familiar song. The Exile is not in control. They are present: a guide, a memory, an older mind occasionally visible beneath the surface of the character you already play.
Mechanically, the inhabited character receives:
- The talent Animal Magnetism (extinct)
- 3 additional talents up to 4,500c value each, chosen from the Arcanum
- Access to the Exile plot and Resonance mechanic (see below)
In play, the Exile within may offer guidance, commentary, or knowledge that the host character doesn't have. In moments of significant stress, grief, danger, or powerful emotion, the Exile may manifest more visibly — surfacing in the host's voice, appearance, or behavior in ways neither of them entirely planned. What this looks like is up to you, but it should be something your character has to navigate rather than simply control.
The Exile is, in some sense, a passenger. They are also someone who has been asleep for a very long time and has opinions about what they've woken up into.
Exile/Companion Fusion
Something went sideways with this Exile's emergence. They are awake — aware, intelligent, and very much themselves — but they are stuck in animal form, unable to fully manifest through the bleed in the way the others have. They have done the only thing available to them: found a character to bond with.
This option creates a custom Companion Creature for one of your existing characters. The Companion is an Exile in animal form: fully sapient, deeply old, and bonded to your character in ways that neither of them had much say in.
The Companion receives:
- The talent Animal Magnetism (extinct)
- A custom extinct animal form
- Enough progression points to reach Level 3 in their selected Affliction immediately
- Access to the Exile plot and Resonance mechanic (see below)
The bonded character is not an Exile themselves, but they are connected to one — which means they are connected to the Nascent, to the resonance, and to whatever unfolds in Eonmere this season.
Exchange for Rewards
If you'd rather have something tangible than a new character obligation, you can exchange your Mystery Egg for one of the following:
- 3 talents up to 4,500c value each, applicable to any existing character
- 3 items from the Egg Shop with a cost of 6 eggs or higher each
Sell
A flat 7,000 coppers, deposited directly to your account.
Playing an Exile
Exiles are ancient beings in a world that moved on without them. They are not gods, but they are adjacent to something god-like. They carry memories of a Kinship that no longer exists. They are meeting other Exiles who were, in some cases, intimately familiar to them and who are, in every case, now strangers shaped by centuries of dreaming.
There is no required personality, alignment, or attitude. Exiles can be warm, cold, reckless, careful, curious, grieving, delighted, or some rotating combination of all of these. What they share is age — and the particular disorientation of waking into a future that they didn't expect.
What Exiles Can Do
As a general guide, Exiles are significantly more powerful than a typical starting character. Beyond mechanical power, they carry knowledge of pre-war Kinship that no living person has, which can be a significant asset (or a significant source of friction, depending on what they remember and what it means now). Exiles can also issue Callings — tasks or quests offered to other characters, Exile or otherwise.
Exile Callings
Exiles may also issue their own Callings — tasks offered to other characters at their own discretion. Callings are posted in #leadership using the template posted in the channel.
Callings are a way for Exiles to generate RP hooks and offer rewards without Support involvement — and a way for other players to earn something from interacting with the strangest characters in the jungle this season! You cannot claim rewards for a Calling you posted. Exiles can continue to issue Callings indefinitely.
The Resonance Mechanic
Every Exile woke up with the same peculiar awareness: somewhere among the others, there is someone they knew. Something specific and insistent, a pull toward a connection they can feel the shape of without being able to name it. A person-shaped absence. They do not know who it is or what the relationship was; the only way to find out is to look.
When your Exile has written with another Exile — minimum one post each in the same thread — either player can post in #leadership with the following:
## Resonance Check!
**Characters:** [Your character] & [Their character]
**Thread:** [link]
**Block Request:** [optional — see below]
Support will respond with one of two things: a not quite (they're not the one you're looking for), or a Resonance Confirmed, at which point Support will share the previous connection between the two characters and reward both. Each exile will have two Resonances, someone they are looking for and someone who is looking for them.
The Previous Connection
The connection Support generates reflects who these characters were before the sealing, potentially centuries ago. It might be that they were siblings, old rivals, traveling companions, lovers, mentor and student, or something harder to categorize. It will be specific enough to be interesting and vague enough to leave room for development/decisions between players; it does not determine is who they are to each other now. Characters who were like siblings before can be strangers, enemies, or something new entirely. Characters who were lovers are under no obligation to be anything at all now. The connection is a history, not a requirement — and how each character responds to learning it is entirely up to the player.
Block Requests
If there is a specific type of past connection that would not work for your characters — for example, if your characters have been romantic in their current RP and a familial reveal would be uncomfortable — you can include a block request in your Resonance Check post. Support will generate an alternative. You do not need to explain why, and there is no limit on blocks.
Rewards
Writing with any other Exile (at least one post each) earns a small reward whether or not they are your pair. Finding your pair earns a larger reward. Writing with every active Exile at least once earns a large reward! The point is the looking, not just the finding.
Duration
There is currently no set end date for finding Resonances. Keep meeting your fellow Exiles at your own pace!